// ========== 从 HeroAttrs.ts 导入属性相关定义 ========== import { Attrs } from "./HeroAttrs"; export enum HSSet { atk = 0, // 普通攻击 skill = 1, // 一般技能 max = 2, // 必杀技 } export enum TGroup { Self = 0, // 自身 Ally = 1, // 所有友方,包括自己 Team = 2, // 所有友方 Enemy = 3, // 敌方单位 All = 4 // 所有单位 } export enum TType { /** 前排目标(最靠近敌方阵营的单位) */ Frontline = 1, // 最前排单位 /** 后排目标(离敌方阵营最远的单位) */ Backline = 2, // 最后排单位 /** 生命值最低的目标 */ LowestHP = 3, // 最低生命值 /** 生命值最高的目标 */ HighestHP = 4, // 最高生命值 /** 攻击力最高的目标 */ HighestAP = 9, // 最高攻击力 /** 近战职业目标 */ Melee =5, // 近战职业 /** 远程职业目标 */ Ranged =6, // 远程职业 /** 辅助职业目标 */ SupportClass =7, // 辅助职业 /** 随机目标 */ Random =8 // 随机目标 } export enum DTType { single = 0, range = 1, } export enum SkillKind { Damage = 0, Heal = 1, Shield = 2, Support = 3 } export enum BuffRunType { Permanent = 0, Timed = 1, Interval = 2 } //受伤动画名称 export enum AtkedName { atked = "atked", ice = "atked_ice", fire = "atked_fire", wind = "atked_wind", crit = "atked_crit", } export enum RType { linear = 0, //直线 bezier = 1, //贝塞尔 fixed = 2, //固定起点 fixedEnd = 3, //固定终点 } //EType 只负责动画什么时候结束,碰撞体什么时候消失不管,但是消失前一定要关闭碰撞体 export enum EType { animationEnd = 0, //碰撞够也不消失,动画结束才消失 timeEnd = 1, //碰撞够也不消失,时间到才消失 collision = 2, //碰撞次数够就消失 } //debuff类型 /* === 技能配置系统使用说明 === 1. 基础属性: - uuid: 技能唯一ID - name: 技能名称 - sp_name: 特效名称 - AtkedName: 攻击类型 - path: 图片资源路径 2. 目标和效果: - TGroup: 目标群体 (敌方、友方等) - SType: 技能类型 (伤害、治疗、护盾等) 3. 执行参数: - act: 角色执行的动画 - DTType: 伤害类型 (单体、范围) - EType: 结束条件 - fname: 特效文件名 - with: 暂时无用 4. 数值参数: - ap: 攻击力百分比 - cd: 冷却时间 - hit_count: 可命中次数 - t_num: 目标数量 - hitcd: 持续伤害的伤害间隔 - speed: 移动速度 - cost: 消耗值 */ export enum DType { ATK= 0, // 物理 ICE=1, // 冰元素 FIRE=2, // 火元素 WIND=3, // 风元素 } export const HeroSkillList = [6001,6001,6001,6001,6001,6001] // Debuff配置接口 export interface BuffConf { uuid:number; // Buff唯一ID name?:string; // Buff名称 icon?:string; // Buff图标 buff:Attrs; value:number; // 效果值 time:number; // 持续时间 chance:number; // 触发概率 info?:string; // 描述 runType?:BuffRunType; interval?:number; } interface IReady { uuid:number, loop: boolean, SkillTime: number,// 技能控制存续时间时间 ReadyTime: number,// 技能前摇时间 RType: number, //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定 ready_y: number, path:string, } interface IEndAnm { uuid:number, path:string, loop:boolean, time:number, } // 技能配置接口 - 按照6001格式排列 export interface SkillConfig { uuid:number, // 技能唯一ID name:string, // 技能名称 sp_name:string, // 特效名称 icon:string, // 图标ID TGroup:TGroup, // 目标群体(敌方/友方/自身等) TType:TType, // 目标类型 act:string, // 角色执行的动画 DTType:DTType, // 伤害类型(单体/范围) ap:number, // 攻击百分比(角色攻击力) hit_count:number, // 可命中次数 hitcd:number, // 持续伤害的伤害间隔(秒) speed:number, // 移动速度 with:number, // 宽度(暂时无用) ready:number, // 前摇时间 readyAnm:string, // 前摇动画名称 endAnm:string, // 结束动画名称 EAnm:number, // 结束动画ID DAnm:number, // 命中后动画ID RType:RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点) EType:EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束) time?:number, // timeEnd 持续时间(秒) kind?:SkillKind, // 主效果类型 crt?:number, // 额外暴击率 frz?:number, // 额外冰冻概率 bck?:number, // 额外击退概率 buffs:number[], // 对施法者的buff配置列表(Buff UUID 列表) call_hero?:number, // 召唤技能召唤英雄id(可选) info:string, // 技能描述 } export const SkillSet: Record = { // ========== 基础攻击 ========== 6001-6099 6001: { uuid:6001,name:"空挥",sp_name:"atk_s1",icon:"1026",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方目标造成100%攻击的伤害", }, 6002: { uuid:6002,name:"电击",sp_name:"atk_s4",icon:"1173",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"blues",endAnm:"",act:"max",DTType:DTType.single, ap:100,hit_count:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.collision, buffs:[],info:"对前方目标造成150%攻击的伤害", }, 