Compare commits
24 Commits
c610829661
...
new2
| Author | SHA1 | Date | |
|---|---|---|---|
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0db3404481 | ||
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8c7748436b | ||
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311b8ebb54 | ||
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5d398d0a29 | ||
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9c9cc99e64 | ||
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1bb275607a | ||
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95bf2a4e17 | ||
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3f2989ab55 | ||
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577a62193c | ||
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8f89dd11fa | ||
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c10e24709d | ||
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f92502f4f5 | ||
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fa58f699d9 | ||
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90e8a4a284 | ||
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39de30b9b4 | ||
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8707316032 | ||
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fdcd81c083 | ||
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cd9e7296a1 | ||
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be6d941b90 | ||
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51256a2813 | ||
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0ea0434087 | ||
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1634f6a528 | ||
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c183ae464a | ||
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d140645aab |
@@ -11,29 +11,32 @@
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||||
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@@ -90,7 +93,8 @@
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@@ -140,7 +144,98 @@
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@@ -11,29 +11,32 @@
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@@ -89,7 +92,8 @@
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@@ -135,7 +139,95 @@
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@@ -11,29 +11,32 @@
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@@ -88,7 +91,8 @@
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@@ -130,7 +134,115 @@
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@@ -11,39 +11,32 @@
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@@ -103,7 +96,8 @@
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0.4583333333333333,
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0.5,
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0.5416666666666666,
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||||
0.5833333333333334
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||||
0.5833333333333334,
|
||||
0.625
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],
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||||
"_values": [
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{
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@@ -165,7 +159,115 @@
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@1b470",
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||||
"__expectedType__": "cc.SpriteFrame"
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||||
},
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||||
null
|
||||
]
|
||||
},
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||||
{
|
||||
"__type__": "cc.animation.ObjectTrack",
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||||
"_binding": {
|
||||
"__type__": "cc.animation.TrackBinding",
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"path": {
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"__id__": 8
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||||
},
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"proxy": null
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},
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"_channel": {
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"__id__": 11
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||||
}
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},
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{
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"__type__": "cc.animation.TrackPath",
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||||
"_paths": [
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{
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||||
"__id__": 9
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},
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{
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"__id__": 10
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},
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"spriteFrame"
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]
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||||
{
|
||||
"__type__": "cc.animation.HierarchyPath",
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"path": "electric-slash-horizontal1"
|
||||
},
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||||
{
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"__type__": "cc.animation.ComponentPath",
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"component": "cc.Sprite"
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},
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{
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"__type__": "cc.animation.Channel",
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"_curve": {
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"__id__": 12
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"__type__": "cc.ObjectCurve",
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0.3333333333333333,
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"_values": [
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@f6490",
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"__expectedType__": "cc.SpriteFrame"
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},
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@6c874",
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||||
"__expectedType__": "cc.SpriteFrame"
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@5b5e5",
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@9e7f6",
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"__expectedType__": "cc.SpriteFrame"
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{
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null
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{
|
||||
|
||||
921
assets/resources/game/skill/anm/atk/fb-8.anim
Normal file
921
assets/resources/game/skill/anm/atk/fb-8.anim
Normal file
@@ -0,0 +1,921 @@
|
||||
[
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
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||||
"_name": "fb-8",
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"_native": "",
|
||||
"sample": 20,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
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"enableTrsBlending": false,
|
||||
"_duration": 1.4,
|
||||
"_hash": 500763545,
|
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{
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"__id__": 1
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},
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{
|
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"__id__": 7
|
||||
},
|
||||
{
|
||||
"__id__": 13
|
||||
},
|
||||
{
|
||||
"__id__": 24
|
||||
}
|
||||
],
|
||||
"_exoticAnimation": null,
|
||||
"_events": [
|
||||
{
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||||
"frame": 0,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0,
|
||||
"func": "atk",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0.6,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0.6,
|
||||
"func": "atk",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 1.2,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 1.2,
|
||||
"func": "atk",
|
||||
"params": []
|
||||
}
|
||||
],
|
||||
"_embeddedPlayers": [],
|
||||
"_additiveSettings": {
|
||||
"__id__": 35
|
||||
},
|
||||
"_auxiliaryCurveEntries": []
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.ObjectTrack",
|
||||
"_binding": {
|
||||
"__type__": "cc.animation.TrackBinding",
|
||||
"path": {
|
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"__id__": 2
|
||||
},
|
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"proxy": null
|
||||
},
|
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"_channel": {
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"__id__": 5
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.TrackPath",
|
||||
"_paths": [
|
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{
|
||||
"__id__": 3
|
||||
},
|
||||
{
|
||||
"__id__": 4
|
||||
},
|
||||
"spriteFrame"
|
||||
]
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.HierarchyPath",
|
||||
"path": "Node"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.ComponentPath",
|
||||
"component": "cc.Sprite"
|
||||
},
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||||
{
|
||||
"__type__": "cc.animation.Channel",
|
||||
"_curve": {
|
||||
"__id__": 6
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.ObjectCurve",
|
||||
"_times": [
|
||||
0,
|
||||
0.05,
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0.1,
|
||||
0.15,
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0.2,
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0.25,
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0.35,
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|
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"__expectedType__": "cc.SpriteFrame"
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32",
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{
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||||
"__expectedType__": "cc.SpriteFrame"
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|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@a38c9",
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||||
"__expectedType__": "cc.SpriteFrame"
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||||
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||||
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"__expectedType__": "cc.SpriteFrame"
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@740a0",
|
||||
"__expectedType__": "cc.SpriteFrame"
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||||
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|
||||
{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@6b34e",
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{
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||||
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|
||||
"_binding": {
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||||
"__type__": "cc.animation.TrackBinding",
|
||||
"path": {
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"__id__": 8
|
||||
},
|
||||
"proxy": null
|
||||
},
|
||||
"_channel": {
|
||||
"__id__": 11
|
||||
}
|
||||
},
|
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{
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||||
"__type__": "cc.animation.TrackPath",
|
||||
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|
||||
{
|
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|
||||
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{
|
||||
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|
||||
},
|
||||
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|
||||
]
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.HierarchyPath",
|
||||
"path": "Node-001"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.ComponentPath",
|
||||
"component": "cc.Sprite"
|
||||
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|
||||
{
|
||||
"__type__": "cc.animation.Channel",
|
||||
"_curve": {
|
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|
||||
}
|
||||
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{
|
||||
"__type__": "cc.ObjectCurve",
|
||||
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||||
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|
||||
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|
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|
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|
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|
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|
||||
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||||
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||||
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32",
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||||
"__expectedType__": "cc.SpriteFrame"
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},
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{
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13
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526
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Normal file
526
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},
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},
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13
assets/resources/game/skill/atk/maxm7.prefab.meta
Normal file
13
assets/resources/game/skill/atk/maxm7.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"ver": "1.1.50",
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"importer": "prefab",
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"imported": true,
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"uuid": "2316d214-bb61-434e-a056-48793e72dcce",
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"files": [
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".json"
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],
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"subMetas": {},
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"userData": {
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"syncNodeName": "maxm7"
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}
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}
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -7476,7 +7476,7 @@
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"height": 17,
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"rawWidth": 4,
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"rawHeight": 17,
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"borderTop": 10,
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"borderLeft": 2,
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"borderRight": 2,
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@@ -81,11 +81,13 @@ const PLACEHOLDER_PATTERN = /\{(\w+)\}/g;
|
||||
* atking/atked 为周期循环触发(运行时按次数取模判定),拼为"每攻击N次"/"每受击N次"
|
||||
* 表达循环语义(N=1 时退化为"每次攻击"/"每次受击");其余类型直接用触发名(召唤/死亡后/回合开始)。
|
||||
*/
|
||||
function buildTriggerLabel(type: SkillTriggerType, tNum: number): string {
|
||||
function buildTriggerLabel(type: SkillTriggerType, tNum: number, chance?: number): string {
|
||||
if (type === SkillTriggerType.Atking || type === SkillTriggerType.Atked) {
|
||||
// 配置了 t_chance 且 < 100 时追加概率说明(保底叠加为隐藏机制,不在文案展示)
|
||||
const chanceSeg = chance !== undefined && chance < 100 ? `(${valueRich(Math.round(chance))}%概率)` : "";
|
||||
return tNum <= 1
|
||||
? `每次${SkillTriggerName[type]}`
|
||||
: `每${SkillTriggerName[type]}${valueRich(tNum)}次`;
|
||||
? `每次${SkillTriggerName[type]}${chanceSeg}`
|
||||
: `每${SkillTriggerName[type]}${valueRich(tNum)}次${chanceSeg}`;
|
||||
}
|
||||
return SkillTriggerName[type];
|
||||
}
|
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@@ -137,18 +139,25 @@ function getBuffValue(skill: SkillConfig): number {
|
||||
* Why: 数值不写死在模板里,overrides 调整档位数值时文案自动同步。
|
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* @param tmpl 描述模板(含占位符)
|
||||
* @param skill mergeSkillParams 合并后的技能配置
|
||||
* @param extra 条目级参数占位符(触发技能的 t_chance/pity_add 不在 SkillConfig,由调用方透传;优先于技能字段)
|
||||
*/
|
||||
function renderDesc(tmpl: string, skill: SkillConfig): string {
|
||||
function renderDesc(tmpl: string, skill: SkillConfig, extra?: Record<string, number>): string {
|
||||
return tmpl.replace(PLACEHOLDER_PATTERN, (raw, key: string) => {
|
||||
if (key === "target") return buildTargetDesc(skill);
|
||||
if (key === "dur") return valueRich(getBuffDuration(skill));
|
||||
if (key === "buff_value") return valueRich(getBuffValue(skill));
|
||||
if (extra && key in extra) return valueRich(String(extra[key]));
|
||||
const v = (skill as unknown as Record<string, unknown>)[key];
|
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// 未定义数值字段按 0 渲染,避免面板出现 undefined(模板与配置不匹配的兜底)
|
||||
return v === undefined ? valueRich(0) : valueRich(String(v));
|
||||
});
|
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}
|
||||
|
||||
/** 触发档位的条目级占位符上下文(普攻/大招档位无此层参数,返回 undefined 走技能字段) */
|
||||
function tierExtras(t: ISkillTierInfo): Record<string, number> | undefined {
|
||||
return t.tChance === undefined ? undefined : { t_chance: t.tChance, pity_add: t.pityAdd ?? 0 };
|
||||
}
|
||||
|
||||
/** 无模板时兜底:回退底座技能的 info 备注 */
|
||||
function fallbackDesc(skill: SkillConfig): string {
|
||||
return String(skill.info ?? "");
|
||||
@@ -224,9 +233,12 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s
|
||||
if (e.lv <= lv && e.desc) tmpl = e.desc;
|
||||
}
|
||||
tmpl = tmpl ?? entries[0]?.desc;
|
||||
const text = tmpl ? renderDesc(tmpl, skill) : fallbackDesc(skill);
|
||||
const text = tmpl
|
||||
? renderDesc(tmpl, skill, { t_chance: item.t_chance ?? 100, pity_add: item.pity_add ?? 0 })
|
||||
: fallbackDesc(skill);
|
||||
// 触发语境:"每攻击N次"循环语义(buildTriggerLabel),逗号衔接效果文本
|
||||
const trig = buildTriggerLabel(type, item.t_num);
|
||||
// 模板已显式使用 {t_chance} 时不再自动追加概率后缀,避免同一行重复展示
|
||||
const trig = buildTriggerLabel(type, item.t_num, tmpl?.includes("{t_chance}") ? undefined : item.t_chance);
|
||||
parts.push(`${trig}, ${text}`);
|
||||
}
|
||||
// dead 组内的复活效果(revive_hp / revive_count)并入同一行
|
||||
@@ -279,12 +291,17 @@ interface ISkillTierInfo {
|
||||
ownDesc?: string;
|
||||
/** 触发技能档位的触发次数(普攻无) */
|
||||
tNum: number;
|
||||
/** 触发技能档位的触发概率百分点(普攻无;缺省 100 必触发) */
|
||||
tChance?: number;
|
||||
/** 触发技能档位的保底叠加百分点(普攻无;缺省 0) */
|
||||
pityAdd?: number;
|
||||
}
|
||||
|
||||
/** 相邻档 diff 参与展示的字段(排除动画/弹道/特效等玩家无感字段),t_num 为触发技能专有 */
|
||||
const DIFF_KEYS: string[] = [
|
||||
"ap", "hit_count", "num", "summon_count", "crt", "frz", "stun", "para",
|
||||
"bck", "bck_chance", "buff_duration", "buff_value", "t_num", "timed_buff_id",
|
||||
"t_chance", "pity_add",
|
||||
];
|
||||
|
||||
/** diff 字段的称谓与单位("新增/漂移"描述共用) */
|
||||
@@ -302,11 +319,15 @@ const DIFF_META: Record<string, { label: string; unit: string }> = {
|
||||
buff_duration: { label: "持续", unit: "秒" },
|
||||
buff_value: { label: "增益强度", unit: "" },
|
||||
t_num: { label: "触发次数", unit: "次" },
|
||||
t_chance: { label: "触发概率", unit: "%" },
|
||||
pity_add: { label: "保底叠加", unit: "%" },
|
||||
};
|
||||
|
||||
/** 读取档位某展示字段的实时值(t_num/buff_value 走专用取值) */
|
||||
/** 读取档位某展示字段的实时值(t_num/t_chance/pity_add/buff_value 走专用取值) */
|
||||
function getTierValue(tier: ISkillTierInfo, key: string): number {
|
||||
if (key === "t_num") return tier.tNum;
|
||||
if (key === "t_chance") return tier.tChance ?? 100;
|
||||
if (key === "pity_add") return tier.pityAdd ?? 0;
|
||||
if (key === "buff_value") return getBuffValue(tier.skill);
|
||||
const v = (tier.skill as unknown as Record<string, unknown>)[key];
|
||||
return typeof v === "number" ? v : 0;
|
||||
@@ -497,9 +518,13 @@ function collectTriggerTiers(hero: heroInfo, type: SkillTriggerType, skillUuid:
|
||||
desc: e.desc ?? inherit,
|
||||
ownDesc: e.desc,
|
||||
tNum: e.t_num,
|
||||
tChance: e.t_chance ?? 100,
|
||||
pityAdd: e.pity_add ?? 0,
|
||||
};
|
||||
});
|
||||
const label = buildTriggerLabel(type, sorted[0].t_num);
|
||||
// slv1 模板已显式使用 {t_chance} 时不再自动追加概率后缀,避免同一行重复展示
|
||||
const firstTmpl = tiers[0]?.desc;
|
||||
const label = buildTriggerLabel(type, sorted[0].t_num, firstTmpl?.includes("{t_chance}") ? undefined : sorted[0].t_chance);
|
||||
return { tiers, label };
|
||||
}
|
||||
|
||||
@@ -510,11 +535,11 @@ function buildTierLines(tiers: ISkillTierInfo[], triggerLabel: string): HeroSkil
|
||||
const t = tiers[i];
|
||||
if (i === 0) {
|
||||
// 技能 1 级:完整能力 + 数值
|
||||
const text = t.desc ? renderDesc(t.desc, t.skill) : fallbackDesc(t.skill);
|
||||
const text = t.desc ? renderDesc(t.desc, t.skill, tierExtras(t)) : fallbackDesc(t.skill);
|
||||
lines.push({ sLv: t.sLv, heroLv: t.heroLv, text: triggerLabel ? `${triggerLabel}, ${text}` : text });
|
||||
} else if (t.ownDesc) {
|
||||
// 提升档:该档显式配置了模板(如护盾/治疗等 diff 标签语义不达的技能),策划表述优先
|
||||
lines.push({ sLv: t.sLv, heroLv: t.heroLv, text: renderDesc(t.ownDesc, t.skill) });
|
||||
lines.push({ sLv: t.sLv, heroLv: t.heroLv, text: renderDesc(t.ownDesc, t.skill, tierExtras(t)) });
|
||||
} else {
|
||||
// 提升档:未配置模板,给相对上一级的提升
|
||||
const diff = buildTierDiff(tiers[i - 1], t);
|
||||
|
||||
@@ -48,11 +48,9 @@ export interface GameDate {
|
||||
talent_lv?: number,
|
||||
/** 天赋当前等级已累计的经验值 */
|
||||
talent_exp?: number,
|
||||
/** 关卡进度存档:当前章节-关-节 */
|
||||
/** 关卡进度存档:当前关卡号(无限关模式只记关卡号,回合恒从 1 开始) */
|
||||
stage_progress?: {
|
||||
chapter: number,
|
||||
stage: number,
|
||||
section: number,
|
||||
},
|
||||
/** 奖励领取状态:段位/闯关首达奖励的已领取标记(玩家点击领取) */
|
||||
reward_claimed?: {
|
||||
@@ -61,7 +59,7 @@ export interface GameDate {
|
||||
/** 已领取的大关号 */
|
||||
stage: number[],
|
||||
},
|
||||
/** 已通关大关的显式标记(覆盖存档停留场景,如第 10 关通关后进度停留 1-10-10) */
|
||||
/** 已通关大关的显式标记(历史遗留字段,无限关模式不再写入;仅用于兼容读取旧存档) */
|
||||
passed_stages?: number[],
|
||||
}
|
||||
export interface CloudData {
|
||||
@@ -152,11 +150,9 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
talent_lv: 0,
|
||||
/** 当前等级已累计经验 */
|
||||
talent_exp: 0,
|
||||
/** 关卡进度存档:默认从 1-1-1 开始 */
|
||||
/** 关卡进度存档:默认从第 1 关开始 */
|
||||
stage_progress: {
|
||||
chapter: 1,
|
||||
stage: 1,
|
||||
section: 1,
|
||||
},
|
||||
/** 奖励领取状态(玩家点击领取,跨局保留) */
|
||||
reward_claimed: {
|
||||
@@ -238,9 +234,7 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
switch_music: true, // 音乐开关(MVVM绑定字段)
|
||||
/** 关卡进度(MVVM绑定字段,镜像 data.stage_progress,供 HUD 实时显示) */
|
||||
stage_progress: {
|
||||
chapter: 1,
|
||||
stage: 1,
|
||||
section: 1,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -352,26 +346,26 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
* 将 data 层的关卡进度镜像到 vmdata 视图层(MVVM 绑定字段)。
|
||||
* Why: data.stage_progress 为云端持久权威源,vmdata.stage_progress 仅供 HUD 绑定展示;
|
||||
* 登录覆盖、关卡推进后都必须调用本方法保持镜像一致。
|
||||
* 旧版三段存档(chapter/stage/section)在同步时归一化为 stage 单字段。
|
||||
*/
|
||||
public syncStageProgressToView(): void {
|
||||
const p = this.data.stage_progress;
|
||||
// 就地更新字段而非整体替换对象:oops VM(JsonOb)只通知被赋值属性的精确路径,
|
||||
// 整体替换仅派发 VC:data.stage_progress,不会触发 HUD 绑定的
|
||||
// data.stage_progress.section 等嵌套末端路径刷新,导致进度显示停留在老节
|
||||
const view = this.vmdata.stage_progress;
|
||||
view.chapter = p?.chapter ?? 1;
|
||||
view.stage = p?.stage ?? 1;
|
||||
view.section = p?.section ?? 1;
|
||||
// 旧存档归一化:兼容历史 chapter/stage/section 三段结构,仅提取 stage
|
||||
const stage = Math.max(1, Math.floor(p?.stage ?? 1));
|
||||
if (p && (p.stage !== stage || (p as any).chapter !== undefined || (p as any).section !== undefined)) {
|
||||
this.data.stage_progress = { stage };
|
||||
}
|
||||
this.vmdata.stage_progress.stage = stage;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新关卡进度(权威源 data + 视图镜像 vmdata),并派发事件刷新 UI。
|
||||
* Why: 替代直接赋值 smc.data.stage_progress,保证视图层实时同步。
|
||||
* @param progress 新的关卡进度(章节/大关/小节均从 1 开始)
|
||||
* @param progress 新的关卡进度(仅关卡号,从 1 开始)
|
||||
* @param is_sync 是否标记脏并触发云端/本地同步
|
||||
*/
|
||||
public updateStageProgress(progress: { chapter: number; stage: number; section: number }, is_sync: boolean = true): void {
|
||||
this.data.stage_progress = { ...progress };
|
||||
public updateStageProgress(progress: { stage: number }, is_sync: boolean = true): void {
|
||||
this.data.stage_progress = { stage: Math.max(1, Math.floor(progress.stage)) };
|
||||
this.syncStageProgressToView();
|
||||
if (is_sync) {
|
||||
gameDataSync.markDataDirty();
|
||||
@@ -452,20 +446,18 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
}
|
||||
|
||||
/**
|
||||
* 标记大关已通关(通关点调用,覆盖存档停留场景)
|
||||
* Why: 第 10 关通关后存档停留 1-10-10,无法从 stage_progress 推导已通状态,
|
||||
* 需在通关时显式写入。
|
||||
* @param stage 大关号
|
||||
* 标记大关已通关(历史遗留入口)
|
||||
* Why: 旧版本第 10 关通关后存档停留,无法从 stage_progress 推导已通状态,需显式标记;
|
||||
* 无限关模式存档永远推进,判定已通可直接由 stage_progress 推导,无需再写入。
|
||||
* 保留空实现以避免破坏外部调用方(若有旧存档读取场景走 passed_stages 兼容)。
|
||||
* @param _stage 大关号(未使用,保留签名兼容)
|
||||
* @deprecated 无限关模式无需调用,保留仅为兼容旧代码引用
|
||||
*/
|
||||
public markStagePassed(stage: number): void {
|
||||
if (!this.data.passed_stages) this.data.passed_stages = [];
|
||||
if (!this.data.passed_stages.includes(stage)) {
|
||||
this.data.passed_stages.push(stage);
|
||||
gameDataSync.markDataDirty();
|
||||
}
|
||||
public markStagePassed(_stage: number): void {
|
||||
// 无限关模式不再写入 passed_stages
|
||||
}
|
||||
|
||||
/** 判定大关是否已通关:显式标记优先,存档推进兜底(已进入后续关即已通关) */
|
||||
/** 判定大关是否已通关:旧存档显式标记兼容,无限关以存档关卡号推导(已进入后续关即已通关) */
|
||||
private isStagePassed(stage: number): boolean {
|
||||
if ((this.data.passed_stages ?? []).includes(stage)) return true;
|
||||
return (this.data.stage_progress?.stage ?? 1) > stage;
|
||||
|
||||
@@ -104,15 +104,15 @@ export enum GameEvent {
|
||||
STAGE_PROGRESS_UPDATE = "STAGE_PROGRESS_UPDATE",
|
||||
/** 奖励领取完成(payload 为空,UI 刷新待领取列表/红点) */
|
||||
REWARD_CLAIMED = "REWARD_CLAIMED",
|
||||
/** 小节开始(payload: { chapter, stage, section },MissionMonComp 据此生成怪物) */
|
||||
/** 回合开始(payload: { stage, section },MissionMonComp 据此生成怪物) */
|
||||
SectionStart = "SectionStart",
|
||||
/** 小节结束(payload: { chapter, stage, section },玩家点击"下一节"后推进) */
|
||||
/** @deprecated 已废弃:无限关模式无节间结算,回合自动推进,勿再监听 */
|
||||
SectionEnd = "SectionEnd",
|
||||
/** 大关结束(payload: { chapter, stage },10 节打完) */
|
||||
/** @deprecated 已废弃:无限关模式无大关结算,勿再监听 */
|
||||
StageEnd = "StageEnd",
|
||||
/** 章节结束(payload: { chapter },10 关打完) */
|
||||
/** @deprecated 已废弃:无限关模式无章节概念,勿再监听 */
|
||||
ChapterEnd = "ChapterEnd",
|
||||
/** 结算弹窗点击"下一节"(payload 为空,MissionComp 据此推进到下一小节) */
|
||||
/** @deprecated 已废弃:无限关模式无"下一节"手动推进,勿再监听 */
|
||||
NextSection = "NextSection",
|
||||
/** 结算弹窗点击"再来一次"(payload 为空,MissionComp 据此重开本关) */
|
||||
RestartMission = "RestartMission",
|
||||
|
||||
@@ -65,6 +65,16 @@ export enum EType {
|
||||
timeEnd = 1, //碰撞够也不消失,时间到才消失
|
||||
collision = 2, //碰撞次数够就消失
|
||||
}
|
||||
|
||||
/**
|
||||
* 召唤类技能(summon_count>1)多次施放的目标选择模式(由技能 prefab 上 SkillView 配置)。
|
||||
* 仅对敌方目标技能生效;友方/自身技能不走该逻辑。
|
||||
*/
|
||||
export enum SummonTMode {
|
||||
same = 0, // 同一敌人:所有召唤物锁定施法时选定的目标(默认,原行为)
|
||||
random = 1, // 随机敌人:每次出手时从射程内敌人中随机锁定一个
|
||||
unique = 2, // 避免相同敌人:优先锁定本轮尚未选过的敌人,一轮选完后重置再选
|
||||
}
|
||||
//debuff类型
|
||||
|
||||
|
||||
@@ -72,31 +82,40 @@ export enum EType {
|
||||
=== 技能配置系统使用说明 ===
|
||||
|
||||
1. 基础属性:
|
||||
- uuid: 技能唯一ID
|
||||
- name: 技能名称
|
||||
- uuid: 技能唯一ID(6001~6013 单体普攻、6100~6204 群体大招、6301~6302 治疗护盾、
|
||||
6401~6416 永久强化、6501~6519 计时强化/特殊、7001~7024 驻场光环)
|
||||
- name: 技能名称(内部底座代号;英雄语境对外名由 heroSet 侧 name 字段覆写)
|
||||
- sp_name: 特效名称
|
||||
- AtkedName: 攻击类型
|
||||
- path: 图片资源路径
|
||||
- icon: 图标ID
|
||||
|
||||
2. 目标和效果:
|
||||
- TGroup: 目标群体 (敌方、友方等)
|
||||
- SType: 技能类型 (伤害、治疗、护盾等)
|
||||
- TGroup: 目标群体(Self 自身 / Ally 全体友方含自己 / Team 全体友方 / Enemy 敌方 / All 全部)
|
||||
- kind: 主效果类型(Damage 伤害 / Heal 治疗 / Shield 护盾 / Support 强化)
|
||||
|
||||
3. 执行参数:
|
||||
- act: 角色执行的动画
|
||||
- DTType: 伤害类型 (单体、范围)
|
||||
- EType: 结束条件
|
||||
- fname: 特效文件名
|
||||
- DTType: 伤害类型(single 单体 / range 范围)
|
||||
- EType: 结束条件(动画结束/时间结束/碰撞次数)
|
||||
- RType: 弹道类型(linear 直线 / bezier 贝塞尔 / fixed 固定起点 / fixedEnd 固定终点)
|
||||
- with: 暂时无用
|
||||
|
||||
4. 数值参数:
|
||||
- ap: 攻击力百分比
|
||||
- cd: 冷却时间
|
||||
- hit_count: 可命中次数
|
||||
- t_num: 目标数量
|
||||
- hitcd: 持续伤害的伤害间隔
|
||||
- speed: 移动速度
|
||||
- cost: 消耗值
|
||||
- ap: 伤害/治疗为攻击力百分比;护盾为生命最大值百分比;强化技能为修饰数值
|
||||
- cd: 冷却时间(普攻 cd 即攻击间隔)
|
||||
- hit_count: 可命中目标数(伤害技能=弹道穿透数;辅助技能=作用目标数)
|
||||
- hitcd: 持续伤害的伤害间隔(秒)
|
||||
- speed: 弹道移动速度
|
||||
- summon_count: 单次施法召唤的弹道/实体个数(>1 视为召唤类技能)
|
||||
|
||||
5. 增益/减益:
|
||||
- buff_type + ap: 永久强化(直接累加到属性,无时长)
|
||||
- timed_buff_id + buff_value/buff_duration/buff_chance/buff_target: 计时强化(走 BuffList)
|
||||
- timed_debuff_id + debuff_value/debuff_duration/debuff_chance: 命中敌方后挂的计时减益
|
||||
- proc_skill: 施法后概率触发额外技能(技能级触发器,无视 CD)
|
||||
|
||||
6. 文案约定:
|
||||
- info 仅作语义描述,禁止写死数值;数值由 heroSet/卡片 overrides 注入,
|
||||
UI 文案由 SkillDescSet / HeroSkillText 按合并后实时配置动态生成
|
||||
*/
|
||||
export enum DType {
|
||||
ATK = 0, // 物理
|
||||
@@ -140,8 +159,8 @@ export interface SkillConfig {
|
||||
TGroup: TGroup, // 目标群体(敌方/友方/自身等)
|
||||
act: string, // 角色执行的动画
|
||||
DTType: DTType, // 伤害类型(单体/范围)
|
||||
ap: number, // 伤害/治疗技能为攻击百分比,护盾技能为免疫次数
|
||||
hit_count: number, // 可命中次数
|
||||
ap: number, // 伤害/治疗为攻击力百分比;护盾为生命最大值百分比;永久强化为修饰数值
|
||||
hit_count: number, // 可命中目标数(伤害技能=弹道穿透数;辅助技能=作用目标数,>1 生效)
|
||||
hitcd: number, // 持续伤害的伤害间隔(秒)
|
||||
speed: number, // 移动速度
|
||||
with: number, // 宽度(暂时无用)
|
||||
@@ -318,6 +337,21 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
RType: RType.bezier, EType: EType.collision, info: "红瓶抛射物",
|
||||
},
|
||||
6013: {
|
||||
uuid: 6013, name: "闪电", sp_name: "m3", icon: "109-Red-Potion", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
RType: RType.fixedEnd, EType: EType.collision, info: "单体雷击(固定终点落雷),可附加麻痹",
|
||||
},
|
||||
6014: {
|
||||
uuid: 6014, name: "小火球", sp_name: "m4", icon: "109-Red-Potion", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
RType: RType.fixedEnd, EType: EType.collision, info: "小火球(固定终点),可附加灼烧/易伤",
|
||||
},
|
||||
6015: {
|
||||
uuid: 6015, name: "小飓风", sp_name: "m5", icon: "109-Red-Potion", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
RType: RType.fixedEnd, EType: EType.collision, info: "小飓风(固定终点),直线穿透",
|
||||
},
|
||||
// ==================== 群体大招(按职业分段:6100-6149 坦克/战士、6150-6199 刺客/射手、6200-6249 法师/辅助) ====================
|
||||
// 坦克/战士群体攻击大招
|
||||
6100: {
|
||||
@@ -336,8 +370,8 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
RType: RType.bezier, EType: EType.collision, info: "火焰斩动画",//英雄配置技能的时候,可以叠加暴击debuff
|
||||
},
|
||||
6103: {
|
||||
uuid: 6103, name: "闪电斩", sp_name: "atk5", icon: "100-Enchant-Magic", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max0",
|
||||
DTType: DTType.single, para: 30, ap: 150, hit_count: 5, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
uuid: 6103, name: "闪电斩", sp_name: "atk6", icon: "100-Enchant-Magic", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max0",
|
||||
DTType: DTType.single, ap: 150, hit_count: 5, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
RType: RType.bezier, EType: EType.collision, info: "闪电斩动画",//英雄配置技能的时候,可以疲惫触发闪电系追加技能
|
||||
},
|
||||
6104: {
|
||||
@@ -364,46 +398,46 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
},
|
||||
6201: {
|
||||
uuid: 6201, name: "飓风", sp_name: "maxm2", icon: "98-Enchant-Wind", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
DTType: DTType.single, ap: 100, hit_count: 99, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, info: "一个飓风",
|
||||
},
|
||||
6202: {
|
||||
uuid: 6202, name: "毒气弹", sp_name: "maxm4", icon: "o_warlock_hyzy_skill", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "一个大毒气弹",
|
||||
},
|
||||
6203: {
|
||||
uuid: 6203, name: "能量波", sp_name: "maxm5", icon: "b_priest_kx_skill", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "一个能量波",
|
||||
},
|
||||
6204: {
|
||||
uuid: 6204, name: "多毒气弹", sp_name: "maxm6", icon: "o_warlock_hyzy_skill", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "一个大毒气弹",
|
||||
uuid: 6204, name: "雷暴", sp_name: "maxm7", icon: "o_warlock_hyzy_skill", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 99, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "雷暴多段打击(hit_count=99 直线穿透),可附加麻痹",
|
||||
},
|
||||
|
||||
//============================= ====== 辅助技能 回合技能 ====== ==========================
|
||||
6301: {
|
||||
uuid: 6301, name: "护盾", sp_name: "buff_wind", icon: "28-Electric-Wave", TGroup: TGroup.Self, readyAnm: "up_blue", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, kind: SkillKind.Shield, ap: 30, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support, shield_duration: 7,
|
||||
RType: RType.fixed, EType: EType.animationEnd, info: "获得施法者最大生命30%的护盾, 持续7秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, info: "获得施法者最大生命一定比例的护盾,持续7秒(ap=百分比)",
|
||||
},
|
||||
6302: {
|
||||
uuid: 6302, name: "治疗", sp_name: "buff_wind", icon: "g_priest_zldy_skill", TGroup: TGroup.Team, readyAnm: "up_green", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, kind: SkillKind.Heal, ap: 300, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, info: "治疗伙伴/自己",
|
||||
RType: RType.fixed, EType: EType.animationEnd, info: "治疗友方目标,回复量=目标最大生命×ap%",
|
||||
},
|
||||
//==========================buff 技能=====================
|
||||
6401: {
|
||||
uuid: 6401, name: "攻击强化", sp_name: "buff_wind", icon: "36-Guardian-Stance", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 5, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.ap, info: "全体友方攻击力提升5%, 持续1次",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.ap, info: "全体友方攻击力永久提升(ap=百分比,单次施加)",
|
||||
},
|
||||
6402: {
|
||||
uuid: 6402, name: "生命强化", sp_name: "buff_wind", icon: "29-Endure", TGroup: TGroup.Team, readyAnm: "up_hp", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 20, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp_max, info: "全体友方最大生命值提升20%, 持续1次",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp_max, info: "全体友方最大生命值永久提升(ap=百分比,单次施加)",
|
||||
},
|
||||
6403: {
|
||||
uuid: 6403, name: "暴击强化", sp_name: "buff_wind", icon: "5-Apply-Burn", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
@@ -456,7 +490,7 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
6412: {
|
||||
uuid: 6412, name: "防御强化", sp_name: "buff_wind", icon: "46-Iron-Clad", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 50, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.defense, info: "全体友方防御提升50点, 持续1次",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.defense, info: "全体友方防御永久提升(ap=固定点数,单次施加)",
|
||||
},
|
||||
6413: {
|
||||
uuid: 6413, name: "反伤强化", sp_name: "buff_wind", icon: "75-Shield-Stun", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
@@ -514,7 +548,7 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
6507: {
|
||||
uuid: 6507, name: "攻速爆发", sp_name: "buff_wind", icon: "147-Chronomancy", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.speed, timed_buff_id: 7015, info: "全体友方攻击速度提升40%, 持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.speed, timed_buff_id: 7015, info: "全体友方攻击速度提升(buff_value=百分比,默认5秒)",
|
||||
},
|
||||
// 风怒机制已停用: 6508 风怒爆发技能已移除
|
||||
/*
|
||||
@@ -568,7 +602,7 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
6517: {
|
||||
uuid: 6517, name: "生命爆发", sp_name: "buff_wind", icon: "29-Endure", TGroup: TGroup.Team, readyAnm: "up_green", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp_max, timed_buff_id: 7029, info: "全体友方最大生命值提升30%, 持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp_max, timed_buff_id: 7029, info: "全体友方最大生命值提升(buff_value=百分比,默认5秒)",
|
||||
},
|
||||
6518: {
|
||||
uuid: 6518, name: "闪避爆发", sp_name: "buff_wind", icon: "98-Enchant-Wind", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
@@ -576,9 +610,9 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.dodge, timed_buff_id: 7030, info: "全体友方闪避概率提升20%, 持续5秒",
|
||||
},
|
||||
6519: {
|
||||
uuid: 6519, name: "命中强化", sp_name: "buff_wind", icon: "27-Hawkeye", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
uuid: 6519, name: "命中爆发", sp_name: "buff_wind", icon: "27-Hawkeye", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.accuracy, timed_buff_id: 7031, info: "全体友方命中概率提升20%, 持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.accuracy, timed_buff_id: 7031, info: "全体友方命中概率提升(buff_value=百分比,默认5秒)",
|
||||
}
|
||||
};
|
||||
//***************驻场技能配置***************
|
||||
|
||||
@@ -1,17 +1,22 @@
|
||||
/**
|
||||
* @file StageSet.ts
|
||||
* @description 关卡系统配置(章节-关-节三级结构)
|
||||
* @description 关卡系统配置(无限关卡·单线推进)
|
||||
*
|
||||
* 设计要点:
|
||||
* - 1 章 = 10 关,每关 = 5 小节(一关一局,节间自动推进),共 50 个小节
|
||||
* - 每关节点固定:1~3 节普通(3 小怪)、第 4 节精英(3 精英)、第 5 节 Boss(1 Boss + 2 小怪)
|
||||
* - 怪物等级 = 关卡号(1-1 的怪为 Lv1,1-5 的怪为 Lv5)
|
||||
* - 怪物属性 = 基础 × 开局系数 × (1 + 成长斜率 × (lv-1)) × 类型倍率
|
||||
* - 无限关卡:从第 1 关起无上限推进,每关 = 5 回合(一关一局,回合间自动推进)
|
||||
* - 第 1~4 回合为普通怪,属性逐回合轻量增强(SECTION_RAMP_STEP)
|
||||
* - 第 5 回合为单 Boss 回合(无护卫),Boss 采用超厚血量(BOSS_HP_MUL)
|
||||
* - 怪物等级 = 关卡号(第 N 关的怪为 LvN,随关卡无限成长)
|
||||
* - 小节配置按需动态生成,不再依赖章节静态表
|
||||
*
|
||||
* 数值基准:
|
||||
* - 开局系数 0.8(1 级小怪略弱于英雄)
|
||||
* - 成长斜率 +5%/级(10 级 ≈ 1.45 倍)
|
||||
* - 精英倍率 × 1.5,Boss 倍率 × 3.0(精英 × 2)
|
||||
* - 成长斜率 +5%/级(无限线性成长,曲线平缓可控)
|
||||
* - 回合增强 +12%/回合(第 4 回合 ≈ 1.36 倍)
|
||||
* - Boss:HP × 12(超厚血量)/ AP × 2.0(攻击克制,避免 Boss 秒杀英雄)
|
||||
*
|
||||
* 核心公式:
|
||||
* 怪物属性 = 基础 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 回合增强 × 类型倍率
|
||||
*/
|
||||
|
||||
import { MonType } from "./heroSet";
|
||||
@@ -20,82 +25,54 @@ import { MonType } from "./heroSet";
|
||||
|
||||
