2 Commits

Author SHA1 Message Date
pan
1b1244c33c refactor(skillDesc): 重构技能描述渲染,支持全档位合并展示
修改了技能描述构建逻辑,新增showLocked参数实现全档位模式:
1. 英雄盒面板现在可以展示技能全部档位,已激活档正常高亮,未激活档位灰色弱化
2. 重构了buildReviveLine、buildSkillLines等核心函数,拆分逻辑适配多档位展示
3. 新增locked和nextValues字段支持未激活状态和未来档位数值拼接
4. 优化了富文本渲染规则,区分激活/未激活样式
2026-08-04 17:18:35 +08:00
pan
57c7934571 refactor(hero): 重构技能触发与属性系统,使用运行时解析缓存
1. 重构英雄属性组件,将静态配置与运行时缓存分离,新增runtime_前缀的运行时解析字段
2. 移除旧的evolve进化配置处理逻辑,改为通过等级解析器动态获取当前等级生效的技能与属性
3. 统一怪物与英雄的技能触发逻辑,均使用运行时缓存字段
4. 更新测试模式配置结构,适配新的分组+等级数组配置格式
5. 优化技能描述生成逻辑,支持新的等级配置结构
2026-08-04 16:46:59 +08:00
11 changed files with 723 additions and 532 deletions