/** 怪物开局系数:1 级小怪略弱于英雄(0.8 倍) */
|
||||
export const MON_START_COEF = 0.8;
|
||||
/** 怪物成长斜率:每级 +5% 基础属性 */
|
||||
/** 怪物成长斜率:每级 +5% 基础属性(无限线性成长) */
|
||||
export const MON_GROW_SLOPE = 0.05;
|
||||
/** 精英属性倍率:同级普通怪的 1.5 倍 */
|
||||
export const ELITE_MUL = 1.5;
|
||||
/** Boss 属性倍率:同级普通怪的 3.0 倍(精英 × 2) */
|
||||
export const BOSS_MUL = 3.0;
|
||||
/** 每关小节总数(一关一局,节间自动推进) */
|
||||
/** 回合内轻量增强步长:第 1→4 回合每回合 +12% 属性 */
|
||||
export const SECTION_RAMP_STEP = 0.12;
|
||||
/** Boss 血量倍率:同级普通怪的 12 倍(超厚血量,拖长 Boss 战节奏) */
|
||||
export const BOSS_HP_MUL = 12;
|
||||
/** Boss 攻击倍率:同级普通怪的 2.0 倍(显著低于血量倍率,避免 Boss 秒杀英雄) */
|
||||
export const BOSS_AP_MUL = 2.0;
|
||||
/** 每关回合总数(一关一局,回合间自动推进) */
|
||||
export const SECTIONS_PER_STAGE = 5;
|
||||
/** 精英节号(每关第 4 节为精英节) */
|
||||
export const ELITE_SECTION = 4;
|
||||
/** Boss 节号(每关第 5 节为 Boss 节,即末节) */
|
||||
/** Boss 回合号(每关第 5 回合,即末回合) */
|
||||
export const BOSS_SECTION = 5;
|
||||
/** 普通节小怪数量(一关一局压缩后单节 3 只) */
|
||||
/** 普通回合小怪数量 */
|
||||
export const NORMAL_MON_COUNT = 3;
|
||||
/** 普通节开局立即刷出数量(3 只全部立即刷出) */
|
||||
/** 普通回合开局立即刷出数量(3 只全部立即刷出) */
|
||||
export const NORMAL_FIRST_SPAWN = 3;
|
||||
/** 普通节后续刷怪间隔(秒):保留配置位(3 只全立即刷,当前无后续批次) */
|
||||
/** 普通回合后续刷怪间隔(秒):保留配置位(3 只全立即刷,当前无后续批次) */
|
||||
export const NORMAL_SPAWN_INTERVAL = 2;
|
||||
/** 精英节精英数量 */
|
||||
export const ELITE_COUNT = 3;
|
||||
/** Boss 节护卫小怪数量 */
|
||||
export const BOSS_ELITE_COUNT = 2;
|
||||
/** Boss 节 Boss 延迟刷出时间(秒) */
|
||||
/** Boss 回合 Boss 延迟刷出时间(秒) */
|
||||
export const BOSS_DELAY = 1;
|
||||
|
||||
// ======================== 类型定义 ========================
|
||||
|
||||
/** 小节类型 */
|
||||
/** 回合类型 */
|
||||
export enum SectionType {
|
||||
Normal = 0, // 普通节:3 小怪
|
||||
Elite = 1, // 精英节:3 精英
|
||||
Boss = 2, // Boss 节:1 Boss + 2 小怪
|
||||
Normal = 0, // 普通回合:3 小怪(逐回合轻量增强)
|
||||
Boss = 2, // Boss 回合:1 Boss(超厚血量,无护卫)
|
||||
}
|
||||
|
||||
/** 小节配置 */
|
||||
/** 回合配置 */
|
||||
export interface SectionConfig {
|
||||
/** 小节类型 */
|
||||
/** 回合类型 */
|
||||
type: SectionType;
|
||||
/** 怪物等级(驱动线性成长) */
|
||||
/** 怪物等级(= 关卡号,驱动线性成长) */
|
||||
monLv: number;
|
||||
/** 精英数量(精英关/Boss 关用) */
|
||||
eliteCount?: number;
|
||||
/** Boss UUID(Boss 关用,可选,缺省随机) */
|
||||
bossUuid?: number;
|
||||
/** 怪物类型池(普通关用,缺省随机) */
|
||||
/** 回合增强系数(第 n 回合 = 1 + SECTION_RAMP_STEP×(n-1),仅普通回合生效) */
|
||||
ramp: number;
|
||||
/** 怪物类型池(普通回合用,缺省随机) */
|
||||
monTypes?: MonType[];
|
||||
}
|
||||
|
||||
/** 大关配置(1-1 ~ 1-10),每关 SECTIONS_PER_STAGE 个小节 */
|
||||
export interface StageConfig {
|
||||
/** 章节号 */
|
||||
chapter: number;
|
||||
/** 关卡号 1~10 */
|
||||
stage: number;
|
||||
/** 小节列表(长度 = SECTIONS_PER_STAGE) */
|
||||
sections: SectionConfig[];
|
||||
}
|
||||
|
||||
/** 章节配置 */
|
||||
export interface ChapterConfig {
|
||||
/** 章节号 */
|
||||
chapter: number;
|
||||
/** 章节名称 */
|
||||
name: string;
|
||||
/** 10 个大关 */
|
||||
stages: StageConfig[];
|
||||
}
|
||||
|
||||
// ======================== 工具函数 ========================
|
||||
|
||||
/**
|
||||
* 计算怪物最终属性
|
||||
* 计算怪物最终属性(Boss 血/攻倍率分离:超厚血 + 克制攻)
|
||||
* @param baseHp 基础 HP
|
||||
* @param baseAp 基础 AP
|
||||
* @param lv 怪物等级
|
||||
* @param isElite 是否精英
|
||||
* @param isBoss 是否 Boss
|
||||
* @returns 最终 HP/AP
|
||||
*/
|
||||
@@ -103,159 +80,70 @@ export function calcMonsterAttrs(
|
||||
baseHp: number,
|
||||
baseAp: number,
|
||||
lv: number,
|
||||
isElite: boolean = false,
|
||||
isBoss: boolean = false
|
||||
): { hp: number; ap: number } {
|
||||
const growCoef = 1 + MON_GROW_SLOPE * (lv - 1);
|
||||
let typeMul = 1;
|
||||
if (isBoss) {
|
||||
typeMul = BOSS_MUL;
|
||||
} else if (isElite) {
|
||||
typeMul = ELITE_MUL;
|
||||
}
|
||||
const hp = Math.max(1, Math.round(baseHp * MON_START_COEF * growCoef * typeMul));
|
||||
const ap = Math.max(1, Math.round(baseAp * MON_START_COEF * growCoef * typeMul));
|
||||
const hp = Math.max(1, Math.round(baseHp * MON_START_COEF * growCoef * (isBoss ? BOSS_HP_MUL : 1)));
|
||||
const ap = Math.max(1, Math.round(baseAp * MON_START_COEF * growCoef * (isBoss ? BOSS_AP_MUL : 1)));
|
||||
return { hp, ap };
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定关卡的怪物等级
|
||||
* @param stage 关卡号(1~10)
|
||||
* 获取指定关卡的怪物等级(无限关:等级 = 关卡号,无上限)
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @returns 怪物等级
|
||||
*/
|
||||
export function getMonsterLv(stage: number): number {
|
||||
return Math.max(1, Math.min(10, stage));
|
||||
return Math.max(1, Math.floor(stage));
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断是否为精英节(每关第 ELITE_SECTION 节)
|
||||
* @param section 小节号(1~SECTIONS_PER_STAGE)
|
||||
*/
|
||||
export function isEliteSection(section: number): boolean {
|
||||
return section === ELITE_SECTION;
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断是否为 Boss 节(每关第 BOSS_SECTION 节,即末节)
|
||||
* @param section 小节号(1~SECTIONS_PER_STAGE)
|
||||
* 判断是否为 Boss 回合(每关第 BOSS_SECTION 回合,即末回合)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
*/
|
||||
export function isBossSection(section: number): boolean {
|
||||
return section === BOSS_SECTION;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取小节类型(按节号区分:1~3 普通 / 4 精英 / 5 Boss)
|
||||
* @param section 小节号(1~SECTIONS_PER_STAGE)
|
||||
* 获取回合类型(按回合号区分:1~4 普通 / 5 Boss)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
*/
|
||||
export function getSectionType(section: number): SectionType {
|
||||
if (isBossSection(section)) return SectionType.Boss;
|
||||
if (isEliteSection(section)) return SectionType.Elite;
|
||||
return SectionType.Normal;
|
||||
return isBossSection(section) ? SectionType.Boss : SectionType.Normal;
|
||||
}
|
||||
|
||||
// ======================== 第 1 章配置 ========================
|
||||
|
||||
/** 生成单个大关的 SECTIONS_PER_STAGE 个小节配置(1~3 普通 / 4 精英 / 5 Boss) */
|
||||
function makeStageSections(stage: number): SectionConfig[] {
|
||||
const monLv = getMonsterLv(stage);
|
||||
const sections: SectionConfig[] = [];
|
||||
|
||||
for (let i = 1; i <= SECTIONS_PER_STAGE; i++) {
|
||||
const type = getSectionType(i);
|
||||
const section: SectionConfig = { type, monLv };
|
||||
|
||||
if (type === SectionType.Elite) {
|
||||
section.eliteCount = ELITE_COUNT;
|
||||
} else if (type === SectionType.Boss) {
|
||||
section.eliteCount = BOSS_ELITE_COUNT;
|
||||
// bossUuid 缺省随机,由生成引擎从 Boss 池抽取
|
||||
} else {
|
||||
// 普通节:近战为主,穿插远程/重型
|
||||
section.monTypes = [MonType.Melee, MonType.Melee, MonType.Melee, MonType.Heavy, MonType.Long];
|
||||
}
|
||||
|
||||
sections.push(section);
|
||||
}
|
||||
return sections;
|
||||
}
|
||||
|
||||
/** 第 1 章配置 */
|
||||
export const Chapter1: ChapterConfig = {
|
||||
chapter: 1,
|
||||
name: "兽人入侵",
|
||||
stages: [],
|
||||
};
|
||||
|
||||
// 初始化第 1 章 10 个大关
|
||||
for (let stage = 1; stage <= 10; stage++) {
|
||||
Chapter1.stages.push({
|
||||
chapter: 1,
|
||||
stage,
|
||||
sections: makeStageSections(stage),
|
||||
});
|
||||
}
|
||||
|
||||
/** 所有章节配置表(当前仅第 1 章,后续扩展) */
|
||||
export const ChapterSet: Record<number, ChapterConfig> = {
|
||||
1: Chapter1,
|
||||
};
|
||||
|
||||
// ======================== 查询接口 ========================
|
||||
|
||||
/**
|
||||
* 获取小节配置
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @param section 小节号(1~SECTIONS_PER_STAGE)
|
||||
* @returns 小节配置,不存在时返回 null
|
||||
* 获取回合配置(无限关:按需动态生成,不再依赖章节静态表)
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
* @returns 回合配置,回合号越界时返回 null
|
||||
*/
|
||||
export function getSectionConfig(chapter: number, stage: number, section: number): SectionConfig | null {
|
||||
const ch = ChapterSet[chapter];
|
||||
if (!ch) return null;
|
||||
const st = ch.stages.find(s => s.stage === stage);
|
||||
if (!st) return null;
|
||||
if (section < 1 || section > st.sections.length) return null;
|
||||
return st.sections[section - 1];
|
||||
export function getSectionConfig(stage: number, section: number): SectionConfig | null {
|
||||
if (section < 1 || section > SECTIONS_PER_STAGE) return null;
|
||||
|
||||
const type = getSectionType(section);
|
||||
const cfg: SectionConfig = {
|
||||
type,
|
||||
monLv: getMonsterLv(stage),
|
||||
ramp: 1 + SECTION_RAMP_STEP * (section - 1),
|
||||
};
|
||||
|
||||
if (type !== SectionType.Boss) {
|
||||
// 普通回合:近战为主,穿插远程/重型
|
||||
cfg.monTypes = [MonType.Melee, MonType.Melee, MonType.Melee, MonType.Heavy, MonType.Long];
|
||||
}
|
||||
return cfg;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取大关配置
|
||||
* @param chapter 章节号
|
||||
* 获取当前进度显示文本(无限关:只展示 关-回合)
|
||||
* @param stage 关卡号
|
||||
* @returns 大关配置,不存在时返回 null
|
||||
* @param section 回合号
|
||||
* @returns 格式化文本,如 "5-3"
|
||||
*/
|
||||
export function getStageConfig(chapter: number, stage: number): StageConfig | null {
|
||||
const ch = ChapterSet[chapter];
|
||||
if (!ch) return null;
|
||||
return ch.stages.find(s => s.stage === stage) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取章节配置
|
||||
* @param chapter 章节号
|
||||
* @returns 章节配置,不存在时返回 null
|
||||
*/
|
||||
export function getChapterConfig(chapter: number): ChapterConfig | null {
|
||||
return ChapterSet[chapter] ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前进度显示文本
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @param section 小节号
|
||||
* @returns 格式化文本,如 "1-5-3"
|
||||
*/
|
||||
export function getProgressText(chapter: number, stage: number, section: number): string {
|
||||
return `${chapter}-${stage}-${section}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取大关显示文本
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @returns 格式化文本,如 "1-5"
|
||||
*/
|
||||
export function getStageText(chapter: number, stage: number): string {
|
||||
return `${chapter}-${stage}`;
|
||||
export function getProgressText(stage: number, section: number): string {
|
||||
return `${stage}-${section}`;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { v3 } from "cc"
|
||||
import { BoxSet, FacSet, FightSet } from "./GameSet"
|
||||
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
|
||||
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams, BuffTarget } from "./SkillSet"
|
||||
import { BuffList, BuffConfig, ModOp } from "./BuffSet"
|
||||
import { Attrs } from "./HeroAttrs"
|
||||
|
||||
@@ -424,8 +424,8 @@ export interface heroInfo {
|
||||
[SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置
|
||||
[SkillTriggerType.FEnd]?: TriggerGrouped; // 回合结束时释放的技能配置
|
||||
[SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档)
|
||||
[SkillTriggerType.Atking]?: TriggerGrouped; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数
|
||||
[SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数
|
||||
[SkillTriggerType.Atking]?: TriggerGrouped; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数, t_chance: 触发概率(%),pity_add: 未触发时下次概率增量
|
||||
[SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数, t_chance: 触发概率(%),pity_add: 未触发时下次概率增量
|
||||
dis?: number; // 攻击距离(像素)
|
||||
speed?: number; // 移动速度(像素/秒)
|
||||
dodge?: number; // 闪避率(百分点,缺省由初始化处兜底为全局默认值)
|
||||
@@ -504,6 +504,11 @@ export interface LvTriggerEntry {
|
||||
s_lv?: SkillLv; // 此档对应的技能等级(标注用,便于面板显示"技能Lv.x")
|
||||
name?: string; // 该 s_uuid 触发技能组的对外展示名(写在第 1 档,作为组名)
|
||||
t_num: number;
|
||||
/** 触发概率(百分点 0~100,缺省 100 必触发;仅 Atking/Atked 攻受击触发生效) */
|
||||
t_chance?: number;
|
||||
/** 保底叠加:判定未触发时,为该 s_uuid 累积下次概率增量(百分点)。
|
||||
* 缺省/0 = 不叠加;触发成功后清零,最终概率封顶 100 */
|
||||
pity_add?: number;
|
||||
overrides?: SkillOverrides;
|
||||
/** 此档描述模板:缺省回退该组第 1 档 desc;由 HeroSkillText 渲染合并后实时数值。
|
||||
* 显式配置后弹窗提升档(slv2+)直接展示该模板渲染结果,优先于自动 diff */
|
||||
@@ -516,6 +521,20 @@ export interface LvTriggerEntry {
|
||||
*/
|
||||
export type TriggerGrouped = Record<number /*s_uuid*/, LvTriggerEntry[]>;
|
||||
|
||||
/**
|
||||
* 运行时生效的触发条目(resolveTriggerByLv 产出):
|
||||
* 每个 s_uuid 取 ≤lv 最大档的扁平结果,供触发器/评分/文案消费。
|
||||
*/
|
||||
export interface ResolvedTriggerEntry {
|
||||
s_uuid: number;
|
||||
t_num: number;
|
||||
/** 触发概率(百分点,缺省 100 必触发;仅 Atking/Atked 生效) */
|
||||
t_chance?: number;
|
||||
/** 保底叠加:未触发时累积的下次概率增量(百分点,触发成功后清零) */
|
||||
pity_add?: number;
|
||||
overrides?: SkillOverrides;
|
||||
}
|
||||
|
||||
/**
|
||||
* 驻场光环词条:uuid 指向 FieldSkillSet 底座(类型/图标/元数据),
|
||||
* value 为该词条实际生效数值(由配置处按档位指定,不再随 uuid 分档)。
|
||||
@@ -558,11 +577,12 @@ export interface LvBonusAttrsEntry {
|
||||
*=============英雄配置列表================
|
||||
* 几何王国复刻版 — 依据 英雄设计指引.md(A/B 级复刻英雄)配置
|
||||
*
|
||||
* 规则:lv1 激活 skills[0]/skills[1],lv6 解锁 atking/atked/fstart/dead/field 触发技能(触发类统一 lv6 激活,无品质门槛),
|
||||
* 大招(skills[1])lv9/lv16 走 lv_entries 分档成长,lv12 按职业对单项基础属性 +50%(基数取 lv11 有效值),
|
||||
* revive[0] 与 skills[1] 互斥二选一(配置 revive 时按 lv1/lv9/lv16 走 lv_entries 3 级成长),
|
||||
* 品质(rarity)仅影响 lv1 初始基础属性(相邻差 5%,仅 lv1 初始 AP/HP/DEF),不影响 uuid 段位/光环/技能解锁/属性补偿
|
||||
* 编号:本批复刻英雄集中于 5001~5009,rarity 按配置(不遵循段位规则)
|
||||
* 规则:lv1 激活 skills[0]/skills[1],lv4 解锁 atking/atked/fstart/dead/field 触发技能(触发类统一 lv4 激活,无品质门槛),
|
||||
* 大招(skills[1])lv8/lv16 走 lv_entries 分档成长,lv12 按职业对单项基础属性 +50%(基数取"基础×品质+成长"快照),
|
||||
* revive[0] 与 skills[1] 互斥二选一(配置 revive 时按 lv1/lv8/lv16 走 lv_entries 3 级成长),
|
||||
* 品质(rarity)当前全部英雄统一为 1,不再区分品质;getHeroQualityCoef 保留但恒为 1.00,
|
||||
* 若未来重启品质体系,仅影响 lv1 初始基础属性(相邻差 5%),不影响 uuid 段位/光环/技能解锁/属性补偿
|
||||
* 编号:本批复刻英雄集中于 5001~5018,rarity 统一 1
|
||||
*/
|
||||
|
||||
// @hero-setup:region-begin
|
||||
@@ -585,40 +605,40 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
},
|
||||
atked: {
|
||||
6301: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "全体圣盾", t_num: 3, overrides: {"TGroup":null,"ap":10,"icon":"Stat_UnitSummonIncrease_01"}, desc: "全队获得本英雄生命最大值{ap}%的护盾" },
|
||||
6412: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"ap":1} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"def":50}, name: "钢铁壁垒", icon: "46-Iron-Clad", },
|
||||
],
|
||||
info: "自身强护盾+群体小护盾,强生存",
|
||||
info: "自身强护盾+防御强化",
|
||||
},
|
||||
// 5002 易伤剑仙 — CSV导入:击退压场+易伤放大;复刻酒仙
|
||||
5002: {
|
||||
uuid: 5002, name: "易伤剑仙", path: "hk3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5,
|
||||
uuid: 5002, name: "易伤剑仙", path: "hk5", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5,
|
||||
skills: {
|
||||
6004: { uuid: 6004, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120}, desc: "普通攻击造成 120% 攻击伤害" },
|
||||
],
|
||||
},
|
||||
6101: { uuid: 6101, name: "气斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7002,"icon":"Stat_AttackSpeed_02"}, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)",
|
||||
6101: { uuid: 6101, name: "气斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7002,"debuff_value":30,"debuff_chance":100,"debuff_duration":5}, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"buff_value":20} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":180,"bck":60,"buff_value":40}, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,击退{bck},并使目标易伤(持续{dur}秒)" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"timed_debuff_id":7002,"debuff_value":70,"debuff_chance":100,"debuff_duration":5} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"timed_debuff_id":7002,"debuff_value":150,"debuff_chance":100,"debuff_duration":7} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atking: {
|
||||
6004: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "风暴打击", t_num: 3, overrides: {"ap":300,"icon":"Stat_AllUnitAttack"}, desc: "立刻打击{target},造成攻击力{ap}%伤害" },
|
||||
6001: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"timed_debuff_id":7002,"debuff_value":10,"debuff_chance":100,"debuff_duration":5} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"hp":50}, name: "不屈战意", icon: "29-Endure", },
|
||||
],
|
||||
info: "易伤+风怒,近战 dps",
|
||||
info: "易伤,近战 dps",
|
||||
},
|
||||
// 5003 眩晕暴击哥 — CSV导入:高爆发+击晕收割;复刻齐天大圣
|
||||
5003: {
|
||||
@@ -629,16 +649,18 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"stun":10}, desc: "普通攻击有{stun}%概率击晕敌人" },
|
||||
],
|
||||
},
|
||||
6104: { uuid: 6104, name: "开山斧", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":300,"stun":100}, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,必定击晕",
|
||||
6104: { uuid: 6104, name: "开山斧", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"stun":100}, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,必定击晕",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":450,"stun":100} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"stun":100} },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":300,"stun":100} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"stun":100} },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7005, value: 0.25, name: "大圣神威" }] },
|
||||
atking: {
|
||||
6504: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"buff_value":30}, desc: "{t_chance}% 概率提升普通攻击 30%暴击率5秒" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"hp":50}, name: "不屈战意", icon: "29-Endure", },
|
||||
],
|
||||
@@ -653,16 +675,18 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":10}, desc: "普通攻击有{crt}%概率暴击" },
|
||||
],
|
||||
},
|
||||
6100: { uuid: 6100, name: "光闪", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150}, desc: "斩出光闪,对{target}造成攻击力{ap}%伤害",
|
||||
6150: { uuid: 6150, name: "剑刃风暴", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150,"crt":50}, desc: "对{target}造成攻击力{ap}%伤害,有50% 概率暴击",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350} },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"crt":60} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"crt":70} },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7004, value: 0.12, name: "剑刃风暴" }, { uuid: 7005, value: 0.2, name: "斩魂利刃" }] },
|
||||
atking: {
|
||||
6504: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"timed_buff_id":7012,"buff_value":10,"buff_chance":100,"buff_duration":5}, desc: "{t_chance}% 概率,普通攻击获得 10% 的暴击率" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"ap":50}, name: "致命本能", icon: "36-Guardian-Stance", },
|
||||
],
|
||||
@@ -674,19 +698,21 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
skills: {
|
||||
6002: { uuid: 6002, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "挥刀对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_debuff_id":7007,"debuff_value":30,"debuff_chance":30}, desc: "普通攻击有{debuff_chance}%概率使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_debuff_id":7007,"debuff_value":-30,"debuff_chance":50}, desc: "普通攻击有{debuff_chance}%概率使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
6103: { uuid: 6103, name: "闪电斩", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150}, desc: "高速斩击{target},造成攻击力{ap}%伤害",
|
||||
6150: { uuid: 6150, name: "血刃风暴", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":200,"timed_debuff_id":7007,"debuff_value":-20,"debuff_chance":100,"debuff_duration":5}, desc: "高速斩击{target},造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"timed_debuff_id":7007,"debuff_value":40}, desc: "高速斩击{target},造成攻击力{ap}%,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"timed_debuff_id":7007,"debuff_value":60}, desc: "高速斩击{target},造成攻击力{ap}%,附带 50% 概率麻痹,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"timed_debuff_id":7007,"debuff_value":-30,"debuff_chance":100,"debuff_duration":7}, desc: "高速斩击{target},造成攻击力{ap}%,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":300,"timed_debuff_id":7007,"debuff_value":-50,"debuff_chance":100,"debuff_duration":9}, desc: "高速斩击{target},造成攻击力{ap}%,附带 50% 概率麻痹,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7002, value: 10, name: "攻击光环" }] },
|
||||
atking: {
|
||||
6401: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"buff_value":2} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"ap":50}, name: "致命本能", icon: "36-Guardian-Stance", },
|
||||
],
|
||||
@@ -701,16 +727,18 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"frz":10}, desc: "普通攻击有{frz}%概率 冰冻敌人" },
|
||||
],
|
||||
},
|
||||
6150: { uuid: 6150, name: "万箭齐发·冰", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"frz":30,"icon":"Stat_AttackRangeIncrease_02"}, desc: "万箭齐发,对{target}造成攻击力{ap}%伤害,{frz}%概率冰冻",
|
||||
6150: { uuid: 6150, name: "寒冰箭", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"frz":30,"icon":"Stat_AttackRangeIncrease_02"}, desc: "射出 6 支寒冰箭,对{target}造成攻击力{ap}%伤害,每支箭有{frz}%概率冰冻敌人",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"frz":50} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"frz":70} },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"frz":30} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"frz":30} },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7006, value: 0.15 }] },
|
||||
atking: {
|
||||
6401: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"buff_value":2,"TGroup": TGroup.Ally}, desc: "{t_chance}%概率,永久提升全队 2% 攻击力" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"ap":50}, name: "鹰眼锁定", icon: "27-Hawkeye", },
|
||||
],
|
||||
@@ -725,15 +753,15 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck_chance":20}, desc: "普通攻击有{bck_chance}%概率击退敌人" },
|
||||
],
|
||||
},
|
||||
6200: { uuid: 6200, name: "火焰喷射", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"bck":100}, desc: "喷出烈焰风暴,对{target}造成攻击力{ap}%伤害,击退{bck}",
|
||||
6200: { uuid: 6200, name: "火焰喷射", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"crt":50}, desc: "喷出烈焰风暴,对{target}造成攻击力{ap}%伤害,击退{bck}",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":350,"bck":100} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"bck":100,"summon_count":2} },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":350,"crt":0} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"crt":0,"summon_count":4} },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7002, value: 0.15, name: "深渊威压" }] },
|
||||
{ lv: 4, uuids: [{ uuid: 7002, value: 0.15, name: "攻击光环" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"ap":50}, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
@@ -749,18 +777,16 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120}, desc: "普通攻击造成 120% 攻击伤害" },
|
||||
],
|
||||
},
|
||||
6302: { uuid: 6302, name: "治疗", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"ap":30}, desc: "为{target}回复攻击力{ap}%生命",
|
||||
6302: { uuid: 6302, name: "治疗", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"ap":30,"TGroup": TGroup.Ally}, desc: "为{target}回复攻击力{ap}%生命",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":40} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":50} },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":40,"TGroup": TGroup.Ally} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":50,"TGroup": TGroup.Ally,"timed_buff_id":7024,"buff_value":20,"buff_chance":100,"buff_duration":5} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atking: {
|
||||
6301: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "圣愈之盾", t_num: 3, overrides: {"ap":30}, desc: "{target}获得生命最大值{ap}%的护盾" },
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7001, value: 20 }], desc: "每回合结束 休整恢复的血量值提升 20%" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"hp":50}, name: "守护之心", icon: "29-Endure", },
|
||||
],
|
||||
@@ -768,23 +794,23 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
// 5009 甲虫领主
|
||||
5009: {
|
||||
uuid: 5009, name: "甲虫领主", path: "hk2", fac: FacSet.HERO, rarity: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
|
||||
uuid: 5009, name: "甲虫领主", path: "hk3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
|
||||
skills: {
|
||||
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6502,"chance":10,"overrides":{"ap":5,"TGroup": TGroup.Self}}}, desc: "普通攻击有 10% 的概率为自己释放回春(5 秒恢复生命值的{ap}%)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120}, desc: "普通攻击造成的伤害提升 20%" },
|
||||
],
|
||||
},
|
||||
6102: { uuid: 6102, lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"bck":30},
|
||||
6102: { uuid: 6102, lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"proc_skill":{"s_uuid":6302,"chance":100,"overrides":{"TGroup": TGroup.Self,"buff_value":10}}},
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":300,"bck":50} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"bck":70} },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":300,"proc_skill":{"s_uuid":6302,"chance":100,"overrides":{"TGroup": TGroup.Self,"buff_value":15}}} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"proc_skill":{"s_uuid":6302,"chance":100,"overrides":{"TGroup": TGroup.Self,"buff_value":20}}} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atked: {
|
||||
6302: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, overrides: {"ap":5}, desc: "为自己释放治疗,恢复生命值的{ap}%" },
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 30, pity_add: 20, overrides: {"ap":5}, desc: "{t_chance}%概率,恢复{ap}%生命值" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
@@ -794,49 +820,49 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
// 5010 火箭哥
|
||||
5010: {
|
||||
uuid: 5010, name: "火箭哥", path: "ha2", fac: FacSet.HERO, rarity: 3, lv: 1, type: HType.Mid, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
uuid: 5010, name: "火箭哥", path: "ha2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
skills: {
|
||||
6006: { uuid: 6006, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":100,"bck_chance":10} },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":10} },
|
||||
],
|
||||
},
|
||||
6151: { uuid: 6151, lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":70,"summon_count":5,"bck_chance":100},
|
||||
6151: { uuid: 6151, lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":70,"summon_count":5,"timed_debuff_id":7006,"debuff_value":-10,"debuff_chance":100,"debuff_duration":5},
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":80,"summon_count":5,"bck_chance":100} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"bck_chance":100,"ap":100,"summon_count":6} },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":80,"timed_debuff_id":7006,"debuff_value":-20,"debuff_chance":100,"debuff_duration":5} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":100,"timed_debuff_id":7006,"debuff_value":-30,"debuff_chance":100,"debuff_duration":5} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atking: {
|
||||
6008: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, overrides: {"ap":120,"bck_chance":50} },
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"ap":120} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"ap":50}, name: "鹰眼锁定", icon: "27-Hawkeye", },
|
||||
],
|
||||
info: "万箭齐射+高频击退,远程压制",
|
||||
info: "暴击",
|
||||
},
|
||||
// 5011 控血大师
|
||||
5011: {
|
||||
uuid: 5011, name: "控血大师", path: "hk3", fac: FacSet.HERO, rarity: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
|
||||
uuid: 5011, name: "控血大师", path: "hk2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
|
||||
skills: {
|
||||
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6502,"chance":10,"overrides":{"ap":5}}}, desc: "普攻有 10% 概率,对自己释放回春(5 秒回复5% 生命)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6502,"chance":10,"overrides":{"ap":5,"TGroup": TGroup.Self}}}, desc: "普攻有 10% 概率,对自己释放回春(5 秒回复5% 生命)" },
|
||||
],
|
||||
},
|
||||
6517: { uuid: 6517, name: "生命爆发", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"buff_value":30,"buff_duration":10}, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒",
|
||||
6103: { uuid: 6103, name: "闪电战", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"ap":200,"timed_buff_id":7029,"buff_value":30,"buff_chance":100,"buff_duration":5,"buff_target": BuffTarget.Self}, desc: "对前方敌人造成攻击力{ap}%伤害,并提升自己最大生命值{buff_value}%,持续{dur}秒",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"buff_value":40,"buff_duration":10}, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"buff_value":50,"buff_duration":15}, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"timed_buff_id":7029,"buff_value":40,"buff_chance":100,"buff_duration":5,"buff_target": BuffTarget.Self} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":300,"timed_buff_id":7029,"buff_value":50,"buff_chance":100,"buff_duration":5,"buff_target": BuffTarget.Self} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atked: {
|
||||
6402: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 5, overrides: {"ap":1,"TGroup": TGroup.Ally,"hit_count":3}, desc: "全队永久增加 1% 生命最大值" },
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 5, t_chance: 30, pity_add: 15, overrides: {"ap":1,"TGroup": TGroup.Ally,"hit_count":3}, desc: "全队永久增加 1% 生命最大值" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
@@ -846,17 +872,17 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
// 5012 疾风法师
|
||||
5012: {
|
||||
uuid: 5012, name: "疾风法师", path: "hm2", fac: FacSet.HERO, rarity: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
uuid: 5012, name: "疾风法师", path: "hm2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
skills: {
|
||||
6009: { uuid: 6009, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6507,"chance":10,"overrides":{"buff_value":30,"TGroup": TGroup.Self}}} },
|
||||
],
|
||||
},
|
||||
6201: { uuid: 6201, name: "飓风", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":100,"summon_count":2,"proc_skill":{"s_uuid":6507,"chance":20,"overrides":{"buff_value":20}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速",
|
||||
6201: { uuid: 6201, name: "飓风", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":100,"summon_count":2,"proc_skill":{"s_uuid":6507,"chance":20,"overrides":{"buff_value":20,"TGroup": TGroup.Ally}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":100,"summon_count":3,"proc_skill":{"s_uuid":6507,"chance":20,"overrides":{"buff_value":20}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":100,"summon_count":4,"proc_skill":{"s_uuid":6507,"chance":20,"overrides":{"buff_value":20}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":100,"summon_count":3,"proc_skill":{"s_uuid":6507,"chance":25,"overrides":{"buff_value":25,"TGroup": TGroup.Ally}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":100,"summon_count":4,"proc_skill":{"s_uuid":6507,"chance":30,"overrides":{"buff_value":30,"TGroup": TGroup.Ally}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
|
||||
],
|
||||
},
|
||||
},
|
||||
@@ -868,39 +894,39 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
],
|
||||
info: "普攻 大招加速 buff+加速光环,加速大师",
|
||||
},
|
||||
// 5013 反伤哥
|
||||
// 5013 生命哥
|
||||
5013: {
|
||||
uuid: 5013, name: "反伤哥", path: "hh2", fac: FacSet.HERO, rarity: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp, ap: HERO_ROLE_BASE[HRole.Support].ap, def: HERO_ROLE_BASE[HRole.Support].def,
|
||||
uuid: 5013, name: "生命哥", path: "hh2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp, ap: HERO_ROLE_BASE[HRole.Support].ap, def: HERO_ROLE_BASE[HRole.Support].def,
|
||||
skills: {
|
||||
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_buff_id":7029,"buff_value":10,"buff_chance":20} },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120} },
|
||||
],
|
||||
},
|
||||
6515: { uuid: 6515, name: "荆棘护盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"buff_value":20,"TGroup": TGroup.Ally,"hit_count":3,"buff_duration":5},
|
||||
6517: { uuid: 6517, name: "生命护盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"buff_value":20,"TGroup": TGroup.Ally,"hit_count":3,"buff_duration":5},
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"buff_value":25,"TGroup": TGroup.Ally,"hit_count":3,"buff_duration":10} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"buff_value":30,"buff_duration":10,"hit_count":3,"TGroup": TGroup.Ally} },
|
||||
],
|
||||
},
|
||||
},
|
||||
fstart: {
|
||||
6301: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 1, overrides: {"ap":20} },
|
||||
atking: {
|
||||
6414: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 30, pity_add: 15, overrides: {"buff_value":10,"TGroup": TGroup.Ally} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"hp":50}, name: "守护之心", icon: "29-Endure", },
|
||||
],
|
||||
info: "大招全体反伤 普攻暴击 暴击反伤辅助",
|
||||
info: "大招全体生命最大值+概率全体+反伤护盾",
|
||||
},
|
||||
// 5014 闪避哥
|
||||
5014: {
|
||||
uuid: 5014, name: "闪避哥", path: "hk4", fac: FacSet.HERO, rarity: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap, def: HERO_ROLE_BASE[HRole.Warrior].def,
|
||||
uuid: 5014, name: "闪避哥", path: "hk4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap, def: HERO_ROLE_BASE[HRole.Warrior].def,
|
||||
skills: {
|
||||
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_buff_id":7030,"buff_value":10,"buff_chance":20} },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":10} },
|
||||
],
|
||||
},
|
||||
6100: { uuid: 6100, name: "寒冰斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":200,"timed_buff_id":7030,"buff_value":50},
|
||||
@@ -916,32 +942,29 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"hp":50}, name: "不屈战意", icon: "29-Endure", },
|
||||
],
|
||||
info: "",
|
||||
info: "强闪避",
|
||||
},
|
||||
// 5015 毒箭猎手 — 毒伤持续流:普攻淬毒叠层+毒雨铺DoT+攻击光环喂养毒伤
|
||||
5015: {
|
||||
uuid: 5015, name: "毒箭猎手", path: "ha3", fac: FacSet.HERO, rarity: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp + 10, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
uuid: 5015, name: "毒箭猎手", path: "ha3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp + 10, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
skills: {
|
||||
6007: { uuid: 6007, name: "淬毒箭", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_debuff_id":7005,"debuff_value":30,"debuff_chance":30}, desc: "普通攻击有{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck_chance":10}, desc: "普通攻击有{bck_chance}%概率击退敌人" },
|
||||
],
|
||||
},
|
||||
6150: { uuid: 6150, name: "万箭齐发·毒", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7005,"debuff_value":30,"debuff_chance":50,"icon":"4-Apply-Poison"}, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)",
|
||||
6150: { uuid: 6150, name: "万箭齐发·毒", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7005,"debuff_value":-30,"debuff_chance":50,"icon":"4-Apply-Poison"}, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"buff_value":40,"buff_chance":60} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"buff_value":60,"buff_chance":80,"hit_count":2}, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{buff_chance}%概率使目标中毒(每0.5秒受到{buff_value}点伤害,持续{dur}秒),每支箭可命中{hit_count}个目标" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"timed_debuff_id":7005,"debuff_value":-60,"debuff_chance":100,"debuff_duration":5} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"timed_debuff_id":7005,"debuff_value":-100,"debuff_chance":100,"debuff_duration":7} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atking: {
|
||||
6007: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "蚀骨毒箭", t_num: 3, overrides: {"ap":80,"timed_debuff_id":7005,"debuff_value":40,"debuff_chance":100}, desc: "追加射出蚀骨毒箭,对{target}造成攻击力{ap}%伤害,必定使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "蚀骨毒箭", t_num: 3, t_chance: 50, pity_add: 20, overrides: {"ap":80,"timed_debuff_id":7005,"debuff_value":40,"debuff_chance":100}, desc: "追加射出蚀骨毒箭,对{target}造成攻击力{ap}%伤害,必定使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7002, value: 0.1, name: "淬毒磨砺" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"ap":50}, name: "剧毒淬炼", icon: "27-Hawkeye", },
|
||||
],
|
||||
@@ -949,27 +972,22 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
// 5016 连珠神射 — 暴击连射爆发流:VeryFast极速普攻+概率追射必暴箭+开局团队暴击爆发
|
||||
5016: {
|
||||
uuid: 5016, name: "连珠神射", path: "ha4", fac: FacSet.HERO, rarity: 4, lv: 1, type: HType.Mid, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap + 10, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
uuid: 5016, name: "连珠神射", path: "ha4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap + 10, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
skills: {
|
||||
6008: { uuid: 6008, name: "连珠箭", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VeryFast].cd, ccd: 0, overrides: {"ap":100}, desc: "极速连射,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":20,"proc_skill":{"s_uuid":6007,"chance":20,"overrides":{"crt":100}}}, desc: "普通攻击暴击率提升{crt}%,并有概率触发连射追箭(必定暴击)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6007,"chance":20,"overrides":{"TGroup": TGroup.Enemy,"ap":80}}}, desc: "有 20%额外射击,造成 80% 伤害" },
|
||||
],
|
||||
},
|
||||
6151: { uuid: 6151, name: "裂空箭雨", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150,"crt":30,"summon_count":5}, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"crt":50} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"crt":70,"summon_count":6,"hit_count":2}, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击,每支箭可命中{hit_count}个目标" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"crt":70,"summon_count":6}, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击,每支箭可命中{hit_count}个目标" },
|
||||
],
|
||||
},
|
||||
},
|
||||
fstart: {
|
||||
6504: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "猎杀时刻", t_num: 1, overrides: {"buff_value":30}, desc: "战斗开始时释放暴击爆发,全体友方暴击率提升{buff_value}%,持续{dur}秒" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7004, value: 0.15, name: "猎手集结" }] },
|
||||
{ lv: 4, uuids: [{ uuid: 7004, value: 0.1, name: "猎手集结" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"ap":50}, name: "猎杀直觉", icon: "27-Hawkeye", },
|
||||
@@ -978,25 +996,20 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
// 5017 碎甲术士 — 破甲减防法师:fstart先手/普攻概率/大招必定三通道施加破甲7008+穿透光环,团队物理增伤位
|
||||
5017: {
|
||||
uuid: 5017, name: "碎甲术士", path: "hm3", fac: FacSet.HERO, rarity: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
uuid: 5017, name: "碎甲术士", path: "hm3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
skills: {
|
||||
6012: { uuid: 6012, name: "蚀甲酸瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出酸瓶,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_debuff_id":7008,"debuff_chance":30}, desc: "普通攻击有{debuff_chance}%概率使目标破甲(防御降低,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
6203: { uuid: 6203, name: "碎甲能量波", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7008}, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲(防御降低,持续{dur}秒)",
|
||||
6203: { uuid: 6203, name: "碎甲能量波", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7008,"debuff_value":-30,"debuff_chance":100,"debuff_duration":5}, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲(防御降低,持续{dur}秒)",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"buff_value":-70}, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲加深(防御大幅降低,持续{dur}秒)" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"timed_debuff_id":7008,"debuff_value":-50,"debuff_chance":100,"debuff_duration":5} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"timed_debuff_id":7008,"debuff_value":-70,"debuff_chance":100,"debuff_duration":7}, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲加深(防御大幅降低,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
},
|
||||
fstart: {
|
||||
6012: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "先手蚀甲", t_num: 1, overrides: {"ap":150,"timed_debuff_id":7008}, desc: "战斗开始时掷出蚀甲酸瓶,对{target}造成攻击力{ap}%伤害,并必定使其破甲(防御降低,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7009, value: 0.1, name: "锐矛之赐" }] },
|
||||
],
|
||||
@@ -1007,62 +1020,28 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
// 5018 雷暴领主 — 雷暴AOE爆发+麻痹控场:先手雷击+高倍率能量波
|
||||
5018: {
|
||||
uuid: 5018, name: "雷暴领主", path: "hm4", fac: FacSet.HERO, rarity: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 10, ap: HERO_ROLE_BASE[HRole.Mage].ap + 20, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
uuid: 5018, name: "雷暴领主", path: "hm4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 10, ap: HERO_ROLE_BASE[HRole.Mage].ap + 20, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
skills: {
|
||||
6009: { uuid: 6009, name: "雷霆弹", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出雷霆弹,对{target}造成攻击力{ap}%伤害",
|
||||
6013: { uuid: 6013, name: "召唤闪电", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "召唤闪电,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"para":15}, desc: "普通攻击有{para}%概率麻痹敌人,减缓其技能冷却恢复" },
|
||||
],
|
||||
},
|
||||
6203: { uuid: 6203, name: "雷霆裂空", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":200,"para":40}, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人",
|
||||
6204: { uuid: 6204, name: "雷霆裂空", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"para":50}, desc: "释放多束闪电,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"para":60}, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":300,"para":80,"hit_count":3}, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,可多次命中,{para}%概率麻痹敌人" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"para":70}, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"para":100}, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,可多次命中,{para}%概率麻痹敌人" },
|
||||
],
|
||||
},
|
||||
},
|
||||
fstart: {
|
||||
6203: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "雷击先手", t_num: 1, overrides: {"ap":150,"para":30,"icon":"100-Enchant-Magic"}, desc: "战斗开始释放雷击,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7003, value: 10, name: "雷云领域" }] },
|
||||
{ lv: 4, uuids: [{ uuid: 7024, value: 10, name: "雷电精准" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"ap":50}, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
],
|
||||
info: "雷暴爆发+麻痹控场,法系主C",
|
||||
},
|
||||
// 5019 圣盾贤者 — 护盾反伤生存法:全队圣盾+荆棘反伤+受击荆棘
|
||||
5019: {
|
||||
uuid: 5019, name: "圣盾贤者", path: "hm5", fac: FacSet.HERO, rarity: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp + 20, ap: HERO_ROLE_BASE[HRole.Mage].ap - 5, def: HERO_ROLE_BASE[HRole.Mage].def + 5,
|
||||
skills: {
|
||||
6011: { uuid: 6011, name: "圣光飞瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出圣光飞瓶,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6516,"chance":20,"overrides":{"timed_buff_id":7028,"buff_value":10}}}, desc: "普通攻击概率凝聚荆棘护体(受击时反弹{buff_value}%所受伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
6301: { uuid: 6301, name: "奥术圣壁", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"TGroup": TGroup.Ally,"ap":20,"timed_buff_id":7027,"buff_value":10}, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":30,"buff_value":15}, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":40,"buff_value":20}, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
},
|
||||
atked: {
|
||||
6516: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "荆棘回应", t_num: 3, overrides: {"timed_buff_id":7028,"buff_value":10,"icon":"75-Shield-Stun"}, desc: "凝聚荆棘护体,受击时反弹{buff_value}%所受伤害,持续{dur}秒" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7022, value: 8, name: "荆棘领域" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: {"hp":50}, name: "守护之心", icon: "29-Endure", },
|
||||
],
|
||||
info: "全队护盾+荆棘反伤,生存反击法",
|
||||
},
|
||||
// @hero-setup:heroes-end
|
||||
|
||||
/*
|
||||
@@ -1142,9 +1121,9 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
};
|
||||
|
||||
export const HeroList: number[] = [
|
||||
// 编辑器导出自动同步(共 19 个)
|
||||
// 编辑器导出自动同步(共 18 个)
|
||||
5001, 5002, 5003, 5004, 5005, 5006, 5007, 5008, 5009, 5010,
|
||||
5011, 5012, 5013, 5014, 5015, 5016, 5017, 5018, 5019,
|
||||
5011, 5012, 5013, 5014, 5015, 5016, 5017, 5018,
|
||||
];
|
||||
// @hero-setup:region-end
|
||||
|
||||
@@ -1164,48 +1143,48 @@ export interface HeroComboInfo {
|
||||
}
|
||||
|
||||
/**
|
||||
* 推荐阵容表(几何王国复刻版 5001~5009)。
|
||||
* 推荐阵容表(基于现役 5001~5018 英雄实际技能组)。
|
||||
* 设计原则:
|
||||
* 1. 铁三角结构:1 前排(坦克)+ 1 增益(光环/先手)+ 1 主C
|
||||
* 2. 乘区分散:攻击/暴击/暴伤各占独立乘区,组合优先覆盖不同乘区避免稀释
|
||||
* 3. 发动机冗余:前排挨打/死亡触发增益,叠甲骑士(5005)死亡缠绕负责献祭点火
|
||||
* 1. 铁三角结构:heroes[0] 固定为近战前排(坦克/战士),其余按站位从近到远
|
||||
* 2. 乘区分散:攻击/攻速/暴击/穿透各占独立乘区,组合优先覆盖不同乘区避免稀释
|
||||
* 3. 主题唯一:每套阵容围绕一个流派关键词(暴击/控制/续航/破甲/光环/消耗)组队
|
||||
*/
|
||||
export const HeroComboSet: Record<number, HeroComboInfo> = {
|
||||
// 8001 暴击爆发流 — 暴击率与暴伤双乘区互不稀释,成型最强
|
||||
// 8001 暴击爆发流 — 连珠神射暴击光环喂养双物理C,成型最强
|
||||
8001: {
|
||||
uuid: 8001, name: "暴击爆发流",
|
||||
heroes: [5005, 5008, 5002],
|
||||
desc: "叠甲骑士前排抗伤叠甲,刀刀暴击的暴击光环与眩晕暴击哥的暴伤光环组成双乘区,双近战暴击爆发收割。",
|
||||
heroes: [5001, 5016, 5004],
|
||||
desc: "叠甲骑士前排抗伤+受击叠防,连珠神射暴击光环覆盖全队并以极速箭雨压场,刀刀暴击近战收割残局。",
|
||||
},
|
||||
// 8002 冰雷控制流 — 冰冻+击晕双控场,敌人出不了手
|
||||
// 8002 冰雷控制流 — 击晕+冰冻+麻痹三控链,敌人出不了手
|
||||
8002: {
|
||||
uuid: 8002, name: "冰雷控制流",
|
||||
heroes: [5007, 5004, 5001],
|
||||
desc: "微醺战神前排击退压场,冻住不谢冰冻链配合紫电魔女能量波击退击晕,击晕光环叠加,全场控制。",
|
||||
heroes: [5003, 5006, 5018],
|
||||
desc: "眩晕暴击哥前排开山斧必晕压阵,冻箭哥寒冰箭冰冻链,雷暴领主雷霆麻痹迟滞技能,三控交替敌人难以出手。",
|
||||
},
|
||||
// 8003 铁桶续航流 — 双防御前排+双治疗保血,最稳
|
||||
// 8003 铁桶续航流 — 双坦克承伤+治疗保血,最稳
|
||||
8003: {
|
||||
uuid: 8003, name: "铁桶续航流",
|
||||
heroes: [5005, 5009, 5006],
|
||||
desc: "叠甲骑士与铁壳斧弟双前排叠甲叠防,光明奶爸治疗+生命光环抬全队血线,专打持久消耗战。",
|
||||
heroes: [5009, 5011, 5008],
|
||||
desc: "甲虫领主受击自疗顶前排,控血大师受击全队永久生命成长+大招生命爆发,团疗奶爸全体治疗+战后回复光环,专打持久战。",
|
||||
},
|
||||
// 8004 先手爆发流 — 入场剑气先手+能量波跟进,短回合最强
|
||||
// 8004 破甲压制流 — 破甲+减攻双减益,克制高防高攻阵容
|
||||
8004: {
|
||||
uuid: 8004, name: "先手爆发流",
|
||||
heroes: [5003, 5001, 5008],
|
||||
desc: "格挡反杀入场500%剑气先手压血线,紫电魔女能量波击退跟进,眩晕暴击哥开山斧收割残局。",
|
||||
uuid: 8004, name: "破甲压制流",
|
||||
heroes: [5001, 5017, 5010],
|
||||
desc: "碎甲术士普攻/大招双通道破甲+穿透光环放大物理伤害,火箭哥五箭弹幕必挂减攻削弱敌方输出,叠甲骑士前排兜底。",
|
||||
},
|
||||
// 8005 破甲推进流 — 易伤放大全队伤害,克制高血Boss
|
||||
// 8005 光环覆盖流 — 闪避/攻击/攻速三光环全覆盖
|
||||
8005: {
|
||||
uuid: 8005, name: "破甲推进流",
|
||||
heroes: [5007, 5006, 5002],
|
||||
desc: "微醺战神气斩易伤放大全队伤害,光明奶爸治疗保前排,刀刀暴击吃满易伤与自身暴击完成推进。",
|
||||
uuid: 8005, name: "光环覆盖流",
|
||||
heroes: [5014, 5007, 5012],
|
||||
desc: "闪避哥前排+闪避光环提升全队生存,击退火女攻击光环、疾风法师攻速光环持续放大全队输出,三光环增益拉满。",
|
||||
},
|
||||
// 8006 光环覆盖流 — 攻击/暴击/暴伤/生命光环全覆盖
|
||||
// 8006 易伤消耗流 — 易伤放大出血DoT,磨血收割
|
||||
8006: {
|
||||
uuid: 8006, name: "光环覆盖流",
|
||||
heroes: [5002, 5006, 5001],
|
||||
desc: "刀刀暴击暴击+暴伤双光环、紫电魔女攻击光环、光明奶爸生命光环,四光环全覆盖持续放大全队输出。",
|
||||
uuid: 8006, name: "易伤消耗流",
|
||||
heroes: [5002, 5005, 5008],
|
||||
desc: "易伤剑仙气斩+普攻双通道挂易伤放大全队伤害,出血贼普攻+大招叠出血磨血,团疗奶爸治疗保前排打消耗战。",
|
||||
},
|
||||
};
|
||||
|
||||
@@ -1280,9 +1259,9 @@ export const HERO_POWER_WEIGHTS = {
|
||||
* 解析触发技能在目标等级下的有效条目列表。
|
||||
* 每个 s_uuid 取 ≤lv 的最大档;返回扁平数组供评分/触发器消费。
|
||||
*/
|
||||
export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: number): { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] {
|
||||
export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: number): ResolvedTriggerEntry[] {
|
||||
if (!grouped) return [];
|
||||
const result: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] = [];
|
||||
const result: ResolvedTriggerEntry[] = [];
|
||||
for (const key in grouped) {
|
||||
const entries = grouped[key];
|
||||
if (!entries || entries.length === 0) continue;
|
||||
@@ -1290,7 +1269,7 @@ export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: numb
|
||||
for (const e of entries) {
|
||||
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
|
||||
}
|
||||
if (pick) result.push({ s_uuid: Number(key), t_num: pick.t_num, overrides: pick.overrides });
|
||||
if (pick) result.push({ s_uuid: Number(key), t_num: pick.t_num, t_chance: pick.t_chance, pity_add: pick.pity_add, overrides: pick.overrides });
|
||||
}
|
||||
return result;
|
||||
}
|
||||
@@ -1595,7 +1574,7 @@ export interface HeroPowerDetailed {
|
||||
|
||||
/** 计算普通触发类技能(atking/atked/fstart/dead)的详细价值 */
|
||||
function calcTriggerPowerDetailed(
|
||||
triggerConfigs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[],
|
||||
triggerConfigs: ResolvedTriggerEntry[],
|
||||
hero: heroInfo,
|
||||
targetLv: number,
|
||||
type: SkillTriggerType,
|
||||
@@ -1636,7 +1615,9 @@ function calcTriggerPowerDetailed(
|
||||
}
|
||||
|
||||
const triggerCount = getTriggerCount(type, tNum, hero, seconds);
|
||||
const value = effectValue * triggerCount * scopeMul * weight;
|
||||
// 期望折算:按基础触发概率缩放(保底叠加提升的是方差体验,不影响长期期望)
|
||||
const chanceMul = (trig.t_chance ?? 100) / 100;
|
||||
const value = effectValue * triggerCount * scopeMul * weight * chanceMul;
|
||||
total += value;
|
||||
items.push({ type, s_uuid: trig.s_uuid, name: skill.name, t_num: tNum, value });
|
||||
}
|
||||
|
||||
@@ -1,9 +1,23 @@
|
||||
uuid,英雄名称,简化说明,rarity,类型,形态,ap,hp,def,skill[0]_lv1,skill[0]_lv2,skill[1]_lv1,skill[1]_lv8,skill[1]_lv16,atking[0]_lv4,atked[0]_lv4,fstart[0]_lv4,dead[0]_lv4,field[0]_lv4
|
||||
5001,叠甲骑士,CSV导入:自身护盾+全体护盾,1,tank,近战,tank,tank+20,tank+10,6004 强化普攻(ap100;慢速1.20s;触发飞剑6001(100%)),ap120,6301 魔法盾(ap30),ap60,ap120,无,6301 全体圣盾(t_num3;ap10):全队获得本英雄生命最大值{ap}%的护盾,无,无,无
|
||||
5002,易伤剑仙,CSV导入:击退压场+易伤放大;复刻酒仙,1,warrior,近战,warrior+20,warrior+5,warrior+5,6004 强化普攻(ap100;慢速1.20s),ap120,6101 气斩(ap150;附加易伤7002),,ap180;bck60,6004 风暴打击(t_num3;ap300):立刻打击{target},造成攻击力{ap}%伤害,无,无,无,无
|
||||
5003,眩晕暴击哥,CSV导入:高爆发+击晕收割;复刻齐天大圣,1,warrior,近战,warrior+20,warrior+5,warrior+5,6004 强化普攻(ap100;慢速1.20s),stun10,6104 开山斧(ap300;stun100),ap450;stun100,ap450;stun100,无,无,无,无,7005 大圣神威0.25
|
||||
5004,刀刀暴击,CSV导入:暴击/暴伤双光环乘区;复刻剑圣,1,assassin,中程,assassin+30,assassin,assassin,6002 强化普攻(ap100;快速0.90s),crt10,6100 光闪(ap150),ap250,ap350,无,无,无,无,7004 剑刃风暴0.12+7005 斩魂利刃0.2
|
||||
5005,出血贼,CSV导入:入场先手+受击格挡;复刻剑豪,1,assassin,中程,assassin+30,assassin,assassin,6002 强化普攻(ap100;快速0.90s),附加30出血7007buff_chance30,6103 闪电斩(ap150),ap250;附加出血7007,ap350;para50;附加60出血7007,无,无,无,无,7018 连击光环1
|
||||
5006,冻箭哥,CSV导入:多重单体箭,带冰冻,1,archer,远程,archer+30,archer,archer,6006 强化普攻(ap100;中速1.05s),bck10,6150 万箭齐发·冰(ap150;frz30),ap200;frz50,ap250;frz70,无,无,无,无,7006 攻速光环0.15
|
||||
5007,击退火女,CSV导入:群体击退/麻痹压场;复刻深渊女王,1,mage,远程,mage+10,mage-5,mage,6010 强化普攻(ap100;慢速1.20s;bck30),bck40,6200 火焰喷射(ap250;bck100),ap350;bck100,ap450;bck100;summon2,无,无,无,无,7002 深渊威压0.15
|
||||
5008,团疗奶爸,CSV导入:全体治疗续航+自身护盾,1,support,远程,support+20,support+10,support,6011 强化普攻(ap100;中速1.05s),bck10,6302 治疗(ap30),ap40,ap50,6301 圣愈之盾(t_num3;ap30):{target}获得生命最大值{ap}%的护盾,无,无,无,无
|
||||
字段,5001,5002,5003,5004,5005,5006,5007,5008,5009,5010,5011,5012,5013,5014,5015,5016,5017,5018,5019
|
||||
英雄名称,叠甲骑士,易伤剑仙,眩晕暴击哥,刀刀暴击,出血贼,冻箭哥,击退火女,团疗奶爸,甲虫领主,火箭哥,控血大师,疾风法师,反伤哥,闪避哥,毒箭猎手,连珠神射,碎甲术士,雷暴领主,圣盾贤者
|
||||
简化说明,CSV导入:自身护盾+全体护盾,CSV导入:击退压场+易伤放大;复刻酒仙,CSV导入:高爆发+击晕收割;复刻齐天大圣,CSV导入:暴击/暴伤双光环乘区;复刻剑圣,CSV导入:入场先手+受击格挡;复刻剑豪,CSV导入:多重单体箭,带冰冻,CSV导入:群体击退/麻痹压场;复刻深渊女王,CSV导入:全体治疗续航+自身护盾,,,,,,,毒伤持续流:普攻淬毒叠层+毒雨铺DoT+攻击光环喂养毒伤,暴击连射爆发流:VeryFast极速普攻+概率追射必暴箭+开局团队暴击爆发,破甲减防法师:fstart先手/普攻概率/大招必定三通道施加破甲7008+穿透光环,团队物理增伤位,雷暴AOE爆发+麻痹控场:先手雷击+高倍率能量波,护盾反伤生存法:全队圣盾+荆棘反伤+受击荆棘
|
||||
rarity,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
||||
类型,tank,warrior,warrior,assassin,assassin,archer,mage,support,tank,archer,tank,mage,support,warrior,archer,archer,mage,mage,mage
|
||||
形态,近战,近战,近战,中程,中程,远程,远程,远程,近战,中程,近战,远程,远程,近战,远程,中程,远程,远程,远程
|
||||
ap,tank,warrior+20,warrior+20,assassin+30,assassin+30,archer+30,mage+10,support+20,tank,archer,tank,mage,support,warrior,archer,archer+10,mage+10,mage+20,mage-5
|
||||
hp,tank+20,warrior+5,warrior+5,assassin,assassin,archer,mage-5,support+10,tank,archer,tank,mage,support,warrior,archer+10,archer,mage,mage-10,mage+20
|
||||
def,tank+10,warrior+5,warrior+5,assassin,assassin,archer,mage,support,tank,archer,tank,mage,support,warrior,archer,archer,mage,mage,mage+5
|
||||
dodge,,,,,,,,,,,,,,,,,,,
|
||||
accuracy,,,,,,,,,,,,,,,,,,,
|
||||
skill[0]_lv1,6004 强化普攻(ap100;慢速1.20s),6004 强化普攻(ap100;慢速1.20s),6004 强化普攻(ap100;慢速1.20s),6002 强化普攻(ap100;快速0.90s),6002 强化普攻(ap100;快速0.90s),6006 强化普攻(ap100;中速1.05s),6010 强化普攻(ap100;慢速1.20s),6011 强化普攻(ap100;中速1.05s),6004 普攻强化(慢速1.20s),6006 强化普攻(快速0.90s),6004 普攻强化(中速1.05s),6009 普攻强化(中速1.05s),6004 攻击(中速1.05s),6004 普攻强化(中速1.05s),6007 淬毒箭(ap100;中速1.05s),6008 连珠箭(ap100;极速0.75s),6012 蚀甲酸瓶(ap100;中速1.05s),6009 雷霆弹(ap100;快速0.90s),6011 圣光飞瓶(ap100;中速1.05s)
|
||||
skill[0]_lv2,ap120,ap120,stun10,crt10,命中附加30出血7007debuff_chance30,frz10,,ap120,施法触发计时回血6502(10%;ap5),ap100,施法触发计时回血6502(10%;ap5),施法触发攻速爆发6507(10%),附加10生命爆发7029buff_chance20,附加10闪避爆发7030buff_chance20,命中附加30中毒7005debuff_chance30,crt20;施法触发蓝箭6007(20%),命中附加破甲7008debuff_chance30,para15,施法触发次级反伤6516(20%)
|
||||
skill[1]_lv1,6301 魔法盾(ap30),6101 气斩(ap150;命中附加易伤7002),6104 开山斧(ap300;stun100),6100 光闪(ap150),6103 闪电斩(ap150),6150 万箭齐发·冰(ap150;frz30),6200 火焰喷射(ap250;bck100),6302 治疗(ap30),6102 火焰斩(ap250;bck30),6151 万箭齐发.火(ap70;summon5),6517 生命爆发(),6201 飓风(ap100;summon2;施法触发攻速爆发6507(20%)),6515 荆棘护盾(),6100 寒冰斩(ap200;附加50闪避爆发7030),6150 万箭齐发·毒(ap150;命中附加30中毒7005debuff_chance50),6151 裂空箭雨(ap150;crt30;summon5),6203 碎甲能量波(ap150;命中附加破甲7008),6203 雷霆裂空(ap200;para40),6301 奥术圣壁(ap20;附加10荆棘7027)
|
||||
skill[1]_lv8,ap60,,ap450;stun100,ap250,ap250;命中附加40出血7007,ap200;frz50,ap350;bck100,ap40,ap300;bck50,ap80;summon5,,ap100;summon3;施法触发攻速爆发6507(20%),,ap250;附加50闪避爆发7030,ap200,ap200;crt50,ap200,ap250;para60,ap30
|
||||
skill[1]_lv16,ap120,ap180;bck60,ap450;stun100,ap350,ap350;命中附加60出血7007,ap250;frz70,ap450;bck100;summon2,ap50,ap350;bck70,ap100;summon6,,ap100;summon4;施法触发攻速爆发6507(20%),,ap350;附加80闪避爆发7030,ap250,ap250;crt70;summon6,ap250,ap300;para80,ap40
|
||||
atking[0]_lv4,无,6004 风暴打击(t_num3;ap300):立刻打击{target},造成攻击力{ap}%伤害,无,无,无,无,无,6301 圣愈之盾(t_num3;ap30):{target}获得生命最大值{ap}%的护盾,无,6008 红箭(t_num3;ap120):,无,无,无,无,6007 蚀骨毒箭(t_num3;ap80):追加射出蚀骨毒箭,对{target}造成攻击力{ap}%伤害,必定使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒),无,无,无,无
|
||||
atked[0]_lv4,6302 治疗(t_num3;概率50%;ap10):有 {t_chance}% 的概率,治疗自己 {ap}%生命最大值,无,无,无,无,无,无,无,6302 治疗(t_num3;ap5):为自己释放治疗,恢复生命值的{ap}%,无,6402 生命强化(t_num5;ap1):全队永久增加 1% 生命最大值,无,无,无,无,无,无,无,6516 荆棘回应(t_num3):凝聚荆棘护体,受击时反弹{buff_value}%所受伤害,持续{dur}秒
|
||||
fstart[0]_lv4,无,无,无,无,无,无,无,无,无,无,无,无,6301 护盾(t_num1;ap20):,无,无,6504 猎杀时刻(t_num1):战斗开始时释放暴击爆发,全体友方暴击率提升{buff_value}%,持续{dur}秒,6012 先手蚀甲(t_num1;ap150):战斗开始时掷出蚀甲酸瓶,对{target}造成攻击力{ap}%伤害,并必定使其破甲(防御降低,持续{dur}秒),6203 雷击先手(t_num1;ap150):战斗开始释放雷击,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人,无
|
||||
fend[0]_lv4,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无
|
||||
dead[0]_lv4,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无,无
|
||||
field[0]_lv4,无,无,7005 大圣神威0.25,7004 剑刃风暴0.12+7005 斩魂利刃0.2,7002 攻击光环10,7006 攻速光环0.15,7002 深渊威压0.15,无,无,无,无,7006 攻速光环10,无,7023 闪避光环10,7002 淬毒磨砺0.1,7004 猎手集结0.15,7009 锐矛之赐0.1,7003 雷云领域10,7022 荆棘领域8
|
||||
bonus,lv12 def+50%,lv12 hp+50%,lv12 hp+50%,lv12 ap+50%,lv12 ap+50%,lv12 ap+50%,lv12 ap+50%,lv12 hp+50%,lv12 def+50%,lv12 ap+50%,lv12 def+50%,lv12 ap+50%,lv12 hp+50%,lv12 hp+50%,lv12 ap+50%,lv12 ap+50%,lv12 ap+50%,lv12 ap+50%,lv12 hp+50%
|
||||
|
||||
|
@@ -1,5 +1,5 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvBonusAttrsEntry, FieldEntry, HRole } from "../common/config/heroSet";
|
||||
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvBonusAttrsEntry, FieldEntry, HRole, ResolvedTriggerEntry } from "../common/config/heroSet";
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { FacSet, FightSet } from "../common/config/GameSet";
|
||||
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
|
||||
@@ -64,20 +64,26 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
|
||||
// ==================== 运行时解析缓存(按当前等级 resolve 后的有效列表) ====================
|
||||
/** 当前等级下生效的攻击触发条目(供 SkillTriggerHelper 消费) */
|
||||
runtime_atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
|
||||
runtime_atking?: ResolvedTriggerEntry[];
|
||||
/** 当前等级下生效的受击触发条目 */
|
||||
runtime_atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
|
||||
runtime_atked?: ResolvedTriggerEntry[];
|
||||
/** 当前等级下生效的召唤触发条目 */
|
||||
runtime_call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
|
||||
runtime_call?: ResolvedTriggerEntry[];
|
||||
/** 当前等级下生效的死亡触发条目 */
|
||||
runtime_dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
|
||||
runtime_dead?: ResolvedTriggerEntry[];
|
||||
/** 当前等级下生效的战前触发条目 */
|
||||
runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
|
||||
runtime_fstart?: ResolvedTriggerEntry[];
|
||||
/** 当前等级下生效的回合结束触发条目 */
|
||||
runtime_fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
|
||||
runtime_fend?: ResolvedTriggerEntry[];
|
||||
/** 当前等级下生效的驻场光环词条列表 */
|
||||
runtime_field?: FieldEntry[];
|
||||
|
||||
// ==================== 触发概率保底缓存(key: s_uuid, value: 已累积的概率增量百分点) ====================
|
||||
/** 攻击触发未命中时累积的下次概率增量(pity_add 驱动,触发成功后清零) */
|
||||
pity_atking: Record<number, number> = {};
|
||||
/** 受击触发未命中时累积的下次概率增量(pity_add 驱动,触发成功后清零) */
|
||||
pity_atked: Record<number, number> = {};
|
||||
|
||||
// ==================== 特殊属性 ====================
|
||||
critical: number = 0; // 暴击率
|
||||
critical_res: number = 0; // 暴击抗性
|
||||
@@ -759,6 +765,9 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
this.runtime_fstart = undefined;
|
||||
this.runtime_fend = undefined;
|
||||
this.runtime_field = undefined;
|
||||
// 清空触发概率保底叠加缓存
|
||||
this.pity_atking = {};
|
||||
this.pity_atked = {};
|
||||
this.critical = 0;
|
||||
this.critical_res = 0;
|
||||
this.dodge = 0;
|
||||
|
||||
@@ -236,6 +236,21 @@ export class Monster extends ecs.Entity {
|
||||
if (testSkills.fstart !== undefined) model.fstart = testSkills.fstart;
|
||||
if (testSkills.call !== undefined) model.call = testSkills.call;
|
||||
}
|
||||
// Boss 大招注入:在保留普攻的基础上追加(多个大招共存,由 SCastSystem 按 CD 轮转施放,
|
||||
// 含镜头聚焦 + 技能名横幅表现,与英雄大招同一条施法链路)
|
||||
const ults = (this as any)._testSkills?.ults;
|
||||
if (ults && ults.length > 0) {
|
||||
for (const ult of ults) {
|
||||
if (!ult || !ult.s_uuid) continue;
|
||||
model.skills[ult.s_uuid] = {
|
||||
uuid: ult.s_uuid,
|
||||
cd: ult.cd ?? 8,
|
||||
lv: 1,
|
||||
ccd: 0,
|
||||
overrides: ult.overrides
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// 按怪物等级 resolve 触发技能到运行时缓存(怪物无 lv 成长,恒用 mon_lv)
|
||||
model.runtime_call = resolveTriggerByLv(model.call, mon_lv);
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { Vec3, Prefab, instantiate, tween, Node } from "cc";
|
||||
import { Vec3, Prefab, instantiate, tween, Node, UITransform } from "cc";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { DTType, RType, SkillConfig, SkillKind, SkillSet, TGroup, SkillOverrides, mergeSkillParams } from "../common/config/SkillSet";
|
||||
import { DTType, RType, SkillConfig, SkillKind, SkillSet, SummonTMode, TGroup, SkillOverrides, mergeSkillParams } from "../common/config/SkillSet";
|
||||
import { Skill } from "../skill/Skill";
|
||||
import { SkillView } from "../skill/SkillView";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
@@ -20,12 +20,14 @@ import { BuffList } from "../common/config/BuffSet";
|
||||
import { CameraFX } from "../common/CameraFX";
|
||||
import { ScreenShake } from "../common/ScreenShake";
|
||||
|
||||
/** 召唤参数:数量 / XY 步进偏移 / 生成间隔,均由技能 prefab 上的 SkillView 配置 */
|
||||
/** 召唤参数:数量 / XY 步进偏移 / 生成间隔 / 目标选择模式,均由技能 prefab 上的 SkillView 配置 */
|
||||
export interface SummonParams {
|
||||
count: number;
|
||||
x_offset: number;
|
||||
y_offset: number;
|
||||
interval: number;
|
||||
/** 多次施放的目标选择模式(同一敌人/随机敌人/避免相同敌人) */
|
||||
target_mode: SummonTMode;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -137,12 +139,12 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
mockAttrs.type = HType.Long; // 假定为远程,拥有较长索敌范围
|
||||
mockAttrs.dis = 2000; // 给予全屏以上的索敌范围
|
||||
|
||||
let targetPos: Vec3 | null = null;
|
||||
if (!isFriendly) {
|
||||
// 伪造一个 view 供找敌逻辑使用,位置为 spawnPos
|
||||
// 伪造一个 view 供找敌逻辑使用,位置为 spawnPos(random/unique 模式实时索敌也复用)
|
||||
const mockView = {
|
||||
node: { position: spawnPos }
|
||||
} as any;
|
||||
let targetPos: Vec3 | null = null;
|
||||
if (!isFriendly) {
|
||||
// 获取全屏索敌范围
|
||||
const maxRange = this.resolveMaxCastRange(mockAttrs, mockAttrs.type as HType);
|
||||
const target = this.findNearestEnemyInRange(mockAttrs, mockView, maxRange);
|
||||
@@ -157,6 +159,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
}
|
||||
|
||||
mLogger.log(this.debugMode, "SCastSystem", `[卡牌施法] 释放技能「${config.name}」(s_uuid:${s_uuid}) rarity:${rarity} castTimes:${castTimes} targetPos:${targetPos ? `(${targetPos.x.toFixed(0)},${targetPos.y.toFixed(0)})` : "none"} isFriendly:${isFriendly}`);
|
||||
// unique 模式去重记录:本次施法序列内已锁定过的敌人 eid
|
||||
const usedTargetEids = new Set<number>();
|
||||
for (let i = 0; i < castTimes; i++) {
|
||||
// 多发/召唤按间隔错峰执行:i=0 立即,其余延迟 i*castInterval(召唤间隔由 prefab 配置)
|
||||
const exec = () => {
|
||||
@@ -167,7 +171,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
if (friendlyTargets.length === 0) return;
|
||||
this.applyFriendlySkillEffects(s_uuid, rarity, config, null as any, mockAttrs, friendlyTargets, spawnPos);
|
||||
} else {
|
||||
const enemyTargetPos = this.resolveRepeatCastTargetPos(targetPos, i, summon);
|
||||
const enemyTargetPos = this.resolveSummonCastTargetPos(config, mockAttrs, mockView, targetPos, i, summon, usedTargetEids);
|
||||
this.createSkillEntityForCard(s_uuid, rarity, mockAttrs, spawnPos, enemyTargetPos, i, overrides, summon);
|
||||
}
|
||||
};
|
||||
@@ -214,14 +218,14 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
/**
|
||||
* 解析单次施法的召唤参数。
|
||||
* 数量优先级:合并后配置上的 summon_count(heroSet overrides 可覆写) > prefab 上 SkillView.summon_count;
|
||||
* XY 偏移与间隔仅由 prefab 配置。
|
||||
* XY 偏移、间隔与目标选择模式仅由 prefab 配置。
|
||||
*/
|
||||
private resolveSummonParams(config: SkillConfig): SummonParams {
|
||||
const fromPrefab = this.readSummonParamsFromPrefab(config.sp_name);
|
||||
const count = typeof config.summon_count === "number"
|
||||
? Math.max(1, Math.floor(config.summon_count))
|
||||
: fromPrefab.count;
|
||||
return { count, x_offset: fromPrefab.x_offset, y_offset: fromPrefab.y_offset, interval: fromPrefab.interval };
|
||||
return { count, x_offset: fromPrefab.x_offset, y_offset: fromPrefab.y_offset, interval: fromPrefab.interval, target_mode: fromPrefab.target_mode };
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -232,7 +236,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
const cached = this.summonParamsCache.get(sp_name);
|
||||
if (cached) return cached;
|
||||
const path = `game/skill/atk/${sp_name}`;
|
||||
let params: SummonParams = { count: 1, x_offset: 0, y_offset: 0, interval: 0 };
|
||||
let params: SummonParams = { count: 1, x_offset: 0, y_offset: 0, interval: 0, target_mode: SummonTMode.same };
|
||||
const prefab = oops.res.get(path, Prefab) as Prefab | null;
|
||||
if (prefab) {
|
||||
const view = prefab.data?.getComponent(SkillView);
|
||||
@@ -242,6 +246,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
x_offset: view.summon_x_offset,
|
||||
y_offset: view.summon_y_offset,
|
||||
interval: view.summon_interval,
|
||||
target_mode: view.summon_target_mode ?? SummonTMode.same,
|
||||
};
|
||||
}
|
||||
this.summonParamsCache.set(sp_name, params);
|
||||
@@ -355,6 +360,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
}
|
||||
heroView.skill_name(val, s_uuid)
|
||||
mLogger.log(this.debugMode, "SCastSystem", `[触发施法] ${heroAttrs.hero_name}(uuid:${heroAttrs.hero_uuid}) 触发类型:${triggerType ?? "none"} 释放技能「${config.name}」(s_uuid:${s_uuid}) lv:${skillLv} ${isFriendly ? "友方" : "对敌"} castTimes:${castTimes}`);
|
||||
// unique 模式去重记录:本次施法序列内已锁定过的敌人 eid
|
||||
const usedTargetEids = new Set<number>();
|
||||
for (let i = 0; i < castTimes; i++) {
|
||||
if (!heroView.node || !heroView.node.isValid) return;
|
||||
// 多发/召唤按间隔错峰执行:i=0 立即,其余延迟 i*castInterval(召唤间隔由 prefab 配置)
|
||||
@@ -367,7 +374,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
this.applyFriendlySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, friendlyTargets, null);
|
||||
return;
|
||||
}
|
||||
const enemyTargetPos = this.resolveRepeatCastTargetPos(targetPos, i, summon);
|
||||
const enemyTargetPos = this.resolveSummonCastTargetPos(config, heroAttrs, heroView, targetPos, i, summon, usedTargetEids);
|
||||
this.applyEnemySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, enemyTargetPos, i, overrides, summon);
|
||||
}, i * castInterval);
|
||||
}
|
||||
@@ -469,6 +476,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
|
||||
// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
|
||||
const delay = config.ready > 0 ? config.ready : FightSet.SKILL_CAST_DELAY;
|
||||
// unique 模式去重记录:本次施法序列内已锁定过的敌人 eid
|
||||
const usedTargetEids = new Set<number>();
|
||||
|
||||
heroView.scheduleOnce(() => {
|
||||
if (!smc.mission.play || smc.mission.pause || !smc.mission.in_fight) return;
|
||||
@@ -484,7 +493,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
this.applyFriendlySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, friendlyTargets, null);
|
||||
return;
|
||||
}
|
||||
const enemyTargetPos = this.resolveRepeatCastTargetPos(castPlan.targetPos, i, summon);
|
||||
const enemyTargetPos = this.resolveSummonCastTargetPos(config, heroAttrs, heroView, castPlan.targetPos, i, summon, usedTargetEids);
|
||||
this.applyEnemySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, enemyTargetPos, i, overrides, summon);
|
||||
}, i * castInterval);
|
||||
}
|
||||
@@ -537,6 +546,71 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return new Vec3(targetPos.x + offset.x, targetPos.y + offset.y, targetPos.z);
|
||||
}
|
||||
|
||||
/**
|
||||
* 解析第 castIndex 次施放的对敌目标点(召唤目标选择模式入口)。
|
||||
* - same(默认):沿用施法时锁定的目标点并按召唤偏移对称铺开(原行为);
|
||||
* - random:每次出手时从射程内敌人中随机锁定一个(错峰施放时实时索敌,目标状态最新鲜);
|
||||
* - unique:优先锁定本轮未选过的敌人,敌人不足一轮时重置去重记录再来一轮;
|
||||
* 实时索敌失败(敌人死亡/移动出射程)时回退施法时锁定的目标点,保证技能不落空。
|
||||
*/
|
||||
private resolveSummonCastTargetPos(config: SkillConfig, heroAttrs: HeroAttrsComp, heroView: HeroViewComp | null, baseTargetPos: Vec3 | null, castIndex: number, summon: SummonParams | undefined, usedEids: Set<number>): Vec3 | null {
|
||||
if (!summon || summon.count <= 1 || summon.target_mode === SummonTMode.same) {
|
||||
return this.resolveRepeatCastTargetPos(baseTargetPos, castIndex, summon);
|
||||
}
|
||||
const maxRange = this.resolveMaxCastRange(heroAttrs, heroAttrs.type as HType);
|
||||
const enemies = this.collectEnemiesInRange(heroAttrs, heroView, maxRange);
|
||||
const picked = enemies.length > 0 ? this.pickEnemyByTargetMode(enemies, summon.target_mode, usedEids) : null;
|
||||
if (picked?.node) {
|
||||
mLogger.log(this.debugMode, "SCastSystem", `[召唤索敌] 「${config.name}」第${castIndex + 1}个实体锁定目标 eid:${picked.ent?.eid} 模式:${SummonTMode[summon.target_mode]}`);
|
||||
// 与 resolveEnemyCastTargetPos 保持一致:贝塞尔取脚底原始坐标,其余补半身高命中身体中心
|
||||
const pos = config.RType === RType.bezier ? picked.node.position.clone() : this.buildEnemyCastTargetPos(picked);
|
||||
// 召唤偏移铺开仍生效:random 模式重复锁定同一敌人时,避免实体完全重叠
|
||||
const offset = this.resolveCastOffset(castIndex, summon);
|
||||
pos.x += offset.x;
|
||||
pos.y += offset.y;
|
||||
return pos;
|
||||
}
|
||||
// 实时索敌失败:回退施法时锁定的目标点
|
||||
return this.resolveRepeatCastTargetPos(baseTargetPos, castIndex, summon);
|
||||
}
|
||||
|
||||
/** 按目标模式从射程内候选敌人中挑选本次施放的锁定目标,并写入去重记录 */
|
||||
private pickEnemyByTargetMode(enemies: HeroViewComp[], mode: SummonTMode, usedEids: Set<number>): HeroViewComp | null {
|
||||
let pool = enemies;
|
||||
if (mode === SummonTMode.unique) {
|
||||
const unused = enemies.filter(view => !view.ent || !usedEids.has(view.ent.eid));
|
||||
if (unused.length > 0) {
|
||||
pool = unused;
|
||||
} else {
|
||||
// 敌人不足一轮:重置已选记录,重新开始去重,保证尽量分散
|
||||
usedEids.clear();
|
||||
}
|
||||
}
|
||||
const picked = pool[Math.floor(Math.random() * pool.length)];
|
||||
if (picked?.ent) usedEids.add(picked.ent.eid);
|
||||
return picked ?? null;
|
||||
}
|
||||
|
||||
/** 收集施法者射程内的全部敌方目标(随机/去重目标模式实时索敌用),网格遍历与 findNearestEnemyByGrid 同源 */
|
||||
private collectEnemiesInRange(heroAttrs: HeroAttrsComp, heroView: HeroViewComp | null, maxRange: number): HeroViewComp[] {
|
||||
const result: HeroViewComp[] = [];
|
||||
if (!heroView?.node) return result;
|
||||
const grid = heroAttrs.fac === FacSet.HERO ? smc.mission.monGrid : smc.mission.heroGrid;
|
||||
const currentX = heroView.node.position.x;
|
||||
for (const eid of grid) {
|
||||
if (eid < 0) continue;
|
||||
const entity = ecs.getEntityByEid(eid);
|
||||
if (!entity) continue;
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
const view = entity.get(HeroViewComp);
|
||||
if (!model || model.is_dead || model.is_reviving || !view?.node) continue;
|
||||
if (Math.abs(currentX - view.node.position.x) <= maxRange) {
|
||||
result.push(view);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/** 解析第 castIndex 个实体的偏移:召唤技能按 prefab 配置对称交替铺开(0, +1, -1, +2, -2... 档 × 步进值);多发回落纵向扇形档位 */
|
||||
private resolveCastOffset(castIndex: number, summon?: SummonParams): { x: number; y: number } {
|
||||
if (summon && summon.count > 1) {
|
||||
@@ -883,7 +957,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return nearestEnemy.node?.position.clone() ?? null;
|
||||
}
|
||||
if (config.DTType !== DTType.range) {
|
||||
return this.buildEnemyCastTargetPos(heroView, nearestEnemy, maxRange);
|
||||
return this.buildEnemyCastTargetPos(nearestEnemy);
|
||||
}
|
||||
const frontEnemy = this.findFrontEnemyInRange(heroAttrs, heroView, maxRange, nearestEnemy);
|
||||
if (!frontEnemy?.node) return null;
|
||||
@@ -897,19 +971,10 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return heroAttrs.dis;
|
||||
}
|
||||
|
||||
/** 生成沿目标方向的施法目标坐标 */
|
||||
private buildEnemyCastTargetPos(caster: HeroViewComp, target: HeroViewComp, castRange: number): Vec3 {
|
||||
// 直接返回目标的真实坐标,保留其 Y 轴信息,确保能向目标真实所在位置发射
|
||||
// 考虑到目前角色的 y 坐标都是脚底(碰撞体底部),为了命中身体中心,给目标 y 加上高度的一半
|
||||
let halfHeight = 0;
|
||||
if (target.node) {
|
||||
const transform = target.node.getComponent('cc.UITransform') as any;
|
||||
if (transform) {
|
||||
halfHeight = transform.height / 2;
|
||||
} else {
|
||||
halfHeight = 40; // 如果没有 UITransform,给一个默认高度偏移
|
||||
}
|
||||
}
|
||||
/** 生成对敌施法目标坐标:直接返回目标的真实坐标;y 为脚底(碰撞体底部),补半身高以命中身体中心 */
|
||||
private buildEnemyCastTargetPos(target: HeroViewComp): Vec3 {
|
||||
const transform = target.node?.getComponent(UITransform);
|
||||
const halfHeight = transform ? transform.height / 2 : 40; // 无 UITransform 时给默认高度偏移
|
||||
|
||||
const pos = target.node.position.clone();
|
||||
pos.y += halfHeight;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { SkillTriggerType } from "../common/config/heroSet";
|
||||
import { ResolvedTriggerEntry, SkillTriggerType } from "../common/config/heroSet";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { FacSet } from "../common/config/GameSet";
|
||||
@@ -118,7 +118,8 @@ export class SkillTriggerHelper {
|
||||
model.runtime_atking.forEach(atkConfig => {
|
||||
// atk_count 代表已进行的普攻次数。当其余数刚好整除配置阈值时触发。
|
||||
const tNum = Math.max(1, atkConfig.t_num - tNumReduce);
|
||||
if (model.atk_count > 0 && model.atk_count % tNum === 0) {
|
||||
if (model.atk_count > 0 && model.atk_count % tNum === 0
|
||||
&& this.rollTriggerChance(model, SkillTriggerType.Atking, atkConfig)) {
|
||||
for (let i = 0; i < triggerCount; i++) {
|
||||
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atking, atkConfig.overrides);
|
||||
}
|
||||
@@ -149,7 +150,8 @@ export class SkillTriggerHelper {
|
||||
model.runtime_atked.forEach(atkConfig => {
|
||||
// atked_count 代表已承受的受击次数。当其余数刚好整除配置阈值时触发。
|
||||
const tNum = Math.max(1, atkConfig.t_num - tNumReduce);
|
||||
if (model.atked_count > 0 && model.atked_count % tNum === 0) {
|
||||
if (model.atked_count > 0 && model.atked_count % tNum === 0
|
||||
&& this.rollTriggerChance(model, SkillTriggerType.Atked, atkConfig)) {
|
||||
for (let i = 0; i < triggerCount; i++) {
|
||||
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atked, atkConfig.overrides);
|
||||
}
|
||||
@@ -157,6 +159,31 @@ export class SkillTriggerHelper {
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 触发概率判定 + 保底叠加(仅 Atking/Atked 消费)
|
||||
* 次数条件达成后按 t_chance(缺省 100 必触发,兼容存量配置)掷骰;
|
||||
* 未命中且配置 pity_add > 0 时,为该 s_uuid 累积下次概率增量,形成"越不触发越容易触发"的保底体验;
|
||||
* 触发成功后清空叠加,最终概率封顶 100。
|
||||
*
|
||||
* @param model 施法者属性组件(保底缓存挂载于此)
|
||||
* @param type 触发类型(决定读/写哪份保底缓存)
|
||||
* @param config 当前生效的触发条目
|
||||
* @returns 是否通过概率判定
|
||||
*/
|
||||
private static rollTriggerChance(model: HeroAttrsComp, type: SkillTriggerType, config: ResolvedTriggerEntry): boolean {
|
||||
const pityMap = type === SkillTriggerType.Atking ? model.pity_atking : model.pity_atked;
|
||||
const chance = Math.min(100, (config.t_chance ?? 100) + (pityMap[config.s_uuid] ?? 0));
|
||||
if (chance >= 100 || Math.random() * 100 < chance) {
|
||||
pityMap[config.s_uuid] = 0; // 触发成功:清空保底叠加
|
||||
return true;
|
||||
}
|
||||
const pityAdd = config.pity_add ?? 0;
|
||||
if (pityAdd > 0) {
|
||||
pityMap[config.s_uuid] = (pityMap[config.s_uuid] ?? 0) + pityAdd;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 通用的数组型触发器处理(适用于 FStart 等无需额外判定的简单列表触发)
|
||||
*/
|
||||
|
||||
@@ -247,11 +247,13 @@ export class HeroInfoComp extends CCComp {
|
||||
* @param delta 1 下一个,-1 上一个
|
||||
*/
|
||||
private switchHero(delta: 1 | -1) {
|
||||
// 与图鉴页面排序同源:仅按品质降序 → uuid 升序
|
||||
// 与图鉴页面排序同源:按职业(HRole)升序 → uuid 升序
|
||||
const sorted = [...HeroList].sort((a, b) => {
|
||||
const ra = HeroInfo[a]?.rarity ?? 1;
|
||||
const rb = HeroInfo[b]?.rarity ?? 1;
|
||||
if (ra !== rb) return rb - ra;
|
||||
const heroA = HeroInfo[a];
|
||||
const heroB = HeroInfo[b];
|
||||
const roleA = heroA?.role ?? 0;
|
||||
const roleB = heroB?.role ?? 0;
|
||||
if (roleA !== roleB) return roleA - roleB;
|
||||
return a - b;
|
||||
});
|
||||
if (sorted.length === 0) return;
|
||||
|
||||
@@ -79,6 +79,9 @@ export class HerosListComp extends CCComp {
|
||||
|
||||
protected onEnable(): void {
|
||||
oops.message.on(GameEvent.HERO_GROWTH_UPDATE, this.onGrowthUpdate, this)
|
||||
// 页面隐藏期间会错过事件(战斗结算发碎片时本节点 active=false 已注销监听),
|
||||
// 重新显示时必须补刷;首次 onEnable 早于 start,卡片未创建时 forEach 空数组安全
|
||||
this.refreshAllCardsCanUp()
|
||||
}
|
||||
|
||||
protected onDisable(): void {
|
||||
@@ -110,11 +113,13 @@ export class HerosListComp extends CCComp {
|
||||
|
||||
this.cards_node.removeAllChildren()
|
||||
|
||||
// 图鉴排序:仅按品质降序 → uuid 升序(与养成进度解耦,保持展示稳定)
|
||||
// 图鉴排序:按职业(HRole)升序 → uuid 升序(与养成进度解耦,保持展示稳定)
|
||||
const sorted = [...HeroList].sort((a, b) => {
|
||||
const ra = HeroInfo[a]?.rarity ?? 1;
|
||||
const rb = HeroInfo[b]?.rarity ?? 1;
|
||||
if (ra !== rb) return rb - ra;
|
||||
const heroA = HeroInfo[a];
|
||||
const heroB = HeroInfo[b];
|
||||
const roleA = heroA?.role ?? 0;
|
||||
const roleB = heroB?.role ?? 0;
|
||||
if (roleA !== roleB) return roleA - roleB;
|
||||
return a - b;
|
||||
})
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
* - 第 5 节胜利 → open_Victory(final) 弹结算,确认退出并存档进下一关。
|
||||
* - cleanComponents() / clearBattlePools() 仅在整关开始/结束时执行,节间不调用。
|
||||
*/
|
||||
import { _decorator, Vec3, Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger, tween, v3, Tween, Widget, UIOpacity } from "cc";
|
||||
import { _decorator, Node, NodeEventType, Label, tween, v3, Tween, Widget, Color, Sprite, ProgressBar } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
@@ -31,7 +31,6 @@ import { SkillTriggerHelper } from "../hero/SkillTriggerHelper";
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
import { SkillView } from "../skill/SkillView";
|
||||
import { FacSet, FightSet } from "../common/config/GameSet";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { Monster } from "../hero/Mon";
|
||||
import { Skill } from "../skill/Skill";
|
||||
@@ -80,8 +79,6 @@ type SettleType = "defeat" | "final";
|
||||
export class MissionComp extends CCComp {
|
||||
@property({ tooltip: "是否启用调试日志" })
|
||||
private debugMode: boolean = true;
|
||||
@property({ tooltip: "是否显示战斗内存观测面板" })
|
||||
private showMemoryPanel: boolean = false;
|
||||
|
||||
|
||||
// ======================== 配置参数 ========================
|
||||
@@ -97,6 +94,21 @@ export class MissionComp extends CCComp {
|
||||
@property(Node)
|
||||
tooltip: Node = null!