View File

@@ -23,12 +23,12 @@
* 字段结构一致天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。 * 字段结构一致天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
* *
* 依赖: * 依赖:
* - heroSet :SkillTriggerName、SkillTriggerType、HeroEvolve * - heroSet :SkillTriggerName、SkillTriggerType、TriggerGrouped/LvFieldEntry/LvReviveEntry/LvBonusEntry 及 resolver
* - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup * - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
* - SkillDescSet:结构化描述模板 * - SkillDescSet:结构化描述模板
* - FieldSkillSet驻场技能、BuffList计时 buff 默认值兜底、Attrs属性枚举 * - FieldSkillSet驻场技能、BuffList计时 buff 默认值兜底、Attrs属性枚举
*/ */
import { HeroEvolve, SkillTriggerName, SkillTriggerType } from "./heroSet"; import { SkillTriggerName, SkillTriggerType, TriggerGrouped, LvTriggerEntry, LvFieldEntry, LvReviveEntry, LvBonusEntry, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv } from "./heroSet";
import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet"; import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet";
import { FieldDescSet, FieldValueFmt, SkillDescSet } from "./SkillDescSet"; import { FieldDescSet, FieldValueFmt, SkillDescSet } from "./SkillDescSet";
import { BuffList } from "./BuffSet"; import { BuffList } from "./BuffSet";
@@ -37,21 +37,22 @@ import { CardConfig } from "./CardSet";
/** /**
* 生成器入参窄接口:只约束实际读取的字段。 * 生成器入参窄接口:只约束实际读取的字段。
* heroInfo 与 HeroAttrsComp 的对应字段结构完全一致,天然都满足此接口。 * heroInfo 与 HeroAttrsComp 的对应字段结构完全一致(均为分组 + lv 数组),天然都满足此接口。
*/ */
export interface ISkillDescSource { export interface ISkillDescSource {
/** 当前等级(用于计算 revive 实际复活次数、evolve 累计加成;静态 heroInfo 恒为 1 */ /** 当前等级(用于 resolve 触发技能/光环/复活取档;静态 heroInfo 恒为 1 */
lv?: number; lv?: number;
call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; call?: TriggerGrouped;
dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; dead?: TriggerGrouped;
fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; fstart?: TriggerGrouped;
fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; fend?: TriggerGrouped;
atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; atking?: TriggerGrouped;
atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; atked?: TriggerGrouped;
field?: number[]; field?: LvFieldEntry[];
revive?: { s_uuid: number; r_num: number; upr: number }; revive?: LvReviveEntry[];
/** 等级进化配置heroInfo 自带HeroAttrsComp 记录快照),用于累计 ap/hp 额外加成文案 */ /** 额外攻击/生命加成(按 lv 累加,用于成长文案 */
evolve?: Record<number, HeroEvolve>; ap_bonus?: LvBonusEntry[];
hp_bonus?: LvBonusEntry[];
} }
/** /**
@@ -65,6 +66,10 @@ interface ISkillLine {
value: string; value: string;
/** 数值后的文本(如 "持续5秒" 之类尾部补充) */ /** 数值后的文本(如 "持续5秒" 之类尾部补充) */
suffix: string; suffix: string;
/** 尚未激活(档位等级高于当前等级):富文本整行灰色、不做高亮 */
locked?: boolean;
/** 同一技能未来档位的数值列表(全档位合并模式专用):渲染为 value 后灰色 "/v1/v2" 拼接 */
nextValues?: string[];
} }
/** 需要遍历的触发技能类型列表(不含 Field 和 Revive这两者结构不同需单独处理 */ /** 需要遍历的触发技能类型列表(不含 Field 和 Revive这两者结构不同需单独处理 */
@@ -89,6 +94,9 @@ const RICH_VALUE_COLOR = "#27AE60";
/** 富文本技能名高亮色(蓝色,与数值绿色区分,标识技能名「」片段) */ /** 富文本技能名高亮色(蓝色,与数值绿色区分,标识技能名「」片段) */
const RICH_NAME_COLOR = "#2E86C1"; const RICH_NAME_COLOR = "#2E86C1";
/** 富文本未激活档位整行灰色(低饱和,深色面板上可读但明显弱化) */
const RICH_LOCKED_COLOR = "#95A5A6";
/** 技能名「」匹配模式(仅本模块行首/行中技能名片段使用) */ /** 技能名「」匹配模式(仅本模块行首/行中技能名片段使用) */
const SKILL_NAME_PATTERN = /「([^」]*)」/g; const SKILL_NAME_PATTERN = /「([^」]*)」/g;
@@ -228,37 +236,81 @@ function buildFieldLine(head: string, uuid: number, showName: boolean = true): I
/** /**
* 复活revive结构化行复刻战斗公式高亮复活次数与回血百分比 * 复活revive结构化行复刻战斗公式高亮复活次数与回血百分比
* 复活次数 = r_num + floor((lv - 1) * upr);回血百分比 = SkillSet[s_uuid].ap * 复活次数 = r_num + floor((lv - 1) * upr);回血百分比 = SkillSet[s_uuid].ap
*
* @param showLocked true 时列出全部档位并标激活状态(未激活档位次数按解锁等级预估);
* false 时仅输出当前等级生效档
*/ */
function buildReviveLine(source: ISkillDescSource, showName: boolean = true): ISkillLine | null { function buildReviveLines(source: ISkillDescSource, showName: boolean = true, showLocked: boolean = false): ISkillLine[] {
const revive = source.revive;
if (!revive) return null;
const base = SkillSet[revive.s_uuid];
if (!base) return null;
const lv = Math.max(1, source.lv ?? 1); const lv = Math.max(1, source.lv ?? 1);
const maxCount = revive.r_num + Math.floor((lv - 1) * revive.upr); const entries = source.revive;
const hpPct = base.ap ?? 0; if (!entries?.length) return [];
const tpl = SkillTriggerName[SkillTriggerType.Revive] ?? "复活"; const tpl = SkillTriggerName[SkillTriggerType.Revive] ?? "复活";
const nameSeg = showName ? `${base.name}` : ""; const makeLine = (entry: { s_uuid: number; r_num: number; upr: number }, head: string, countLv: number, locked: boolean): ISkillLine | null => {
// 高亮片段选回血百分比(数值中最关键的收益指标) const base = SkillSet[entry.s_uuid];
return { if (!base) return null;
prefix: `${tpl}:${nameSeg}可复活${maxCount}次,每次恢复`, const maxCount = entry.r_num + Math.floor((countLv - 1) * entry.upr);
value: `${hpPct}%`, const hpPct = base.ap ?? 0;
suffix: "生命", const nameSeg = showName ? `${base.name}` : "";
// 高亮片段选回血百分比(数值中最关键的收益指标)
return {
prefix: `${head}${nameSeg}可复活${maxCount}次,每次恢复`,
value: `${hpPct}%`,
suffix: "生命",
locked,
};
}; };
if (!showLocked) {
const revive = resolveReviveByLv(entries, lv);
if (!revive) return [];
const line = makeLine(revive, `${tpl}:`, lv, false);
return line ? [line] : [];
}
// 全档位合并模式:每个 s_uuid 只出一行,等级前缀置前("Lv2: 复活 ..."
const groups: Record<number, LvReviveEntry[]> = {};
for (const e of entries) {
(groups[e.s_uuid] ??= []).push(e);
}
const lines: ISkillLine[] = [];
for (const key in groups) {
const sorted = [...groups[Number(key)]].sort((a, b) => a.lv - b.lv);
let active: LvReviveEntry | undefined;
for (const e of sorted) { if (e.lv <= lv) active = e; }
if (active) {
const line = makeLine(active, `Lv${active.lv}: ${tpl} `, lv, false);
if (!line) continue;
// 未来档回血数值以灰色追加(同 s_uuid 的 base.ap 通常相同,仅不同时才拼接)
const nextVals: string[] = [];
for (const e of sorted) {
if (e.lv <= lv) continue;
const v = `${SkillSet[e.s_uuid]?.ap ?? 0}%`;
if (v !== line.value && !nextVals.includes(v)) nextVals.push(v);
}
if (nextVals.length) line.nextValues = nextVals;
lines.push(line);
} else {
// 完全未激活:预览最低档,次数按解锁等级预估,整行灰色
const first = sorted[0];
const line = makeLine(first, `Lv${first.lv}: ${tpl} `, first.lv, true);
if (line) lines.push(line);
}
}
return lines;
} }
/** evolve 额外属性加成ap/hp累计结构化行高亮累计数值 */ /** 额外属性加成ap/hp累计结构化行高亮累计数值 */
function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] { function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] {
const evolve = source.evolve;
if (!evolve) return [];
const lv = Math.max(1, source.lv ?? 1); const lv = Math.max(1, source.lv ?? 1);
let apTotal = 0; let apTotal = 0;
let hpTotal = 0; let hpTotal = 0;
for (let elv = 2; elv <= lv; elv++) { if (source.ap_bonus) {
const evo = evolve[elv]; for (const e of source.ap_bonus) { if (e.lv <= lv) apTotal += e.value; }
if (!evo) continue; }
apTotal += evo.ap_bonus ?? 0; if (source.hp_bonus) {
hpTotal += evo.hp_bonus ?? 0; for (const e of source.hp_bonus) { if (e.lv <= lv) hpTotal += e.value; }
} }
const lines: ISkillLine[] = []; const lines: ISkillLine[] = [];
if (apTotal !== 0) lines.push({ prefix: "成长:额外", value: `+${apTotal}`, suffix: ATTR_NAME[Attrs.ap] ?? "攻击力" }); if (apTotal !== 0) lines.push({ prefix: "成长:额外", value: `+${apTotal}`, suffix: ATTR_NAME[Attrs.ap] ?? "攻击力" });
@@ -267,46 +319,112 @@ function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] {
} }
/** /**
* 构建全部能力结构化行(触发技能 + 驻场光环 + 复活 + evolve 加成)。 * 构建全部能力结构化行(触发技能 + 驻场光环 + 复活 + 额外加成)。
* 纯文本与富文本两个公开接口共用此结果,仅渲染阶段不同。 * 纯文本与富文本两个公开接口共用此结果,仅渲染阶段不同。
* @param showName 是否在行中包含「技能名」片段(英雄盒面板传 false 隐藏技能名) *
* @param showName 是否在行中包含「技能名」片段
* @param showLocked true 时为全档位合并模式:每个技能只出一行——已激活档正常渲染且
* 未来档数值灰色拼接在 value 后nextValues完全未激活的技能
* 预览最低档、整行 locked 灰色、Lv 前缀置前。false 时仅输出当前生效档
*/ */
function buildSkillLines(source: ISkillDescSource, showName: boolean = true): ISkillLine[] { function buildSkillLines(source: ISkillDescSource, showName: boolean = true, showLocked: boolean = false): ISkillLine[] {
const lines: ISkillLine[] = []; const lines: ISkillLine[] = [];
const lv = Math.max(1, source.lv ?? 1);
// ---- 6 种标准触发技能 ---- // ---- 6 种标准触发技能 ----
for (const key of TRIGGER_KEYS) { for (const key of TRIGGER_KEYS) {
const arr = source[key] as { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] | undefined; const grouped = source[key] as TriggerGrouped | undefined;
if (!arr?.length) continue; if (!grouped) continue;
// 触发类型简称(召唤/亡语/起手/生息/进击/受击) // 触发类型简称(召唤/亡语/起手/生息/进击/受击)
const name = SkillTriggerName[key] ?? key; const name = SkillTriggerName[key] ?? key;
// 仅进击/受击带触发次数,拼为"×n";其余简称直接用 // 仅进击/受击带触发次数,拼为"×n";其余简称直接用
const needCount = key === SkillTriggerType.Atking || key === SkillTriggerType.Atked; const needCount = key === SkillTriggerType.Atking || key === SkillTriggerType.Atked;
for (const item of arr) {
const base = SkillSet[item.s_uuid]; if (!showLocked) {
// 仅当前等级生效档resolve 取各 s_uuid ≤lv 的最大档)
for (const item of resolveTriggerByLv(grouped, lv)) {
const base = SkillSet[item.s_uuid];
if (!base) continue;
const skill = mergeSkillParams(base, item.overrides);
const trigger = needCount ? `${name}×${item.t_num}` : name;
const nameSeg = showName ? `${base.name}` : "";
lines.push(buildEffectLine(`${trigger}:${nameSeg}`, skill));
}
continue;
}
// 全档位合并模式:每个 s_uuid 只出一行,等级前缀置前("Lv1: 进击×5 ..."
for (const sKey in grouped) {
const entries = grouped[sKey];
if (!entries?.length) continue;
const base = SkillSet[Number(sKey)];
if (!base) continue; if (!base) continue;
const skill = mergeSkillParams(base, item.overrides); const sorted = [...entries].sort((a, b) => a.lv - b.lv);
const trigger = needCount ? `${name}×${item.t_num}` : name;
const nameSeg = showName ? `${base.name}` : ""; const nameSeg = showName ? `${base.name}` : "";
lines.push(buildEffectLine(`${trigger}:${nameSeg}`, skill)); const headOf = (e: LvTriggerEntry) => `Lv${e.lv}: ${needCount ? `${name}×${e.t_num}` : name} ${nameSeg}`;
// 取当前等级生效档≤lv 的最大档)
let active: LvTriggerEntry | undefined;
for (const e of sorted) { if (e.lv <= lv) active = e; }
if (active) {
const line = buildEffectLine(headOf(active), mergeSkillParams(base, active.overrides));
// 未来档数值以灰色 "/v1/v2" 追加在高亮数值后(仅收集与当前不同的数值,避免重复)
const nextVals: string[] = [];
for (const e of sorted) {
if (e.lv <= lv) continue;
const v = buildEffectLine("", mergeSkillParams(base, e.overrides)).value;
if (v && v !== line.value && !nextVals.includes(v)) nextVals.push(v);
}
if (nextVals.length) line.nextValues = nextVals;
lines.push(line);
} else {
// 技能完全未激活:预览最低档效果,整行灰色
const first = sorted[0];
const line = buildEffectLine(headOf(first), mergeSkillParams(base, first.overrides));
line.locked = true;
lines.push(line);
}
} }
} }
// ---- 驻场光环field查 FieldDescSet 结构化渲染value 数值高亮 ---- // ---- 驻场光环field查 FieldDescSet 结构化渲染value 数值高亮 ----
const fieldUuids = source[SkillTriggerType.Field] as number[] | undefined; const fieldEntries = source[SkillTriggerType.Field] as LvFieldEntry[] | undefined;
if (fieldUuids?.length) { if (fieldEntries?.length) {
const tpl = SkillTriggerName[SkillTriggerType.Field] ?? "光环"; const tpl = SkillTriggerName[SkillTriggerType.Field] ?? "光环";
for (const uuid of fieldUuids) { if (!showLocked) {
const line = buildFieldLine(`${tpl}:`, uuid, showName); for (const uuid of resolveFieldByLv(fieldEntries, lv)) {
if (line) lines.push(line); const line = buildFieldLine(`${tpl}:`, uuid, showName);
if (line) lines.push(line);
}
} else {
// 全档位合并模式生效档≤lv 最大档)正常显示,未来档整行灰色且 Lv 置前;
// 被替换的历史档不显示resolve 语义下升级后旧档光环失效)
const sorted = [...fieldEntries].sort((a, b) => a.lv - b.lv);
let activeTier: LvFieldEntry | undefined;
for (const tier of sorted) { if (tier.lv <= lv) activeTier = tier; }
if (activeTier) {
for (const uuid of activeTier.uuids) {
const line = buildFieldLine(`Lv${activeTier.lv}: ${tpl} `, uuid, showName);
if (line) lines.push(line);
}
}
for (const tier of sorted) {
if (tier.lv <= lv) continue;
for (const uuid of tier.uuids) {
const line = buildFieldLine(`Lv${tier.lv}: ${tpl} `, uuid, showName);
if (!line) continue;
line.locked = true;
lines.push(line);
}
}
} }
} }
// ---- 复活revive---- // ---- 复活revive----
const reviveLine = buildReviveLine(source, showName); lines.push(...buildReviveLines(source, showName, showLocked));
if (reviveLine) lines.push(reviveLine);
// ---- evolve 额外属性加成ap/hp---- // ---- 额外属性加成ap/hp,按当前等级累计----
lines.push(...buildEvolveBonusLines(source)); lines.push(...buildEvolveBonusLines(source));
return lines; return lines;
@@ -325,20 +443,17 @@ export function buildSkillDesc(source: ISkillDescSource): string {
/** /**
* 富文本描述RichText 用BBCode技能名用 <color=#2E86C1> 蓝色、数值用 <color=#27AE60> 亮绿色高亮。 * 富文本描述RichText 用BBCode技能名用 <color=#2E86C1> 蓝色、数值用 <color=#27AE60> 亮绿色高亮。
* @param source 触发技能数据源(同 buildSkillDesc * @param source 触发技能数据源(同 buildSkillDesc
* @param showName 是否包含「技能名」片段(英雄盒面板传 false 隐藏技能名,默认 true * @param showName 是否包含「技能名」片段(默认 true
* @returns 多行富文本串,技能名片段包裹 <color=#2E86C1>、数值片段包裹 <color=#27AE60>,用 \n 分隔 * @param showLocked true 时为全档位合并模式:每个技能只出一行,已激活档数值高亮、
* 未来档数值灰色 "/v1/v2" 追加;完全未激活的技能整行灰色且 Lv 前缀置前
* 英雄盒面板用false 时仅输出当前等级生效档
* @returns 多行富文本串,用 \n 分隔
*/ */
export function buildSkillDescRich(source: ISkillDescSource, showName: boolean = true): string { export function buildSkillDescRich(source: ISkillDescSource, showName: boolean = true, showLocked: boolean = false): string {
return buildSkillLines(source, showName) return buildSkillLines(source, showName, showLocked)
.map(l => { // 未激活行保持整行灰色,不再补充"持续X秒"数值高亮
const prefix = l.prefix.replace(SKILL_NAME_PATTERN, `「<color=${RICH_NAME_COLOR}>$1</color>」`); .map(l => l.locked ? renderLineRich(l) : highlightDuration(renderLineRich(l)))
const text = l.value
? `${prefix}<color=${RICH_VALUE_COLOR}>${l.value}</color>${l.suffix}`
: `${prefix}${l.suffix}`;
// 持续时间数值同样高亮(计时 buff 的"持续X秒"
return highlightDuration(text);
})
.join("\n"); .join("\n");
} }
@@ -400,13 +515,17 @@ function highlightDuration(text: string): string {
/** /**
* 结构化行 → 富文本串(技能名蓝色、数值绿色)。 * 结构化行 → 富文本串(技能名蓝色、数值绿色)。
* buildEquipRich / buildCardDescRich 共用,保证渲染规则唯一。 * buildEquipRich / buildCardDescRich / buildSkillDescRich 共用,保证渲染规则唯一。
* 未激活行locked整行灰色弱化、不做技能名/数值高亮。
*/ */
function renderLineRich(line: ISkillLine): string { function renderLineRich(line: ISkillLine): string {
if (line.locked) return `<color=${RICH_LOCKED_COLOR}>${line.prefix}${line.value}${line.suffix}</color>`;
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, `「<color=${RICH_NAME_COLOR}>$1</color>」`); const prefix = line.prefix.replace(SKILL_NAME_PATTERN, `「<color=${RICH_NAME_COLOR}>$1</color>」`);
// 未来档数值灰色追加在当前高亮数值后("15%/20%/30%"suffix 仍位于整段数值之后
const next = line.nextValues?.length ? `<color=${RICH_LOCKED_COLOR}>/${line.nextValues.join("/")}</color>` : "";
return line.value return line.value
? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${line.suffix}` ? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${next}${line.suffix}`
: `${prefix}${line.suffix}`; : `${prefix}${next}${line.suffix}`;
} }
/** /**