|
||||
|
||||
/** 回合指示节点(5 个,索引 0~4 对应回合 1~5),按回合进度染色 */
|
||||
@property({ type: [Node], tooltip: "回合指示节点(按回合 1~5 顺序绑定)" })
|
||||
round_nodes: Node[] = [];
|
||||
|
||||
/** 回合进度条:第 1 回合 0%,每推进一回合 +25%(第 5 回合满格) */
|
||||
@property({ type: ProgressBar, tooltip: "回合进度条(第 1 回合 0%,每回合 +25%)" })
|
||||
round_progress: ProgressBar = null!;
|
||||
|
||||
/** 回合指示:未激活(白色) */
|
||||
private static readonly ROUND_INACTIVE = new Color(255, 255, 255, 255);
|
||||
/** 回合指示:已激活(橙黄 #FFA300) */
|
||||
private static readonly ROUND_ACTIVE = new Color(255, 163, 0, 255);
|
||||
/** 回合指示:Boss 当前回合(红色) */
|
||||
private static readonly ROUND_BOSS = new Color(230, 60, 60, 255);
|
||||
|
||||
/** 阶段名称映射表(用于 UI 显示) */
|
||||
private static readonly PhaseNameMap: Record<MissionPhase, string> = {
|
||||
[MissionPhase.None]: "未开始",
|
||||
@@ -133,26 +145,6 @@ export class MissionComp extends CCComp {
|
||||
private lastTimeStr: string = "";
|
||||
/** 上一次显示的秒数(避免重复计算) */
|
||||
private lastTimeSecond: number = -1;
|
||||
/** 性能监控面板 Label 引用 */
|
||||
private memoryLabel: Label | null = null;
|
||||
/** 性能监控刷新计时器 */
|
||||
private memoryRefreshTimer: number = 0;
|
||||
/** 上一次性能文本(避免重复渲染) */
|
||||
private lastMemoryText: string = "";
|
||||
/** 帧间隔累加(用于计算平均 FPS) */
|
||||
private perfDtAcc: number = 0;
|
||||
/** 帧数计数 */
|
||||
private perfFrameCount: number = 0;
|
||||
/** 初始堆内存基准值(MB) */
|
||||
private heapBaseMB: number = -1;
|
||||
/** 堆内存峰值(MB) */
|
||||
private heapPeakMB: number = 0;
|
||||
/** 堆内存增长趋势(MB/分钟) */
|
||||
private heapTrendPerMinMB: number = 0;
|
||||
/** 趋势计算计时器 */
|
||||
private heapTrendTimer: number = 0;
|
||||
/** 趋势计算基准(MB) */
|
||||
private heapTrendBaseMB: number = -1;
|
||||
/** 怪物数量同步计时器(降低同步频率) */
|
||||
private monsterCountSyncTimer: number = 0;
|
||||
/** 当前回合数(= 当前小节号,驱动 HUD 回合/进度显示) */
|
||||
@@ -161,8 +153,6 @@ export class MissionComp extends CCComp {
|
||||
private isBossWave: boolean = false;
|
||||
/** 超时回合已在 onBattleTimeout 预扣留存分,BattleEnd 需跳过重复累加 */
|
||||
private skipRemainScoreOnBattleEnd: boolean = false;
|
||||
/** 上节清场时间快照(含清场加速还原,供评分统计) */
|
||||
private lastWaveClearTime: number = 0;
|
||||
/** 当前任务阶段 */
|
||||
public currentPhase: MissionPhase = MissionPhase.None;
|
||||
/** 是否处于回合间倒计时状态 */
|
||||
@@ -180,11 +170,9 @@ export class MissionComp extends CCComp {
|
||||
|
||||
// ======================== 关卡进度状态 ========================
|
||||
|
||||
/** 当前章节号 */
|
||||
public currentChapter: number = 1;
|
||||
/** 当前关卡号(1~10) */
|
||||
/** 当前关卡号(无限关,1~∞) */
|
||||
public currentStage: number = 1;
|
||||
/** 当前小节号(1~SECTIONS_PER_STAGE) */
|
||||
/** 当前回合号(1~SECTIONS_PER_STAGE) */
|
||||
public currentSection: number = 1;
|
||||
|
||||
// ======================== ECS 查询匹配器(预缓存) ========================
|
||||
@@ -202,7 +190,6 @@ export class MissionComp extends CCComp {
|
||||
this.heroViewMatcher = ecs.allOf(HeroViewComp);
|
||||
this.skillViewMatcher = ecs.allOf(SkillView);
|
||||
this.heroAttrsMatcher = ecs.allOf(HeroAttrsComp);
|
||||
this.showMemoryPanel = false
|
||||
// 注册生命周期事件
|
||||
this.on(GameEvent.MissionEnd, this.mission_end, this)
|
||||
this.on(GameEvent.NewWave, this.onNewWave, this)
|
||||
@@ -212,10 +199,9 @@ export class MissionComp extends CCComp {
|
||||
this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
|
||||
// 开局免费三选一选完后自动进入战斗
|
||||
oops.message.on("OpeningPicksDone", this.onOpeningPicksDone, this);
|
||||
this.removeMemoryPanel()
|
||||
}
|
||||
|
||||
onAdded(args: any) {
|
||||
onAdded() {
|
||||
// 使用 scheduleOnce 将事件推迟到下一帧执行,
|
||||
// 确保所有关联组件(如 MissionCardComp 等)都已经完成其 onLoad 生命周期。
|
||||
this.scheduleOnce(() => {
|
||||
@@ -370,7 +356,6 @@ export class MissionComp extends CCComp {
|
||||
this.changePhase(MissionPhase.Prepare);
|
||||
// 派发首个 SectionStart,MissionMonComp 据此生成开局怪物
|
||||
oops.message.dispatchEvent(GameEvent.SectionStart, {
|
||||
chapter: this.currentChapter,
|
||||
stage: this.currentStage,
|
||||
section: this.currentSection,
|
||||
});
|
||||
@@ -426,22 +411,20 @@ export class MissionComp extends CCComp {
|
||||
|
||||
Tween.stopAllByTarget(this.tooltip);
|
||||
|
||||
// 动感动画设计:右侧进入 -> 屏幕中央(带有轻微的弹跳和滑动) -> 左侧飞出
|
||||
// 假设屏幕宽度适配下,1200是一个足够的屏幕外距离,适配横竖屏
|
||||
const startPos = v3(1200, this.tooltip.position.y, this.tooltip.position.z);
|
||||
const centerPos = v3(0, this.tooltip.position.y, this.tooltip.position.z);
|
||||
const driftPos = v3(-50, this.tooltip.position.y, this.tooltip.position.z); // 在中央时的缓慢漂移
|
||||
const endPos = v3(-1200, this.tooltip.position.y, this.tooltip.position.z);
|
||||
|
||||
this.tooltip.setPosition(startPos);
|
||||
// 动感动画设计:原地缩放弹入(0 -> 1,带轻微回弹)-> 短暂停留 -> 收缩消失
|
||||
// 相比位移飞入飞出,缩放动画更轻快,避免横幅长时间占用屏幕
|
||||
this.tooltip.setPosition(0, this.tooltip.position.y, this.tooltip.position.z);
|
||||
this.tooltip.setScale(0, 0, 1);
|
||||
|
||||
tween(this.tooltip)
|
||||
// 1. 从右侧快速飞入并带回弹效果 (0.5秒)
|
||||
.to(0.5, { position: centerPos }, { easing: "backOut" })
|
||||
// 2. 在屏幕中央缓慢向左漂移,增强动感停留 (1.0秒)
|
||||
.to(1.0, { position: driftPos }, { easing: "sineInOut" })
|
||||
// 3. 快速向左飞出并消失 (0.4秒)
|
||||
.to(0.4, { position: endPos }, { easing: "backIn" })
|
||||
// 1. 缩放从 0 快速弹到 1.1,制造轻微"冲出来"的动感 (0.18秒)
|
||||
.to(0.18, { scale: v3(1.1, 1.1, 1) }, { easing: "sineOut" })
|
||||
// 2. 回弹收缩到标准大小 1.0 (0.1秒)
|
||||
.to(0.1, { scale: v3(1, 1, 1) }, { easing: "sineIn" })
|
||||
// 3. 停留展示 (0.5秒)
|
||||
.delay(0.5)
|
||||
// 4. 向上轻弹并收缩消失,带背入加速感 (0.2秒)
|
||||
.to(0.2, { scale: v3(0, 0, 1) }, { easing: "backIn" })
|
||||
.call(() => {
|
||||
this.tooltip.active = false;
|
||||
})
|
||||
@@ -455,7 +438,6 @@ export class MissionComp extends CCComp {
|
||||
*/
|
||||
private changePhase(targetPhase: MissionPhase) {
|
||||
if (this.currentPhase === targetPhase) return;
|
||||
const oldPhase = this.currentPhase;
|
||||
this.currentPhase = targetPhase;
|
||||
|
||||
const phaseName = MissionComp.PhaseNameMap[targetPhase] || "未知";
|
||||
@@ -556,8 +538,6 @@ export class MissionComp extends CCComp {
|
||||
// 英雄为真实死亡(实体已销毁),本节死亡数取死亡记录长度
|
||||
const heroDeathCount = smc.mission.dead_heroes.length;
|
||||
|
||||
// 快照清场时间供评分统计(onNewWave 会清零 clearTime,必须提前快照)
|
||||
this.lastWaveClearTime = this.clearTime;
|
||||
// 【评分系统 - 战绩分】记录全员存活的胜利节数(额外加分)
|
||||
if (hasHero && heroDeathCount === 0) {
|
||||
smc.vmdata.scores.wave_all_alive_count++;
|
||||
@@ -751,11 +731,11 @@ export class MissionComp extends CCComp {
|
||||
* - 胜利即 final(通关),存档推进到下一关;失败即 defeat(进度不变,可复活/再来一次)
|
||||
* - 切入 BattleEnd,2s 后由 autoNextPhase 自动弹出 VictoryComp
|
||||
*
|
||||
* @param e 事件对象(未使用)
|
||||
* @param is_hero_dead 是否因英雄全灭触发
|
||||
* @param _e 事件对象(未使用)
|
||||
* @param _is_hero_dead 是否因英雄全灭触发(当前未使用,保留签名以统一事件调用口径)
|
||||
* @param victory 是否胜利(默认 false)
|
||||
*/
|
||||
open_Victory(e: any, is_hero_dead: boolean = false, victory: boolean = false) {
|
||||
open_Victory(_e: any, _is_hero_dead: boolean = false, victory: boolean = false) {
|
||||
// 战斗结束(通关/失败),标记暂停状态以切断节间流转逻辑
|
||||
smc.mission.pause = true;
|
||||
this._victory = victory;
|
||||
@@ -765,23 +745,18 @@ export class MissionComp extends CCComp {
|
||||
// 失败:进度不变,结算窗走复活/再来一次/退出流程
|
||||
this._settleType = "defeat";
|
||||
} else {
|
||||
// 通关(Boss 节胜利):结算窗显示通关标题,确认退出并存档进下一关
|
||||
// 通关(Boss 回合胜利):无限关卡模式,存档永远推进到下一关第 1 节
|
||||
// (仅写存档,内存进度保留用于本局结算显示)
|
||||
this._settleType = "final";
|
||||
this._settleTitle = this.currentStage >= 10 ? "本章通关" : "本关通关";
|
||||
// 存档推进到下一关第 1 节(仅写存档,内存进度保留用于本局结算显示);
|
||||
// 第 10 关通关即本章全通,存档停留等待后续章节扩展
|
||||
if (this.currentStage < 10) {
|
||||
this._settleTitle = "本关通关";
|
||||
smc.updateStageProgress({
|
||||
chapter: this.currentChapter,
|
||||
stage: this.currentStage + 1,
|
||||
section: 1,
|
||||
});
|
||||
if ((smc as any).updateCloudData) {
|
||||
(smc as any).updateCloudData();
|
||||
}
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 本关通关,存档推进: ${this.currentChapter}-${this.currentStage + 1}-1`);
|
||||
}
|
||||
`[StageProgress] 本关通关,存档推进: ${this.currentStage + 1}-1`);
|
||||
}
|
||||
// 直接切入 BattleEnd,2s 后由 autoNextPhase 自动流转弹窗结算
|
||||
this.changePhase(MissionPhase.BattleEnd);
|
||||
@@ -836,20 +811,11 @@ export class MissionComp extends CCComp {
|
||||
this.currentWave = 1;
|
||||
this.isBossWave = false;
|
||||
this.skipRemainScoreOnBattleEnd = false;
|
||||
this.lastWaveClearTime = 0;
|
||||
this.updateRoundNodes();
|
||||
this.rewards = []
|
||||
this.revive_times = 1;
|
||||
this.lastTimeStr = "";
|
||||
this.lastTimeSecond = -1;
|
||||
this.memoryRefreshTimer = 0;
|
||||
this.lastMemoryText = "";
|
||||
this.perfDtAcc = 0;
|
||||
this.perfFrameCount = 0;
|
||||
this.heapBaseMB = -1;
|
||||
this.heapPeakMB = 0;
|
||||
this.heapTrendPerMinMB = 0;
|
||||
this.heapTrendTimer = 0;
|
||||
this.heapTrendBaseMB = -1;
|
||||
this.monsterCountSyncTimer = 0;
|
||||
|
||||
spawningEngine.reset();
|
||||
@@ -868,57 +834,48 @@ export class MissionComp extends CCComp {
|
||||
// ======================== 关卡进度管理 ========================
|
||||
|
||||
/**
|
||||
* 加载关卡进度存档(一关一局:只恢复大关,节恒从 1 开始)
|
||||
* 从 smc.data.stage_progress 恢复章节/大关,缺省从 1-1-1 开始
|
||||
* 加载关卡进度存档(一关一局:只恢复大关,回合恒从 1 开始)
|
||||
* 从 smc.data.stage_progress 恢复关卡号,缺省从第 1 关开始
|
||||
*/
|
||||
private loadStageProgress() {
|
||||
const progress = smc.data.stage_progress;
|
||||
if (progress && progress.chapter >= 1 && progress.stage >= 1) {
|
||||
this.currentChapter = progress.chapter;
|
||||
this.currentStage = progress.stage;
|
||||
} else {
|
||||
this.currentChapter = 1;
|
||||
this.currentStage = 1;
|
||||
}
|
||||
// 一关一局:进入关卡始终从第 1 节开打
|
||||
this.currentStage = Math.max(1, Math.floor(progress?.stage ?? 1));
|
||||
// 一关一局:进入关卡始终从第 1 回合开打
|
||||
this.currentSection = 1;
|
||||
// 加载完成后将权威进度镜像到 vmdata,驱动 HUD 实时显示
|
||||
smc.syncStageProgressToView();
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 加载进度: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`);
|
||||
`[StageProgress] 加载进度: ${getProgressText(this.currentStage, this.currentSection)}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 推进到下一小节(节间自动推进):
|
||||
* 1. 节号 +1,派发 SectionStart 触发 MissionMonComp 生成下一节怪物(从右侧跑入)。
|
||||
* 推进到下一回合(回合间自动推进):
|
||||
* 1. 回合号 +1,派发 SectionStart 触发 MissionMonComp 生成下一回合怪物(从右侧跑入)。
|
||||
* 2. 不清理英雄/技能实体、不重置局内数据、不重新三选一——英雄保留并自动归位(编队排队)。
|
||||
* 3. 进度实时镜像到 HUD,但不写持久存档(存档只在整关通关时推进到下一关)。
|
||||
*
|
||||
* 调用时机:PrepareStart 过场倒计时结束(autoNextPhase)。
|
||||
* 保证:仅 1~4 节清场后触发,末节(BOSS_SECTION)已走 open_Victory 结算,不会推进。
|
||||
* 保证:仅 1~4 回合清场后触发,末回合(BOSS_SECTION)已走 open_Victory 结算,不会推进。
|
||||
*/
|
||||
private advanceToNextSection() {
|
||||
this.currentSection++;
|
||||
// 节号实时同步到 HUD(内存进度,不持久化;整关通关时才统一写大关存档)。
|
||||
// 回合号实时同步到 HUD(内存进度,不持久化;整关通关时才统一写大关存档)。
|
||||
// 直接写 vmdata 视图层而非走 syncStageProgressToView(后者从 data 读,而 data 仍停留在大关起点)
|
||||
const view = smc.vmdata.stage_progress;
|
||||
view.chapter = this.currentChapter;
|
||||
view.stage = this.currentStage;
|
||||
view.section = this.currentSection;
|
||||
oops.message.dispatchEvent(GameEvent.STAGE_PROGRESS_UPDATE);
|
||||
// 触发 SectionStart 事件,MissionMonComp 据此生成下一节怪物(从右侧跑入)
|
||||
// 触发 SectionStart 事件,MissionMonComp 据此生成下一回合怪物(从右侧跑入)
|
||||
oops.message.dispatchEvent(GameEvent.SectionStart, {
|
||||
chapter: this.currentChapter,
|
||||
stage: this.currentStage,
|
||||
section: this.currentSection,
|
||||
});
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 进入小节: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`);
|
||||
`[StageProgress] 进入回合: ${getProgressText(this.currentStage, this.currentSection)}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 重开本关:清理战场并重置数据,从本关第 1 节重新开始
|
||||
* Why: 一关一局,失败"再来一次"即整关重打(节恒从 1 开始)
|
||||
* 重开本关:清理战场并重置数据,从本关第 1 回合重新开始
|
||||
* Why: 一关一局,失败"再来一次"即整关重打(回合恒从 1 开始)
|
||||
*/
|
||||
private restartCurrentMission() {
|
||||
// 清理战场与局内数据
|
||||
@@ -929,21 +886,20 @@ export class MissionComp extends CCComp {
|
||||
this._victory = false;
|
||||
this._settleType = "defeat";
|
||||
this._settleTitle = "";
|
||||
// 一关一局:重开从第 1 节开始
|
||||
// 一关一局:重开从第 1 回合开始
|
||||
this.currentSection = 1;
|
||||
// 进入准备阶段
|
||||
this.changePhase(MissionPhase.Prepare);
|
||||
// 触发 MissionStart 重置开局免费抽卡
|
||||
oops.message.dispatchEvent(GameEvent.MissionStart, {});
|
||||
oops.message.dispatchEvent(GameEvent.FightReady);
|
||||
// 触发 SectionStart 重新生成本关第 1 节怪物
|
||||
// 触发 SectionStart 重新生成本关第 1 回合怪物
|
||||
oops.message.dispatchEvent(GameEvent.SectionStart, {
|
||||
chapter: this.currentChapter,
|
||||
stage: this.currentStage,
|
||||
section: this.currentSection,
|
||||
});
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 重开本关: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`);
|
||||
`[StageProgress] 重开本关: ${getProgressText(this.currentStage, this.currentSection)}`);
|
||||
}
|
||||
|
||||
// ======================== 回合管理 ========================
|
||||
@@ -959,7 +915,7 @@ export class MissionComp extends CCComp {
|
||||
* @param event 事件名
|
||||
* @param data { wave: number, bossWave?: boolean }
|
||||
*/
|
||||
private onNewWave(event: string, data: any) {
|
||||
private onNewWave(_event: string, data: any) {
|
||||
const wave = Number(data?.wave ?? 0);
|
||||
if (wave <= 0) return;
|
||||
|
||||
@@ -968,12 +924,46 @@ export class MissionComp extends CCComp {
|
||||
|
||||
this.currentWave = wave;
|
||||
smc.vmdata.mission_data.level = wave;
|
||||
this.updateRoundNodes();
|
||||
// 金币改为怪物死亡掉落(见 HeroAtkSystem),不再每回合固定发放
|
||||
this.lastTimeSecond = -1;
|
||||
this.clearTime = 0;
|
||||
this.update_time();
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新回合指示节点颜色:
|
||||
* - 已激活(已完成 + 当前回合)→ 黄色;当前回合且为 Boss 节 → 红色;未激活 → 白色。
|
||||
* Why: 回合推进时(onNewWave)与开局重置(data_init)调用,驱动 HUD 回合指示实时反馈。
|
||||
*/
|
||||
private updateRoundNodes() {
|
||||
const len = Math.min(this.round_nodes.length, SECTIONS_PER_STAGE);
|
||||
for (let i = 0; i < len; i++) {
|
||||
const node = this.round_nodes[i];
|
||||
if (!node || !node.isValid) continue;
|
||||
const round = i + 1;
|
||||
const color = round > this.currentWave
|
||||
? MissionComp.ROUND_INACTIVE
|
||||
: (round === this.currentWave && this.isBossWave)
|
||||
? MissionComp.ROUND_BOSS
|
||||
: MissionComp.ROUND_ACTIVE;
|
||||
// 优先染色 Sprite(图标配色),无 Sprite 时退化到 Label,均无则跳过
|
||||
const sprite = node.getComponent(Sprite);
|
||||
if (sprite) {
|
||||
sprite.color = color;
|
||||
} else {
|
||||
const label = node.getComponent(Label);
|
||||
if (label) label.color = color;
|
||||
}
|
||||
}
|
||||
|
||||
// 进度条:第 1 回合 0%,每推进一回合 +25%(第 5 回合满格)
|
||||
if (this.round_progress && this.round_progress.isValid) {
|
||||
this.round_progress.progress =
|
||||
Math.max(0, Math.min(SECTIONS_PER_STAGE, this.currentWave) - 1) / (SECTIONS_PER_STAGE - 1);
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 怪物数量管理 ========================
|
||||
|
||||
/**
|
||||
@@ -1182,115 +1172,6 @@ export class MissionComp extends CCComp {
|
||||
}
|
||||
}
|
||||
|
||||
/** 获取战斗层的英雄和技能节点数量(用于性能监控) */
|
||||
private getBattleLayerNodeCount() {
|
||||
const scene = smc.map?.MapView?.scene;
|
||||
const layer = scene?.entityLayer?.node;
|
||||
if (!layer) return { heroNodes: 0, skillNodes: 0 };
|
||||
const heroRoot = layer.getChildByName("HERO");
|
||||
const skillRoot = layer.getChildByName("SKILL");
|
||||
return {
|
||||
heroNodes: heroRoot?.children.length || 0,
|
||||
skillNodes: skillRoot?.children.length || 0
|
||||
};
|
||||
}
|
||||
|
||||
// ======================== 性能监控面板 ========================
|
||||
|
||||
/** 性能监控相关代码 */
|
||||
|
||||
/** 初始化性能监控面板:在本组件节点下创建 Label */
|
||||
private initMemoryPanel() {
|
||||
if (!this.showMemoryPanel) return;
|
||||
let panel = this.node.getChildByName("mem_panel");
|
||||
if (!panel) {
|
||||
panel = new Node("mem_panel");
|
||||
panel.parent = this.node;
|
||||
panel.setPosition(0, -32, 0);
|
||||
}
|
||||
let label = panel.getComponent(Label);
|
||||
if (!label) {
|
||||
label = panel.addComponent(Label);
|
||||
}
|
||||
label.fontSize = 16;
|
||||
label.lineHeight = 20;
|
||||
this.memoryLabel = label;
|
||||
}
|
||||
|
||||
/** 移除性能监控面板 */
|
||||
private removeMemoryPanel() {
|
||||
const panel = this.node?.getChildByName("mem_panel");
|
||||
if (panel) {
|
||||
panel.destroy();
|
||||
}
|
||||
this.memoryLabel = null;
|
||||
this.lastMemoryText = "";
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 更新性能监控面板内容(每 0.5 秒一次):
|
||||
* 显示 堆内存 / 增长趋势 / 帧率 / 实体数量 / 对象池状态 等信息。
|
||||
*/
|
||||
private updateMemoryPanel(dt: number) {
|
||||
if (!this.showMemoryPanel || !this.memoryLabel) return;
|
||||
this.perfDtAcc += dt;
|
||||
this.perfFrameCount += 1;
|
||||
this.memoryRefreshTimer += dt;
|
||||
if (this.memoryRefreshTimer < 0.5) return;
|
||||
this.memoryRefreshTimer = 0;
|
||||
let heroCount = 0;
|
||||
ecs.query(this.heroViewMatcher).forEach(() => {
|
||||
heroCount++;
|
||||
});
|
||||
let skillCount = 0;
|
||||
ecs.query(this.skillViewMatcher).forEach(() => {
|
||||
skillCount++;
|
||||
});
|
||||
const monPool = Monster.getPoolStats();
|
||||
const skillPool = Skill.getPoolStats();
|
||||
const tooltipPool = Tooltip.getPoolStats();
|
||||
const layerNodes = this.getBattleLayerNodeCount();
|
||||
const perf = (globalThis as any).performance;
|
||||
const heapBytes = perf && perf.memory ? perf.memory.usedJSHeapSize : 0;
|
||||
let heapMB = heapBytes > 0 ? heapBytes / 1024 / 1024 : -1;
|
||||
if (heapMB > 0 && this.heapBaseMB < 0) {
|
||||
this.heapBaseMB = heapMB;
|
||||
this.heapPeakMB = heapMB;
|
||||
this.heapTrendBaseMB = heapMB;
|
||||
this.heapTrendTimer = 0;
|
||||
}
|
||||
if (heapMB > this.heapPeakMB) {
|
||||
this.heapPeakMB = heapMB;
|
||||
}
|
||||
this.heapTrendTimer += 0.5;
|
||||
if (heapMB > 0 && this.heapTrendBaseMB > 0 && this.heapTrendTimer >= 10) {
|
||||
const deltaMB = heapMB - this.heapTrendBaseMB;
|
||||
this.heapTrendPerMinMB = (deltaMB / this.heapTrendTimer) * 60;
|
||||
this.heapTrendBaseMB = heapMB;
|
||||
this.heapTrendTimer = 0;
|
||||
}
|
||||
const heapText = heapMB > 0 ? heapMB.toFixed(1) : "N/A";
|
||||
const heapDeltaText = this.heapBaseMB > 0 && heapMB > 0 ? (heapMB - this.heapBaseMB).toFixed(1) : "N/A";
|
||||
const heapPeakText = this.heapPeakMB > 0 ? this.heapPeakMB.toFixed(1) : "N/A";
|
||||
const avgDt = this.perfFrameCount > 0 ? this.perfDtAcc / this.perfFrameCount : 0;
|
||||
const fps = avgDt > 0 ? 1 / avgDt : 0;
|
||||
this.perfDtAcc = 0;
|
||||
this.perfFrameCount = 0;
|
||||
const text =
|
||||
`Heap:${heapText}MB Δ:${heapDeltaText} Peak:${heapPeakText}\n` +
|
||||
`Trend:${this.heapTrendPerMinMB.toFixed(2)}MB/min\n` +
|
||||
`Perf dt:${(avgDt * 1000).toFixed(1)}ms fps:${fps.toFixed(1)}\n` +
|
||||
`Ent H:${heroCount} S:${skillCount} N:${layerNodes.heroNodes}/${layerNodes.skillNodes}\n` +
|
||||
`Pool M:${monPool.total}(${monPool.paths}) K:${skillPool.total}(${skillPool.paths}) T:${tooltipPool.total}`;
|
||||
if (text === this.lastMemoryText) return;
|
||||
this.lastMemoryText = text;
|
||||
this.memoryLabel.string = text;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/** ECS 组件移除时销毁节点 */
|
||||
reset() {
|
||||
this.PhaseTime = null as any;
|
||||
|
||||
@@ -124,12 +124,11 @@ export class MissionMonCompComp extends CCComp {
|
||||
start() { }
|
||||
|
||||
/**
|
||||
* 小节开始事件回调:生成怪物列表并按节奏刷出
|
||||
* 回合开始事件回调:生成怪物列表并按节奏刷出
|
||||
* @param event 事件名
|
||||
* @param data { chapter, stage, section }
|
||||
* @param data { stage, section }
|
||||
*/
|
||||
private onSectionStart(event: string, data: any) {
|
||||
const chapter = Number(data?.chapter ?? 1);
|
||||
const stage = Number(data?.stage ?? 1);
|
||||
const section = Number(data?.section ?? 1);
|
||||
|
||||
@@ -142,15 +141,15 @@ export class MissionMonCompComp extends CCComp {
|
||||
smc.vmdata.mission_data.mon_num = 0;
|
||||
smc.vmdata.mission_data.pending_mon_num = 0;
|
||||
|
||||
// 从生成引擎获取本小节怪物列表
|
||||
const monsters = spawningEngine.generateSectionMonsters(chapter, stage, section);
|
||||
// 从生成引擎获取本回合怪物列表
|
||||
const monsters = spawningEngine.generateSectionMonsters(stage, section);
|
||||
this.sectionTargetCount = monsters.length;
|
||||
|
||||
if (TestModeConfig.enable) {
|
||||
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启");
|
||||
}
|
||||
mLogger.log(this.debugMode, 'MissionMonComp',
|
||||
`[MissionMonComp] 小节 ${chapter}-${stage}-${section} 生成完成,怪物总数: ${this.sectionTargetCount}`);
|
||||
`[MissionMonComp] 回合 ${stage}-${section} 生成完成,怪物总数: ${this.sectionTargetCount}`);
|
||||
|
||||
// 按批次拆分:batch=0 立即刷,batch=1 进入待刷队列
|
||||
const immediate: GeneratedMonster[] = [];
|
||||
|
||||
@@ -1,30 +1,32 @@
|
||||
/**
|
||||
* @file RogueConfig.ts
|
||||
* @description 关卡刷怪系统(章节-关-节三级推进)
|
||||
* @description 无限关卡刷怪系统(关-回合两级推进)
|
||||
*
|
||||
* 游戏机制:
|
||||
* - 玩家线性推进 1 章 10 关 × 每关 5 小节(一关一局,节间自动推进)。
|
||||
* - 每关节点固定:1~3 节普通(3 小怪,立即全刷)、第 4 节精英(3 精英同刷)、
|
||||
* 第 5 节 Boss(2 小怪先刷,Boss 延迟 1s 刷出)。
|
||||
* - 怪物属性 = 基础 × 0.8 × (1 + 0.05×(lv-1)) × 类型倍率(精英1.5 / Boss3.0)。
|
||||
* - 玩家单线无限推进:从第 1 关起无上限,每关 5 回合(一关一局,回合间自动推进)。
|
||||
* - 第 1~4 回合普通怪(3 小怪立即全刷),属性逐回合轻量增强(SECTION_RAMP_STEP)。
|
||||
* - 第 5 回合单 Boss 登场(无护卫,延迟 1s 刷出),超厚血量(BOSS_HP_MUL)。
|
||||
* - Boss 加载时按攻击定位(近战/中程/远程)随机取型,并随机携带大招:
|
||||
* 前期 1 个,随关卡解锁扩展至多个(BOSS_ULT_UNLOCK_EVERY / BOSS_ULT_MAX_COUNT)。
|
||||
*
|
||||
* 设计层次:
|
||||
* 1. StageSet - 关卡配置(章节/关/节 + 数值公式)
|
||||
* 2. MonSkillPool/BossSkillPool - 怪物技能池(atking / atked / dead 等全触发类型)
|
||||
* 3. StageSpawningEngine - 生成引擎(按小节配置生成怪物列表)
|
||||
* 1. StageSet - 关卡数值公式(等级/成长/回合增强/Boss 血攻倍率)
|
||||
* 2. BossPools - Boss 池(按攻击定位分组,动态从 HeroInfo 提取)
|
||||
* 3. BossUltPools - Boss 大招池(按定位分组,引用 SkillSet 6100~6204 群体大招段)
|
||||
* 4. StageSpawningEngine - 生成引擎(按回合配置生成怪物列表)
|
||||
*
|
||||
* 核心公式:
|
||||
* 最终属性 = HeroInfo 基础属性 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 类型倍率
|
||||
* 1 级小怪 ≈ 英雄 × 0.8,10 级小怪 ≈ 英雄 × 1.16,保持平缓成长。
|
||||
* 小怪属性 = HeroInfo 基础属性 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 回合增强
|
||||
* Boss 属性 = 同上 × BOSS_HP_MUL(血)/ BOSS_AP_MUL(攻),等级 = 关卡号无限成长
|
||||
*/
|
||||
|
||||
import { HeroInfo, MonType, MonTypeName, TriggerGrouped } from "../common/config/heroSet";
|
||||
import { SkillOverrides } from "../common/config/SkillSet";
|
||||
import { HeroInfo, HType, MonType, TriggerGrouped, UltCdLv, UltCdSet } from "../common/config/heroSet";
|
||||
import { SkillOverrides, SkillSet } from "../common/config/SkillSet";
|
||||
import { FacSet } from "../common/config/GameSet";
|
||||
import {
|
||||
SectionType, SectionConfig, getSectionConfig, calcMonsterAttrs,
|
||||
NORMAL_MON_COUNT, NORMAL_FIRST_SPAWN, ELITE_COUNT, BOSS_ELITE_COUNT, BOSS_DELAY,
|
||||
MON_START_COEF, MON_GROW_SLOPE, ELITE_MUL, BOSS_MUL,
|
||||
NORMAL_MON_COUNT, NORMAL_FIRST_SPAWN, BOSS_DELAY,
|
||||
MON_START_COEF,
|
||||
} from "../common/config/StageSet";
|
||||
|
||||
// ======================== 1. 战斗常量 ========================
|
||||
@@ -79,126 +81,114 @@ export function getMonsterGoldDrop(monType: number, isBoss: boolean): number {
|
||||
return Math.max(0, Math.floor(isBoss ? cfg.boss : cfg.base));
|
||||
}
|
||||
|
||||
// ======================== 3. 怪物技能池 ========================
|
||||
// ======================== 3. Boss 池(按攻击定位分组) ========================
|
||||
|
||||
/**
|
||||
* 怪物技能套装(一套完整的触发技能配置)
|
||||
* 覆盖触发时机:call / atking / atked / dead / fstart / revive
|
||||
* Boss 池:按攻击定位(近战/中程/远程)分组,动态从 HeroInfo 提取。
|
||||
* 加载时随机一个定位 → 从对应池随机 Boss;定位池为空时自动回退(如暂无中程 Boss 配置)。
|
||||
*/
|
||||
export interface MonSkillSet {
|
||||
id: string;
|
||||
export const BossPools: Record<HType, number[]> = {
|
||||
[HType.Melee]: [],
|
||||
[HType.Mid]: [],
|
||||
[HType.Long]: [],
|
||||
};
|
||||
for (const key in HeroInfo) {
|
||||
const info = HeroInfo[key];
|
||||
if (info.fac !== FacSet.MON) continue;
|
||||
if (info.monType !== MonType.MeleeBoss && info.monType !== MonType.LongBoss) continue;
|
||||
const pool = BossPools[info.type as HType];
|
||||
if (pool) pool.push(info.uuid);
|
||||
}
|
||||
|
||||
// ======================== 4. Boss 大招池 ========================
|
||||
|
||||
/** 每解锁 1 个额外大招收紧的关卡间隔(每 5 关 +1 个大招位) */