View File

@@ -161,18 +161,19 @@ export interface heroInfo {
monType?: MonType; // 怪物专属类型 monType?: MonType; // 怪物专属类型
hp: number; // 生命值上限 hp: number; // 生命值上限
ap: number; // 攻击力 ap: number; // 攻击力
[SkillTriggerType.Call]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 召唤后触发的技能配置 [SkillTriggerType.Call]?: TriggerGrouped; // 召唤后触发的技能配置(按 s_uuid 分组,每组按 lv 升序)
[SkillTriggerType.Dead]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 死亡后触发的技能配置 [SkillTriggerType.Dead]?: TriggerGrouped; // 死亡后触发的技能配置
[SkillTriggerType.FStart]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 战斗开始时释放的技能配置 [SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置
[SkillTriggerType.FEnd]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 战斗结束时释放的技能配置 [SkillTriggerType.FEnd]?: TriggerGrouped; // 战斗结束时释放的技能配置
[SkillTriggerType.Field]?: number[]; // 驻场技能uuid列表英雄在场时对全局生效 [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]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 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.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]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 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.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.Revive]?: { s_uuid: number, r_num: number, upr: number }; // 复活技能配置s_uuid: 技能id, r_num: 触发所需的复活次数, upr 等级对复活次数的影响 [SkillTriggerType.Revive]?: LvReviveEntry[]; // 复活技能配置(按 lv 升序,运行时取 ≤英雄等级 的最大档)
dis?: number; // 攻击距离(像素) dis?: number; // 攻击距离(像素)
speed?: number; // 移动速度(像素/秒) speed?: number; // 移动速度(像素/秒)
skills: Record<number, HSkillInfo>; // 携带技能ID列表 skills: Record<number, HSkillInfo>; // 携带技能ID列表
evolve?: Record<number, HeroEvolve>; // 等级进化配置key=等级(2,3,...) ap_bonus?: LvBonusEntry[]; // 额外攻击加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档)
hp_bonus?: LvBonusEntry[]; // 额外生命加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档)
info: string; // 描述文案 info: string; // 描述文案
/** 分级能力说明索引0=1级依次递增信息面板逐条展示各等级技能与能力 */ /** 分级能力说明索引0=1级依次递增信息面板逐条展示各等级技能与能力 */
infos?: string[]; infos?: string[];
@@ -187,25 +188,46 @@ export interface HSkillInfo {
ccd: number; // 占位当前cd用于cd计时 ccd: number; // 占位当前cd用于cd计时
overrides?: SkillOverrides; // 角色专属参数覆盖 overrides?: SkillOverrides; // 角色专属参数覆盖
} }
/** /**
* 英雄等级进化配置 * 触发技能单档配置:达到 lv 级时此档参数生效t_num/overrides 可随等级变化)。
* 定义英雄在某等级时技能/属性的变化
*/ */
export interface HeroEvolve { export interface LvTriggerEntry {
/** 替换普攻技能(清除旧技能,添加新技能) */ lv: number; // 达到该英雄等级时解锁此档
skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides }; t_num: number;
/** 覆盖触发技能(完全替换该类型的触发配置) */ overrides?: SkillOverrides;
atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; }
atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; /**
fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; * 触发技能按 s_uuid 分组的配置:每个 s_uuid 下按 lv 升序排列。
fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; * 运行时取每个 s_uuid 中 ≤英雄等级 的最大 lv 档。
/** 覆盖驻场光环FieldSkillSet uuid 列表,存活期间全局生效) */ */
field?: number[]; export type TriggerGrouped = Record<number /*s_uuid*/, LvTriggerEntry[]>;
revive?: { s_uuid: number; r_num: number; upr: number };
/** 额外属性加成(在等级倍率基础上叠加) */ /**
ap_bonus?: number; * 驻场光环按等级解锁:运行时取 ≤英雄等级 的最大 lv 档的 uuids。
hp_bonus?: number; */
export interface LvFieldEntry {
lv: number;
uuids: number[];
}
/**
* 复活技能按等级解锁:运行时取 ≤英雄等级 的最大 lv 档。
*/
export interface LvReviveEntry {
lv: number;
s_uuid: number;
r_num: number;
upr: number;
}
/**
* 额外属性加成按等级叠加:运行时累加所有 ≤英雄等级 的档位。
*/
export interface LvBonusEntry {
lv: number;
value: number;
} }
/* /*
*=============英雄配置列表================ *=============英雄配置列表================
@@ -228,133 +250,124 @@ export const HeroInfo: Record<number, heroInfo> = {
5011: { 5011: {
uuid: 5011, name: "小铁卫", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28, uuid: 5011, name: "小铁卫", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }],
// 成长主线:护盾层数 4→5→6等效减伤 57%→67%6 级追加治疗形成“盾挡+回血”双循环 // 成长主线:护盾层数 4→5→6等效减伤 57%→67%6 级追加治疗形成“盾挡+回血”双循环
// 注意evolve.atked 为整体替换且逐级顺序应用,高级别需写完整数组 atked: {
evolve: { 6301: [
2: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }] }, { lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } },
3: { hp_bonus: 150 }, { lv: 2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } },
4: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 6 } }] }, { lv: 4, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 6 } },
5: { hp_bonus: 150, ap_bonus: 10 }, ],
6: { 6302: [
atked: [ { lv: 6, t_num: 5, overrides: { TGroup: TGroup.All, ap: 250 } },
{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 6 } }, ],
{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.All, ap: 250 } },
]
},
}, },
hp_bonus: [{ lv: 3, value: 150 }, { lv: 5, value: 150 }],
ap_bonus: [{ lv: 5, value: 10 }],
info: "<color=#27AE60>✧</color>受伤获得护盾\n<color=#9B59B6>✦</color>受伤全队恢复生命", info: "<color=#27AE60>✧</color>受伤获得护盾\n<color=#9B59B6>✦</color>受伤全队恢复生命",
}, },
5012: { 5012: {
uuid: 5012, name: "不死小强", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57, uuid: 5012, name: "不死小强", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [ atked: {
{ s_uuid: 6302, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 250 } }, 6302: [
{ s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }, { lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 250 } },
], { lv: 2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 300 } },
evolve: { { lv: 4, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 350 } },
2: { atked: [{ s_uuid: 6302, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 300 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] }, { lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 350 } },
3: { hp_bonus: 150 }, ],
4: { atked: [{ s_uuid: 6302, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 350 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] }, 6402: [
5: { atked: [{ s_uuid: 6302, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 350 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
6: { ],
atked: [ 6301: [
{ s_uuid: 6302, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 350 } }, { lv: 6, t_num: 5, overrides: { TGroup: TGroup.All, ap: 4 } },
{ s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }, ],
{ s_uuid: 6301, t_num: 5, overrides: { TGroup: TGroup.All, ap: 4 } },
]
},
}, },
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>受伤恢复生命\n<color=#9B59B6>✦</color>受伤全体获得护盾", info: "<color=#27AE60>✧</color>受伤恢复生命\n<color=#9B59B6>✦</color>受伤全体获得护盾",
}, },
5013: { 5013: {
uuid: 5013, name: "铁骨头", path: "hk4", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57, uuid: 5013, name: "铁骨头", path: "hk4", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [ atked: {
{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } }, 6301: [
{ s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }, { lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } },
], { lv: 2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } },
evolve: { { lv: 4, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } },
2: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] }, { lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } },
3: { hp_bonus: 150 }, { lv: 6, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 2 } },
4: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] }, ],
5: { atked: [{ s_uuid: 6301, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] }, 6402: [
6: { { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
atked: [ ],
{ s_uuid: 6301, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } },
{ s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
{ s_uuid: 6301, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 2 } },
]
},
}, },
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>受伤获得护盾与生命\n<color=#9B59B6>✦</color>受伤全队获得护盾", info: "<color=#27AE60>✧</color>受伤获得护盾与生命\n<color=#9B59B6>✦</color>受伤全队获得护盾",
}, },
5014: { 5014: {
uuid: 5014, name: "怒火武者", path: "hk5", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85, uuid: 5014, name: "怒火武者", path: "hk5", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
atked: [ atked: {
{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, 6401: [
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } },
], { lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } },
evolve: { ],
2: { atked: [{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }] }, 6403: [
3: { hp_bonus: 150 }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
4: { atked: [{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] }, { lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
5: { atked: [{ s_uuid: 6401, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] }, { lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
6: { ],
atked: [ 6404: [
{ s_uuid: 6401, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, ],
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
]
},
}, },
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>受伤提升攻击与暴击\n<color=#9B59B6>✦</color>受伤限时提升暴伤", info: "<color=#27AE60>✧</color>受伤提升攻击与暴击\n<color=#9B59B6>✦</color>受伤限时提升暴伤",
}, },
5015: { 5015: {
uuid: 5015, name: "血刃武者", path: "hc3", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113, uuid: 5015, name: "血刃武者", path: "hc3", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [ atked: {
{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } }, 6301: [
{ s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, { lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } },
], { lv: 2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } },
evolve: { { lv: 4, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } },
2: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }, { s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } }] }, { lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } },
3: { hp_bonus: 200 }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, ap: 2 } },
4: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }, { s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] }, ],
5: { atked: [{ s_uuid: 6301, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } }, { s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] }, 6404: [
6: { { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
atked: [ { lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } },
{ s_uuid: 6301, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } }, { lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }, ],
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, 6403: [
{ s_uuid: 6301, t_num: 7, overrides: { TGroup: TGroup.Team, ap: 2 } }, { lv: 6, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
] ],
},
}, },
hp_bonus: [{ lv: 3, value: 200 }],
info: "<color=#27AE60>✧</color>受伤获得护盾与暴伤\n<color=#9B59B6>✦</color>受伤追加暴击并给全队护盾", info: "<color=#27AE60>✧</color>受伤获得护盾与暴伤\n<color=#9B59B6>✦</color>受伤追加暴击并给全队护盾",
}, },
5016: { 5016: {
uuid: 5016, name: "狂血战士", path: "hc4", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 142, uuid: 5016, name: "狂血战士", path: "hc4", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 142,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [ atked: {
{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, 6401: [
{ s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } }, { lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } },
], { lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } },
evolve: { ],
2: { atked: [{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } }] }, 6405: [
3: { ap_bonus: 20, hp_bonus: 150 }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
4: { atked: [{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }] }, { lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } },
5: { atked: [{ s_uuid: 6401, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }] }, { lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } },
6: { ],
atked: [ 6403: [
{ s_uuid: 6401, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }, ],
{ s_uuid: 6403, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, 6404: [
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
] ],
},
}, },
ap_bonus: [{ lv: 3, value: 20 }],
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>受伤提升攻击与击晕\n<color=#9B59B6>✦</color>受伤追加暴击与暴伤", info: "<color=#27AE60>✧</color>受伤提升攻击与击晕\n<color=#9B59B6>✦</color>受伤追加暴击与暴伤",
}, },
// 以下英雄暂时注释,保留待后续扩展 // 以下英雄暂时注释,保留待后续扩展
@@ -389,81 +402,62 @@ export const HeroInfo: Record<number, heroInfo> = {
5021: { 5021: {
uuid: 5021, name: "小刺客", path: "hc1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28, uuid: 5021, name: "小刺客", path: "hc1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }],
// 成长主线滚雪球AP增量固定15级阈值5→4刀6级追加暴伤强化永久叠加无100%上限与高AP叠乘 // 成长主线滚雪球AP增量固定15级阈值5→4刀6级追加暴伤强化永久叠加无100%上限与高AP叠乘