|
||||
export const BOSS_ULT_UNLOCK_EVERY = 5;
|
||||
/** Boss 同时携带大招数量上限 */
|
||||
export const BOSS_ULT_MAX_COUNT = 3;
|
||||
|
||||
/**
|
||||
* 获取指定关卡的 Boss 携带大招数量(1 个起步,随关卡解锁扩展)
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @returns 大招数量(1~BOSS_ULT_MAX_COUNT)
|
||||
*/
|
||||
export function getBossUltCount(stage: number): number {
|
||||
const st = Math.max(1, Math.floor(stage));
|
||||
return Math.min(BOSS_ULT_MAX_COUNT, 1 + Math.floor((st - 1) / BOSS_ULT_UNLOCK_EVERY));
|
||||
}
|
||||
|
||||
/** Boss 大招条目(s_uuid 引用 SkillSet 6100~6204 群体大招段,按定位分组) */
|
||||
export interface BossUltEntry {
|
||||
s_uuid: number;
|
||||
name: string;
|
||||
/** 普攻技能覆盖(可选,不填则使用怪物默认普攻) */
|
||||
skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides };
|
||||
/** 召唤触发 */
|
||||
call?: TriggerGrouped;
|
||||
/** 攻击触发 */
|
||||
atking?: TriggerGrouped;
|
||||
/** 受击触发 */
|
||||
atked?: TriggerGrouped;
|
||||
/** 死亡触发 */
|
||||
dead?: TriggerGrouped;
|
||||
/** 战斗开始触发 */
|
||||
fstart?: TriggerGrouped;
|
||||
/** 复活触发 */
|
||||
revive?: TriggerGrouped;
|
||||
/** 在技能池中的抽取权重 */
|
||||
/** 抽取权重 */
|
||||
weight: number;
|
||||
/** 技能参数覆盖(伤害系数等) */
|
||||
overrides?: SkillOverrides;
|
||||
}
|
||||
|
||||
/**
|
||||
* 怪物技能池(硬编码)
|
||||
* 技能 uuid 引用 SkillSet 中的 6000~6500 段触发技能。
|
||||
* Boss 大招池(按攻击定位分组)
|
||||
* 大招注入 Boss 的 skills 表后由 SCastSystem 按 CD 自动施放(含镜头聚焦 + 技能名横幅)。
|
||||
*/
|
||||
export const MonSkillPool: Record<string, MonSkillSet> = {
|
||||
/** 狂暴:攻击触发自身攻击提升 */
|
||||
berserk: {
|
||||
id: "berserk", name: "狂暴", weight: 10,
|
||||
atking: {
|
||||
6401: [{ lv: 1, t_num: 5, overrides: { ap: 1 } }],
|
||||
},
|
||||
},
|
||||
/** 坚韧:受击获得护盾 */
|
||||
tough: {
|
||||
id: "tough", name: "坚韧", weight: 8,
|
||||
atked: {
|
||||
6301: [{ lv: 1, t_num: 3, overrides: { ap: 2 } }],
|
||||
},
|
||||
},
|
||||
/** 遗志:死亡时全队攻击提升 */
|
||||
legacy: {
|
||||
id: "legacy", name: "遗志", weight: 6,
|
||||
dead: {
|
||||
6401: [{ lv: 1, t_num: 1, overrides: { ap: 3 } }],
|
||||
},
|
||||
},
|
||||
/** 战吼:战斗开始时全队攻击提升 */
|
||||
warcry: {
|
||||
id: "warcry", name: "战吼", weight: 5,
|
||||
fstart: {
|
||||
6401: [{ lv: 1, t_num: 1, overrides: { ap: 2 } }],
|
||||
},
|
||||
},
|
||||
/** 吸血:攻击恢复生命 */
|
||||
leech: {
|
||||
id: "leech", name: "吸血", weight: 7,
|
||||
atking: {
|
||||
6302: [{ lv: 1, t_num: 4, overrides: { ap: 150 } }],
|
||||
},
|
||||
},
|
||||
export const BossUltPools: Record<HType, BossUltEntry[]> = {
|
||||
// 近战系:战士群体斩击(6100~6104 段)
|
||||
[HType.Melee]: [
|
||||
{ s_uuid: 6100, name: "寒冰斩", weight: 10, overrides: { ap: 180 } },
|
||||
{ s_uuid: 6101, name: "裂气斩", weight: 10, overrides: { ap: 180 } },
|
||||
{ s_uuid: 6102, name: "火焰斩", weight: 10, overrides: { ap: 180 } },
|
||||
{ s_uuid: 6103, name: "闪电斩", weight: 8, overrides: { ap: 180 } },
|
||||
{ s_uuid: 6104, name: "开天斩", weight: 6, overrides: { ap: 220 } },
|
||||
],
|
||||
// 中程系:射手箭雨 + 混合法术(6150~6151 / 6203~6204 段)
|
||||
[HType.Mid]: [
|
||||
{ s_uuid: 6150, name: "万箭齐发", weight: 10, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6151, name: "火箭齐发", weight: 10, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6203, name: "能量波", weight: 8, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6204, name: "雷暴", weight: 8, overrides: { ap: 150 } },
|
||||
],
|
||||
// 远程系:法师群体法术(6200~6204 段)
|
||||
[HType.Long]: [
|
||||
{ s_uuid: 6200, name: "火球术", weight: 10, overrides: { ap: 160 } },
|
||||
{ s_uuid: 6201, name: "飓风", weight: 10, overrides: { ap: 140 } },
|
||||
{ s_uuid: 6202, name: "毒气弹", weight: 8, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6203, name: "能量波", weight: 8, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6204, name: "雷暴", weight: 8, overrides: { ap: 150 } },
|
||||
],
|
||||
};
|
||||
|
||||
/** Boss 专属技能池 */
|
||||
export const BossSkillPool: Record<string, MonSkillSet> = {
|
||||
/** 狂暴领主:攻击触发全队攻击提升 */
|
||||
boss_rage: {
|
||||
id: "boss_rage", name: "狂暴领主", weight: 10,
|
||||
atking: {
|
||||
6401: [{ lv: 1, t_num: 3, overrides: { ap: 3 } }],
|
||||
},
|
||||
dead: {
|
||||
6401: [{ lv: 1, t_num: 1, overrides: { ap: 5 } }],
|
||||
},
|
||||
},
|
||||
/** 铁壁领主:受击获得高额护盾 */
|
||||
boss_iron: {
|
||||
id: "boss_iron", name: "铁壁领主", weight: 8,
|
||||
atked: {
|
||||
6301: [{ lv: 1, t_num: 2, overrides: { ap: 5 } }],
|
||||
},
|
||||
},
|
||||
/** 毁灭领主:战斗开始时全队攻击大幅提升 */
|
||||
boss_doom: {
|
||||
id: "boss_doom", name: "毁灭领主", weight: 6,
|
||||
fstart: {
|
||||
6401: [{ lv: 1, t_num: 1, overrides: { ap: 8 } }],
|
||||
},
|
||||
atking: {
|
||||
6401: [{ lv: 1, t_num: 5, overrides: { ap: 2 } }],
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
// ======================== 4. 配置校验 ========================
|
||||
// ======================== 5. 配置校验 ========================
|
||||
|
||||
/**
|
||||
* 校验 MonSkillPool / BossSkillPool 引用一致性
|
||||
* 校验 Boss 池 / Boss 大招池引用一致性
|
||||
* 建议在游戏启动时调用一次,便于发现配置错误
|
||||
* @returns 错误信息数组,空数组表示校验通过
|
||||
*/
|
||||
export function validateRogueConfig(): string[] {
|
||||
const errors: string[] = [];
|
||||
|
||||
// 校验 Boss 类型在 MonList 中有怪
|
||||
if ((!MonList[MonType.MeleeBoss] || MonList[MonType.MeleeBoss].length === 0)
|
||||
&& (!MonList[MonType.LongBoss] || MonList[MonType.LongBoss].length === 0)) {
|
||||
errors.push("MonList 中无任何 Boss 类型(MeleeBoss/LongBoss)可用 uuid");
|
||||
// 校验至少一个定位有可用 Boss
|
||||
const hasBoss = (Object.keys(BossPools) as unknown as HType[]).some(t => BossPools[t].length > 0);
|
||||
if (!hasBoss) {
|
||||
errors.push("BossPools 中无任何可用 Boss uuid(MeleeBoss/LongBoss 均缺失)");
|
||||
}
|
||||
|
||||
// 校验大招池条目均存在于 SkillSet
|
||||
for (const key in BossUltPools) {
|
||||
const pool = BossPools[key as unknown as HType];
|
||||
const ults = BossUltPools[key as unknown as HType];
|
||||
if (!pool || pool.length === 0) continue; // 空定位池跳过(大招池无消费方)
|
||||
for (const ult of ults) {
|
||||
if (!SkillSet[ult.s_uuid]) {
|
||||
errors.push(`BossUltPools[${key}] 大招 ${ult.s_uuid}(${ult.name}) 未在 SkillSet 中定义`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
// ======================== 5. 生成结果接口 ========================
|
||||
// ======================== 6. 生成结果接口 ========================
|
||||
|
||||
/** 生成结果(传递给 MissionMonComp 用于实例化怪物) */
|
||||
export interface GeneratedMonster {
|
||||
@@ -207,10 +197,8 @@ export interface GeneratedMonster {
|
||||
hp: number;
|
||||
ap: number;
|
||||
isBoss: boolean;
|
||||
/** 是否为精英(精英关/Boss 关的精英) */
|
||||
/** 是否为精英(对象池复用实体需显式重置的标记位) */
|
||||
isElite?: boolean;
|
||||
/** 是否为 Boss 护卫队成员(供 UI/统计识别) */
|
||||
isBossGuard?: boolean;
|
||||
/** 怪物等级(驱动技能等级增量,Mon.load 第 6 参) */
|
||||
lv: number;
|
||||
spawnIndex: number;
|
||||
@@ -220,11 +208,15 @@ export interface GeneratedMonster {
|
||||
delay?: number;
|
||||
|
||||
/**
|
||||
* 怪物技能套装(覆盖全部触发时机)
|
||||
* 注入方式与 _testSkills 相同,在 Mon.load() 中写入 HeroAttrsComp
|
||||
* 怪物技能套装(技能注入通道,与 _testSkills 相同,在 Mon.load() 中写入 HeroAttrsComp)
|
||||
* - skill:替换普攻(会清空原技能表)
|
||||
* - ults:追加 Boss 大招(保留普攻,多个大招共存,SCastSystem 按 CD 轮转施放)
|
||||
* - 其余为触发技能组覆盖
|
||||
*/
|
||||
skills?: {
|
||||
skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides };
|
||||
/** Boss 大招列表(追加注入,不替换普攻) */
|
||||
ults?: { s_uuid: number; cd?: number; overrides?: SkillOverrides }[];
|
||||
call?: TriggerGrouped;
|
||||
atking?: TriggerGrouped;
|
||||
atked?: TriggerGrouped;
|
||||
@@ -234,7 +226,7 @@ export interface GeneratedMonster {
|
||||
};
|
||||
}
|
||||
|
||||
// ======================== 6. 测试模式配置 ========================
|
||||
// ======================== 7. 测试模式配置 ========================
|
||||
|
||||
export const TestModeConfig = {
|
||||
enable: false, // 默认关闭测试模式
|
||||
@@ -245,48 +237,43 @@ export const TestModeConfig = {
|
||||
spawnCount: 1,
|
||||
|
||||
skill: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides } | undefined,
|
||||
/** 测试模式注入的大招列表(追加,不替换普攻) */
|
||||
ults: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] | undefined,
|
||||
atking: undefined as TriggerGrouped | undefined,
|
||||
atked: undefined as TriggerGrouped | undefined,
|
||||
dead: undefined as TriggerGrouped | undefined,
|
||||
fstart: undefined as TriggerGrouped | undefined,
|
||||
};
|
||||
|
||||
// ======================== 7. 生成引擎 ========================
|
||||
// ======================== 8. 生成引擎 ========================
|
||||
|
||||
/**
|
||||
* 关卡刷怪生成引擎
|
||||
* 按章节-关-节配置生成怪物列表,属性走 StageSet 数值公式
|
||||
* 无限关卡刷怪生成引擎
|
||||
* 按关-回合配置生成怪物列表,属性走 StageSet 数值公式
|
||||
*/
|
||||
export class StageSpawningEngine {
|
||||
|
||||
/**
|
||||
* 生成指定小节的怪物列表
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @param section 小节号(1~10)
|
||||
* 生成指定回合的怪物列表
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
* @returns 怪物列表(按刷出顺序排列)
|
||||
*/
|
||||
generateSectionMonsters(chapter: number, stage: number, section: number): GeneratedMonster[] {
|
||||
generateSectionMonsters(stage: number, section: number): GeneratedMonster[] {
|
||||
// 测试模式拦截:完全绕过生成引擎,直接返回硬编码测试怪
|
||||
if (TestModeConfig.enable) {
|
||||
return this.generateTestWave();
|
||||
}
|
||||
|
||||
const cfg = getSectionConfig(chapter, stage, section);
|
||||
const cfg = getSectionConfig(stage, section);
|
||||
if (!cfg) {
|
||||
// 配置缺失兜底:生成 3 只 Lv1 近战小怪
|
||||
return this.makeFallbackMonsters();
|
||||
}
|
||||
|
||||
switch (cfg.type) {
|
||||
case SectionType.Elite:
|
||||
return this.generateEliteSection(cfg);
|
||||
case SectionType.Boss:
|
||||
return this.generateBossSection(cfg);
|
||||
case SectionType.Normal:
|
||||
default:
|
||||
return this.generateNormalSection(cfg);
|
||||
}
|
||||
return cfg.type === SectionType.Boss
|
||||
? this.generateBossSection(cfg, stage)
|
||||
: this.generateNormalSection(cfg);
|
||||
}
|
||||
|
||||
/** 重置引擎状态(每局开始时调用,预留) */
|
||||
@@ -294,7 +281,8 @@ export class StageSpawningEngine {
|
||||
}
|
||||
|
||||
/**
|
||||
* 普通节:NORMAL_MON_COUNT 只小怪全部立即刷出(batch=0)
|
||||
* 普通回合(1~4):NORMAL_MON_COUNT 只小怪全部立即刷出(batch=0),
|
||||
* 属性乘回合增强系数(cfg.ramp)实现逐回合轻量增强
|
||||
*/
|
||||
private generateNormalSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
@@ -304,64 +292,49 @@ export class StageSpawningEngine {
|
||||
const type = types[i % types.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.batch = i < NORMAL_FIRST_SPAWN ? 0 : 1;
|
||||
// 回合内轻量增强:第 n 回合 × (1 + SECTION_RAMP_STEP×(n-1))
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * cfg.ramp));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * cfg.ramp));
|
||||
monsters.push(mon);
|
||||
}
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/**
|
||||
* 精英节:3 只精英同时刷出
|
||||
* Boss 回合(5):单 Boss 登场(无护卫)
|
||||
* Boss 延迟 BOSS_DELAY 秒刷出,属性由 makeBoss 按血/攻分离倍率计算(超厚血量)
|
||||
*/
|
||||
private generateEliteSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
const count = cfg.eliteCount ?? ELITE_COUNT;
|
||||
// 精英池:近战/重型/远程/刺客
|
||||
const eliteTypes = [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Assassin];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const type = eliteTypes[i % eliteTypes.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.isElite = true;
|
||||
mon.batch = 0;
|
||||
// 精英属性 = 普通 × ELITE_MUL
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * ELITE_MUL));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * ELITE_MUL));
|
||||
monsters.push(mon);
|
||||
}
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/**
|
||||
* Boss 节:2 小怪护卫 + 1 Boss
|
||||
* 小怪先刷(batch=0),Boss 延迟刷出(batch=0, delay=BOSS_DELAY)
|
||||
*/
|
||||
private generateBossSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
const eliteCount = cfg.eliteCount ?? BOSS_ELITE_COUNT;
|
||||
const eliteTypes = [MonType.Melee, MonType.Heavy];
|
||||
|
||||
// 先刷精英
|
||||
for (let i = 0; i < eliteCount; i++) {
|
||||
const type = eliteTypes[i % eliteTypes.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.isElite = true;
|
||||
mon.isBossGuard = true;
|
||||
mon.batch = 0;
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * ELITE_MUL));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * ELITE_MUL));
|
||||
monsters.push(mon);
|
||||
}
|
||||
|
||||
// Boss 延迟刷出
|
||||
const boss = this.makeBoss(cfg.monLv, monsters.length);
|
||||
private generateBossSection(cfg: SectionConfig, stage: number): GeneratedMonster[] {
|
||||
const boss = this.makeBoss(cfg.monLv, stage, 0);
|
||||
boss.batch = 0;
|
||||
boss.delay = BOSS_DELAY;
|
||||
// Boss 属性 = 普通 × BOSS_MUL
|
||||
boss.hp = Math.max(1, Math.round(boss.hp * BOSS_MUL));
|
||||
boss.ap = Math.max(1, Math.round(boss.ap * BOSS_MUL));
|
||||
monsters.push(boss);
|
||||
return [boss];
|
||||
}
|
||||
|
||||
return monsters;
|
||||
/** 生成普通怪物(属性按 StageSet 公式计算) */
|
||||
private makeMonster(type: MonType, monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
let uuids = MonList[type];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
// 兜底 Melee
|
||||
uuids = MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 100;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 10;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: false,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
};
|
||||
}
|
||||
|
||||
/** 配置缺失兜底:3 只 Lv1 近战小怪 */
|
||||
@@ -399,6 +372,7 @@ export class StageSpawningEngine {
|
||||
batch: 0,
|
||||
skills: {
|
||||
skill: TestModeConfig.skill,
|
||||
ults: TestModeConfig.ults,
|
||||
atking: TestModeConfig.atking,
|
||||
atked: TestModeConfig.atked,
|
||||
dead: TestModeConfig.dead,
|
||||
@@ -409,77 +383,74 @@ export class StageSpawningEngine {
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/** 生成 Boss(基础面板按 StageSet 公式计算) */
|
||||
private makeBoss(monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
const isMeleeBoss = Math.random() < 0.5;
|
||||
const type = isMeleeBoss ? MonType.MeleeBoss : MonType.LongBoss;
|
||||
/**
|
||||
* 生成 Boss:加载时随机攻击定位 → 从对应池随机 Boss 个体 → 随机携带大招
|
||||
* 属性走 calcMonsterAttrs(isBoss=true):HP × BOSS_HP_MUL(超厚血)/ AP × BOSS_AP_MUL
|
||||
*/
|
||||
private makeBoss(monLv: number, stage: number, spawnIndex: number): GeneratedMonster {
|
||||
const range = this.pickBossRange();
|
||||
const uuid = this.pickBossUuid(range);
|
||||
|
||||
// Boss 类型兜底:若 MonList 缺失则退回 MeleeBoss
|
||||
let uuids = MonList[type];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
uuids = MonList[MonType.MeleeBoss] || MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
// Boss 基础面板取 HeroInfo 基础值,属性由调用方乘 BOSS_MUL
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 600;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 30;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false, false);
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, true);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
type: baseInfo?.monType ?? MonType.MeleeBoss,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: true,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
skills: {
|
||||
ults: this.pickBossUlts(range, stage),
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/** 生成普通怪物(属性按 StageSet 公式计算) */
|
||||
private makeMonster(type: MonType, monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
let uuids = MonList[type];
|
||||
/**
|
||||
* 随机 Boss 攻击定位(近战/中程/远程)
|
||||
* 空池自动回退:中程暂无 Boss 配置时落到远程/近战,后续补配即自动生效
|
||||
*/
|
||||
private pickBossRange(): HType {
|
||||
const all: HType[] = [HType.Melee, HType.Mid, HType.Long];
|
||||
const first = all[Math.floor(Math.random() * all.length)];
|
||||
if (BossPools[first].length > 0) return first;
|
||||
// 回退链:随机定位空池时按剩余定位找非空池
|
||||
const fallback = all.find(t => BossPools[t].length > 0);
|
||||
return fallback ?? HType.Melee;
|
||||
}
|
||||
|
||||
/** 从指定定位池随机取 Boss uuid(含全局兜底) */
|
||||
private pickBossUuid(range: HType): number {
|
||||
let uuids = BossPools[range];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
// 兜底 Melee
|
||||
uuids = MonList[MonType.Melee] || [6001];
|
||||
uuids = MonList[MonType.MeleeBoss] || MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 100;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 10;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false, false);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: false,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
};
|
||||
return uuids[Math.floor(Math.random() * uuids.length)];
|
||||
}
|
||||
|
||||
/** 从技能池中按权重抽取一套技能 */
|
||||
private pickSkillSet(pool: string[], library: Record<string, MonSkillSet>): GeneratedMonster["skills"] | undefined {
|
||||
const valid = pool.map(id => library[id]).filter(s => s);
|
||||
if (valid.length === 0) return undefined;
|
||||
const picked = this.pickWeighted(valid);
|
||||
if (!picked) return undefined;
|
||||
return {
|
||||
skill: picked.skill,
|
||||
call: picked.call,
|
||||
atking: picked.atking,
|
||||
atked: picked.atked,
|
||||
dead: picked.dead,
|
||||
fstart: picked.fstart,
|
||||
revive: picked.revive,
|
||||
};
|
||||
/**
|
||||
* 按定位抽取 Boss 大招(不重复),数量由关卡进度决定(getBossUltCount)
|
||||
* @returns 大招配置列表;池空时返回 undefined
|
||||
*/
|
||||
private pickBossUlts(range: HType, stage: number): GeneratedMonster["skills"]["ults"] {
|
||||
const pool = [...(BossUltPools[range] ?? [])];
|
||||
const count = Math.min(getBossUltCount(stage), pool.length);
|
||||
if (count <= 0) return undefined;
|
||||
|
||||
const ults: { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
const picked = this.pickWeighted(pool);
|
||||
if (!picked) break;
|
||||
pool.splice(pool.indexOf(picked), 1);
|
||||
// 大招 CD 取英雄同档标准档(8s),与英雄大招节奏对齐
|
||||
ults.push({ s_uuid: picked.s_uuid, cd: UltCdSet[UltCdLv.Normal].cd, overrides: picked.overrides });
|
||||
}
|
||||
return ults.length > 0 ? ults : undefined;
|
||||
}
|
||||
|
||||
/** 通用加权随机抽取 */
|
||||
@@ -496,18 +467,6 @@ export class StageSpawningEngine {
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 8. 全局单例 ========================
|
||||
// ======================== 9. 全局单例 ========================
|
||||
|
||||
export const spawningEngine = new StageSpawningEngine();
|
||||
|
||||
// 保留旧接口兼容(逐步迁移期使用)
|
||||
/** @deprecated 请使用 StageSpawningEngine.generateSectionMonsters */
|
||||
export class RogueSpawningEngine extends StageSpawningEngine {
|
||||
/** @deprecated 请使用 generateSectionMonsters */
|
||||
generateBossCombo(): GeneratedMonster[] {
|
||||
return this.generateSectionMonsters(1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/** @deprecated 请使用 spawningEngine */
|
||||
export const rogueSpawningEngine = new RogueSpawningEngine();
|
||||
|
||||
@@ -4,10 +4,11 @@
|
||||
*
|
||||
* 职责:
|
||||
* 1. 展示天赋图标 / 名称 / 当前等级 / 条幅说明(getTalentDisplayText)。
|
||||
* 2. 展示软前置行:前置天赋名称、需求等级、前置已达成勾图标(达成亮 On,未达成亮 Off)。
|
||||
* 3. 加点按钮:仅在可加点(层位已解锁 + 前置满足 + 未满级 + 点数足够)时显示;
|
||||
* 2. 展示层位需求行:前置层位名称(如:1 级天赋)、投入进度(如:5/5)、解锁勾图标(解锁亮 On,未解锁亮 Off)。
|
||||
* 3. 展示软前置行:前置天赋名称、等级进度(当前/需求,如:0/5)、前置已达成勾图标(达成亮 On,未达成亮 Off)。
|
||||
* 4. 加点按钮:仅在可加点(层位已解锁 + 前置满足 + 未满级 + 点数足够)时显示;
|
||||
* 不满足条件或已满级时隐藏,弹窗仍可正常打开查看。
|
||||
* 4. 加点成功后通过 TALENT_UPDATE 事件驱动 TalentsComp 全量刷新,并同步刷新本弹窗。
|
||||
* 5. 加点成功后通过 TALENT_UPDATE 事件驱动 TalentsComp 全量刷新,并同步刷新本弹窗。
|
||||
*
|
||||
* 使用(oops.gui 模块):
|
||||
* oops.gui.open(UIID.TIBox, { uuid: 9001 });
|
||||
@@ -20,7 +21,7 @@
|
||||
import { _decorator, EventTouch, Label, Node, NodeEventType, RichText, Sprite, SpriteFrame } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { TalentSet, TalentConfig, getTalentUpgradeCost, isTalentPrereqMet, isTalentTierUnlocked } from "../common/config/TalentSet";
|
||||
import { TalentSet, TalentConfig, TalentTier, TALENT_TIER_UNLOCK_THRESHOLD, getTalentTierInvestedPoints, getTalentUpgradeCost, isTalentPrereqMet, isTalentTierUnlocked } from "../common/config/TalentSet";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { HRoleName } from "../common/config/heroSet";
|
||||
import { outlineRich } from "../common/RichOutline";
|
||||
@@ -52,7 +53,7 @@ export class TIBoxComp extends CCComp {
|
||||
@property({ type: Label, tooltip: "前置天赋名称(无前置时隐藏前置行)" })
|
||||
lbl_prereq_name: Label = null!;
|
||||
|
||||
@property({ type: Label, tooltip: "前置天赋需求等级" })
|
||||
@property({ type: Label, tooltip: "前置天赋等级进度(当前/需求,如:0/5)" })
|
||||
lbl_prereq_lv: Label = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "前置已达成勾图标(On)" })
|
||||
@@ -64,6 +65,21 @@ export class TIBoxComp extends CCComp {
|
||||
@property({ type: Node, tooltip: "前置行容器(无前置天赋时整体隐藏)" })
|
||||
node_prereq: Node = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "层位需求行容器(第 1 层天赋无层位需求,整体隐藏)" })
|
||||
node_tier: Node = null!;
|
||||
|
||||
@property({ type: Label, tooltip: "前置层位名称(如:1 级天赋)" })
|
||||
lbl_tier_name: Label = null!;
|
||||
|
||||
@property({ type: Label, tooltip: "前一层投入进度(已投入/门槛,如:5/5)" })
|
||||
lbl_tier_progress: Label = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "层位已解锁勾图标(On)" })
|
||||
node_tier_check_on: Node = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "层位未解锁勾图标(Off)" })
|
||||
node_tier_check_off: Node = null!;
|
||||
|
||||
@property({ type: RichText, tooltip: "条幅说明(当前已生效数值 / 每级引导)" })
|
||||
richtext_info: RichText = null!;
|
||||
|
||||
@@ -122,6 +138,21 @@ export class TIBoxComp extends CCComp {
|
||||
// 条幅说明:已加点显示当前生效数值,未加点显示每级引导
|
||||
if (this.richtext_info) this.richtext_info.string = outlineRich(this.buildDetailText(cfg, lv));
|
||||
|
||||
// 层位需求行:第 1 层恒解锁无需求,整体隐藏;其余层展示前一层名称与投入进度(如:1 级天赋 5/5)
|
||||
const hasTierNeed = cfg.tier > TalentTier.L1;
|
||||
if (this.node_tier) this.node_tier.active = hasTierNeed;
|
||||
if (hasTierNeed) {
|
||||
const prevTier = (cfg.tier - 1) as TalentTier;
|
||||
const invested = getTalentTierInvestedPoints(levels, prevTier);
|
||||
const tierMet = isTalentTierUnlocked(levels, cfg.tier);
|
||||
if (this.lbl_tier_name) this.lbl_tier_name.string = `${prevTier} 级天赋`;
|
||||
// 进度超门槛时截断显示(如已投入 7 点仍显示 5/5,避免 7/5 的歧义观感)
|
||||
const shown = Math.min(invested, TALENT_TIER_UNLOCK_THRESHOLD);
|
||||
if (this.lbl_tier_progress) this.lbl_tier_progress.string = `${shown}/${TALENT_TIER_UNLOCK_THRESHOLD}`;
|
||||
if (this.node_tier_check_on) this.node_tier_check_on.active = tierMet;
|
||||
if (this.node_tier_check_off) this.node_tier_check_off.active = !tierMet;
|
||||
}
|
||||
|
||||
// 软前置行:无前置整体隐藏;有前置展示名称/需求等级/达成勾
|
||||
const hasPrereq = !!(cfg.prereq_uuid && cfg.prereq_lv);
|
||||
if (this.node_prereq) this.node_prereq.active = hasPrereq;
|
||||
@@ -129,7 +160,9 @@ export class TIBoxComp extends CCComp {
|
||||
const preCfg = TalentSet[cfg.prereq_uuid!];
|
||||
const preMet = isTalentPrereqMet(levels, cfg);
|
||||
if (this.lbl_prereq_name) this.lbl_prereq_name.string = preCfg ? preCfg.name : `天赋${cfg.prereq_uuid}`;
|
||||
if (this.lbl_prereq_lv) this.lbl_prereq_lv.string = `${cfg.prereq_lv}`;
|
||||
// 前置等级进度(当前/需求,如:0/5);超需求时截断显示,避免 7/5 的歧义观感
|
||||
const preLv = Math.min(levels?.[cfg.prereq_uuid!] ?? 0, cfg.prereq_lv!);
|
||||
if (this.lbl_prereq_lv) this.lbl_prereq_lv.string = `${preLv}/${cfg.prereq_lv}`;
|
||||
if (this.node_prereq_check_on) this.node_prereq_check_on.active = preMet;
|
||||
if (this.node_prereq_check_off) this.node_prereq_check_off.active = !preMet;
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
* 1. 通过编辑器配置的 uuid 自查询天赋配置 + 当前等级 + 层位解锁态,渲染迷你点选卡。
|
||||
* 2. 卡面自包含:图标 / 名称 / 当前已生效数值(Lv0 显示每级数值引导)/ 右下「当前/满级」角标。
|
||||
* 3. 层位背景:普通背景节点下挂 blue / red / yellow 三个颜色子节点,按层位映射激活其一(L1蓝 / L2红 / L3金,L4/L5 复用金)。
|
||||
* 4. 状态机:满级(MAX 金角标)/ 锁定(锁遮罩:层位未解锁或前置未满足;可加点时不显示,不做灰阶处理)。
|
||||
* 4. 状态机:锁定(锁遮罩:层位未解锁或前置未满足;可加点时不显示,不做灰阶处理)/ 状态边框(满级 max 边框、已加点未满 active 边框,未加点均隐藏)。
|
||||
* 5. 点击回调上抛卡体点击,加点确认弹窗与升级校验统一由 TalentsComp 处理(单一决策点)。
|
||||
*
|
||||
* 依赖:
|
||||
@@ -55,12 +55,15 @@ export class TalentItemComp extends CCComp {
|
||||
@property({ type: Node, tooltip: "卡牌背景节点(下挂 blue / red / yellow 三颜色子节点,按层位激活其一)" })
|
||||
bg: Node = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "MAX 满级角标" })
|
||||
node_max: Node = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "锁遮罩/锁图标(层位未解锁或前置未满足时显示;可加点时隐藏)" })
|
||||
node_lock: Node = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "满级边框(lv 达到 max_lv 时显示)" })
|
||||
node_border_max: Node = null!;
|
||||
|
||||