// 注意evolve.atking 为整体替换且逐级顺序应用,高级别需写完整数组 atking: {
evolve: { 6401: [
2: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }] }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } },
3: { ap_bonus: 20, hp_bonus: 80 }, { lv: 5, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } },
4: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }] }, ],
5: { atking: [{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } }] }, 6404: [
6: { { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 20, buff_duration: 5 } },
atking: [ ],
{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 20, buff_duration: 5 } },
]
},
}, },
ap_bonus: [{ lv: 3, value: 20 }],
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>攻击永久提升攻击\n<color=#9B59B6>✦</color>攻击限时提升暴伤", info: "<color=#27AE60>✧</color>攻击永久提升攻击\n<color=#9B59B6>✦</color>攻击限时提升暴伤",
}, },
5022: { 5022: {
uuid: 5022, name: "嗜血剑客", path: "hc2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85, uuid: 5022, name: "嗜血剑客", path: "hc2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
atking: [ atking: {
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, 6403: [
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } } { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
], { lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
evolve: { { lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
2: { { lv: 5, t_num: 4, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
atking: [ ],
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, 6401: [
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } } { lv: 1, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } },
] ],
}, 6404: [
3: { ap_bonus: 20, hp_bonus: 80 }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
4: { ],
atking: [
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } }
]
},
5: {
atking: [
{ s_uuid: 6403, t_num: 4, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } }
]
},
6: {
atking: [
{ s_uuid: 6403, t_num: 4, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
]
},
}, },
ap_bonus: [{ lv: 3, value: 20 }],
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>攻击限时提升暴击\n<color=#9B59B6>✦</color>攻击限时提升暴伤", info: "<color=#27AE60>✧</color>攻击限时提升暴击\n<color=#9B59B6>✦</color>攻击限时提升暴伤",
}, },
5023: { 5023: {
uuid: 5023, name: "暗影杀手", path: "hc5", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113, uuid: 5023, name: "暗影杀手", path: "hc5", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast1].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast1].cd, ccd: 0 } },
atking: [ atking: {
{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }, 6401: [
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } },
], { lv: 5, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } },
evolve: { ],
2: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }] }, 6403: [
3: { hp_bonus: 100 }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
4: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] }, { lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
5: { atking: [{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] }, { lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
6: { ],
atking: [ 6404: [
{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, ],
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, 6409: [
{ s_uuid: 6409, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7016, buff_value: 5, buff_duration: 5 } }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7016, buff_value: 5, buff_duration: 5 } },
] ],
},
}, },
hp_bonus: [{ lv: 3, value: 100 }],
info: "<color=#27AE60>✧</color>攻击提升攻击与暴击\n<color=#9B59B6>✦</color>攻击追加暴伤与风怒", info: "<color=#27AE60>✧</color>攻击提升攻击与暴击\n<color=#9B59B6>✦</color>攻击追加暴伤与风怒",
}, },
// 5022: { // 5022: {
@@ -489,38 +483,36 @@ export const HeroInfo: Record<number, heroInfo> = {
5031: { 5031: {
uuid: 5031, name: "援护弓手", path: "ha1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40, uuid: 5031, name: "援护弓手", path: "ha1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } }],
// 成长主线AP增益固定15级 hit_count 1→22英雄环境=全队6级追加全队攻速光环 // 成长主线AP增益固定15级 hit_count 1→22英雄环境=全队6级追加全队攻速光环
// 注意evolve.atking 为整体替换且逐级顺序应用高级别需写完整数组field 为驻场光环覆盖 atking: {
evolve: { 6401: [
2: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } }] }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } },
3: { hp_bonus: 60 }, { lv: 5, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 1 } },
4: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } }] }, ],
5: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 1 } }] },
6: { field: [7006] },
}, },
hp_bonus: [{ lv: 3, value: 60 }],
field: [{ lv: 6, uuids: [7006] }],
info: "<color=#27AE60>✧</color>攻击提升队友攻击\n<color=#9B59B6>✦</color>光环全队提升攻速", info: "<color=#27AE60>✧</color>攻击提升队友攻击\n<color=#9B59B6>✦</color>光环全队提升攻速",
}, },
5032: { 5032: {
uuid: 5032, name: "战术弓手", path: "ha2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120, uuid: 5032, name: "战术弓手", path: "ha2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } }, skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } },
atking: [ atking: {
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, 6403: [
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
], { lv: 2, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
evolve: { { lv: 4, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
2: { atking: [{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } }] }, { lv: 5, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
3: { hp_bonus: 80 }, ],
4: { atking: [{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }] }, 6401: [
5: { atking: [{ s_uuid: 6403, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }] }, { lv: 1, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } },
6: { { lv: 4, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } },
atking: [ ],
{ s_uuid: 6403, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, 6404: [
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, ],
]
},
}, },
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>攻击限时提升队友暴击\n<color=#9B59B6>✦</color>攻击限时提升队友暴伤", info: "<color=#27AE60>✧</color>攻击限时提升队友暴击\n<color=#9B59B6>✦</color>攻击限时提升队友暴伤",
}, },
// 5032: { // 5032: {
@@ -532,24 +524,25 @@ export const HeroInfo: Record<number, heroInfo> = {
5033: { 5033: {
uuid: 5033, name: "鹰眼弓将", path: "ha3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, hp: 717, ap: 200, uuid: 5033, name: "鹰眼弓将", path: "ha3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, hp: 717, ap: 200,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } }, skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
atking: [ atking: {
{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } }, 6401: [
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } },
], { lv: 4, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } },
evolve: { { lv: 5, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } },
2: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } }, { s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } }] }, ],
3: { hp_bonus: 100 }, 6404: [
4: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, { s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] }, { lv: 1, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
5: { atking: [{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, { s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] }, { lv: 2, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } },
6: { { lv: 4, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
atking: [ ],
{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, 6403: [
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6403, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, ],
{ s_uuid: 6405, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } }, 6405: [
] { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
}, ],
}, },
hp_bonus: [{ lv: 3, value: 100 }],
info: "<color=#27AE60>✧</color>攻击提升队友攻击与暴伤\n<color=#9B59B6>✦</color>攻击追加队友暴击与击晕", info: "<color=#27AE60>✧</color>攻击提升队友攻击与暴伤\n<color=#9B59B6>✦</color>攻击追加队友暴击与击晕",
}, },
// 5033: { // 5033: {
@@ -608,83 +601,87 @@ export const HeroInfo: Record<number, heroInfo> = {
5041: { 5041: {
uuid: 5041, name: "殉道卫士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28, uuid: 5041, name: "殉道卫士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } }], dead: {
evolve: { 6301: [
2: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } }] }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
3: { hp_bonus: 100 }, { lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } },
4: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }] }, { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
5: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }] }, { lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } },
6: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, { s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }] }, ],
6401: [
{ lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
],
}, },
hp_bonus: [{ lv: 3, value: 100 }],
info: "<color=#27AE60>✧</color>死亡全队获得护盾\n<color=#9B59B6>✦</color>死亡全队提升攻击", info: "<color=#27AE60>✧</color>死亡全队获得护盾\n<color=#9B59B6>✦</color>死亡全队提升攻击",
}, },
5042: { 5042: {
uuid: 5042, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57, uuid: 5042, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
dead: [ dead: {
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, 6401: [
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
], ],
revive: { s_uuid: 6501, r_num: 1, upr: 0.5 }, 6402: [
evolve: { { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
2: { dead: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } }] }, { lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } },
3: { revive: { s_uuid: 6501, r_num: 1, upr: 0.6 } }, { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
4: { dead: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }] }, ],
5: { revive: { s_uuid: 6501, r_num: 1, upr: 0.7 } }, 6301: [
6: { { lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
dead: [ ],
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
],
revive: { s_uuid: 6501, r_num: 1, upr: 0.8 },
},
}, },
revive: [
{ lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 },
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
{ lv: 5, s_uuid: 6501, r_num: 1, upr: 0.7 },
{ lv: 6, s_uuid: 6501, r_num: 1, upr: 0.8 },
],
info: "<color=#27AE60>✧</color>死亡全队攻血提升\n<color=#9B59B6>✦</color>死亡全队护盾并复活", info: "<color=#27AE60>✧</color>死亡全队攻血提升\n<color=#9B59B6>✦</color>死亡全队护盾并复活",
}, },
5043: { 5043: {
uuid: 5043, name: "亡魂刺客", path: "hc1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85, uuid: 5043, name: "亡魂刺客", path: "hc1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } },
dead: [ dead: {
{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } }, 6405: [
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
], { lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } },
evolve: { { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } },
2: { dead: [{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } }, { s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }] }, ],
3: { hp_bonus: 100 }, 6403: [
4: { dead: [{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 6 } }] }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
5: { dead: [{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] }, { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 6 } },
6: { { lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
dead: [ ],
{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }, 6401: [
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, ],
]
},
}, },
hp_bonus: [{ lv: 3, value: 100 }],
info: "<color=#27AE60>✧</color>死亡全队击晕与暴击\n<color=#9B59B6>✦</color>死亡全队提升攻击", info: "<color=#27AE60>✧</color>死亡全队击晕与暴击\n<color=#9B59B6>✦</color>死亡全队提升攻击",
}, },
5044: { 5044: {
uuid: 5044, name: "血誓剑客", path: "hc2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113, uuid: 5044, name: "血誓剑客", path: "hc2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
dead: [ dead: {
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, 6403: [
{ s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
], { lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
evolve: { { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
2: { dead: [{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }] }, ],
3: { hp_bonus: 150 }, 6404: [
4: { dead: [{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 7, buff_duration: 6 } }] }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
5: { dead: [{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] }, { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 7, buff_duration: 6 } },
6: { { lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
dead: [ ],
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, 6401: [
{ s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }, { lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, ],
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } }, 6402: [
] { lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
}, ],
}, },
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>死亡全队暴击与暴伤\n<color=#9B59B6>✦</color>死亡全队攻击与生命", info: "<color=#27AE60>✧</color>死亡全队暴击与暴伤\n<color=#9B59B6>✦</color>死亡全队攻击与生命",
}, },
@@ -694,25 +691,31 @@ export const HeroInfo: Record<number, heroInfo> = {
5045: { 5045: {
uuid: 5045, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 60, uuid: 5045, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 60,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
// 死亡释放5 层护盾 + 全队 +10 HP复活 1 次血量 50% // 死亡释放5 层护盾 + 全队 +10 HP复活 1 次血量 50%。6级终极遗志追加 AP+5 / 暴击 5%,复活 2 次 70%
dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } }], dead: {
revive: { s_uuid: 6501, r_num: 1, upr: 0.5 }, 6301: [
evolve: { { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
2: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } }] }, { lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } },
3: { revive: { s_uuid: 6501, r_num: 1, upr: 0.6 } }, { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } },
4: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }] }, { lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } },
5: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }] }, ],
// 6级终极遗志追加 AP+5 + 暴击计时 5%;终极涅槃:复活 2 次血量 70% 6402: [
6: { { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
dead: [ { lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } },
{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } }, { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }, ],
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, 6401: [
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
], ],
revive: { s_uuid: 6501, r_num: 2, upr: 0.7 }, 6403: [
}, { lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
}, },
revive: [
{ lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 },
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
{ lv: 6, s_uuid: 6501, r_num: 2, upr: 0.7 },
],
info: "<color=#27AE60>✧</color>死亡全队加护盾\n<color=#27AE60>✧</color>复活1:50%血量\n<color=#9B59B6>✦</color>死亡加攻击\n<color=#9B59B6>✦</color>复活2:70%血量", info: "<color=#27AE60>✧</color>死亡全队加护盾\n<color=#27AE60>✧</color>复活1:50%血量\n<color=#9B59B6>✦</color>死亡加攻击\n<color=#9B59B6>✦</color>复活2:70%血量",
}, },
@@ -722,30 +725,33 @@ export const HeroInfo: Record<number, heroInfo> = {
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
// 战前计时 buff每波开始全队 AP 限时提升(+30/5s → +60/7s → +90/10s6级追加暴击驻场光环 // 战前计时 buff每波开始全队 AP 限时提升(+30/5s → +60/7s → +90/10s6级追加暴击驻场光环
// 统一复用 7111 基础配置,通过 buff_value/buff_duration 覆写实现三档成长 // 统一复用 7111 基础配置,通过 buff_value/buff_duration 覆写实现三档成长
fstart: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111 } }], fstart: {
evolve: { 6401: [
2: { hp_bonus: 80 }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111 } },
3: { fstart: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 60, buff_duration: 7 } }] }, { lv: 3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 60, buff_duration: 7 } },
4: { hp_bonus: 80 }, { lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 90, buff_duration: 10 } },
5: { fstart: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 90, buff_duration: 10 } }] }, ],
6: { field: [7204] },
}, },
hp_bonus: [{ lv: 2, value: 80 }, { lv: 4, value: 80 }],
field: [{ lv: 6, uuids: [7204] }],
info: "<color=#27AE60>✧</color>开局全队提升攻击\n<color=#9B59B6>✦</color>光环全队提升暴击", info: "<color=#27AE60>✧</color>开局全队提升攻击\n<color=#9B59B6>✦</color>光环全队提升暴击",
}, },
5052: { 5052: {
uuid: 5052, name: "护盾牧师", path: "hm2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80, uuid: 5052, name: "护盾牧师", path: "hm2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
fstart: [ fstart: {
{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } }, 6301: [
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
], { lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } },
evolve: { { lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
2: { fstart: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }] }, { lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } },
3: { hp_bonus: 80 }, ],
4: { fstart: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }] }, 6402: [
5: { fstart: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }] }, { lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } },
6: { field: [7007] }, ],
}, },
hp_bonus: [{ lv: 3, value: 80 }],
field: [{ lv: 6, uuids: [7007] }],
info: "<color=#27AE60>✧</color>开局全队获得护盾\n<color=#9B59B6>✦</color>光环全队提升生命", info: "<color=#27AE60>✧</color>开局全队获得护盾\n<color=#9B59B6>✦</color>光环全队提升生命",
}, },
// 5052: { // 5052: {
@@ -796,14 +802,13 @@ export const HeroInfo: Record<number, heroInfo> = {
5061: { 5061: {
uuid: 5061, name: "战歌法师", path: "hm3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120, uuid: 5061, name: "战歌法师", path: "hm3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
field: [7002, 7006], field: [
evolve: { { lv: 1, uuids: [7002, 7006] },
2: { field: [7202, 7006] }, { lv: 2, uuids: [7202, 7006] },
3: { hp_bonus: 80 }, { lv: 4, uuids: [7202, 7206] },
4: { field: [7202, 7206] }, { lv: 6, uuids: [7202, 7206, 7007] },
5: { field: [7202, 7206] }, ],
6: { field: [7202, 7206, 7007] }, hp_bonus: [{ lv: 3, value: 80 }],
},
info: "<color=#27AE60>✧</color>光环全队提升攻击\n<color=#9B59B6>✦</color>追加提升攻速生命", info: "<color=#27AE60>✧</color>光环全队提升攻击\n<color=#9B59B6>✦</color>追加提升攻速生命",
}, },
@@ -811,21 +816,19 @@ export const HeroInfo: Record<number, heroInfo> = {
5071: { 5071: {
uuid: 5071, name: "治愈牧师", path: "hh1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40, uuid: 5071, name: "治愈牧师", path: "hh1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } }, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } },
atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 200 } }],
// 成长主线:治疗量 200→250→300%5级 hit_count 1→2全队6级追加护盾 atking攻防一体 // 成长主线:治疗量 200→250→300%5级 hit_count 1→2全队6级追加护盾 atking攻防一体
// 注意evolve.atking 为整体替换且逐级顺序应用,高级别需写完整数组 atking: {
evolve: { 6302: [
2: { atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 250 } }] }, { lv: 1, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 200 } },
3: { hp_bonus: 80 }, { lv: 2, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 250 } },
4: { atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 300 } }] }, { lv: 4, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 300 } },
5: { atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 300 } }] }, { lv: 5, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 300 } },
6: { ],
atking: [ 6301: [
{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 300 } }, { lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, ap: 3 } },
{ s_uuid: 6301, t_num: 7, overrides: { TGroup: TGroup.Team, ap: 3 } }, ],
]
},
}, },
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>攻击治疗低血队友\n<color=#9B59B6>✦</color>攻击全队获得护盾", info: "<color=#27AE60>✧</color>攻击治疗低血队友\n<color=#9B59B6>✦</color>攻击全队获得护盾",
}, },
// 5072: { // 5072: {
@@ -995,23 +998,64 @@ export const HERO_POWER_WEIGHTS = {
DEFAULT_EVAL_SECONDS: 60, DEFAULT_EVAL_SECONDS: 60,
}; };
/** 计算目标等级下 evolve 提供的累计属性加成 */ /**
* 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 }[] {
if (!grouped) return [];
const result: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] = [];
for (const key in grouped) {
const entries = grouped[key];
if (!entries || entries.length === 0) continue;
let pick: LvTriggerEntry | undefined;
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 });
}
return result;
}
/** 解析驻场光环在目标等级下的有效 uuid 列表(取 ≤lv 的最大档) */
export function resolveFieldByLv(field: LvFieldEntry[] | undefined, lv: number): number[] {
if (!field || field.length === 0) return [];
let pick: LvFieldEntry | undefined;
for (const e of field) {
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
}
return pick ? pick.uuids : [];
}
/** 解析复活技能在目标等级下的有效配置(取 ≤lv 的最大档) */
export function resolveReviveByLv(revive: LvReviveEntry[] | undefined, lv: number): { s_uuid: number; r_num: number; upr: number } | undefined {
if (!revive || revive.length === 0) return undefined;
let pick: LvReviveEntry | undefined;
for (const e of revive) {
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
}
return pick ? { s_uuid: pick.s_uuid, r_num: pick.r_num, upr: pick.upr } : undefined;
}
/** 计算目标等级下额外属性加成hp_bonus/ap_bonus 按 lv 累加) */
function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number } { function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number } {
let hp = 0; let hp = 0;
let ap = 0; let ap = 0;
if (!hero.evolve) return { hp, ap }; const lv = Math.max(1, targetLv);
const maxLv = Math.max(1, Math.min(targetLv, FightSet.HERO_MAX_LV)); if (hero.hp_bonus) {
for (let lv = 2; lv <= maxLv; lv++) { for (const e of hero.hp_bonus) {
const ev = hero.evolve[lv]; if (e.lv <= lv) hp += e.value;
if (ev) { }
hp += ev.hp_bonus || 0; }
ap += ev.ap_bonus || 0; if (hero.ap_bonus) {
for (const e of hero.ap_bonus) {
if (e.lv <= lv) ap += e.value;
} }
} }
return { hp, ap }; return { hp, ap };
} }
/** 计算目标等级下的有效 HP/AP含等级倍率与 evolve 加成) */ /** 计算目标等级下的有效 HP/AP含等级倍率与额外加成) */
function getEffectiveStats(hero: heroInfo, targetLv: number): { hp: number, ap: number } { function getEffectiveStats(hero: heroInfo, targetLv: number): { hp: number, ap: number } {
const bonuses = getEvolveBonuses(hero, targetLv); const bonuses = getEvolveBonuses(hero, targetLv);
const lv = Math.max(1, targetLv); const lv = Math.max(1, targetLv);
@@ -1068,7 +1112,7 @@ function getTriggerCount(
case SkillTriggerType.FEnd: case SkillTriggerType.FEnd:
return getWaveCount(seconds); return getWaveCount(seconds);
case SkillTriggerType.Dead: case SkillTriggerType.Dead:
return getWaveCount(seconds) * (1 + (hero.revive?.r_num || 0)); return getWaveCount(seconds) * (1 + (resolveReviveByLv(hero.revive, FightSet.HERO_MAX_LV)?.r_num || 0));
} }
return 1; return 1;
} }
@@ -1338,16 +1382,18 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco
const dpsValue = (apEff / cd) * weights.W_DPS_PER_SEC * seconds; const dpsValue = (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
const normalAttack = getNormalAttackInfo(hero, targetLv, seconds); const normalAttack = getNormalAttackInfo(hero, targetLv, seconds);
const atking = hero.atking ? calcTriggerPowerDetailed(hero.atking, hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const atking = hero.atking ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atking, targetLv), hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const atked = hero.atked ? calcTriggerPowerDetailed(hero.atked, hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const atked = hero.atked ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atked, targetLv), hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fstart = hero.fstart ? calcTriggerPowerDetailed(hero.fstart, hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const fstart = hero.fstart ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fstart, targetLv), hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fend = hero.fend ? calcTriggerPowerDetailed(hero.fend, hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const fend = hero.fend ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fend, targetLv), hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const dead = hero.dead ? calcTriggerPowerDetailed(hero.dead, hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const dead = hero.dead ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.dead, targetLv), hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const field = hero.field ? calcFieldPowerDetailed(hero.field, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] }; const fieldUuids = resolveFieldByLv(hero.field, targetLv);
const field = fieldUuids.length > 0 ? calcFieldPowerDetailed(fieldUuids, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] };
let reviveValue = 0; let reviveValue = 0;
if (hero.revive) { const revive = resolveReviveByLv(hero.revive, targetLv);
reviveValue = hpEff * hero.revive.upr * hero.revive.r_num * weights.W_revive * getWaveCount(seconds); if (revive) {
reviveValue = hpEff * revive.upr * revive.r_num * weights.W_revive * getWaveCount(seconds);
} }
const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + fend.total + dead.total + field.total + reviveValue; const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + fend.total + dead.total + field.total + reviveValue;