@property({ type: Node, tooltip: "已加点边框(0 < lv < max_lv 时显示)" })
|
||||
node_border_active: Node = null!;
|
||||
|
||||
|
||||
/** 点击回调(卡体点击上抛),由 TalentsComp 统一校验升级 */
|
||||
public onTalentTap: ((uuid: number) => void) | null = null;
|
||||
@@ -105,9 +108,12 @@ export class TalentItemComp extends CCComp {
|
||||
if (frame) this.icon.spriteFrame = frame;
|
||||
}
|
||||
|
||||
// 状态角标:满级 MAX / 锁遮罩(层位未解锁或前置未满足)
|
||||
if (this.node_max) this.node_max.active = lv >= cfg.max_lv;
|
||||
// 锁遮罩:层位未解锁或前置未满足时显示
|
||||
if (this.node_lock) this.node_lock.active = locked;
|
||||
|
||||
// 状态边框:满级显示 max 边框;已加点未满显示 active 边框;未加点均隐藏
|
||||
if (this.node_border_max) this.node_border_max.active = lv >= cfg.max_lv;
|
||||
if (this.node_border_active) this.node_border_active.active = lv > 0 && lv < cfg.max_lv;
|
||||
}
|
||||
|
||||
/** 按层位激活 bg 下对应颜色子节点,其余隐藏 */
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
* @description 天赋加点页组件(UI 视图层,最小容器)
|
||||
*
|
||||
* 职责:
|
||||
* 1. 页头展示:可用天赋点 / 天赋等级(Lv.x)/ 当前等级经验进度。
|
||||
* 1. 页头展示:可用天赋点 / 天赋等级(Lv.x)/ 当前等级经验进度 / 各层已投入点数。
|
||||
* 2. 收集子树内全部 TalentItemComp(编辑器静态摆放),TALENT_UPDATE 事件驱动全量刷新。
|
||||
* 3. 卡片点击统一打开 TIBox 天赋详情弹窗;加点校验(层位/前置/满级/点数)由 TIBoxComp 内聚,
|
||||
* 不满足条件时弹窗隐藏加点按钮,仅作详情查看。
|
||||
@@ -46,6 +46,9 @@ export class TalentsComp extends CCComp {
|
||||
@property({ type: Label, tooltip: "当前等级经验数值(当前经验/升级所需经验)" })
|
||||
lbl_exp: Label = null!;
|
||||
|
||||
@property({ type: [Label], tooltip: "各层已投入点数 Label(数组索引对应第 1~5 层)" })
|
||||
lbl_tier_points: Label[] = [];
|
||||
|
||||
@property({ type: Node, tooltip: "看广告重置按钮" })
|
||||
btn_reset: Node = null!;
|
||||
|
||||
@@ -88,6 +91,14 @@ export class TalentsComp extends CCComp {
|
||||
this.lbl_points.string = `${remaining}/${remaining + invested}`;
|
||||
}
|
||||
|
||||
// 各层已投入点数(数组索引对应层 1~5)
|
||||
for (let tier = 1; tier <= this.lbl_tier_points.length; tier++) {
|
||||
const lbl = this.lbl_tier_points[tier - 1];
|
||||
if (lbl) {
|
||||
lbl.string = `${getTalentTierInvestedPoints(levels, tier)}`;
|
||||
}
|
||||
}
|
||||
|
||||
// 天赋等级(Lv.x)与当前等级经验进度
|
||||
const talentLv = smc.getTalentLevel();
|
||||
if (this.lbl_lv) this.lbl_lv.string = `Lv.${talentLv}`;
|
||||
|
||||
@@ -2,7 +2,7 @@ import { _decorator, Animation, CCFloat, CCInteger, Collider2D, Contact2DType, E
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
|
||||
import { DTType, EType, RType, SkillConfig, SkillSet, SummonTMode } from "../common/config/SkillSet";
|
||||
import { SDataCom } from "./SDataCom";
|
||||
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
|
||||
import { DamageQueueHelper } from "../hero/DamageQueueComp";
|
||||
@@ -54,6 +54,10 @@ export class SkillView extends CCComp {
|
||||
@property({ type: CCInteger, slide: true, range: [1, 8, 1], tooltip: "单次施法召唤的技能实体个数" })
|
||||
summon_count: number = 1;
|
||||
|
||||
/** 召唤目标选择模式:same=锁定同一敌人(默认);random=每次出手随机敌人;unique=避免重复敌人(一轮选完重置) */
|
||||
@property({ type: Enum(SummonTMode), tooltip: "召唤目标选择:同一敌人/随机敌人/避免相同敌人" })
|
||||
summon_target_mode: SummonTMode = SummonTMode.same;
|
||||
|
||||
/** 召唤物 X 轴步进偏移(像素):summon_count>1 时以出生点/目标点为中心对称交替铺开(第1个=0,之后按 +1,-1,+2,-2... 档 × 该值,正=右) */
|
||||
@property({ type: CCFloat, slide: true, range: [-200, 200, 5], tooltip: "召唤物X轴步进偏移:以中心对称交替铺开(0,+1,-1,+2,-2...档×该值)" })
|
||||
summon_x_offset: number = 0;
|
||||
|
||||
447
docs/hero-numerical-review.md
Normal file
447
docs/hero-numerical-review.md
Normal file
@@ -0,0 +1,447 @@
|
||||
# 全英雄基础属性与能力说明(数值评审稿)
|
||||
|
||||
> 数据来源:`assets/script/game/common/config/heroSet.ts`(英雄配置)、`SkillSet.ts`(技能底座)、`BuffSet.ts`(buff/debuff 底座)
|
||||
> 用途:交予数值设计师讨论分析。lv1 基础属性均已按 `HERO_ROLE_BASE + 手动增量` 实算。
|
||||
|
||||
---
|
||||
|
||||
## 〇、全局数值框架
|
||||
|
||||
### 职业基础模板 `HERO_ROLE_BASE`
|
||||
|
||||
英雄实际属性 = 模板 + 手动增量;品质(rarity)仅乘 lv1 基础值,相邻品质差 5%。
|
||||
|
||||
| 职业 | HP | AP | DEF | 成长系数 HP/AP/DEF |
|
||||
|---|---|---|---|---|
|
||||
| 坦克 Tank | 600 | 20 | 50 | 1.5 / 0.6 / 1.5 |
|
||||
| 战士 Warrior | 560 | 22 | 30 | 1.0 / 1.0 / 1.0 |
|
||||
| 刺客 Assassin | 560 | 22 | 10 | 0.7 / 1.4 / 0.5 |
|
||||
| 射手 Archer | 280 | 32 | 10 | 0.8 / 1.3 / 0.5 |
|
||||
| 法师 Mage | 280 | 32 | 10 | 0.9 / 1.3 / 0.5 |
|
||||
| 辅助 Support | 280 | 32 | 15 | 1.1 / 0.7 / 1.0 |
|
||||
|
||||
### 攻速档 `AtkSpeedSet`(攻击间隔,越小越快)
|
||||
|
||||
| 档位 | 名称 | 间隔 |
|
||||
|---|---|---|
|
||||
| VeryFast | 极速 | 0.75s |
|
||||
| Fast | 快速 | 0.90s |
|
||||
| Normal | 中速 | 1.05s |
|
||||
| Slow | 慢速 | 1.20s |
|
||||
| VerySlow | 极慢 | 1.50s |
|
||||
|
||||
### 大招 CD 档 `UltCdSet`
|
||||
|
||||
| 档位 | 名称 | CD | 适用类型 |
|
||||
|---|---|---|---|
|
||||
| VeryFast | 极频 | 6s | 单体爆发/高频压制 |
|
||||
| Fast | 高频 | 7s | 频繁压制(中间档) |
|
||||
| Normal | 标准 | 8s | 群体伤害/控制 |
|
||||
| Slow | 低频 | 9s | 中度团队增益(中间档) |
|
||||
| VerySlow | 稀有 | 10s | 全体增益/治疗/护盾 |
|
||||
|
||||
### 成长与解锁节奏
|
||||
|
||||
- lv1:激活普攻 + 大招
|
||||
- lv2:普攻强化档(lv_entries 第 1 档)
|
||||
- lv4:解锁触发技 / 光环(配置实际生效等级)
|
||||
- lv8 / lv16:大招升档(lv_entries)
|
||||
- lv12:专项 bonus(单项属性 +50%,基数取"基础×品质+成长"快照)
|
||||
|
||||
### 触发技概率模型
|
||||
|
||||
t_num 次行为后判定,t_chance% 概率触发;未触发则 pity_add 累加下次概率(封顶 100%,触发成功后清零)。
|
||||
|
||||
---
|
||||
|
||||
## 一、前排坦克 / 战士
|
||||
|
||||
### 5001 叠甲骑士(近战·坦克)
|
||||
|
||||
**lv1:HP 620 / AP 20 / DEF 60** | 攻速 1.20s(慢速)| 大招 CD 10s(稀有)
|
||||
> 定位:自身强护盾 + 防御强化
|
||||
|
||||
- **普攻 6004 强化普攻**:100% 攻击伤害 → lv2 提升至 120%
|
||||
- **大招 6301 魔法盾**:自身获得生命最大值 **30%** 护盾 → lv8 60% → lv16 120%
|
||||
- **受击触发 6412 防御强化**(lv4):受击 3 次后 50% 概率触发(保底 +20),全队防御 +50(单次)
|
||||
- **lv12 钢铁壁垒**:DEF +50%
|
||||
|
||||
### 5009 甲虫领主(近战·坦克)
|
||||
|
||||
**lv1:HP 600 / AP 20 / DEF 50** | 攻速 1.20s | 大招 CD 8s
|
||||
> 定位:受击自疗 + 击退,自愈坦克
|
||||
|
||||
- **普攻 6004 普攻强化** → lv2 伤害提升至 120%
|
||||
- **大招 6102 火焰斩**:250% 攻击伤害,并 100% 触发治疗(回复自身 10% 生命)→ lv8 300%/15% → lv16 350%/20%
|
||||
- **受击触发 6302 治疗**(lv4):受击 3 次后 30% 概率(保底 +20),回复自身 5% 生命
|
||||
- **lv12 钢铁壁垒**:DEF +50%
|
||||
|
||||
### 5011 控血大师(近战·坦克)
|
||||
|
||||
**lv1:HP 600 / AP 20 / DEF 50** | 攻速 1.05s(中速)| 大招 CD 10s(稀有)
|
||||
> 定位:永久 + 计时生命上限,控血流
|
||||
|
||||
- **普攻 6004 普攻强化** → lv2:10% 概率对自己释放回春(5s 回复 5% 生命)
|
||||
- **大招 6103 闪电战**:200% 攻击伤害,自身最大生命 +30% 持续 5s → lv8 250%/+40% → lv16 300%/+50%
|
||||
- **受击触发 6402 生命强化**(lv4):受击 5 次后 30% 概率(保底 +15),**全队永久最大生命 +1%**
|
||||
- **lv12 钢铁壁垒**:DEF +50%
|
||||
|
||||
### 5002 易伤剑仙(近战·战士)
|
||||
|
||||
**lv1:HP 565 / AP 42 / DEF 35** | 攻速 1.20s | 大招 CD 8s
|
||||
> 定位:易伤放大,近战 dps
|
||||
|
||||
- **普攻 6004 强化普攻** → lv2 提升至 120%
|
||||
- **大招 6101 气斩**:150% 伤害 + 易伤(每层附加 30 固定受伤,持续 5s,可叠 5 层)→ lv8 200%/70 → lv16 250%/150 持续 7s
|
||||
- **攻击触发 6001 飞剑**(lv4):普攻 3 次后 50% 概率(保底 +20),追加飞剑并挂易伤 10/5s
|
||||
- **lv12 不屈战意**:HP +50%
|
||||
|
||||
### 5003 眩晕暴击哥(近战·战士)
|
||||
|
||||
**lv1:HP 565 / AP 42 / DEF 35** | 攻速 1.20s | 大招 CD 8s
|
||||
> 定位:必晕爆发 + 暴击,近战收割
|
||||
|
||||
- **普攻 6004 强化普攻** → lv2:普攻 10% 概率击晕
|
||||
- **大招 6104 开山斧**:250% 伤害 **必定击晕** → lv8 300% → lv16 350%
|
||||
- **攻击触发 6504 暴击爆发**(lv4):普攻 3 次后 50% 概率(保底 +20),自身暴击率 +30% 持续 5s
|
||||
- **lv12 不屈战意**:HP +50%
|
||||
|
||||
### 5014 闪避哥(近战·战士)
|
||||
|
||||
**lv1:HP 560 / AP 22 / DEF 30** | 攻速 1.05s | 大招 CD 8s
|
||||
> 定位:强闪避
|
||||
|
||||
- **普攻 6004 普攻强化** → lv2:暴击率 +10%
|
||||
- **大招 6100 寒冰斩**:200% 伤害,自身闪避 +50%(7030 闪避爆发)→ lv8 250%/50% → lv16 350%/80%
|
||||
- **光环 7023(lv4)**:词条值 10(语义存疑,见待确认点 ①)
|
||||
- **lv12 不屈战意**:HP +50%
|
||||
|
||||
---
|
||||
|
||||
## 二、刺客 / 中程输出
|
||||
|
||||
### 5004 刀刀暴击(中程·刺客)
|
||||
|
||||
**lv1:HP 560 / AP 52 / DEF 10** | 攻速 0.90s(快速)| 大招 CD 6s(极频)
|
||||
> 定位:暴击流刺客主C
|
||||
|
||||
- **普攻 6002 匕首** → lv2:暴击率 +10%
|
||||
- **大招 6150 剑刃风暴**:150% 伤害,50% 暴击 → lv8 200%/60% → lv16 250%/70%
|
||||
- **攻击触发 6504 暴击爆发**(lv4):普攻 3 次后 50% 概率(保底 +20),自身暴击率 +10% 持续 5s
|
||||
- **lv12 致命本能**:AP +50%
|
||||
|
||||
### 5005 出血贼(中程·刺客)
|
||||
|
||||
**lv1:HP 560 / AP 52 / DEF 10** | 攻速 0.90s | 大招 CD 6s(极频)
|
||||
> 定位:出血 DoT 持续消耗
|
||||
|
||||
- **普攻 6002 强化普攻** → lv2:50% 概率使目标出血(每 0.5s 微量掉血,每层使目标被暴击率 +1%,可叠 5 层)
|
||||
- **大招 6150 血刃风暴**:200% 伤害 + 100% 出血(-20/5s)→ lv8 250%/-30/7s → lv16 300%/-50/9s(lv16 文案附带 50% 麻痹但配置未注入,见待确认点 ②)
|
||||
- **攻击触发 6401 攻击强化**(lv4):普攻 3 次后 50% 概率(保底 +20),全队攻击 +2%
|
||||
- **lv12 致命本能**:AP +50%
|
||||
|
||||
### 5010 火箭哥(中程·射手)
|
||||
|
||||
**lv1:HP 280 / AP 32 / DEF 10** | 攻速 0.90s | 大招 CD 6s(极频)
|
||||
> 定位:弹幕减攻
|
||||
|
||||
- **普攻 6006 射击** → lv2:暴击率 +10%
|
||||
- **大招 6151 万箭齐发·火**:5 支箭各 70% 伤害,必挂减攻 -10%/5s → lv8 80%/-20% → lv16 100%/-30%
|
||||
- **攻击触发 6008 红箭**(lv4):普攻 3 次后 50% 概率(保底 +20),追加 120% 伤害射击
|
||||
- **lv12 鹰眼锁定**:AP +50%
|
||||
|
||||
### 5016 连珠神射(中程·射手)
|
||||
|
||||
**lv1:HP 280 / AP 42 / DEF 10** | 攻速 **0.75s(极速,全英雄最快)** | 大招 CD 6s(极频)
|
||||
> 定位:极速连射暴击爆发主C
|
||||
|
||||
- **普攻 6008 连珠箭** → lv2:20% 概率额外射击,造成 80% 伤害
|
||||
- **大招 6151 裂空箭雨**:5 箭各 150% 伤害,30% 暴击 → lv8 200%/50% → lv16 250%/70%/6 箭
|
||||
- **光环 7004 暴击光环(lv4)**:全队暴击率提升(词条值 0.1)
|
||||
- **lv12 猎杀直觉**:AP +50%
|
||||
|
||||
---
|
||||
|
||||
## 三、远程法师 / 射手 / 辅助
|
||||
|
||||
### 5006 冻箭哥(远程·射手)
|
||||
|
||||
**lv1:HP 280 / AP 62 / DEF 10** | 攻速 1.05s | 大招 CD 8s
|
||||
> 定位:冰冻控场 + 多重箭
|
||||
|
||||
- **普攻 6006 强化普攻** → lv2:10% 概率冰冻
|
||||
- **大招 6150 寒冰箭**:6 支箭各 150% 伤害,每支 30% 概率冰冻 → lv8 200% → lv16 250%(冰冻率恒 30%)
|
||||
- **攻击触发 6401 攻击强化**(lv4):普攻 3 次后 50% 概率(保底 +20),**全队永久攻击 +2%**
|
||||
- **lv12 鹰眼锁定**:AP +50%
|
||||
- 备注:手动增量 ap+30,lv1 AP 62 为全英雄最高普攻基数(见待确认点 ③)
|
||||
|
||||
### 5015 毒箭猎手(远程·射手)
|
||||
|
||||
**lv1:HP 290 / AP 32 / DEF 10** | 攻速 1.05s | 大招 CD 8s
|
||||
> 定位:毒伤 DoT 持续消耗型远程C
|
||||
|
||||
- **普攻 6007 淬毒箭** → lv2:10% 概率击退
|
||||
- **大招 6150 万箭齐发·毒**:150% 伤害,50% 中毒(每 0.5s 30 伤害/5s,可叠 5 层)→ lv8 200%/100%/60/5s → lv16 250%/100%/100/7s
|
||||
- **攻击触发 6007 蚀骨毒箭**(lv4):普攻 3 次后 50% 概率(保底 +20),追加 80% 伤害且 **必定中毒**(40/跳)
|
||||
- **lv12 剧毒淬炼**:AP +50%
|
||||
|
||||
### 5007 击退火女(远程·法师)
|
||||
|
||||
**lv1:HP 275 / AP 42 / DEF 10** | 攻速 1.20s | 大招 CD 8s
|
||||
> 定位:烈焰击退 + 攻击光环,法系压场
|
||||
|
||||
- **普攻 6010 紫珠** → lv2:20% 概率击退
|
||||
- **大招 6200 火焰喷射**:250% 伤害 + 50% 暴击 + 击退 → lv8 350% → lv16 450%/4 个火球(升档后暴击加成降为 0,见待确认点 ④)
|
||||
- **光环 7002 攻击光环(lv4)**:全队攻击 +15%
|
||||
- **lv12 奥术共鸣**:AP +50%
|
||||
|
||||
### 5012 疾风法师(远程·法师)
|
||||
|
||||
**lv1:HP 280 / AP 32 / DEF 10** | 攻速 1.05s | 大招 CD 8s
|
||||
> 定位:攻速 buff + 攻速光环,加速大师
|
||||
|
||||
- **普攻 6009 蓝珠** → lv2:10% 概率自身攻速 +30%(6507 攻速爆发)
|
||||
- **大招 6201 飓风**:2 道飓风各 100% 伤害,每道 20% 概率全队攻速 +20% → lv8 3 道/25%/+25% → lv16 4 道/30%/+30%
|
||||
- **光环 7006 攻速光环(lv4)**:全队攻速 +10%
|
||||
- **lv12 奥术共鸣**:AP +50%
|
||||
|
||||
### 5017 碎甲术士(远程·法师)
|
||||
|
||||
**lv1:HP 280 / AP 42 / DEF 10** | 攻速 1.05s | 大招 CD 8s
|
||||
> 定位:破甲 + 穿透光环,物理队核心增伤位
|
||||
|
||||
- **普攻 6012 蚀甲酸瓶** → lv2:30% 概率破甲(防御 -50%/5s)
|
||||
- **大招 6203 碎甲能量波**:150% 伤害 + 必破甲 -30%/5s → lv8 200%/-50% → lv16 250%/-70%/7s
|
||||
- **光环 7009 穿透光环(lv4)**:全队穿透概率 +10%
|
||||
- **lv12 奥术共鸣**:AP +50%
|
||||
|
||||
### 5018 雷暴领主(远程·法师)
|
||||
|
||||
**lv1:HP 270 / AP 52 / DEF 10** | 攻速 0.90s(快速)| 大招 CD 8s
|
||||
> 定位:雷暴 AOE + 麻痹控场,法系主C
|
||||
|
||||
- **普攻 6013 召唤闪电** → lv2:15% 概率麻痹(技能 CD 增长减慢 50%,持续 5s)
|
||||
- **大招 6204 雷霆裂空**:150% 伤害,50% 麻痹 → lv8 200%/70% → lv16 250%/100% 可多次命中
|
||||
- **光环 7024 命中光环(lv4)**:全队命中 +10%
|
||||
- **lv12 奥术共鸣**:AP +50%
|
||||
|
||||
### 5008 团疗奶爸(远程·辅助)
|
||||
|
||||
**lv1:HP 290 / AP 52 / DEF 15** | 攻速 1.05s | 大招 CD 10s(稀有)
|
||||
> 定位:全体治疗 + 团队续航
|
||||
|
||||
- **普攻 6011 绿瓶** → lv2:120% 伤害
|
||||
- **大招 6302 治疗**:全队回复攻击 30% 生命 → lv8 40% → lv16 50% + 全队防御 +20/5s(7024 防御爆发词条)
|
||||
- **光环 7001 战后恢复(lv4)**:回合结束休整回血 +20%
|
||||
- **lv12 守护之心**:HP +50%
|
||||
|
||||
### 5013 生命哥(远程·辅助)
|
||||
|
||||
**lv1:HP 280 / AP 32 / DEF 15** | 攻速 1.05s | 大招 CD 10s(稀有)
|
||||
> 定位:全体生命上限 + 反伤护盾
|
||||
|
||||
- **普攻 6004** → lv2:120% 伤害
|
||||
- **大招 6517 生命护盾**:全队最大生命 +20%/5s(3 人)→ lv8 +25%/10s → lv16 +30%/10s
|
||||
- **攻击触发 6414 反伤比例**(lv4):普攻 3 次后 30% 概率(保底 +15),全队比例反伤 +10%
|
||||
- **lv12 守护之心**:HP +50%
|
||||
|
||||
---
|
||||
|
||||
## 四、英雄速查总表(lv1 基础值)
|
||||
|
||||
| UUID | 名称 | 定位 | 职业 | HP | AP | DEF | 普攻间隔 | 大招CD | 核心机制 |
|
||||
|---|---|---|---|---|---|---|---|---|---|
|
||||
| 5001 | 叠甲骑士 | 近战 | 坦克 | 620 | 20 | 60 | 1.20s | 10s | 自身护盾/受击叠防 |
|
||||
| 5002 | 易伤剑仙 | 近战 | 战士 | 565 | 42 | 35 | 1.20s | 8s | 易伤放大 |
|
||||
| 5003 | 眩晕暴击哥 | 近战 | 战士 | 565 | 42 | 35 | 1.20s | 8s | 必晕+暴击 |
|
||||
| 5004 | 刀刀暴击 | 中程 | 刺客 | 560 | 52 | 10 | 0.90s | 6s | 暴击流主C |
|
||||
| 5005 | 出血贼 | 中程 | 刺客 | 560 | 52 | 10 | 0.90s | 6s | 出血DoT |
|
||||
| 5006 | 冻箭哥 | 远程 | 射手 | 280 | 62 | 10 | 1.05s | 8s | 冰冻控场 |
|
||||
| 5007 | 击退火女 | 远程 | 法师 | 275 | 42 | 10 | 1.20s | 8s | 击退+攻击光环 |
|
||||
| 5008 | 团疗奶爸 | 远程 | 辅助 | 290 | 52 | 15 | 1.05s | 10s | 全体治疗 |
|
||||
| 5009 | 甲虫领主 | 近战 | 坦克 | 600 | 20 | 50 | 1.20s | 8s | 受击自疗 |
|
||||
| 5010 | 火箭哥 | 中程 | 射手 | 280 | 32 | 10 | 0.90s | 6s | 弹幕减攻 |
|
||||
| 5011 | 控血大师 | 近战 | 坦克 | 600 | 20 | 50 | 1.05s | 10s | 生命上限成长 |
|
||||
| 5012 | 疾风法师 | 远程 | 法师 | 280 | 32 | 10 | 1.05s | 8s | 攻速buff+光环 |
|
||||
| 5013 | 生命哥 | 远程 | 辅助 | 280 | 32 | 15 | 1.05s | 10s | 生命上限+反伤 |
|
||||
| 5014 | 闪避哥 | 近战 | 战士 | 560 | 22 | 30 | 1.05s | 8s | 强闪避 |
|
||||
| 5015 | 毒箭猎手 | 远程 | 射手 | 290 | 32 | 10 | 1.05s | 8s | 毒伤DoT |
|
||||
| 5016 | 连珠神射 | 中程 | 射手 | 280 | 42 | 10 | 0.75s | 6s | 极速暴击爆发 |
|
||||
| 5017 | 碎甲术士 | 远程 | 法师 | 280 | 42 | 10 | 1.05s | 8s | 破甲+穿透光环 |
|
||||
| 5018 | 雷暴领主 | 远程 | 法师 | 270 | 52 | 10 | 0.90s | 8s | 雷暴+麻痹 |
|
||||
|
||||
---
|
||||
|
||||
## 五、官方推荐阵容(HeroComboSet)
|
||||
|
||||
| ID | 阵容 | 英雄 | 配合思路 |
|
||||
|---|---|---|---|
|
||||
| 8001 | 暴击爆发流 | 5001 + 5016 + 5004 | 叠甲骑士前排抗伤,连珠神射暴击光环覆盖全队+极速箭雨压场,刀刀暴击近战收割 |
|
||||
| 8002 | 冰雷控制流 | 5003 + 5006 + 5018 | 开山斧必晕 + 寒冰箭冰冻链 + 雷霆麻痹,三控交替 |
|
||||
| 8003 | 铁桶续航流 | 5009 + 5011 + 5008 | 受击自疗前排 + 全队永久生命成长 + 全体治疗,持久战 |
|
||||
| 8004 | 破甲压制流 | 5001 + 5017 + 5010 | 双通道破甲+穿透光环放大物理伤害,五箭弹幕挂减攻 |
|
||||
| 8005 | 光环覆盖流 | 5014 + 5007 + 5012 | 闪避/攻击/攻速三光环全覆盖 |
|
||||
| 8006 | 易伤消耗流 | 5002 + 5005 + 5008 | 易伤放大出血 DoT,治疗保前排磨血 |
|
||||
|
||||
---
|
||||
|
||||
## 六、待数值设计师确认的配置口径疑问
|
||||
|
||||
1. **5014 光环语义不一致**:词条 uuid=7023,FieldSkillSet 7023 名称为"闪避光环",但 BuffSet 7023 为"防御强化"(防御 +50/10s)。需确认实际生效语义。
|
||||
2. **5005 大招 lv16 文案与配置不符**:desc 写"附带 50% 概率麻痹",但 overrides 未注入 `para` 字段。
|
||||
3. **5006 冻箭哥 AP 基数偏高**:手动增量 ap+30(lv1 AP 62),显著高于其他远程英雄(32~52),需确认是否刻意。
|
||||
4. **5007 大招升档暴击消失**:lv1 档 crt:50,lv8/lv16 档 crt:0,升档后暴击加成消失,需确认是否刻意。
|
||||
5. **触发技解锁等级**:统一 **lv4** 激活(atking/atked/fstart/dead/field 触发类无品质门槛)。heroSet 头注释原为 lv6,已修正为 lv4 与实际配置对齐。
|
||||
6. **品质体系已停用**:全部英雄 rarity 统一为 1,不再区分品质;`getHeroQualityCoef` 保留但恒为 1.00。卡池费用统一 5、抽卡权重统一 40。若未来重启品质体系,仅影响 lv1 初始基础属性(相邻差 5%),不影响技能解锁/光环/属性补偿。
|
||||
|
||||
---
|
||||
|
||||
## 附录 A、技能底座表(SkillSet)
|
||||
|
||||
> 数值说明:`ap` 对伤害/治疗技能为攻击力百分比,对护盾(6301)为生命最大值百分比,对永久强化(64xx)为修饰数值;`hit_count` 对伤害技能为弹道穿透数,对辅助技能为作用目标数。
|
||||
|
||||
### A1. 单体普攻底座(6001~6013)
|
||||
|
||||
| UUID | 名称 | 弹道 | ap% | 穿透 | 附加语义 | 使用英雄 |
|
||||
|---|---|---|---|---|---|---|
|
||||
| 6001 | 飞剑 | 近战贝塞尔 | 100 | 1 | 可附加易伤 | 5002(触发技) |
|
||||
| 6002 | 匕首 | 近战贝塞尔 | 100 | 1 | 可附加出血/暴击 | 5004、5005 |
|
||||
| 6004 | 攻击 | 近战碰撞 | 100 | 1 | 默认 100% 击退(bck_chance=100) | 5001/5002/5003/5009/5011/5013/5014 |
|
||||
| 6006 | 射击 | 远程箭 | 100 | 1 | 可附加冰冻/暴击 | 5006、5010 |
|
||||
| 6007 | 蓝箭 | 远程箭 | 100 | 1 | 可附加击退/中毒 | 5015 |
|
||||
| 6008 | 红箭 | 远程箭 | 100 | 1 | 可附加追射/暴击 | 5010(触发技)、5016 |
|
||||
| 6009 | 蓝珠 | 近战弹道 | 100 | 1 | 可附加攻速 proc | 5012 |
|
||||
| 6010 | 紫珠 | 近战弹道 | 100 | 1 | 可附加击退 | 5007 |
|
||||
| 6011 | 绿瓶 | 近战弹道 | 100 | 1 | — | 5008 |
|
||||
| 6012 | 红瓶 | 近战弹道 | 100 | 1 | 可附加破甲 | 5017 |
|
||||
| 6013 | 闪电 | 固定终点落雷 | 100 | 1 | 可附加麻痹 | 5018 |
|
||||
|
||||
### A2. 群体大招底座(6100~6204)
|
||||
|
||||
| UUID | 名称 | 类型 | ap% | 穿透/弹道 | 附加语义 | 使用英雄 |
|
||||
|---|---|---|---|---|---|---|
|
||||
| 6100 | 寒冰斩 | 近战 | 150 | 5 | 可叠出血、自增益 | 5014 |
|
||||
| 6101 | 裂气斩 | 近战 | 150 | 5 | 可叠击退、易伤 | 5002 |
|
||||
| 6102 | 火焰斩 | 近战 | 150 | 5 | 可叠暴击、proc 治疗 | 5009 |
|
||||
| 6103 | 闪电斩 | 近战 | 150 | 5 | 可叠自身增益 | 5011 |
|
||||
| 6104 | 开天斩 | 远程范围 | 300 | 6 | 可叠击晕增强 | 5003 |
|
||||
| 6150 | 万箭齐发·冰 | 远程箭 | 100 | 1 | 6 支蓝箭底座 | 5004/5005/5006/5015 |
|
||||
| 6151 | 万箭齐发·火 | 远程箭 | 100 | 1 | 6 支红箭底座 | 5010、5016 |
|
||||
| 6200 | 火球术 | 远程 | 100 | 1 | 单发大火球 | 5007 |
|
||||
| 6201 | 飓风 | 远程直线 | 100 | 99 | 穿透飓风,可挂攻速 proc | 5012 |
|
||||
| 6202 | 毒气弹 | 远程直线 | 100 | 1 | 穿透毒气 | 未启用 |
|
||||
| 6203 | 能量波 | 远程直线 | 100 | 1 | 穿透能量波 | 5017 |
|
||||
| 6204 | 雷暴 | 远程直线 | 100 | 99 | 雷暴多段穿透,可附加麻痹 | 5018 |
|
||||
|
||||
### A3. 治疗/护盾底座(6301~6302)
|
||||
|
||||
| UUID | 名称 | kind | ap 语义 | 默认数值 | 使用英雄 |
|
||||
|---|---|---|---|---|---|
|
||||
| 6301 | 护盾 | Shield | 生命最大值 % | 30%、持续 7s | 5001 |
|
||||
| 6302 | 治疗 | Heal | 目标最大生命 × ap% | 300%(底座值,实际由 overrides 覆写) | 5008(大招)、5009(proc/受击触发) |
|
||||
|
||||
### A4. 永久强化底座(6401~6416,buff_type + ap,单次施加)
|
||||
|
||||
| UUID | 名称 | buff_type | 底座 ap | 语义 | 使用英雄 |
|
||||
|---|---|---|---|---|---|
|
||||
| 6401 | 攻击强化 | ap | 5 | 全体攻击永久 +N% | 5005、5006(触发技) |
|
||||
| 6402 | 生命强化 | hp_max | 20 | 全体最大生命永久 +N% | 5011(触发技) |
|
||||
| 6403 | 暴击强化 | critical | 1 | 全体暴击率永久 +N% | 未启用 |
|
||||
| 6404 | 暴伤强化 | critical_damage | 1 | 全体暴伤永久 +N% | 未启用 |
|
||||
| 6405 | 击晕强化 | stun_chance | 1 | 全体击晕概率永久 +N% | 未启用 |
|
||||
| 6406 | 击退强化 | knockback_chance | 10 | 全体击退距离永久 +N% | 未启用 |
|
||||
| 6408 | 穿刺强化 | puncture_chance | 20 | 全体穿刺概率永久 +N% | 未启用 |
|
||||
| 6410 | 冰冻强化 | freeze_chance | 5 | 全体冰冻概率永久 +N% | 未启用 |
|
||||
| 6411 | 溅射强化 | puncture_dmg_bonus | 10 | 全体穿透伤害永久 +N% | 未启用 |
|
||||
| 6412 | 防御强化 | defense | 50 | 全体防御永久 +N 点 | 5001(触发技) |
|
||||
| 6413 | 反伤强化 | thorns_dmg | 10 | 全体固定反伤永久 +N 点 | 未启用 |
|
||||
| 6414 | 反伤比例强化 | thorns_rate | 10 | 全体比例反伤永久 +N% | 5013(触发技) |
|
||||
| 6415 | 闪避强化 | dodge | 5 | 全体闪避永久 +N% | 未启用 |
|
||||
| 6416 | 命中强化 | accuracy | 5 | 全体命中永久 +N% | 未启用 |
|
||||
|
||||
### A5. 计时强化底座(6501~6519,走 timed_buff_id → BuffList,默认 5s)
|
||||
|
||||
| UUID | 名称 | 关联 Buff | buff_type | 底座语义 | 使用英雄 |
|
||||
|---|---|---|---|---|---|
|
||||
| 6501 | 复活 | — | — | ap=复活生命百分比(dead 触发用) | 未启用 |
|
||||
| 6502 | 计时回血 | 7010 再生 | hp | 全体每秒回血 5s | 5011(普攻 proc) |
|
||||
| 6503 | 攻击爆发 | 7001 攻击强化 | ap | 全体攻击 +N% 5s | 未启用 |
|
||||
| 6504 | 暴击爆发 | 7012 暴击爆发 | critical | 全体暴击 +N% 5s | 5003、5004(触发技) |
|
||||
| 6505 | 击退爆发 | 7013 击退爆发 | knockback_chance | 全体击退距离 +N% 5s | 未启用 |
|
||||
| 6506 | 穿透爆发 | 7014 穿透爆发 | puncture_chance | 全体穿透 +N% 5s | 未启用 |
|
||||
| 6507 | 攻速爆发 | 7015 攻速爆发 | speed | 全体攻速 +N% 5s | 5012(普攻/大招 proc) |
|
||||
| 6509 | 击晕爆发 | 7017 击晕爆发 | stun_chance | 全体击晕概率 +N% 5s | 未启用 |
|
||||
| 6510 | 击晕抗性 | 7018 击晕抗性 | stun_res | 全体击晕抗性 +N% 5s | 未启用 |
|
||||
| 6511 | 冰冻抗性 | 7019 冰冻抗性 | freeze_res | 全体冰冻抗性 +N% 5s | 未启用 |
|
||||
| 6512 | 溅射爆发 | 7022 穿透伤害爆发 | puncture_dmg_bonus | 全体穿透伤害 +N% 5s | 未启用 |
|
||||
| 6513 | 防御爆发 | 7024 防御爆发 | defense | 全体防御 +N 点 5s | 未启用 |
|
||||
| 6514 | 反伤护盾 | 7027 荆棘 | thorns_dmg | 全体固定反伤 +N 点 5s | 未启用 |
|
||||
| 6515 | 反伤比例 | 7028 荆棘比例 | thorns_rate | 全体比例反伤 +N% 5s | 未启用 |
|
||||
| 6516 | 次级反伤 | — | — | 空底座,效果由引用处 overrides 注入 | 未启用 |
|
||||
| 6517 | 生命爆发 | 7029 生命爆发 | hp_max | 全体最大生命 +N% 5s | 5013(大招) |
|
||||
| 6518 | 闪避爆发 | 7030 闪避爆发 | dodge | 全体闪避 +N% 5s | 5014(大招经 7030) |
|
||||
| 6519 | 命中爆发 | 7031 命中强化 | accuracy | 全体命中 +N% 5s | 未启用 |
|
||||
|
||||
## 附录 B、Buff/Debuff 底座表(BuffList)
|
||||
|
||||
### B1. 敌方减益(Debuff/Control)
|
||||
|
||||
| ID | 名称 | 类别 | 默认效果 | 持续 | 叠层 | 使用英雄 |
|
||||
|---|---|---|---|---|---|---|
|
||||
| 7002 | 易伤 | Debuff | 受伤附加 10 点固定伤害 | 5s | 5 | 5002 |
|
||||
| 7003 | 冰冻 | Control | 无法行动 | 2s | 1 | 5006 |
|
||||
| 7004 | 击晕 | Control | 无法行动 1s,CD 削减 20% 并停滞 | 1s | 1 | 5003 |
|
||||
| 7005 | 中毒 | Debuff | 每 0.5s 10 点 + AP 30% 伤害 | 5s | 5 | 5015 |
|
||||
| 7006 | 减攻 | Debuff | 攻击 -10% | 5s | 1 | 5010 |
|
||||
| 7007 | 出血 | Debuff | 每 0.5s 微量伤害,每层被暴击率 +1% | 5s | 5 | 5005 |
|
||||
| 7008 | 破甲 | Debuff | 防御 -50% | 5s | 1 | 5017 |
|
||||
| 7025 | 麻痹 | Control | 技能 CD 增长减慢 50% | 5s | 1 | 5018 |
|
||||
|
||||
### B2. 友方增益(Buff,计时类默认 5s)
|
||||
|
||||
| ID | 名称 | 效果 | 使用英雄 |
|
||||
|---|---|---|---|
|
||||
| 7001 | 攻击强化 | 攻击 +5%,10s | 6503 底座 |
|
||||
| 7010 | 再生 | 每 0.5s 回 10 血,5s | 5011(6502) |
|
||||
| 7012 | 暴击爆发 | 暴击率 +30% | 5003/5004(6504) |
|
||||
| 7013 | 击退爆发 | 击退距离 +30% | 6505 底座 |
|
||||
| 7014 | 穿透爆发 | 穿透概率 +30% | 6506 底座 |
|
||||
| 7015 | 攻速爆发 | 攻速 +40% | 5012(6507) |
|
||||
| 7017 | 击晕爆发 | 击晕概率 +30% | 6509 底座 |
|
||||
| 7018 | 击晕抗性 | 击晕抗性 +50% | 6510 底座 |
|
||||
| 7019 | 冰冻抗性 | 冰冻抗性 +50% | 6511 底座 |
|
||||
| 7020 | 暴伤爆发 | 暴伤 +30% | 6404/未启用 |
|
||||
| 7021 | 冰冻概率爆发 | 冰冻概率 +5% | 未启用 |
|
||||
| 7022 | 穿透伤害爆发 | 穿透伤害 +30% | 6512 底座 |
|
||||
| 7023 | 防御强化 | 防御 +50,10s | 5014 光环词条(语义存疑①) |
|
||||
| 7024 | 防御爆发 | 防御 +100 | 5008 大招 lv16 |
|
||||
| 7027 | 荆棘 | 固定反伤 10 点,可叠 5 层 | 6514 底座 |
|
||||
| 7028 | 荆棘比例 | 比例反伤 10%,可叠 3 层 | 6515 底座 |
|
||||
| 7029 | 生命爆发 | 最大生命 +30% 并等量回血 | 5013(6517)、5011(6103) |
|
||||
| 7030 | 闪避爆发 | 闪避 +20% | 5014(6100) |
|
||||
| 7031 | 命中强化 | 命中 +20% | 6519 底座 |
|
||||
|
||||
## 附录 C、驻场光环底座表(FieldSkillSet)
|
||||
|
||||
| UUID | 名称 | 类型 | 数值口径 | 使用英雄 |
|
||||
|---|---|---|---|---|
|
||||
| 7001 | 战后恢复 | WaveHeal | 比例(0.2=+20%) | 5008 |
|
||||
| 7002 | 攻击光环 | HeroAtk | 比例(0.15=+15%) | 5007 |
|
||||
| 7003 | 击晕光环 | HeroStun | 比例 | 未启用 |
|
||||
| 7004 | 暴击光环 | HeroCrit | 比例(0.1=+10%) | 5016 |
|
||||
| 7005 | 暴伤光环 | HeroCritDamage | 比例 | 未启用 |
|
||||
| 7006 | 攻速光环 | HeroSpeed | 比例(0.1=+10%) | 5012 |
|
||||
| 7007 | 生命光环 | HeroHp | 比例 | 未启用 |
|
||||
| 7009 | 穿透光环 | HeroPuncture | 比例(0.1=+10%) | 5017 |
|
||||
| 7014 | 召唤光环 | SummonCount | 整数次数 | 未启用 |
|
||||
| 7015 | 死亡光环 | DeadCount | 整数次数 | 未启用 |
|
||||
| 7016 | 鼓舞光环 | StartCount | 整数次数 | 未启用 |
|
||||
| 7018 | 连击光环 | AtkCount | 整数次数 | 未启用 |
|
||||
| 7019 | 受击光环 | BeAtkCount | 整数次数 | 未启用 |
|
||||
| 7020 | 溅射光环 | HeroPunctureDmg | 百分点 | 未启用 |
|
||||
| 7021 | 反伤光环 | HeroThornsDmg | 整数 | 未启用 |
|
||||
| 7022 | 反伤比例光环 | HeroThornsRate | 百分点 | 未启用 |
|
||||
| 7023 | 闪避光环 | HeroDodge | 百分点(10=+10%) | 5014(语义存疑①) |
|
||||
| 7024 | 命中光环 | HeroHit | 百分点(10=+10%) | 5018 |
|
||||
|
||||
> 注:BuffList 与 FieldSkillSet 共用 7000 号段但语义独立——BuffList 是计时/战斗内修饰,FieldSkillSet 是驻场光环元数据;同一 uuid(如 7023/7024)在两表含义不同,配置时需按引用位置区分。
|
||||
6
put/.gitignore
vendored
6
put/.gitignore
vendored
@@ -1,4 +1,8 @@
|
||||
node_modules
|
||||
dist
|
||||
*.local
|
||||
.DS_Store
|
||||
# 环境变量含数据库连接串,禁止提交(参考 server/.env.example)
|
||||
.env
|
||||
# 线上设计版部署所需的产物需提交:web/dist、server/data/meta.json(勿忽略)
|
||||
!web/dist
|
||||
!web/dist/**
|
||||
|
||||
89
put/README.md
Normal file
89
put/README.md
Normal file
@@ -0,0 +1,89 @@
|
||||
# hero_set — 英雄配置编辑器
|
||||
|
||||
英雄数值/技能/触发/光环的可视化配置工具。数据存储在 **MongoDB**,编辑器产出可写回游戏工程的 `heroSet.ts` 与 `英雄设计表.csv`。
|
||||
|
||||
## 双版本架构
|
||||
|
||||
| | 项目开发版(local) | 线上设计版(remote) |
|
||||
|---|---|---|
|
||||
| 使用人 | 开发者 | 数值设计人员 |
|
||||
| 数据 | 同一个线上 MongoDB | 同一个线上 MongoDB |
|
||||
| meta 底座(技能/Buff) | 从游戏工程 TS 实时编译 | `server/data/meta.json` 快照(需随部署发布) |
|
||||
| 英雄/预设 增删改 | ✅ | ✅(库结构版本更高时只读) |
|
||||
| 写 heroSet.ts / 导出 CSV | ✅ | ❌(接口返回 403,按钮隐藏) |
|
||||
|
||||
**版本闸门**:库中 `meta` 集合存 `schemaVersion`(只升不降)。线上版启动版本低于库版本时,保存接口返回 409、前端禁用保存——防止旧结构覆盖新数据。结构有破坏性变更时:本地 `SCHEMA_VERSION` +1 → `npm run push-meta` → 重新部署线上版。
|
||||
|
||||
## 目录
|
||||
|
||||
```
|
||||
put/
|
||||
├── server/ # Express API(单服务托管 API + 前端静态页)
|
||||
│ ├── index.js # 接口与模式/版本闸门
|
||||
│ ├── db.js # MongoDB 存储层
|
||||
│ ├── data/ # meta.json 快照(remote 模式必需)
|
||||
│ ├── scripts/
|
||||
│ │ ├── migrate-to-mongo.js # 一次性:JSON 文件 → Mongo
|
||||
│ │ └── push-meta.js # 开发版:生成 meta 快照 + 抬升库版本
|
||||
│ └── .env.example
|
||||
└── web/ # Vue3 + Element Plus 前端
|
||||
└── dist/ # 构建产物(remote 模式由 server 托管,需提交)
|
||||
```
|
||||
|
||||
## 部署线上设计版(给 AI 部署智能体)
|
||||
|
||||
前置:Node.js ≥ 18;可访问的 MongoDB 连接串。
|
||||
|
||||
```bash
|
||||
# 1. 拉代码
|
||||
git clone git@git.eoxnet.com:pan/hero_set.git && cd hero_set
|
||||
|
||||
# 2. 配置环境变量
|
||||
cp server/.env.example server/.env
|
||||
# 编辑 server/.env:
|
||||
# MODE=remote
|
||||
# MONGO_URL=mongodb://user:pass@host:27017
|
||||
# MONGO_DB=heroconfig
|
||||
# PORT=3001
|
||||
|
||||
# 3. 构建前端
|
||||
cd web && npm ci && npm run build && cd ..
|
||||
# 注意:web/dist 与 server/data/meta.json 必须存在(均已随仓库提交,若仓库有更新请重新构建)
|
||||
|
||||
# 4. 启动(server 自动托管 web/dist,单服务即可)
|
||||
cd server && npm ci && npm start
|
||||
# 访问 http://<host>:3001
|
||||
```
|
||||
|
||||
进程守护(可选):`pm2 start index.js --name hero-set --cwd server`
|
||||
|
||||
## 开发版工作流(本地)
|
||||
|
||||
```bash
|
||||
# server/.env:MODE=local + 同一个 MONGO_URL
|
||||
cd server && npm ci && npm run dev # API :3001
|
||||
cd web && npm ci && npm run dev # 前端 :4004(已代理 /api → :3001)
|
||||
```
|
||||
|
||||
- **保存到数据库** → 全量覆盖 MongoDB(按 uuid upsert + 删除多余)
|
||||
- **写入 heroSet.ts** → 渲染进 `assets/script/game/common/config/heroSet.ts` 的 `@hero-setup:heroes-begin/end` 标记区域
|
||||
- **技能/底座结构变更后**:`SCHEMA_VERSION` +1 → `npm run push-meta`(需 dev 服务已启动)→ 提交并重新部署线上版
|
||||
|
||||
## 环境变量
|
||||
|
||||
| 变量 | 默认 | 说明 |
|
||||
|---|---|---|
|
||||
| `MODE` | `local` | `local` 开发版 / `remote` 线上设计版 |
|
||||
| `MONGO_URL` | — | 必填,MongoDB 连接串 |
|
||||
| `MONGO_DB` | `heroconfig` | 库名 |
|
||||
| `PORT` | `3001` | 服务端口 |
|
||||
| `HOST` | `0.0.0.0` | 监听地址;容器部署必须保持 0.0.0.0 并映射端口(如 `docker run -p 3001:3001`) |
|
||||
| `SCHEMA_VERSION` | `1` | 数据结构版本,破坏性变更时 +1 |
|
||||
|
||||
前端单独部署(不经 server 托管)时,`web/.env` 配 `VITE_API_BASE=http://<host>:3001`。
|
||||
|
||||
## 数据库结构(MongoDB · heroconfig)
|
||||
|
||||
- `heroes`:每个英雄一条文档,`uuid` 唯一索引
|
||||
- `templates`:`_id='presets'` 单文档(triggerPresets / fieldPresets)
|
||||
- `meta`:`_id='version'` 单文档(schemaVersion)
|
||||
166
put/package-lock.json
generated
166
put/package-lock.json
generated
@@ -527,6 +527,15 @@
|
||||
"integrity": "sha512-T7jf+5zgsZHwNJ4lvQ7/aezbyk0nNX+zJVWpmHA7VYsEx7a7qr5Rg5IbtJFqkgze5Y2sruq1RUY8Q837Od7iFw==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/@mongodb-js/saslprep": {
|
||||
"version": "1.5.5",
|
||||
"resolved": "https://registry.npmjs.org/@mongodb-js/saslprep/-/saslprep-1.5.5.tgz",
|
||||
"integrity": "sha512-0PV4mvjGd2Q2/viDvXuoSNzTjQngHvtuWUry1vqvcK4Q/CTeO1zEKMf9set01DMocJnogl/pyNAdvyk+Pe0kQA==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"sparse-bitfield": "^3.0.3"
|
||||
}
|
||||
},
|
||||
"node_modules/@napi-rs/lzma-linux-x64-gnu": {
|
||||
"version": "1.5.1",
|
||||
"resolved": "https://registry.npmjs.org/@napi-rs/lzma-linux-x64-gnu/-/lzma-linux-x64-gnu-1.5.1.tgz",
|
||||
@@ -975,6 +984,21 @@
|
||||
"integrity": "sha512-oIQLCGWtcFZy2JW77j9k8nHzAOpqMHLQejDA48XXMWH6tjCQHz5RCFz1bzsmROyL6PUm+LLnUiI4BCn221inxA==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/@types/webidl-conversions": {
|
||||
"version": "7.0.3",
|
||||
"resolved": "https://registry.npmjs.org/@types/webidl-conversions/-/webidl-conversions-7.0.3.tgz",
|
||||
"integrity": "sha512-CiJJvcRtIgzadHCYXw7dqEnMNRjhGZlYK05Mj9OyktqV8uVT8fD2BFOB7S1uwBE3Kj2Z+4UyPmFw/Ixgw/LAlA==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/@types/whatwg-url": {
|
||||
"version": "11.0.5",
|
||||
"resolved": "https://registry.npmjs.org/@types/whatwg-url/-/whatwg-url-11.0.5.tgz",
|
||||
"integrity": "sha512-coYR071JRaHa+xoEvvYqvnIHaVqaYrLPbsufM9BF63HkwI5Lgmy2QR8Q5K/lYDYo5AK82wOvSOS0UsLTpTG7uQ==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"@types/webidl-conversions": "*"
|
||||
}
|
||||
},
|
||||
"node_modules/@vitejs/plugin-vue": {
|
||||
"version": "5.2.4",
|
||||
"resolved": "https://registry.npmjs.org/@vitejs/plugin-vue/-/plugin-vue-5.2.4.tgz",
|
||||
@@ -1253,6 +1277,15 @@
|
||||
"npm": "1.2.8000 || >= 1.4.16"
|
||||
}
|
||||
},
|
||||
"node_modules/bson": {
|
||||
"version": "6.10.4",
|
||||
"resolved": "https://registry.npmjs.org/bson/-/bson-6.10.4.tgz",
|
||||
"integrity": "sha512-WIsKqkSC0ABoBJuT1LEX+2HEvNmNKKgnTAyd0fL8qzK4SH2i9NXg+t08YtdZp/V9IZ33cxe3iV4yM0qg8lMQng==",
|
||||
"license": "Apache-2.0",
|
||||
"engines": {
|
||||
"node": ">=16.20.1"
|
||||
}
|
||||
},
|
||||
"node_modules/bytes": {
|
||||
"version": "3.1.2",
|
||||
"resolved": "https://registry.npmjs.org/bytes/-/bytes-3.1.2.tgz",
|
||||
@@ -1495,6 +1528,21 @@
|
||||
"npm": "1.2.8000 || >= 1.4.16"
|
||||
}
|
||||
},
|
||||
"node_modules/dotenv": {
|
||||
"version": "18.0.5",
|
||||
"resolved": "https://registry.npmjs.org/dotenv/-/dotenv-18.0.5.tgz",
|
||||
"integrity": "sha512-aBrGvt6KhjxbEnatqMWOMidftwsrCiCvqh1yNIGB9QyF0J+VcWkKDMsvYOEm7ZS82oiV+BT1sTOtIlAmUlTpwQ==",
|
||||
"license": "BSD-2-Clause",
|
||||
"bin": {
|
||||
"dotenv": "dist/index.cjs"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://dotenvx.com"
|
||||
}
|
||||
},
|
||||
"node_modules/dunder-proto": {
|
||||
"version": "1.0.1",
|
||||
"resolved": "https://registry.npmjs.org/dunder-proto/-/dunder-proto-1.0.1.tgz",
|
||||
@@ -2102,6 +2150,12 @@
|
||||
"integrity": "sha512-rkpe71W0N0c0Xz6QD0eJETuWAJGnJ9afsl1srmwPrI+yBCkge5EycXXbYRyvL29zZVUWQCY7InPRCv3GDXuZNw==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/memory-pager": {
|
||||
"version": "1.5.0",
|
||||
"resolved": "https://registry.npmjs.org/memory-pager/-/memory-pager-1.5.0.tgz",
|
||||
"integrity": "sha512-ZS4Bp4r/Zoeq6+NLJpP+0Zzm0pR8whtGPf1XExKLJBAczGMnSi3It14OiNCStjQjM6NU1okjQGSxgEZN8eBYKg==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/merge-descriptors": {
|
||||
"version": "1.0.3",
|
||||
"resolved": "https://registry.npmjs.org/merge-descriptors/-/merge-descriptors-1.0.3.tgz",
|
||||
@@ -2153,6 +2207,62 @@
|
||||
"node": ">= 0.6"
|
||||
}
|
||||
},
|
||||
"node_modules/mongodb": {
|
||||
"version": "6.21.0",
|
||||
"resolved": "https://registry.npmjs.org/mongodb/-/mongodb-6.21.0.tgz",
|
||||
"integrity": "sha512-URyb/VXMjJ4da46OeSXg+puO39XH9DeQpWCslifrRn9JWugy0D+DvvBvkm2WxmHe61O/H19JM66p1z7RHVkZ6A==",
|
||||
"license": "Apache-2.0",
|
||||
"dependencies": {
|
||||
"@mongodb-js/saslprep": "^1.3.0",
|
||||
"bson": "^6.10.4",
|
||||
"mongodb-connection-string-url": "^3.0.2"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=16.20.1"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@aws-sdk/credential-providers": "^3.188.0",
|
||||
"@mongodb-js/zstd": "^1.1.0 || ^2.0.0",
|
||||
"gcp-metadata": "^5.2.0",
|
||||
"kerberos": "^2.0.1",
|
||||
"mongodb-client-encryption": ">=6.0.0 <7",
|
||||
"snappy": "^7.3.2",
|
||||
"socks": "^2.7.1"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"@aws-sdk/credential-providers": {
|
||||
"optional": true
|
||||
},
|
||||
"@mongodb-js/zstd": {
|
||||
"optional": true
|
||||
},
|
||||
"gcp-metadata": {
|
||||
"optional": true
|
||||
},
|
||||
"kerberos": {
|
||||
"optional": true
|
||||
},
|
||||
"mongodb-client-encryption": {
|
||||
"optional": true
|
||||
},
|
||||
"snappy": {
|
||||
"optional": true
|
||||
},
|
||||
"socks": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"node_modules/mongodb-connection-string-url": {
|
||||
"version": "3.0.2",
|
||||
"resolved": "https://registry.npmjs.org/mongodb-connection-string-url/-/mongodb-connection-string-url-3.0.2.tgz",
|
||||
"integrity": "sha512-rMO7CGo/9BFwyZABcKAWL8UJwH/Kc2x0g72uhDWzG48URRax5TCIcJ7Rc3RZqffZzO/Gwff/jyKwCU9TN8gehA==",
|
||||
"license": "Apache-2.0",
|
||||
"dependencies": {
|
||||
"@types/whatwg-url": "^11.0.2",
|
||||
"whatwg-url": "^14.1.0 || ^13.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/ms": {
|
||||
"version": "2.0.0",
|
||||
"resolved": "https://registry.npmjs.org/ms/-/ms-2.0.0.tgz",
|
||||
@@ -2309,6 +2419,15 @@
|
||||
"node": ">=10"
|
||||
}
|
||||
},
|
||||
"node_modules/punycode": {
|
||||
"version": "2.3.1",
|
||||
"resolved": "https://registry.npmjs.org/punycode/-/punycode-2.3.1.tgz",
|
||||
"integrity": "sha512-vYt7UD1U9Wg6138shLtLOvdAu+8DsC/ilFtEVHcH+wydcSpNE20AfSOduf6MkRFahL5FY7X1oU7nKVZFtfq8Fg==",
|
||||
"license": "MIT",
|
||||
"engines": {
|
||||
"node": ">=6"
|
||||
}
|
||||
},
|
||||
"node_modules/qs": {
|
||||
"version": "6.15.3",
|
||||
"resolved": "https://registry.npmjs.org/qs/-/qs-6.15.3.tgz",
|
||||
@@ -2590,6 +2709,15 @@
|
||||
"node": ">=0.10.0"
|
||||
}
|
||||
},
|
||||
"node_modules/sparse-bitfield": {
|
||||
"version": "3.0.3",
|
||||
"resolved": "https://registry.npmjs.org/sparse-bitfield/-/sparse-bitfield-3.0.3.tgz",
|
||||
"integrity": "sha512-kvzhi7vqKTfkh0PZU+2D2PIllw2ymqJKujUcyPMd9Y75Nv4nPbGJZXNhxsgdQab2BmlDct1YnfQCguEvHr7VsQ==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"memory-pager": "^1.0.2"
|
||||
}
|
||||
},
|
||||
"node_modules/statuses": {
|
||||
"version": "2.0.2",
|
||||
"resolved": "https://registry.npmjs.org/statuses/-/statuses-2.0.2.tgz",
|
||||
@@ -2669,6 +2797,18 @@
|
||||
"node": ">=0.6"
|
||||
}
|
||||
},
|
||||
"node_modules/tr46": {
|
||||
"version": "5.1.1",
|
||||
"resolved": "https://registry.npmjs.org/tr46/-/tr46-5.1.1.tgz",
|
||||
"integrity": "sha512-hdF5ZgjTqgAntKkklYw0R03MG2x/bSzTtkxmIRw/sTNV8YXsCJ1tfLAX23lhxhHJlEf3CRCOCGGWw3vI3GaSPw==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"punycode": "^2.3.1"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/tree-kill": {
|
||||
"version": "1.2.2",
|
||||
"resolved": "https://registry.npmjs.org/tree-kill/-/tree-kill-1.2.2.tgz",
|
||||
@@ -3299,6 +3439,28 @@
|
||||
"resolved": "web",
|
||||
"link": true
|
||||
},
|
||||
"node_modules/webidl-conversions": {
|
||||
"version": "7.0.0",
|
||||
"resolved": "https://registry.npmjs.org/webidl-conversions/-/webidl-conversions-7.0.0.tgz",
|
||||
"integrity": "sha512-VwddBukDzu71offAQR975unBIGqfKZpM+8ZX6ySk8nYhVoo5CYaZyzt3YBvYtRtO+aoGlqxPg/B87NGVZ/fu6g==",
|
||||
"license": "BSD-2-Clause",
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/whatwg-url": {
|
||||
"version": "14.2.0",
|
||||
"resolved": "https://registry.npmjs.org/whatwg-url/-/whatwg-url-14.2.0.tgz",
|
||||
"integrity": "sha512-De72GdQZzNTUBBChsXueQUnPKDkg/5A5zp7pFDuQAj5UFoENpiACU0wlCvzpAGnTkj++ihpKwKyYewn/XNUbKw==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"tr46": "^5.1.0",
|
||||
"webidl-conversions": "^7.0.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/wrap-ansi": {
|
||||
"version": "7.0.0",
|
||||
"resolved": "https://registry.npmjs.org/wrap-ansi/-/wrap-ansi-7.0.0.tgz",
|
||||
@@ -3360,8 +3522,10 @@
|
||||
"version": "1.0.0",
|
||||
"dependencies": {
|
||||
"cors": "^2.8.5",
|
||||
"dotenv": "^18.0.5",
|
||||
"esbuild": "^0.24.0",
|
||||
"express": "^4.21.2"
|
||||
"express": "^4.21.2",
|
||||
"mongodb": "^6.12.0"
|
||||
}
|
||||
},
|
||||
"web": {
|
||||
|
||||
24
put/server/.env.example
Normal file
24
put/server/.env.example
Normal file
@@ -0,0 +1,24 @@
|
||||
# ---- 运行模式 ----
|
||||
# local = 项目开发版(本地,全功能:写 heroSet.ts / 导出 CSV / push-meta)
|
||||
# remote = 线上设计版(VPS 部署,仅英雄/预设编辑,版本落后时只读)
|
||||
MODE=local
|
||||
|
||||
# ---- MongoDB(两边都要配置,连同一个库)----
|
||||
# 本地 MongoDB 示例:mongodb://127.0.0.1:27017
|
||||
# 带账号密码示例: mongodb://user:password@your-vps-ip:27017
|
||||
# Atlas 示例: mongodb+srv://user:password@cluster0.xxxx.mongodb.net
|
||||
MONGO_URL=mongodb://user:password@your-vps-ip:27017
|
||||
MONGO_DB=heroconfig
|
||||
|
||||
# ---- 服务端口 ----
|
||||
PORT=3001
|
||||
# 监听地址:默认 0.0.0.0(容器/局域网部署必须);仅本机访问可改 127.0.0.1
|
||||
HOST=0.0.0.0
|
||||
|
||||
# ---- 数据结构版本 ----
|
||||
# 英雄/底座结构有破坏性变更时 +1,并执行 npm run push-meta 推送到库中
|
||||
# 线上设计版低于库中版本时将进入只读,需更新部署
|
||||
SCHEMA_VERSION=1
|
||||
|
||||
# ---- 前端(web/.env,仅静态部署时需要;server 托管 dist 时不用配)----
|
||||
# VITE_API_BASE=http://your-vps-ip:3001
|
||||
277
put/server/data/api-skill-guide.md
Normal file
277
put/server/data/api-skill-guide.md
Normal file
@@ -0,0 +1,277 @@
|
||||
# 英雄配置 API 智能体调用规范
|
||||
|
||||
> 本文档面向 **Hermes / OpenClaw** 等智能体 Skill,说明如何通过 HTTP API 配置与修改英雄。
|
||||
> 数据源头为 `heroes.json` / MongoDB,技能/光环/buff 底座定义请阅读 `heroes.json编辑指引.md`。
|
||||
|
||||
---
|
||||
|
||||
## 1. 服务信息
|
||||
|
||||
| 项 | 值 |
|
||||
|---|---|
|
||||
| 开发版地址 | `http://localhost:3001`(`MODE=local`) |
|
||||
| 线上设计版地址 | 部署地址(`MODE=remote`,静态托管 `web/dist`) |
|
||||
| 内容类型 | `application/json` |
|
||||
| 认证 | 无(内网/本地环境) |
|
||||
|
||||
启动服务(在 `put` 目录):
|
||||
```bash
|
||||
npm run dev # 开发版
|
||||
npm run dev:remote # 线上设计版(本地模拟 remote)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 2. 核心接口一览
|
||||
|
||||
| 方法 | 路径 | 说明 |
|
||||
|---|---|---|
|
||||
| `GET` | `/api/meta` | 获取底座快照(技能/光环/buff/职业模板/版本) |
|
||||
| `GET` | `/api/heroes` | 获取全部英雄列表 |
|
||||
| `GET` | `/api/heroes/:uuid` | 获取单个英雄完整配置 |
|
||||
| `POST` | `/api/heroes/:uuid` | **新增或覆盖**单个英雄(body 为完整英雄对象) |
|
||||
| `PUT` | `/api/heroes/:uuid` | **局部更新**单个英雄(body 为需修改的字段) |
|
||||
| `DELETE` | `/api/heroes/:uuid` | 删除单个英雄 |
|
||||
| `POST` | `/api/refresh` | 刷新底座缓存(修改 SkillSet.ts 等后调用) |
|
||||
|
||||
> **版本闸门**:线上设计版(remote)在库中 `schemaVersion` 高于服务内置版本时,写操作返回 `409`,需更新部署。
|
||||
|
||||
---
|
||||
|
||||
## 3. 英雄对象结构(Hero Schema)
|
||||
|
||||
智能体在构造或修改英雄时,必须遵循以下字段规范。
|
||||
|
||||
### 3.1 顶层字段
|
||||
|
||||
| 字段 | 类型 | 必填 | 说明 |
|
||||
|---|---|---|---|
|
||||
| `uuid` | number | 是 | 英雄唯一 ID,5000 段,新增从 5011 起(先 `GET /api/heroes` 查重) |
|
||||
| `name` | string | 是 | 显示名 |
|
||||
| `comment` | string | 否 | 设计说明/机制主题 |
|
||||
| `path` | string | 是 | 美术资源名,需存在 `assets/resources/game/heros/{path}.prefab` |
|
||||
| `rarity` | 1~5 | 是 | 稀有度,影响 lv1 基础属性缩放与卡池费用 |
|
||||
| `roleKey` | string | 是 | 职业:`Tank`/`Warrior`/`Assassin`/`Archer`/`Mage`/`Support` |
|
||||
| `growKey` | string | 是 | 成长曲线,通常与 `roleKey` 一致 |
|
||||
| `typeKey` | string | 是 | 攻击定位:`Melee`/`Mid`/`Long` |
|
||||
| `statBase` | `{hp,ap,def}` | 是 | 相对职业模板的偏移量,惯例 ±5/10/20/30 |
|
||||
| `dis` / `speed` / `dodge` / `accuracy` | number\|null | 否 | 英雄一般 `null`,走默认 |
|
||||
| `skills` | array | 是 | **恰好 2 个**:`[普攻, 大招]`,见 §3.2 |
|
||||
| `atking`/`atked`/`fstart`/`fend`/`dead` | object | 是 | 触发组,见 §3.3;无则写 `{}` |
|
||||
| `field` | array | 是 | 驻场光环档位,见 §3.4;无则写 `[]` |
|
||||
| `bonus` | array | 是 | 额外属性加成,见 §3.5;常规英雄写 `[]` |
|
||||
| `info` | string | 否 | 描述文案 |
|
||||
|
||||
### 3.2 skills 数组(恰好 2 项)
|
||||
|
||||
每项结构:`{uuid, name, cd, cdExpr, overrides, desc, lv_entries}`
|
||||
|
||||
| 字段 | 说明 |
|
||||
|---|---|
|
||||
| `uuid` | 技能底座 uuid,普攻必须 ∈ `ROLE_ATK_SKILL[roleKey]`,大招 ∈ `ROLE_ULT_SKILL[roleKey]` 或 `SUPPORT_ULT` |
|
||||
| `name` | 留空回退底座名;建议起特色名 |
|
||||
| `cd` | 数值冷却(普攻 0.75/0.9/1.05/1.2/1.5;大招 6/7/8/9/10) |
|
||||
| `cdExpr` | 表达式,普攻=`AtkSpeedSet[AtkSpeedLv.X].cd`,大招=`UltCdSet[UltCdLv.X].cd` |
|
||||
| `overrides` | 覆写键值对,见 §3.6 |
|
||||
| `desc` | 描述模板,支持 `{target}` `{ap}` `{dur}` 等占位符 |
|
||||
| `lv_entries` | 升级档位:普攻 1 档 `{lv:2,s_lv:2,...}`;大招 2 档 `{lv:8,s_lv:2,...}`、`{lv:16,s_lv:3,...}` |
|
||||
|
||||
### 3.3 触发组(atking / atked / fstart / fend / dead)
|
||||
|
||||
结构:`{ "<技能uuid字符串>": [条目, ...] }`
|
||||
|
||||
条目:`{lv, s_lv, name, t_num, t_chance?, pity_add?, overrides, desc}`
|
||||
|
||||
| 字段 | 说明 |
|
||||
|---|---|
|
||||
| `lv` | 解锁等级,惯例 **4** |
|
||||
| `s_lv` | 技能等级,惯例 **1** |
|
||||
| `t_num` | 触发间隔:atking/atked 为每 n 次;fstart/fend 固定 **1** |
|
||||
| `t_chance` | 触发概率(0~100),仅 atking/atked 生效,缺省=100 |
|
||||
| `pity_add` | 保底叠加,仅 atking/atked 生效,触发后清零 |
|
||||
| `overrides` | 同技能覆写 |
|
||||
| `desc` | 描述模板,支持 `{t_chance}` `{pity_add}` 占位符 |
|
||||
|
||||
**复活**:在 `dead` 组条目 `overrides` 中配置 `revive_hp`(回血%)+ `revive_count`(次数上限)。
|
||||
|
||||
### 3.4 field 光环
|
||||
|
||||
结构:`[{lv:4, uuids:[{uuid, value, name}], desc?}]`
|
||||
|
||||
- `uuid` 必须 ∈ `FieldSkillSet`(7001~7022 段)
|
||||
- `value` 按光环类型:比例类为小数(如 0.15),次数/固定值类为整数
|
||||
- 解锁等级惯例 **lv4**
|
||||
|
||||
### 3.5 bonus 额外属性
|
||||
|
||||
结构:`[{lv, attrs:{...}, name?, icon?, info?}]`
|
||||
|
||||
- `attrs` 键:`hp`/`ap`/`def`(百分比,基数=基础×品质+成长)、`crt`/`frz`/`stun`/`para`(固定百分点)
|
||||
- 运行时累加所有 `lv ≤ 英雄等级` 的档位
|
||||
- 配 `icon` 的档位在图鉴技能列表最末展示
|
||||
|
||||
### 3.6 overrides 白名单
|
||||
|
||||
可用键:
|
||||
`ap, hit_count, hitcd, crt, frz, stun, para, bck, bck_chance, TGroup, buff_type, timed_buff_id, buff_value, buff_duration, buff_chance, buff_target, timed_debuff_id, debuff_value, debuff_duration, debuff_chance, call_hero, summon_count, is_accel, num, revive_hp, revive_count, proc_skill, icon`
|
||||
|
||||
特殊格式:
|
||||
- `TGroup`:字符串 `"Self"`/`"Ally"`/`"Team"`/`"Enemy"`,导出还原枚举
|
||||
- `buff_target`:数字 0~3(Hit/Self/Ally/Enemy)
|
||||
- `proc_skill`:对象 `{s_uuid, chance?, overrides?}`
|
||||
- `icon`:字符串图标帧名
|
||||
|
||||
**buff/debuff 语义**:
|
||||
- `timed_buff_id`:增益,缺省挂施法者自身(伤害技能)或友方目标(辅助技能)
|
||||
- `timed_debuff_id`:减益,命中后挂被命中者,目标不可覆写
|
||||
- 对敌挂减益必须用 `timed_debuff_id`,误用 `timed_buff_id` 会把减益挂到自己身上
|
||||
|
||||
---
|
||||
|
||||
## 4. 调用示例
|
||||
|
||||
### 4.1 获取底座数据(修改前必读)
|
||||
|
||||
```http
|
||||
GET /api/meta
|
||||
```
|
||||
|
||||
返回包含 `SkillSet`、`FieldSkillSet`、`BuffList`、`HERO_ROLE_BASE`、`HERO_GROW_COEF`、`AtkSpeedSet`、`HeroDisVal` 等。
|
||||
|
||||
### 4.2 查询全部英雄
|
||||
|
||||
```http
|
||||
GET /api/heroes
|
||||
```
|
||||
|
||||
### 4.3 查询单个英雄
|
||||
|
||||
```http
|
||||
GET /api/heroes/5001
|
||||
```
|
||||
|
||||
### 4.4 新增英雄(完整对象)
|
||||
|
||||
```http
|
||||
POST /api/heroes/5011
|
||||
Content-Type: application/json
|
||||
|
||||
{
|
||||
"uuid": 5011,
|
||||
"name": "烈焰法师",
|
||||
"comment": "群体火伤+燃烧",
|
||||
"path": "mage_fire",
|
||||
"rarity": 4,
|
||||
"roleKey": "Mage",
|
||||
"growKey": "Mage",
|
||||
"typeKey": "Long",
|
||||
"statBase": { "hp": -5, "ap": 30, "def": 0 },
|
||||
"dis": null,
|
||||
"speed": null,
|
||||
"dodge": null,
|
||||
"accuracy": null,
|
||||
"skills": [
|
||||
{
|
||||
"uuid": 6009,
|
||||
"name": "火球术",
|
||||
"cd": 1.2,
|
||||
"cdExpr": "AtkSpeedSet[AtkSpeedLv.Slow].cd",
|
||||
"overrides": { "ap": 120 },
|
||||
"desc": "对{target}造成{ap}%伤害",
|
||||
"lv_entries": [
|
||||
{ "lv": 2, "s_lv": 2, "overrides": { "ap": 150 }, "desc": "造成{ap}%伤害" }
|
||||
]
|
||||
},
|
||||
{
|
||||
"uuid": 6200,
|
||||
"name": "烈焰风暴",
|
||||
"cd": 8,
|
||||
"cdExpr": "UltCdSet[UltCdLv.Normal].cd",
|
||||
"overrides": { "ap": 200, "timed_debuff_id": 7002, "debuff_value": 30, "debuff_chance": 50 },
|
||||
"desc": "对全体敌人造成{ap}%伤害,{debuff_chance}%附加燃烧",
|
||||
"lv_entries": [
|
||||
{ "lv": 8, "s_lv": 2, "overrides": { "ap": 250 }, "desc": "造成{ap}%伤害" },
|
||||
{ "lv": 16, "s_lv": 3, "overrides": { "ap": 350 }, "desc": "造成{ap}%伤害" }
|
||||
]
|
||||
}
|
||||
],
|
||||
"atking": {},
|
||||
"atked": {},
|
||||
"fstart": {},
|
||||
"fend": {},
|
||||
"dead": {},
|
||||
"field": [],
|
||||
"bonus": [],
|
||||
"info": "掌控火焰的法师"
|
||||
}
|
||||
```
|
||||
|
||||
### 4.5 局部修改英雄(如只改大招数值)
|
||||
|
||||
```http
|
||||
PUT /api/heroes/5011
|
||||
Content-Type: application/json
|
||||
|
||||
{
|
||||
"skills": [
|
||||
{ "uuid": 6009, "name": "火球术", "cd": 1.2, "cdExpr": "AtkSpeedSet[AtkSpeedLv.Slow].cd", "overrides": { "ap": 120 }, "desc": "对{target}造成{ap}%伤害", "lv_entries": [{ "lv": 2, "s_lv": 2, "overrides": { "ap": 150 }, "desc": "造成{ap}%伤害" }] },
|
||||
{ "uuid": 6200, "name": "烈焰风暴", "cd": 8, "cdExpr": "UltCdSet[UltCdLv.Normal].cd", "overrides": { "ap": 250, "timed_debuff_id": 7002, "debuff_value": 50, "debuff_chance": 80 }, "desc": "对全体敌人造成{ap}%伤害,{debuff_chance}%附加燃烧", "lv_entries": [{ "lv": 8, "s_lv": 2, "overrides": { "ap": 300 }, "desc": "造成{ap}%伤害" }, { "lv": 16, "s_lv": 3, "overrides": { "ap": 400 }, "desc": "造成{ap}%伤害" }] }
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
> **注意**:`PUT` 是浅合并。若修改 `skills` 数组,必须传入**完整的新数组**(不能只传被修改的技能对象)。
|
||||
|
||||
### 4.6 删除英雄
|
||||
|
||||
```http
|
||||
DELETE /api/heroes/5011
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 5. 智能体操作流程(推荐)
|
||||
|
||||
1. **读取底座**:`GET /api/meta`,确认技能/光环/buff 可用值与职业模板
|
||||
2. **查询现有英雄**:`GET /api/heroes`,确定新 uuid 不冲突(当前已用 5001~5010)
|
||||
3. **构造英雄对象**:严格遵循 §3 结构,空组写 `{}`,空数组写 `[]`
|
||||
4. **提交**:
|
||||
- 新增/覆盖:`POST /api/heroes/:uuid`
|
||||
- 局部修改:`PUT /api/heroes/:uuid`(传完整修改字段)
|
||||
5. **验证**:`GET /api/heroes/:uuid` 确认数据已写入
|
||||
6. **(开发版)应用**:`POST /api/apply` 将 heroes.json 渲染进 `heroSet.ts`(线上设计版无此权限)
|
||||
|
||||
---
|
||||
|
||||
## 6. 错误码与处理
|
||||
|
||||
| 状态码 | 场景 | 处理 |
|
||||
|---|---|---|
|
||||
| 400 | 参数错误(uuid 非数字、body 非对象/数组、heroes 为空等) | 检查请求格式 |
|
||||
| 403 | 线上设计版调用本地专属接口(如 `/api/apply`) | 切换至开发版或放弃该操作 |
|
||||
| 404 | 英雄不存在 | 先 `GET /api/heroes` 确认 uuid |
|
||||
| 409 | 线上设计版结构版本落后 | 更新部署后再试 |
|
||||
| 500 | 服务端错误(MongoDB 连接失败、文件读写失败等) | 查看服务日志 |
|
||||
|
||||
---
|
||||
|
||||
## 7. 常见陷阱(智能体必读)
|
||||
|
||||
- **不要手改 `heroSet.ts` 英雄区**:`POST /api/apply` 会整体覆盖标记区内容
|
||||
- **新增英雄后必须手动把 uuid 加入 `HeroList`**(`heroSet.ts` 标记区之外),否则英雄不进卡池
|
||||
- **触发组解锁等级是 lv4,大招档位是 lv8+lv16**,不要写 lv6/lv9
|
||||
- **普攻 cdExpr 用 `AtkSpeedSet`,大招 cdExpr 用 `UltCdSet`**,两套体系不可混用
|
||||
- **档位 overrides 与基础 overrides 浅合并**,档位只写变化键,不要全量复制
|
||||
- **desc 用占位符 `{ap}`**,不要硬编码数字,避免与 overrides 数值脱节
|
||||
- **对敌 debuff 用 `timed_debuff_id`,吸血/自强化用 `timed_buff_id`**,两者目标语义相反
|
||||
- **复活已废弃独立 `revive` 字段**,改在 `dead` 组 overrides 配 `revive_hp`/`revive_count`
|
||||
|
||||
---
|
||||
|
||||
## 8. 参考文档
|
||||
|
||||
- 详细字段规则与数据源:`put/server/data/heroes.json编辑指引.md`
|
||||
- 编辑器枚举与默认值:`put/web/src/constants.js`
|
||||
- 技能底座定义:`assets/script/game/common/config/SkillSet.ts`
|
||||
- Buff 底座定义:`assets/script/game/common/config/BuffSet.ts`
|
||||
- 职业模板与成长:`assets/script/game/common/config/heroSet.ts`
|
||||
File diff suppressed because it is too large
Load Diff
@@ -70,9 +70,12 @@
|
||||
## 4. 触发组规范(atking / atked / fstart / fend / dead)
|
||||
|
||||
- 结构:`{ "<技能uuid字符串>": [条目, ...] }`,一个组可挂多个技能 uuid;
|
||||
- 条目:`{lv, s_lv, name, t_num, overrides, desc}`;
|
||||
- 条目:`{lv, s_lv, name, t_num, t_chance?, pity_add?, overrides, desc}`;
|
||||
- 解锁等级惯例 **lv4**(`lv:4, s_lv:1`;heroSet.ts 头部注释写的 lv6 已过时,现有英雄与编辑器默认值均为 lv4);
|
||||
- `t_num`:每 n 次普攻(atking)/受击(atked)触发一次;fstart/fend 为每回合开始/结束固定触发 1 次,`t_num` 恒填 1;
|
||||
- `t_chance`:触发概率(百分点 0~100,**仅 atking/atked 生效**,其余组忽略);缺省/100 = 必触发。示例 30 表示次数条件达成后掷骰 30%;
|
||||
- `pity_add`:保底叠加(百分点,仅 atking/atked 生效);未触发时为该技能累积下次概率增量,触发成功后清零、封顶 100。示例 `t_chance:30, pity_add:20` → 30/50/70/90/100 递进;
|
||||
- 触发组 `desc` 模板可额外使用 `{t_chance}`(触发概率,缺省渲染 100)与 `{pity_add}`(保底叠加,缺省渲染 0)占位符;模板显式使用 `{t_chance}` 时触发语境不再自动追加"(N%概率)"后缀,避免重复;
|
||||
- `name` 为组对外展示名(写在该组首档),留空回退底座名;
|
||||
- 复活:在 `dead` 某条目 `overrides` 配 `revive_hp`(回血%)+ `revive_count`(次数上限);
|
||||
- 无触发组时写空对象 `{}`,**不要省略字段**。
|
||||
|
||||
1
put/server/data/meta.json
Normal file
1
put/server/data/meta.json
Normal file
File diff suppressed because one or more lines are too long
75
put/server/db.js
Normal file
75
put/server/db.js
Normal file
@@ -0,0 +1,75 @@
|
||||
/**
|
||||
* 英雄/预设存储层:开发版与线上设计版统一读写线上 MongoDB。
|
||||
* - heroes 集合:每个英雄一条文档,uuid 唯一索引
|
||||
* - templates 集合:预设库(_id='presets' 单文档)
|
||||
* - meta 集合:版本闸门(_id='version' 单文档,schemaVersion 由开发版推送 meta 时写入)
|
||||
* 技能/Buff 底座不进数据库,开发版走 TS 编译,线上版走 meta.json 快照。
|
||||
*/
|
||||
import { MongoClient } from 'mongodb'
|
||||
|
||||
const MONGO_URL = process.env.MONGO_URL || ''
|
||||
const DB_NAME = process.env.MONGO_DB || 'heroconfig'
|
||||
|
||||
let client = null
|
||||
let db = null
|
||||
|
||||
/** 惰性连接 MongoDB(单例复用) */
|
||||
async function mongo() {
|
||||
if (db) return db
|
||||
if (!MONGO_URL) throw new Error('未配置 MONGO_URL 环境变量')
|
||||
client = new MongoClient(MONGO_URL)
|
||||
await client.connect()
|
||||
db = client.db(DB_NAME)
|
||||
// uuid 唯一索引:保证英雄按 uuid 幂等覆盖
|
||||
await db.collection('heroes').createIndex({ uuid: 1 }, { unique: true })
|
||||
return db
|
||||
}
|
||||
|
||||
/** 读取全部英雄(按 uuid 升序,剥离 Mongo 内部 _id) */
|
||||
export async function getHeroes() {
|
||||
const docs = await (await mongo()).collection('heroes').find().sort({ uuid: 1 }).toArray()
|
||||
return docs.map(({ _id, ...h }) => h)
|
||||
}
|
||||
|
||||
/** 全量覆盖:upsert 传入英雄,并删除库中多余的 uuid */
|
||||
export async function saveHeroes(heroes) {
|
||||
const col = (await mongo()).collection('heroes')
|
||||
for (const h of heroes) {
|
||||
await col.replaceOne({ uuid: h.uuid }, h, { upsert: true })
|
||||
}
|
||||
await col.deleteMany({ uuid: { $nin: heroes.map((h) => h.uuid) } })
|
||||
}
|
||||
|
||||
/** 读取预设库(无文档时返回空池) */
|
||||
export async function getTemplates() {
|
||||
const doc = await (await mongo()).collection('templates').findOne({ _id: 'presets' })
|
||||
return {
|
||||
triggerPresets: Array.isArray(doc?.triggerPresets) ? doc.triggerPresets : [],
|
||||
fieldPresets: Array.isArray(doc?.fieldPresets) ? doc.fieldPresets : [],
|
||||
}
|
||||
}
|
||||
|
||||
/** 全量覆盖预设库 */
|
||||
export async function saveTemplates(triggerPresets, fieldPresets) {
|
||||
await (await mongo())
|
||||
.collection('templates')
|
||||
.replaceOne({ _id: 'presets' }, { _id: 'presets', triggerPresets, fieldPresets }, { upsert: true })
|
||||
}
|
||||
|
||||
/** 读取库中数据结构版本(首次为 0) */
|
||||
export async function getSchemaVersion() {
|
||||
const doc = await (await mongo()).collection('meta').findOne({ _id: 'version' })
|
||||
return doc?.schemaVersion ?? 0
|
||||
}
|
||||
|
||||
/**
|
||||
* 推送数据结构版本:只允许升不允许降,避免旧部署误把版本刷低导致线上版解锁写入。
|
||||
* @returns {Promise<number>} 写入后的实际版本
|
||||
*/
|
||||
export async function bumpSchemaVersion(version) {
|
||||
const col = (await mongo()).collection('meta')
|
||||
const cur = await getSchemaVersion()
|
||||
const next = Math.max(cur, version)
|
||||
await col.replaceOne({ _id: 'version' }, { _id: 'version', schemaVersion: next, updatedAt: new Date() }, { upsert: true })
|
||||
return next
|
||||
}
|
||||
@@ -1,9 +1,17 @@
|
||||
/**
|
||||
* 英雄配置工具服务(双模式)
|
||||
* - 项目开发版(MODE=local):全功能,meta 从游戏工程 TS 编译,可写 heroSet.ts / 导出 CSV / 推送快照
|
||||
* - 线上设计版(MODE=remote):meta 从 data/meta.json 快照加载,仅英雄/预设的增删改查;
|
||||
* 库中 schemaVersion 高于本服务内置版本时进入只读(保存接口返回 409),需更新部署后才能修改
|
||||
*/
|
||||
import 'dotenv/config'
|
||||
import express from 'express'
|
||||
import cors from 'cors'
|
||||
import esbuild from 'esbuild'
|
||||
import fs from 'node:fs'
|
||||
import path from 'node:path'
|
||||
import url from 'node:url'
|
||||
import * as store from './db.js'
|
||||
|
||||
const __dirname = path.dirname(url.fileURLToPath(import.meta.url))
|
||||
const PROJECT_ROOT = path.resolve(__dirname, '..', '..')