View File

@@ -1,6 +1,5 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { FacSet } from "../common/config/GameSet"; import { FacSet } from "../common/config/GameSet";
import { HeroInfo } from "../common/config/heroSet";
import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet"; import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroAttrsComp } from "./HeroAttrsComp";
import { SkillBoxComp } from "../map/SkillBoxComp"; import { SkillBoxComp } from "../map/SkillBoxComp";
@@ -19,12 +18,11 @@ export class FieldSkillHelper {
let total = 0; let total = 0;
// 1. 统计英雄带来的驻场技能加成 // 1. 统计英雄带来的驻场技能加成
// 读 model.field运行时优先使用 evolve 覆盖后的驻场配置,未升级时回退到 heroInfo 基础配置 // 读 model.runtime_field已按当前等级 resolve 的 uuid 列表)
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => { ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const model = entity.get(HeroAttrsComp); const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead || model.fac !== FacSet.HERO) return; if (!model || model.is_dead || model.fac !== FacSet.HERO) return;
const heroConfig = HeroInfo[model.hero_uuid]; const fields = model.runtime_field;
const fields = model.field ?? heroConfig?.field;
if (fields) { if (fields) {
for (const skillUuid of fields) { for (const skillUuid of fields) {
const skillConfig = FieldSkillSet[skillUuid]; const skillConfig = FieldSkillSet[skillUuid];

View File

@@ -5,7 +5,7 @@ import { smc } from "../common/SingletonModuleComp";
import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet"; import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo, HeroPos, resolveFormationTargetX } from "../common/config/heroSet"; import { HeroInfo, HeroPos, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv } from "../common/config/heroSet";
import { GameEvent } from "../common/config/GameEvent"; import { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType } from "../common/config/heroSet"; import { SkillTriggerType } from "../common/config/heroSet";
import { SkillTriggerHelper } from "./SkillTriggerHelper"; import { SkillTriggerHelper } from "./SkillTriggerHelper";
@@ -126,7 +126,7 @@ export class Hero extends ecs.Entity {
smc.mission.heroGrid[posIndex] = this.eid; smc.mission.heroGrid[posIndex] = this.eid;
} }
// 复制触发技能配置 // 复制触发技能配置(新结构:按 s_uuid 分组 + lv 数组)
model.call = hero.call; model.call = hero.call;
model.dead = hero.dead; model.dead = hero.dead;
model.fstart = hero.fstart; model.fstart = hero.fstart;
@@ -135,6 +135,8 @@ export class Hero extends ecs.Entity {
model.atked = hero.atked; model.atked = hero.atked;
model.field = hero.field; model.field = hero.field;
model.revive = hero.revive; model.revive = hero.revive;
model.ap_bonus = hero.ap_bonus;
model.hp_bonus = hero.hp_bonus;
// 基础属性按等级倍率初始化 // 基础属性按等级倍率初始化
// 使用指数增长公式:等级 2 时为原来的 HERO_LV_MULTIPLIER 倍,等级 3 时为 HERO_LV_MULTIPLIER^2 倍 // 使用指数增长公式:等级 2 时为原来的 HERO_LV_MULTIPLIER 倍,等级 3 时为 HERO_LV_MULTIPLIER^2 倍
@@ -164,38 +166,26 @@ export class Hero extends ecs.Entity {
model.skills[skill.uuid] = { ...skill, lv: Math.max(0, skill.lv + hero_lv - 2), ccd: 0 }; model.skills[skill.uuid] = { ...skill, lv: Math.max(0, skill.lv + hero_lv - 2), ccd: 0 };
} }
// 应用等级进化配置(从 lv2 开始逐级覆盖) // 按当前英雄等级 resolve 触发技能/光环/复活到运行时缓存,供 SkillTriggerHelper 消费
if (hero.evolve) { model.runtime_call = resolveTriggerByLv(model.call, hero_lv);
// 记录 evolve 配置快照(只读引用),供 UI 计算 ap/hp 额外加成文案 model.runtime_dead = resolveTriggerByLv(model.dead, hero_lv);
model.evolve = hero.evolve; model.runtime_fstart = resolveTriggerByLv(model.fstart, hero_lv);
for (let elv = 2; elv <= hero_lv; elv++) { model.runtime_fend = resolveTriggerByLv(model.fend, hero_lv);
const evo = hero.evolve[elv]; model.runtime_atking = resolveTriggerByLv(model.atking, hero_lv);
if (!evo) continue; model.runtime_atked = resolveTriggerByLv(model.atked, hero_lv);
// 替换普攻技能 model.runtime_field = resolveFieldByLv(model.field, hero_lv);
if (evo.skill) { model.runtime_revive = resolveReviveByLv(model.revive, hero_lv);
const oldSkill = Object.values(model.skills)[0];
model.skills = {}; // 应用额外属性加成hp_bonus/ap_bonus 按 ≤英雄等级 累加)
model.skills[evo.skill.s_uuid] = { if (model.hp_bonus) {
uuid: evo.skill.s_uuid, let hpExtra = 0;
lv: Math.max(0, 1 + hero_lv - 2), for (const e of model.hp_bonus) { if (e.lv <= hero_lv) hpExtra += e.value; }
cd: evo.skill.cd ?? oldSkill?.cd ?? 1, model.hp += hpExtra; model.hp_max += hpExtra;
ccd: 0, }
overrides: evo.skill.overrides, if (model.ap_bonus) {
}; let apExtra = 0;
} for (const e of model.ap_bonus) { if (e.lv <= hero_lv) apExtra += e.value; }
// 覆盖触发技能 model.ap += apExtra;
if (evo.atking) model.atking = evo.atking;
if (evo.atked) model.atked = evo.atked;
if (evo.dead) model.dead = evo.dead;
if (evo.fstart) model.fstart = evo.fstart;
if (evo.fend) model.fend = evo.fend;
// 覆盖驻场光环(存活期间全局生效)
if (evo.field) model.field = evo.field;
if (evo.revive) model.revive = evo.revive;
// 额外属性加成
if (evo.ap_bonus) model.ap += evo.ap_bonus;
if (evo.hp_bonus) { model.hp += evo.hp_bonus; model.hp_max += evo.hp_bonus; }
}
} }
// 缓存技能射程等派生数据,减少战斗帧内重复计算 // 缓存技能射程等派生数据,减少战斗帧内重复计算

View File

@@ -228,8 +228,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
let maxReviveCount = 0; let maxReviveCount = 0;
let reviveHpPercent = 50; // 默认恢复50% let reviveHpPercent = 50; // 默认恢复50%
let reviveSkillConf: any = null; // 提取出来的复活技能配置 let reviveSkillConf: any = null; // 提取出来的复活技能配置
if (TAttrsComp.revive) { if (TAttrsComp.runtime_revive) {
const reviveConf = TAttrsComp.revive; const reviveConf = TAttrsComp.runtime_revive;
maxReviveCount = reviveConf.r_num + Math.floor((TAttrsComp.lv - 1) * reviveConf.upr); maxReviveCount = reviveConf.r_num + Math.floor((TAttrsComp.lv - 1) * reviveConf.upr);
if (TAttrsComp.revived_count < maxReviveCount) { if (TAttrsComp.revived_count < maxReviveCount) {
canRevive = true; canRevive = true;