|
||||
@@ -14,7 +22,11 @@ const CSV_PATH = path.join(CONFIG_DIR, '英雄设计表.csv')
|
||||
const HEROES_BEGIN = '// @hero-setup:heroes-begin'
|
||||
const HEROES_END = '// @hero-setup:heroes-end'
|
||||
const DATA_DIR = path.join(__dirname, 'data')
|
||||
const HEROES_PATH = path.join(DATA_DIR, 'heroes.json')
|
||||
const META_SNAPSHOT_PATH = path.join(DATA_DIR, 'meta.json')
|
||||
|
||||
const MODE = process.env.MODE || 'local'
|
||||
/** 数据结构版本:英雄/底座结构有破坏性变更时 +1,并随 push-meta 推送到库中 */
|
||||
const SCHEMA_VERSION = Number(process.env.SCHEMA_VERSION || 1)
|
||||
|
||||
const app = express()
|
||||
app.use(cors())
|
||||
@@ -43,6 +55,14 @@ async function loadConfigModule(file) {
|
||||
let cache = null
|
||||
|
||||
async function buildCache() {
|
||||
// 线上设计版:从快照文件加载(快照由开发版 scripts/push-meta.js 生成并随部署发布)
|
||||
if (MODE === 'remote') {
|
||||
if (!fs.existsSync(META_SNAPSHOT_PATH)) {
|
||||
throw new Error('缺少 data/meta.json 快照,请先在开发版执行 npm run push-meta 并重新部署')
|
||||
}
|
||||
cache = JSON.parse(fs.readFileSync(META_SNAPSHOT_PATH, 'utf8'))
|
||||
return cache
|
||||
}
|
||||
const [skill, buff, hero] = await Promise.all([
|
||||
loadConfigModule('SkillSet.ts'),
|
||||
loadConfigModule('BuffSet.ts'),
|
||||
@@ -63,7 +83,12 @@ async function buildCache() {
|
||||
app.get('/api/meta', async (_req, res) => {
|
||||
try {
|
||||
if (!cache) await buildCache()
|
||||
res.json(cache)
|
||||
res.json({
|
||||
...cache,
|
||||
mode: MODE,
|
||||
schemaVersion: SCHEMA_VERSION,
|
||||
dbSchemaVersion: await store.getSchemaVersion(),
|
||||
})
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
@@ -78,51 +103,128 @@ app.post('/api/refresh', async (_req, res) => {
|
||||
}
|
||||
})
|
||||
|
||||
/** 英雄数据持久化:GET 读取(无文件时返回空列表) */
|
||||
app.get('/api/heroes', (_req, res) => {
|
||||
/** 版本闸门:线上设计版落后于库中结构版本时,写操作返回 409 强制只读 */
|
||||
async function guardVersion(res) {
|
||||
if (MODE !== 'remote') return true
|
||||
const dbVer = await store.getSchemaVersion()
|
||||
if (dbVer > SCHEMA_VERSION) {
|
||||
res.status(409).json({
|
||||
error: `线上设计版结构版本(v${SCHEMA_VERSION})低于数据库(v${dbVer}),请更新部署后再修改`,
|
||||
dbSchemaVersion: dbVer,
|
||||
schemaVersion: SCHEMA_VERSION,
|
||||
})
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
/** 英雄数据:GET 从线上库读取 */
|
||||
app.get('/api/heroes', async (_req, res) => {
|
||||
try {
|
||||
if (!fs.existsSync(HEROES_PATH)) return res.json({ heroes: [] })
|
||||
res.json(JSON.parse(fs.readFileSync(HEROES_PATH, 'utf8')))
|
||||
res.json({ heroes: await store.getHeroes() })
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** 英雄数据持久化:POST 全量覆盖保存 */
|
||||
app.post('/api/heroes', (req, res) => {
|
||||
/** 英雄数据:POST 全量覆盖写入线上库 */
|
||||
app.post('/api/heroes', async (req, res) => {
|
||||
const heroes = req.body?.heroes
|
||||
if (!Array.isArray(heroes)) {
|
||||
return res.status(400).json({ error: 'heroes 必须为数组' })
|
||||
}
|
||||
try {
|
||||
fs.mkdirSync(DATA_DIR, { recursive: true })
|
||||
fs.writeFileSync(HEROES_PATH, JSON.stringify({ heroes }, null, 2), 'utf8')
|
||||
res.json({ ok: true, path: HEROES_PATH, count: heroes.length })
|
||||
if (!(await guardVersion(res))) return
|
||||
await store.saveHeroes(heroes)
|
||||
res.json({ ok: true, count: heroes.length })
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
const TEMPLATES_PATH = path.join(DATA_DIR, 'templates.json')
|
||||
|
||||
/** 预设库持久化:GET 读取(无文件时返回空池) */
|
||||
app.get('/api/templates', (_req, res) => {
|
||||
/** 单英雄读取:GET /api/heroes/:uuid */
|
||||
app.get('/api/heroes/:uuid', async (req, res) => {
|
||||
try {
|
||||
if (!fs.existsSync(TEMPLATES_PATH)) return res.json({ triggerPresets: [], fieldPresets: [] })
|
||||
const data = JSON.parse(fs.readFileSync(TEMPLATES_PATH, 'utf8'))
|
||||
// 兼容旧格式:若根上是 templates 数组,返回空池让前端走默认
|
||||
if (Array.isArray(data.templates)) return res.json({ triggerPresets: [], fieldPresets: [] })
|
||||
res.json({
|
||||
triggerPresets: Array.isArray(data.triggerPresets) ? data.triggerPresets : [],
|
||||
fieldPresets: Array.isArray(data.fieldPresets) ? data.fieldPresets : [],
|
||||
})
|
||||
const uuid = Number(req.params.uuid)
|
||||
if (Number.isNaN(uuid)) return res.status(400).json({ error: 'uuid 必须为数字' })
|
||||
const heroes = await store.getHeroes()
|
||||
const hero = heroes.find((h) => h.uuid === uuid)
|
||||
if (!hero) return res.status(404).json({ error: `英雄 ${uuid} 不存在` })
|
||||
res.json(hero)
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** 职业模板持久化:POST 全量覆盖保存(结构:{ triggerPresets: [], fieldPresets: [] }) */
|
||||
app.post('/api/templates', (req, res) => {
|
||||
/** 单英雄新增/覆盖:POST /api/heroes/:uuid(body 为完整英雄对象,uuid 以 URL 为准) */
|
||||
app.post('/api/heroes/:uuid', async (req, res) => {
|
||||
try {
|
||||
if (!(await guardVersion(res))) return
|
||||
const uuid = Number(req.params.uuid)
|
||||
if (Number.isNaN(uuid)) return res.status(400).json({ error: 'uuid 必须为数字' })
|
||||
const hero = req.body
|
||||
if (!hero || typeof hero !== 'object') return res.status(400).json({ error: 'body 必须为英雄对象' })
|
||||
hero.uuid = uuid
|
||||
const heroes = await store.getHeroes()
|
||||
const idx = heroes.findIndex((h) => h.uuid === uuid)
|
||||
if (idx >= 0) heroes[idx] = hero
|
||||
else heroes.push(hero)
|
||||
await store.saveHeroes(heroes)
|
||||
res.json({ ok: true, uuid, action: idx >= 0 ? 'updated' : 'created' })
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** 单英雄局部更新:PUT /api/heroes/:uuid(body 为部分字段,与现有英雄浅合并) */
|
||||
app.put('/api/heroes/:uuid', async (req, res) => {
|
||||
try {
|
||||
if (!(await guardVersion(res))) return
|
||||
const uuid = Number(req.params.uuid)
|
||||
if (Number.isNaN(uuid)) return res.status(400).json({ error: 'uuid 必须为数字' })
|
||||
const patch = req.body
|
||||
if (!patch || typeof patch !== 'object') return res.status(400).json({ error: 'body 必须为部分字段对象' })
|
||||
const heroes = await store.getHeroes()
|
||||
const idx = heroes.findIndex((h) => h.uuid === uuid)
|
||||
if (idx < 0) return res.status(404).json({ error: `英雄 ${uuid} 不存在` })
|
||||
// uuid 不可变,防止 patch 覆盖
|
||||
delete patch.uuid
|
||||
heroes[idx] = { ...heroes[idx], ...patch }
|
||||
await store.saveHeroes(heroes)
|
||||
res.json({ ok: true, uuid, action: 'patched' })
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** 单英雄删除:DELETE /api/heroes/:uuid */
|
||||
app.delete('/api/heroes/:uuid', async (req, res) => {
|
||||
try {
|
||||
if (!(await guardVersion(res))) return
|
||||
const uuid = Number(req.params.uuid)
|
||||
if (Number.isNaN(uuid)) return res.status(400).json({ error: 'uuid 必须为数字' })
|
||||
const heroes = await store.getHeroes()
|
||||
const idx = heroes.findIndex((h) => h.uuid === uuid)
|
||||
if (idx < 0) return res.status(404).json({ error: `英雄 ${uuid} 不存在` })
|
||||
heroes.splice(idx, 1)
|
||||
await store.saveHeroes(heroes)
|
||||
res.json({ ok: true, uuid, action: 'deleted' })
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** 预设库:GET 从线上库读取 */
|
||||
app.get('/api/templates', async (_req, res) => {
|
||||
try {
|
||||
res.json(await store.getTemplates())
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** 预设库:POST 全量覆盖写入线上库(结构:{ triggerPresets: [], fieldPresets: [] }) */
|
||||
app.post('/api/templates', async (req, res) => {
|
||||
const body = req.body || {}
|
||||
const triggerPresets = body.triggerPresets
|
||||
const fieldPresets = body.fieldPresets
|
||||
@@ -136,9 +238,9 @@ app.post('/api/templates', (req, res) => {
|
||||
return res.status(400).json({ error: `触发预设 ${bad.id || bad.label} 的 group 非法:${bad.group}` })
|
||||
}
|
||||
try {
|
||||
fs.mkdirSync(DATA_DIR, { recursive: true })
|
||||
fs.writeFileSync(TEMPLATES_PATH, JSON.stringify({ triggerPresets, fieldPresets }, null, 2), 'utf8')
|
||||
res.json({ ok: true, path: TEMPLATES_PATH, triggerCount: triggerPresets.length, fieldCount: fieldPresets.length })
|
||||
if (!(await guardVersion(res))) return
|
||||
await store.saveTemplates(triggerPresets, fieldPresets)
|
||||
res.json({ ok: true, triggerCount: triggerPresets.length, fieldCount: fieldPresets.length })
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
@@ -215,6 +317,9 @@ function renderSingleHero(h) {
|
||||
if (e.s_lv) eparts.push(`s_lv: SkillLv.Lv${e.s_lv}`)
|
||||
if (e.name) eparts.push(`name: ${JSON.stringify(e.name)}`)
|
||||
eparts.push(`t_num: ${e.t_num}`)
|
||||
// 概率参数:仅攻/受击触发消费;缺省(100/0)不输出,保持生成 TS 干净
|
||||
if (e.t_chance != null && e.t_chance < 100) eparts.push(`t_chance: ${e.t_chance}`)
|
||||
if (e.pity_add != null && e.pity_add > 0) eparts.push(`pity_add: ${e.pity_add}`)
|
||||
if (e.overrides && Object.keys(e.overrides).length) eparts.push(`overrides: ${serializeOverrides(e.overrides)}`)
|
||||
if (e.desc) eparts.push(`desc: ${JSON.stringify(e.desc)}`)
|
||||
push(` { ${eparts.join(', ')} },`)
|
||||
@@ -351,6 +456,8 @@ function csvTrigger(grp) {
|
||||
const name = e.name || base?.name || ''
|
||||
const ov = e.overrides || {}
|
||||
const parts = [`t_num${e.t_num}`]
|
||||
// 攻/受击组附带概率信息(缺省 100 不展示)
|
||||
if (e.t_chance != null && e.t_chance < 100) parts.push(`概率${e.t_chance}%`)
|
||||
if (ov.ap != null) parts.push(`ap${ov.ap}`)
|
||||
const desc = e.desc || ''
|
||||
return `${sid} ${name}(${parts.join(';')}):${desc}`
|
||||
@@ -420,8 +527,16 @@ function renderHeroCsv(heroes) {
|
||||
return rows.map((r) => r.map(csvCell).join(',')).join('\n') + '\n'
|
||||
}
|
||||
|
||||
/** 仅开发版可用的本地文件写操作(heroSet.ts / CSV),线上设计版调用返回 403 */
|
||||
function localOnly(res) {
|
||||
if (MODE === 'local') return true
|
||||
res.status(403).json({ error: '线上设计版不支持此操作(写 heroSet.ts / 导出 CSV 请在项目开发版执行)' })
|
||||
return false
|
||||
}
|
||||
|
||||
app.post('/api/export-csv', async (req, res) => {
|
||||
try {
|
||||
if (!localOnly(res)) return
|
||||
const heroes = req.body?.heroes
|
||||
if (!Array.isArray(heroes) || !heroes.length) {
|
||||
return res.status(400).json({ error: 'heroes 不能为空' })
|
||||
@@ -435,12 +550,25 @@ app.post('/api/export-csv', async (req, res) => {
|
||||
}
|
||||
})
|
||||
|
||||
app.get('/api/export-csv', (_req, res) => {
|
||||
app.get('/api/export-csv', (req, res) => {
|
||||
if (!localOnly(res)) return
|
||||
if (!fs.existsSync(CSV_PATH)) return res.status(404).json({ error: '尚未生成' })
|
||||
res.setHeader('Content-Type', 'text/csv; charset=utf-8')
|
||||
res.send(fs.readFileSync(CSV_PATH, 'utf8'))
|
||||
})
|
||||
|
||||
/** 导出 meta 快照(开发版专用):供 push-meta 脚本发布到线上设计版 */
|
||||
app.get('/api/meta-snapshot', async (_req, res) => {
|
||||
try {
|
||||
if (!localOnly(res)) return
|
||||
if (!cache) await buildCache()
|
||||
const { mode: _m, schemaVersion: _v, dbSchemaVersion: _d, ...snapshot } = cache
|
||||
res.json(snapshot)
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** HeroList 定义匹配(用于导出时同步图鉴/卡池数据源) */
|
||||
const HERO_LIST_RE = /export const HeroList: number\[\] = \[[\s\S]*?\n\];/
|
||||
|
||||
@@ -465,6 +593,7 @@ function syncHeroList(src, heroes) {
|
||||
|
||||
app.post('/api/apply', (req, res) => {
|
||||
try {
|
||||
if (!localOnly(res)) return
|
||||
const heroes = req.body?.heroes
|
||||
if (!Array.isArray(heroes) || !heroes.length) {
|
||||
return res.status(400).json({ error: 'heroes 不能为空' })
|
||||
@@ -486,7 +615,19 @@ app.post('/api/apply', (req, res) => {
|
||||
}
|
||||
})
|
||||
|
||||
const PORT = 3001
|
||||
app.listen(PORT, () => {
|
||||
console.log(`[hero-config-tool] server listening http://localhost:${PORT}`)
|
||||
const PORT = Number(process.env.PORT || 3001)
|
||||
// 默认监听所有网卡,保证容器/局域网端口映射可用;可用 HOST=127.0.0.1 限制为本机
|
||||
const HOST = process.env.HOST || '0.0.0.0'
|
||||
|
||||
// 线上设计版:托管前端构建产物(web/dist),单个服务即可对外提供完整站点
|
||||
if (MODE === 'remote') {
|
||||
const DIST_DIR = path.resolve(__dirname, '..', 'web', 'dist')
|
||||
if (fs.existsSync(DIST_DIR)) {
|
||||
app.use(express.static(DIST_DIR))
|
||||
app.get(/^\/(?!api\/).*/, (_req, res) => res.sendFile(path.join(DIST_DIR, 'index.html')))
|
||||
}
|
||||
}
|
||||
|
||||
app.listen(PORT, HOST, () => {
|
||||
console.log(`[hero-config-tool] mode=${MODE} schemaVersion=${SCHEMA_VERSION} listening http://${HOST}:${PORT}`)
|
||||
})
|
||||
|
||||
@@ -4,11 +4,15 @@
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "node --watch index.js"
|
||||
"dev": "node --watch index.js",
|
||||
"start": "node index.js",
|
||||
"push-meta": "node scripts/push-meta.js"
|
||||
},
|
||||
"dependencies": {
|
||||
"cors": "^2.8.5",
|
||||
"dotenv": "^18.0.5",
|
||||
"esbuild": "^0.24.0",
|
||||
"express": "^4.21.2"
|
||||
"express": "^4.21.2",
|
||||
"mongodb": "^6.12.0"
|
||||
}
|
||||
}
|
||||
|
||||
35
put/server/scripts/migrate-to-mongo.js
Normal file
35
put/server/scripts/migrate-to-mongo.js
Normal file
@@ -0,0 +1,35 @@
|
||||
/**
|
||||
* 一次性迁移:把本地 data/heroes.json、data/templates.json 导入线上 MongoDB
|
||||
* 用法:配置 MONGO_URL 后执行 node scripts/migrate-to-mongo.js
|
||||
* 已在库中的数据会按 uuid 幂等覆盖,可重复执行。
|
||||
*/
|
||||
import fs from 'node:fs'
|
||||
import path from 'node:path'
|
||||
import url from 'node:url'
|
||||
import { saveHeroes, saveTemplates, getHeroes } from '../db.js'
|
||||
|
||||
const __dirname = path.dirname(url.fileURLToPath(import.meta.url))
|
||||
const DATA_DIR = path.join(__dirname, '..', 'data')
|
||||
|
||||
const readJson = (file, fallback) => {
|
||||
const p = path.join(DATA_DIR, file)
|
||||
return fs.existsSync(p) ? JSON.parse(fs.readFileSync(p, 'utf8')) : fallback
|
||||
}
|
||||
|
||||
const heroes = readJson('heroes.json', { heroes: [] }).heroes || []
|
||||
const tpl = readJson('templates.json', { triggerPresets: [], fieldPresets: [] })
|
||||
|
||||
if (heroes.length) {
|
||||
await saveHeroes(heroes)
|
||||
console.log(`[migrate] heroes 导入 ${heroes.length} 条`)
|
||||
} else {
|
||||
console.log('[migrate] 无本地 heroes.json 或为空,跳过英雄导入')
|
||||
}
|
||||
if ((tpl.triggerPresets?.length || 0) + (tpl.fieldPresets?.length || 0) > 0) {
|
||||
await saveTemplates(tpl.triggerPresets || [], tpl.fieldPresets || [])
|
||||
console.log(`[migrate] templates 导入 trigger=${tpl.triggerPresets?.length || 0} field=${tpl.fieldPresets?.length || 0}`)
|
||||
} else {
|
||||
console.log('[migrate] 无本地 templates.json 或为空,跳过预设导入')
|
||||
}
|
||||
console.log(`[migrate] 库中现有英雄 ${(await getHeroes()).length} 条`)
|
||||
process.exit(0)
|
||||
29
put/server/scripts/push-meta.js
Normal file
29
put/server/scripts/push-meta.js
Normal file
@@ -0,0 +1,29 @@
|
||||
/**
|
||||
* 推送 meta 快照 + 结构版本到线上(项目开发版使用)
|
||||
* 用法:先启动本地 dev 服务,再执行 npm run push-meta
|
||||
* 产物:server/data/meta.json —— 需随线上设计版一起部署(git 提交或拷贝到 VPS)
|
||||
*/
|
||||
import fs from 'node:fs'
|
||||
import path from 'node:path'
|
||||
import url from 'node:url'
|
||||
import { bumpSchemaVersion } from '../db.js'
|
||||
|
||||
const __dirname = path.dirname(url.fileURLToPath(import.meta.url))
|
||||
const SNAPSHOT_PATH = path.join(__dirname, '..', 'data', 'meta.json')
|
||||
const LOCAL_API = process.env.LOCAL_API || 'http://localhost:3001'
|
||||
const SCHEMA_VERSION = Number(process.env.SCHEMA_VERSION || 1)
|
||||
|
||||
const res = await fetch(`${LOCAL_API}/api/meta-snapshot`)
|
||||
if (!res.ok) {
|
||||
const body = await res.text().catch(() => '')
|
||||
throw new Error(`拉取 meta 快照失败(请确认本地 dev 服务已启动): ${res.status} ${body}`)
|
||||
}
|
||||
const snapshot = await res.json()
|
||||
fs.mkdirSync(path.dirname(SNAPSHOT_PATH), { recursive: true })
|
||||
fs.writeFileSync(SNAPSHOT_PATH, JSON.stringify(snapshot), 'utf8')
|
||||
|
||||
const dbVersion = await bumpSchemaVersion(SCHEMA_VERSION)
|
||||
console.log(`[push-meta] meta.json 已生成(${Buffer.byteLength(JSON.stringify(snapshot))} bytes)`)
|
||||
console.log(`[push-meta] 数据库结构版本: v${dbVersion}(本服务 v${SCHEMA_VERSION})`)
|
||||
console.log('[push-meta] 请将 meta.json 与最新代码一起部署到线上设计版')
|
||||
process.exit(0)
|
||||
88
put/web/dist/assets/index-CZTxENXL.js
vendored
Normal file
88
put/web/dist/assets/index-CZTxENXL.js
vendored
Normal file
File diff suppressed because one or more lines are too long
1
put/web/dist/assets/index-Dzv_EDk3.css
vendored
Normal file
1
put/web/dist/assets/index-Dzv_EDk3.css
vendored
Normal file
File diff suppressed because one or more lines are too long
13
put/web/dist/index.html
vendored
Normal file
13
put/web/dist/index.html
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>英雄配置编辑器</title>
|
||||
<script type="module" crossorigin src="/assets/index-CZTxENXL.js"></script>
|
||||
<link rel="stylesheet" crossorigin href="/assets/index-Dzv_EDk3.css">
|
||||
</head>
|
||||
<body>
|
||||
<div id="app"></div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,18 +1,33 @@
|
||||
<template>
|
||||
<div class="hero-app">
|
||||
<header class="hero-header">
|
||||
<h1>英雄配置编辑器</h1>
|
||||
<h1>
|
||||
英雄配置编辑器
|
||||
<el-tag size="small" :type="isDev ? 'success' : 'warning'" effect="plain">
|
||||
{{ isDev ? '项目开发版' : '线上设计版' }} v{{ meta?.schemaVersion ?? '-' }}
|
||||
</el-tag>
|
||||
</h1>
|
||||
<div class="actions">
|
||||
<el-radio-group v-model="view" size="small">
|
||||
<el-radio-button value="heroes">英雄列表</el-radio-button>
|
||||
<el-radio-button value="templates">预设库</el-radio-button>
|
||||
</el-radio-group>
|
||||
<el-button size="small" @click="refreshMeta" :loading="loadingMeta">刷新配置数据</el-button>
|
||||
<el-button size="small" type="success" @click="doSave" :disabled="!heroes.length">保存到服务器</el-button>
|
||||
<el-button size="small" type="success" @click="doSave" :disabled="!heroes.length || outdated">保存到数据库</el-button>
|
||||
<template v-if="isDev">
|
||||
<el-button size="small" type="primary" @click="doApply" :disabled="!heroes.length">写入 heroSet.ts</el-button>
|
||||
<el-button size="small" type="danger" @click="doExportCsv" :disabled="!heroes.length">导出英雄设计表.csv</el-button>
|
||||
</template>
|
||||
</div>
|
||||
</header>
|
||||
<el-alert
|
||||
v-if="outdated"
|
||||
type="error"
|
||||
:closable="false"
|
||||
show-icon
|
||||
:title="`数据库结构已升级到 v${meta.dbSchemaVersion},当前线上设计版(v${meta.schemaVersion})已切换为只读,请更新部署后再修改`"
|
||||
style="margin-bottom: 8px"
|
||||
/>
|
||||
<div class="hero-main">
|
||||
<!-- 预设库视图 -->
|
||||
<TemplateManager
|
||||
@@ -165,11 +180,11 @@
|
||||
<div class="panel">
|
||||
<h3>触发技能(lv4 激活)</h3>
|
||||
<el-tabs>
|
||||
<el-tab-pane label="atking 攻击后"><TriggerGroupEditor :model="current.atking" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="atked 受击后"><TriggerGroupEditor :model="current.atked" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="fstart 战斗开始"><TriggerGroupEditor :model="current.fstart" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="fend 回合结束"><TriggerGroupEditor :model="current.fend" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="dead 死亡后"><TriggerGroupEditor :model="current.dead" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="atking 攻击后"><TriggerGroupEditor group="atking" :model="current.atking" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="atked 受击后"><TriggerGroupEditor group="atked" :model="current.atked" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="fstart 战斗开始"><TriggerGroupEditor group="fstart" :model="current.fstart" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="fend 回合结束"><TriggerGroupEditor group="fend" :model="current.fend" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
<el-tab-pane label="dead 死亡后"><TriggerGroupEditor group="dead" :model="current.dead" :skill-options="allSkills" :skill-map="skillMap" :buff-options="buffOptions" /></el-tab-pane>
|
||||
</el-tabs>
|
||||
</div>
|
||||
|
||||
@@ -252,6 +267,10 @@ const editVisible = ref(false)
|
||||
|
||||
const current = computed(() => heroes.value[activeIdx.value])
|
||||
|
||||
// 版本/模式:isDev 区分开发版全功能;outdated 时线上设计版只读
|
||||
const isDev = computed(() => meta.value?.mode === 'local')
|
||||
const outdated = computed(() => (meta.value?.dbSchemaVersion ?? 0) > (meta.value?.schemaVersion ?? 0))
|
||||
|
||||
// 首页列表排序:none 原始顺序 / role 按职业枚举序(坦克→辅助)/ rarity 按星级
|
||||
const sortKey = ref('none')
|
||||
const sortOrder = ref('desc')
|
||||
@@ -380,7 +399,15 @@ function triggerSummary(h) {
|
||||
const name = entries[0]?.name || skillMap.value[sid]?.name || ''
|
||||
const e = entries[0]
|
||||
const ov = e?.overrides || {}
|
||||
const parts = [`t_num${e?.t_num}`, ...overrideParts(ov)]
|
||||
const parts = [`t_num${e?.t_num}`]
|
||||
// 攻/受击组附带概率与保底信息(缺省 100%/0 不展示)
|
||||
if (tk === 'atking' || tk === 'atked') {
|
||||
if (e?.t_chance != null && e.t_chance < 100) {
|
||||
parts.push(`概率${e.t_chance}%`)
|
||||
if (e.pity_add > 0) parts.push(`保底+${e.pity_add}%`)
|
||||
}
|
||||
}
|
||||
parts.push(...overrideParts(ov))
|
||||
lines.push(`${tk}: ${sid} ${name} lv${minLv} ${parts.join(' ')}`)
|
||||
}
|
||||
}
|
||||
@@ -502,7 +529,7 @@ async function loadTemplates() {
|
||||
async function doSave() {
|
||||
try {
|
||||
const r = await api.saveHeroes(heroes.value)
|
||||
ElMessage.success(`已保存 ${r.count} 个英雄 → ${r.path}`)
|
||||
ElMessage.success(`已保存 ${r.count} 个英雄到数据库`)
|
||||
} catch (e) {
|
||||
ElMessage.error('保存失败: ' + (e?.response?.data?.error || e.message))
|
||||
}
|
||||
|
||||
@@ -1,12 +1,16 @@
|
||||
import axios from 'axios'
|
||||
|
||||
// 开发环境走 vite 代理(留空即可);部署静态站点时用 VITE_API_BASE 指向后端服务
|
||||
const baseURL = import.meta.env.VITE_API_BASE || ''
|
||||
const http = axios.create({ baseURL })
|
||||
|
||||
export const api = {
|
||||
meta: () => axios.get('/api/meta').then((r) => r.data),
|
||||
refresh: () => axios.post('/api/refresh').then((r) => r.data),
|
||||
fetchHeroes: () => axios.get('/api/heroes').then((r) => r.data),
|
||||
saveHeroes: (heroes) => axios.post('/api/heroes', { heroes }).then((r) => r.data),
|
||||
applyHeroes: (heroes) => axios.post('/api/apply', { heroes }).then((r) => r.data),
|
||||
exportCsv: (heroes) => axios.post('/api/export-csv', { heroes }).then((r) => r.data),
|
||||
fetchTemplates: () => axios.get('/api/templates').then((r) => r.data),
|
||||
saveTemplates: (templates) => axios.post('/api/templates', { templates }).then((r) => r.data),
|
||||
meta: () => http.get('/api/meta').then((r) => r.data),
|
||||
refresh: () => http.post('/api/refresh').then((r) => r.data),
|
||||
fetchHeroes: () => http.get('/api/heroes').then((r) => r.data),
|
||||
saveHeroes: (heroes) => http.post('/api/heroes', { heroes }).then((r) => r.data),
|
||||
applyHeroes: (heroes) => http.post('/api/apply', { heroes }).then((r) => r.data),
|
||||
exportCsv: (heroes) => http.post('/api/export-csv', { heroes }).then((r) => r.data),
|
||||
fetchTemplates: () => http.get('/api/templates').then((r) => r.data),
|
||||
saveTemplates: (templates) => http.post('/api/templates', { templates }).then((r) => r.data),
|
||||
}
|
||||
|
||||
@@ -32,6 +32,8 @@
|
||||
<span class="tpl-meta-item">{{ p.uuid }} {{ skillName(p.uuid) }}</span>
|
||||
<span class="tpl-meta-sep">·</span>
|
||||
<span class="tpl-meta-item">t_num {{ p.entry.t_num }}</span>
|
||||
<span class="tpl-meta-sep" v-if="p.entry.t_chance != null && p.entry.t_chance < 100">·</span>
|
||||
<span class="tpl-meta-item" v-if="p.entry.t_chance != null && p.entry.t_chance < 100">概率 {{ p.entry.t_chance }}%</span>
|
||||
<span class="tpl-meta-sep">·</span>
|
||||
<span class="tpl-meta-item">lv{{ p.entry.lv }}</span>
|
||||
</div>
|
||||
@@ -129,6 +131,14 @@
|
||||
<el-form-item label="t_num">
|
||||
<el-input-number v-model="currentTrigger.entry.t_num" :min="1" :controls="false" style="width: 100%" />
|
||||
</el-form-item>
|
||||
<template v-if="currentTrigger.group === 'atking' || currentTrigger.group === 'atked'">
|
||||
<el-form-item label="t_chance 触发概率%(空=100)">
|
||||
<el-input-number v-model="currentTrigger.entry.t_chance" :min="0" :max="100" :controls="false" style="width: 100%" />
|
||||
</el-form-item>
|
||||
<el-form-item label="pity_add 保底叠加%(空=0)">
|
||||
<el-input-number v-model="currentTrigger.entry.pity_add" :min="0" :max="100" :controls="false" style="width: 100%" />
|
||||
</el-form-item>
|
||||
</template>
|
||||
<el-form-item label="组名 name">
|
||||
<el-input v-model="currentTrigger.entry.name" placeholder="留空回退底座名" />
|
||||
</el-form-item>
|
||||
|
||||
@@ -15,9 +15,17 @@
|
||||
<el-option v-for="n in 5" :key="n" :label="`Lv${n}`" :value="n" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
<el-form-item label="t_num (1=每次,3≈33%,4≈25%)">
|
||||
<el-form-item label="t_num 次数阈值(1=每次)">
|
||||
<el-input-number v-model="entry.t_num" :min="1" :controls="false" style="width: 100%" />
|
||||
</el-form-item>
|
||||
<template v-if="chanceVisible">
|
||||
<el-form-item label="t_chance 触发概率%(空=100)">
|
||||
<el-input-number v-model="entry.t_chance" :min="0" :max="100" :controls="false" style="width: 100%" placeholder="缺省必触发" />
|
||||
</el-form-item>
|
||||
<el-form-item label="pity_add 保底叠加%(空=0)">
|
||||
<el-input-number v-model="entry.pity_add" :min="0" :max="100" :controls="false" style="width: 100%" placeholder="未触发时下次概率增量" />
|
||||
</el-form-item>
|
||||
</template>
|
||||
<el-form-item label="组名(仅第1档)" v-if="idx === 0">
|
||||
<el-input v-model="entry.name" />
|
||||
</el-form-item>
|
||||
@@ -42,18 +50,22 @@
|
||||
</template>
|
||||
|
||||
<script setup>
|
||||
import { ref } from 'vue'
|
||||
import { computed, ref } from 'vue'
|
||||
import OverrideEditor from './OverrideEditor.vue'
|
||||
import { defaultTriggerEntry } from '../constants'
|
||||
|
||||
const props = defineProps({
|
||||
model: { type: Object, required: true }, // TriggerGrouped
|
||||
// 触发组 key(atking/atked/fstart/fend/dead),决定是否展示概率参数
|
||||
group: { type: String, default: '' },
|
||||
skillOptions: { type: Array, default: () => [] },
|
||||
skillMap: { type: Object, default: () => ({}) },
|
||||
// 全部 buff 候选(timed_buff_id 下拉用),由 App 透传
|
||||
buffOptions: { type: Array, default: () => [] },
|
||||
})
|
||||
const newSid = ref(null)
|
||||
// 概率参数仅攻/受击触发消费(fstart/fend/dead 固定触发)
|
||||
const chanceVisible = computed(() => props.group === 'atking' || props.group === 'atked')
|
||||
|
||||
function skillName(sid) {
|
||||
return props.skillMap[sid]?.name || ''
|
||||
@@ -69,6 +81,13 @@ function removeGroup(sid) {
|
||||
}
|
||||
function addEntry(group) {
|
||||
const lastLv = group.length ? group[group.length - 1].lv : 4
|
||||
group.push({ lv: lastLv + 3, s_lv: 2, name: '', t_num: 3, overrides: {}, desc: '' })
|
||||
const entry = { lv: lastLv + 3, s_lv: 2, name: '', t_num: 3, overrides: {}, desc: '' }
|
||||
// 概率参数沿袭组内末档(攻/受击触发才生效)
|
||||
if (chanceVisible.value && group.length) {
|
||||
const last = group[group.length - 1]
|
||||
entry.t_chance = last.t_chance ?? null
|
||||
entry.pity_add = last.pity_add ?? null
|
||||
}
|
||||
group.push(entry)
|
||||
}
|
||||
</script>
|
||||
|
||||
@@ -46,8 +46,8 @@ export const ROLE_ATK_SKILL = {
|
||||
Warrior: [6004],
|
||||
Assassin: [6001, 6002, 6003, 6004],
|
||||
Archer: [6004, 6006, 6007, 6008],
|
||||
Mage: [6009, 6010, 6011, 6012],
|
||||
Support: [6004, 6009, 6010, 6011, 6012],
|
||||
Mage: [6009, 6010, 6011, 6012, 6013, 6014, 6015],
|
||||
Support: [6004, 6009, 6010, 6011, 6012, 6013, 6014, 6015],
|
||||
}
|
||||
|
||||
// 按职业映射大招底座
|
||||
@@ -117,7 +117,7 @@ export function defaultHero() {
|
||||
dodge: null, // 闪避率(null = 全局默认 15,填值覆盖)
|
||||
accuracy: null, // 命中率(null = 全局默认 10,填值覆盖)
|
||||
skills: [], // [{uuid,name,cd,cdExpr,overrides,desc,lv_entries:[{lv,s_lv,overrides,desc}]}]
|
||||
atking: {}, // {uuid:[{lv,s_lv,name,t_num,overrides,desc}]}
|
||||
atking: {}, // {uuid:[{lv,s_lv,name,t_num,t_chance?,pity_add?,overrides,desc}]} t_chance/pity_add 仅攻/受击组生效
|
||||
atked: {},
|
||||
fstart: {},
|
||||
fend: {},
|
||||
|
||||
@@ -4,6 +4,8 @@ import vue from '@vitejs/plugin-vue'
|
||||
export default defineConfig({
|
||||
plugins: [vue()],
|
||||
server: {
|
||||
// 监听所有网卡,容器/局域网内可直接访问开发服务器
|
||||
host: '0.0.0.0',
|
||||
port: 4004,
|
||||
strictPort: true,
|
||||
proxy: {
|
||||
|
||||
Reference in New Issue
Block a user