View File

@@ -1,5 +1,5 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, HeroEvolve } from "../common/config/heroSet"; import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry } from "../common/config/heroSet";
import { mLogger } from "../common/Logger"; import { mLogger } from "../common/Logger";
import { FacSet, FightSet } from "../common/config/GameSet"; import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet"; import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
@@ -41,19 +41,37 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 攻击属性 (补充) ==================== // ==================== 攻击属性 (补充) ====================
skills: Record<number, HSkillInfo> = {}; skills: Record<number, HSkillInfo> = {};
// ==================== 触发类技能 ==================== // ==================== 触发类技能(静态配置,按 s_uuid 分组 + lv 数组) ====================
[SkillTriggerType.Call]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; [SkillTriggerType.Call]?: TriggerGrouped;
[SkillTriggerType.Dead]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; [SkillTriggerType.Dead]?: TriggerGrouped;
[SkillTriggerType.FStart]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; [SkillTriggerType.FStart]?: TriggerGrouped;
[SkillTriggerType.FEnd]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; [SkillTriggerType.FEnd]?: TriggerGrouped;
[SkillTriggerType.Atking]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; [SkillTriggerType.Atking]?: TriggerGrouped;
[SkillTriggerType.Atked]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; [SkillTriggerType.Atked]?: TriggerGrouped;
/** 驻场光环(FieldSkillSet uuid 列表,随 evolve 覆盖,存活期间全局生效) */ /** 驻场光环(按 lv 解锁,存活期间全局生效) */
[SkillTriggerType.Field]?: number[]; [SkillTriggerType.Field]?: LvFieldEntry[];
[SkillTriggerType.Revive]?: { s_uuid: number, r_num: number, upr: number }; [SkillTriggerType.Revive]?: LvReviveEntry[];
/** 额外攻击/生命加成(按 lv 累加) */
ap_bonus?: LvBonusEntry[];
hp_bonus?: LvBonusEntry[];
/** 等级进化配置快照(引用 heroInfo.evolve只读供 UI 计算 ap/hp 额外加成文案) */ // ==================== 运行时解析缓存(按当前等级 resolve 后的有效列表) ====================
evolve?: Record<number, HeroEvolve>; /** 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 }[];
/** 当前等级下生效的受击触发条目 */
runtime_atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的召唤触发条目 */
runtime_call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的死亡触发条目 */
runtime_dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的战前触发条目 */
runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的战后触发条目 */
runtime_fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的驻场光环 uuid 列表 */
runtime_field?: number[];
/** 当前等级下生效的复活配置 */
runtime_revive?: { s_uuid: number; r_num: number; upr: number };
// ==================== 特殊属性 ==================== // ==================== 特殊属性 ====================
critical: number = 0; // 暴击率 critical: number = 0; // 暴击率
@@ -547,8 +565,18 @@ export class HeroAttrsComp extends ecs.Comp {
this.fend = undefined; this.fend = undefined;
this.atking = undefined; this.atking = undefined;
this.atked = undefined; this.atked = undefined;
this.field = undefined;
this.revive = undefined; this.revive = undefined;
this.evolve = undefined; this.ap_bonus = undefined;
this.hp_bonus = undefined;
this.runtime_atking = undefined;
this.runtime_atked = undefined;
this.runtime_call = undefined;
this.runtime_dead = undefined;
this.runtime_fstart = undefined;
this.runtime_fend = undefined;
this.runtime_field = undefined;
this.runtime_revive = undefined;
this.critical = 0; this.critical = 0;
this.critical_res = 0; this.critical_res = 0;
this.freeze_chance = 0; this.freeze_chance = 0;

View File

@@ -489,7 +489,7 @@ export class HeroViewComp extends CCComp {
} }
// 如果角色带有死亡触发技能,则由 SCastSystem 播放 playReady("dead") // 如果角色带有死亡触发技能,则由 SCastSystem 播放 playReady("dead")
if (this.model && this.model.dead && this.model.dead.length > 0) { if (this.model && this.model.runtime_dead && this.model.runtime_dead.length > 0) {
// SCastSystem will handle the "dead" ready animation // SCastSystem will handle the "dead" ready animation
} else { } else {
// 播放默认死亡特效 // 播放默认死亡特效

View File

@@ -1,9 +1,9 @@
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, NodePool, tween, Tween} from "cc"; import { instantiate, Node, Prefab, Vec3, v3, resources, SpriteFrame, Sprite, SpriteAtlas, BoxCollider2D, NodePool, tween, Tween } from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet"; import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo } from "../common/config/heroSet"; import { HeroInfo, resolveTriggerByLv, resolveReviveByLv } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
import { MoveComp } from "./MoveComp"; import { MoveComp } from "./MoveComp";
@@ -109,10 +109,10 @@ export class Monster extends ecs.Entity {
const model = this.get(HeroAttrsComp); const model = this.get(HeroAttrsComp);
const view = this.get(HeroViewComp); const view = this.get(HeroViewComp);
if (model && view && view.node && view.node.isValid) { if (model && view && view.node && view.node.isValid) {
const path = "game/heros/" + HeroInfo[model.hero_uuid].path; const path = "game/heros/" + HeroInfo[model.hero_uuid].path;
Monster.putToPool(path, view.node); Monster.putToPool(path, view.node);
} }
if (model && model.posIndex >= 0) { if (model && model.posIndex >= 0) {
if (smc.mission.monGrid[model.posIndex] === this.eid) { if (smc.mission.monGrid[model.posIndex] === this.eid) {
smc.mission.monGrid[model.posIndex] = -1; smc.mission.monGrid[model.posIndex] = -1;
@@ -131,15 +131,15 @@ export class Monster extends ecs.Entity {
* 2) 初始化表现、属性、技能与阵营 * 2) 初始化表现、属性、技能与阵营
* 3) 播放下落入场并在落地后启用碰撞与移动 * 3) 播放下落入场并在落地后启用碰撞与移动
*/ */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, is_boss:boolean=false, dropToY:number = pos.y,mon_lv:number=1, laneIndex:number = 0) { load(pos: Vec3 = Vec3.ZERO, scale: number = 1, uuid: number = 1001, is_boss: boolean = false, dropToY: number = pos.y, mon_lv: number = 1, laneIndex: number = 0) {
// 怪物默认朝左,表现缩放固定为负向 // 怪物默认朝左,表现缩放固定为负向
scale=-1 scale = -1
// 当前怪物尺寸固定,保留变量便于后续扩展 // 当前怪物尺寸固定,保留变量便于后续扩展
let size=1.15 let size = 1.15
var scene = smc.map.MapView.scene; var scene = smc.map.MapView.scene;
// 根据配置读取怪物预制体路径 // 根据配置读取怪物预制体路径
var path = "game/heros/"+HeroInfo[uuid].path; var path = "game/heros/" + HeroInfo[uuid].path;
// 优先从对象池取节点,未命中时再实例化 // 优先从对象池取节点,未命中时再实例化
let node = Monster.getFromPool(path); let node = Monster.getFromPool(path);
if (!node) { if (!node) {
@@ -157,7 +157,7 @@ export class Monster extends ecs.Entity {
if (collider) { if (collider) {
collider.enabled = false; collider.enabled = false;
} }
let baseScale = (node as any)._baseScale || v3(1, 1, 1); let baseScale = (node as any)._baseScale || v3(1, 1, 1);
node.setScale(size * baseScale.x, size * baseScale.y); node.setScale(size * baseScale.x, size * baseScale.y);
node.setPosition(pos) node.setPosition(pos)
@@ -191,8 +191,8 @@ export class Monster extends ecs.Entity {
model.revive = hero.revive; model.revive = hero.revive;
// 标记是否 Boss非 Boss 默认记作杂兵 // 标记是否 Boss非 Boss 默认记作杂兵
model.is_boss =is_boss model.is_boss = is_boss
if(!model.is_boss){ if (!model.is_boss) {
model.is_kalami = true; model.is_kalami = true;
} }
@@ -202,7 +202,7 @@ export class Monster extends ecs.Entity {
const skill = hero.skills[key]; const skill = hero.skills[key];
if (!skill) continue; if (!skill) continue;
// 最终技能等级 = 初始技能等级 + 怪物等级增量,且下限为 0 // 最终技能等级 = 初始技能等级 + 怪物等级增量,且下限为 0
model.skills[skill.uuid] = { ...skill, lv: Math.max(0,skill.lv + mon_lv - 2), ccd: 0 }; model.skills[skill.uuid] = { ...skill, lv: Math.max(0, skill.lv + mon_lv - 2), ccd: 0 };
} }
// 【测试模式专属】如果有覆盖技能配置则应用 // 【测试模式专属】如果有覆盖技能配置则应用
const testSkills = (this as any)._testSkills; const testSkills = (this as any)._testSkills;
@@ -227,15 +227,24 @@ export class Monster extends ecs.Entity {
if (testSkills.fend !== undefined) model.fend = testSkills.fend; if (testSkills.fend !== undefined) model.fend = testSkills.fend;
} }
// 按怪物等级 resolve 触发技能/复活到运行时缓存(怪物无 lv 成长,恒用 mon_lv
model.runtime_call = resolveTriggerByLv(model.call, mon_lv);
model.runtime_dead = resolveTriggerByLv(model.dead, mon_lv);
model.runtime_fstart = resolveTriggerByLv(model.fstart, mon_lv);
model.runtime_fend = resolveTriggerByLv(model.fend, mon_lv);
model.runtime_atking = resolveTriggerByLv(model.atking, mon_lv);
model.runtime_atked = resolveTriggerByLv(model.atked, mon_lv);
model.runtime_revive = resolveReviveByLv(model.revive, mon_lv);
// 缓存技能射程等派生数据,减少战斗帧内重复计算 // 缓存技能射程等派生数据,减少战斗帧内重复计算
model.updateSkillDistanceCache(); model.updateSkillDistanceCache();
// 注册视图组件并重置对象池复用状态 // 注册视图组件并重置对象池复用状态
this.add(view); this.add(view);
view.init(); view.init();
view.as.idle(); view.as.idle();
// 广播怪物加载事件,供刷怪与战斗系统联动 // 广播怪物加载事件,供刷怪与战斗系统联动
oops.message.dispatchEvent("monster_load",this) oops.message.dispatchEvent("monster_load", this)
// 初始化移动参数:方向、目标 X、站位基准 Y // 初始化移动参数:方向、目标 X、站位基准 Y
const move = this.get(MonMoveComp); const move = this.get(MonMoveComp);
move.reset(); move.reset();
@@ -246,7 +255,7 @@ export class Monster extends ecs.Entity {
// 依据下落距离自适应入场时长,确保观感一致 // 依据下落距离自适应入场时长,确保观感一致
const dropDistance = Math.abs(pos.y - dropToY); const dropDistance = Math.abs(pos.y - dropToY);
const onDropComplete = () => { const onDropComplete = () => {
if (!node || !node.isValid) return; if (!node || !node.isValid) return;
// 落地后锁定最终位置,切换到落地完成状态 // 落地后锁定最终位置,切换到落地完成状态
@@ -271,7 +280,7 @@ export class Monster extends ecs.Entity {
// 停止旧动画后执行下落 tween避免复用节点时动画叠加 // 停止旧动画后执行下落 tween避免复用节点时动画叠加
Tween.stopAllByTarget(node); Tween.stopAllByTarget(node);
if (dropDistance > 0) { if (dropDistance > 0) {
const dropDuration = Math.max(0.18, Math.min(0.38, dropDistance / 1200)); const dropDuration = Math.max(0.18, Math.min(0.38, dropDistance / 1200));
tween(node) tween(node)
@@ -287,10 +296,10 @@ export class Monster extends ecs.Entity {
smc.vmdata.mission_data.mon_num++ smc.vmdata.mission_data.mon_num++
} }
/** 重置入口:复用 destroy 的释放流程 */ /** 重置入口:复用 destroy 的释放流程 */
reset() { reset() {
super.destroy(); super.destroy();
} }
} }

View File

@@ -42,10 +42,10 @@ export class SkillTriggerHelper {
this.handleDead(model, view); this.handleDead(model, view);
break; break;
case SkillTriggerType.FStart: case SkillTriggerType.FStart:
this.handleArrayTrigger(model.fstart, model, view, type); this.handleArrayTrigger(model.runtime_fstart, model, view, type);
break; break;
case SkillTriggerType.FEnd: case SkillTriggerType.FEnd:
this.handleArrayTrigger(model.fend, model, view, type); this.handleArrayTrigger(model.runtime_fend, model, view, type);
break; break;
case SkillTriggerType.Atking: case SkillTriggerType.Atking:
this.handleAtking(model, view); this.handleAtking(model, view);
@@ -61,17 +61,17 @@ export class SkillTriggerHelper {
* 支持受【召唤强化羁绊 (SummonCount)】的多次触发加成。 * 支持受【召唤强化羁绊 (SummonCount)】的多次触发加成。
*/ */
private static handleCall(model: HeroAttrsComp, view: HeroViewComp) { private static handleCall(model: HeroAttrsComp, view: HeroViewComp) {
if (!model.call || model.call.length === 0) return; if (!model.runtime_call || model.runtime_call.length === 0) return;
let triggerCount = 1; let triggerCount = 1;
// 仅英雄享受加成,怪物始终只触发 1 次 // 仅英雄享受加成,怪物始终只触发 1 次
if (model.fac === FacSet.HERO) { if (model.fac === FacSet.HERO) {
triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SummonCount); triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SummonCount);
} }
triggerCount = Math.max(1, Math.floor(triggerCount)); // 确保最少触发 1 次 triggerCount = Math.max(1, Math.floor(triggerCount)); // 确保最少触发 1 次
for (let i = 0; i < triggerCount; i++) { for (let i = 0; i < triggerCount; i++) {
this.dispatchArray(model.call, model, view, SkillTriggerType.Call); this.dispatchArray(model.runtime_call, model, view, SkillTriggerType.Call);
} }
} }
@@ -80,18 +80,18 @@ export class SkillTriggerHelper {
* 支持受【亡语强化羁绊 (DeadCount)】的多次触发加成。 * 支持受【亡语强化羁绊 (DeadCount)】的多次触发加成。
*/ */
private static handleDead(model: HeroAttrsComp, view: HeroViewComp) { private static handleDead(model: HeroAttrsComp, view: HeroViewComp) {
if (!model.dead || model.dead.length === 0) return; if (!model.runtime_dead || model.runtime_dead.length === 0) return;
let triggerCount = 1; let triggerCount = 1;
if (model.fac === FacSet.HERO) { if (model.fac === FacSet.HERO) {
triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.DeadCount); triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.DeadCount);
// 【局内战绩评分系统】统计死亡触发技能生效次数(用于局后防守评分结算) // 【局内战绩评分系统】统计死亡触发技能生效次数(用于局后防守评分结算)
smc.vmdata.scores.dead_trigger_count += model.dead.length; smc.vmdata.scores.dead_trigger_count += model.runtime_dead.length;
} }
triggerCount = Math.max(1, Math.floor(triggerCount)); triggerCount = Math.max(1, Math.floor(triggerCount));
for (let i = 0; i < triggerCount; i++) { for (let i = 0; i < triggerCount; i++) {
this.dispatchArray(model.dead, model, view, SkillTriggerType.Dead); this.dispatchArray(model.runtime_dead, model, view, SkillTriggerType.Dead);
} }
} }
@@ -100,15 +100,15 @@ export class SkillTriggerHelper {
* 判定逻辑:依据配置中的 t_num触发所需普攻次数对比当前的普攻累计次数取模判定。 * 判定逻辑:依据配置中的 t_num触发所需普攻次数对比当前的普攻累计次数取模判定。
*/ */
private static handleAtking(model: HeroAttrsComp, view: HeroViewComp) { private static handleAtking(model: HeroAttrsComp, view: HeroViewComp) {
if (!model.atking || model.atking.length === 0) return; if (!model.runtime_atking || model.runtime_atking.length === 0) return;
let triggerCount = 1; let triggerCount = 1;
if (model.fac === FacSet.HERO) { if (model.fac === FacSet.HERO) {
triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.AtkCount); triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.AtkCount);
} }
triggerCount = Math.max(1, Math.floor(triggerCount)); triggerCount = Math.max(1, Math.floor(triggerCount));
model.atking.forEach(atkConfig => { 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。 // 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。
if (model.atk_count > 0 && model.atk_count % atkConfig.t_num === 0) { if (model.atk_count > 0 && model.atk_count % atkConfig.t_num === 0) {
for (let i = 0; i < triggerCount; i++) { for (let i = 0; i < triggerCount; i++) {
@@ -123,15 +123,15 @@ export class SkillTriggerHelper {
* 判定逻辑:依据配置中的 t_num触发所需受击次数对比当前的受击累计次数取模判定。 * 判定逻辑:依据配置中的 t_num触发所需受击次数对比当前的受击累计次数取模判定。
*/ */
private static handleAtked(model: HeroAttrsComp, view: HeroViewComp) { private static handleAtked(model: HeroAttrsComp, view: HeroViewComp) {
if (!model.atked || model.atked.length === 0) return; if (!model.runtime_atked || model.runtime_atked.length === 0) return;
let triggerCount = 1; let triggerCount = 1;
if (model.fac === FacSet.HERO) { if (model.fac === FacSet.HERO) {
triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.BeAtkCount); triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.BeAtkCount);
} }
triggerCount = Math.max(1, Math.floor(triggerCount)); triggerCount = Math.max(1, Math.floor(triggerCount));
model.atked.forEach(atkConfig => { 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。 // 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。
if (model.atked_count > 0 && model.atked_count % atkConfig.t_num === 0) { if (model.atked_count > 0 && model.atked_count % atkConfig.t_num === 0) {
for (let i = 0; i < triggerCount; i++) { for (let i = 0; i < triggerCount; i++) {
@@ -144,7 +144,7 @@ export class SkillTriggerHelper {
/** /**
* 通用的数组型触发器处理(适用于 FStart / FEnd 等无需额外判定的简单列表触发) * 通用的数组型触发器处理(适用于 FStart / FEnd 等无需额外判定的简单列表触发)
*/ */
private static handleArrayTrigger(configs: {s_uuid: number, t_num: number, overrides?: SkillOverrides}[] | undefined, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) { private static handleArrayTrigger(configs: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[] | undefined, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
if (!configs || configs.length === 0) return; if (!configs || configs.length === 0) return;
this.dispatchArray(configs, model, view, type); this.dispatchArray(configs, model, view, type);
} }
@@ -152,7 +152,7 @@ export class SkillTriggerHelper {
/** /**
* 批量派发技能事件 * 批量派发技能事件
*/ */
private static dispatchArray(configs: {s_uuid: number, t_num?: number, overrides?: SkillOverrides}[], model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) { private static dispatchArray(configs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[], model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
configs.forEach(config => this.dispatchSingle(config.s_uuid, model, view, type, config.overrides)); configs.forEach(config => this.dispatchSingle(config.s_uuid, model, view, type, config.overrides));
} }

View File

@@ -438,10 +438,11 @@ export class HeroBoxComp extends CCComp {
const finalCritDmg = this.model.getFinalCritDamage(); const finalCritDmg = this.model.getFinalCritDamage();
this.setStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label, finalCritDmg, finalCritDmg - (this.model.crit_damage ?? 0), "%"); this.setStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label, finalCritDmg, finalCritDmg - (this.model.crit_damage ?? 0), "%");
// ---- 技能描述(当前等级触发技能,读运行时 model 最终配置;数值富文本高亮) ---- // ---- 技能描述(全档位合并:每技能一行,等级置前 + 已/未激活状态,数值富文本高亮) ----
if (this.skill_label && this.skill_label.isValid) { if (this.skill_label && this.skill_label.isValid) {
// 缓存未变则跳过重设,避免 refresh 降频内 RichText 重复重解析排版;隐藏「技能名」仅保留效果描述 // 缓存未变则跳过重设,避免 refresh 降频内 RichText 重复重解析排版
const desc = buildSkillDescRich(this.model, false); // showName=false 不显示技能名仅保留效果showLocked=true 合并全档位(未来档数值灰色拼接,未激活技能整行灰色)
const desc = buildSkillDescRich(this.model, false, true);
if (desc !== this.skillDescCache) { if (desc !== this.skillDescCache) {
this.skillDescCache = desc; this.skillDescCache = desc;
this.skill_label.string = desc; this.skill_label.string = desc;

View File

@@ -304,14 +304,14 @@ export interface GeneratedMonster {
/** 该波触发的波次强化 id 列表 */ /** 该波触发的波次强化 id 列表 */
wave_enchants: string[]; wave_enchants: string[];
/** 测试模式专用技能覆盖 */ /** 测试模式专用技能覆盖(按 s_uuid 分组 + lv 数组,与 heroInfo 结构一致) */
testSkills?: { testSkills?: {
skill?: { s_uuid: number; cd?: number; overrides?: any }; skill?: { s_uuid: number; cd?: number; overrides?: any };
atking?: { s_uuid: number; t_num: number; overrides?: any }[]; atking?: Record<number, { lv: number; t_num: number; overrides?: any }[]>;
atked?: { s_uuid: number; t_num: number; overrides?: any }[]; atked?: Record<number, { lv: number; t_num: number; overrides?: any }[]>;
dead?: { s_uuid: number; t_num: number; overrides?: any }[]; dead?: Record<number, { lv: number; t_num: number; overrides?: any }[]>;
fstart?: { s_uuid: number; t_num: number; overrides?: any }[]; fstart?: Record<number, { lv: number; t_num: number; overrides?: any }[]>;
fend?: { s_uuid: number; t_num: number; overrides?: any }[]; fend?: Record<number, { lv: number; t_num: number; overrides?: any }[]>;
}; };
} }
@@ -334,11 +334,11 @@ export const TestModeConfig = {
testWaveEnchant: undefined as string | undefined, testWaveEnchant: undefined as string | undefined,
skill: undefined as { s_uuid: number; cd?: number; overrides?: any } | undefined, skill: undefined as { s_uuid: number; cd?: number; overrides?: any } | undefined,
atking: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined, atking: undefined as Record<number, { lv: number; t_num: number; overrides?: any }[]> | undefined,
atked: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined, atked: undefined as Record<number, { lv: number; t_num: number; overrides?: any }[]> | undefined,
dead: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined, dead: undefined as Record<number, { lv: number; t_num: number; overrides?: any }[]> | undefined,
fstart: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined, fstart: undefined as Record<number, { lv: number; t_num: number; overrides?: any }[]> | undefined,
fend: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined, fend: undefined as Record<number, { lv: number; t_num: number; overrides?: any }[]> | undefined,
}; };
// ======================== 10. 生成引擎 ======================== // ======================== 10. 生成引擎 ========================