6003: { uuid:6003,name:"闪击",sp_name:"atk_s3",icon:"1173",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"blues",endAnm:"",act:"max",DTType:DTType.single, ap:100,hit_count:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],info:"对前方目标造成150%攻击的伤害", }, 6004: { uuid:6004,name:"火焰击",sp_name:"atk_f2",icon:"1173",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"reds",endAnm:"",act:"max",DTType:DTType.single, ap:100,hit_count:6,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],info:"对前方目标造成150%攻击的伤害", }, 6005: { uuid:6005,name:"蓝箭",sp_name:"arrow_blue",icon:"1135",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6006: { uuid:6006,name:"绿箭",sp_name:"arrow_green",icon:"1135",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6007: { uuid:6007,name:"红箭",sp_name:"arrow_red",icon:"1135",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6008: { uuid:6008,name:"光箭",sp_name:"arrow_big_yellow",icon:"1135",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"reds",endAnm:"",act:"max",DTType:DTType.single, ap:100,hit_count:6,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6009: { uuid:6009,name:"冰球",sp_name:"ball_ice",icon:"1126",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:2,hitcd:0.3,speed:720,with:90, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6010: { uuid:6010,name:"冰锥",sp_name:"ball_forst",icon:"1126",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:2,hitcd:0.3,speed:720,with:90, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6011: { uuid:6011,name:"火球",sp_name:"ball_fire",icon:"1126",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:2,hitcd:0.3,speed:720,with:90, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6012: { uuid:6012,name:"光波",sp_name:"ball_guang",icon:"1126",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:2,hitcd:0.3,speed:720,with:90, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6013: { uuid:6013,name:"半月波",sp_name:"ball_light",icon:"1126",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:2,hitcd:0.3,speed:720,with:90, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6014: { uuid:6014,name:"月波",sp_name:"ball_gquan",icon:"1126",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:100,hit_count:2,hitcd:0.3,speed:720,with:90, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],info:"对前方单个目标造成100%攻击的伤害", }, //============================= ====== 辅助技能 ====== ========================== 6100-6199 6100:{ uuid:6100,name:"魔法盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,TType:TType.LowestHP,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:30,hit_count:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, kind:SkillKind.Shield,buffs:[],info:"获得30%最大生命值的护盾,持续60秒", }, 6101: { uuid:6101,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Self,TType:TType.LowestHP,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, ap:30,hit_count:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, kind:SkillKind.Heal,buffs:[],info:"治疗自己,回复30%最大生命值", }, // ========== 怪物基础技能 ========== 6200-6299 6201: { uuid:6201, name:"怪物近战", sp_name:"atk_s1", icon:"3036", TGroup:TGroup.Enemy, TType:TType.Frontline, readyAnm:"",endAnm:"",act:"atk", DTType:DTType.single, ap:100, hit_count:1, hitcd:0.2, speed:0, with:0, // 怪物近战特殊距离 ready:0, EAnm:0, DAnm:9001, RType:RType.fixed, EType:EType.animationEnd, buffs:[], info:"怪物基础近战攻击", }, 6203: { uuid:6203, name:"怪物射击", sp_name:"arrow_1", icon:"3039", TGroup:TGroup.Enemy, TType:TType.Frontline, readyAnm:"",endAnm:"",act:"atk", DTType:DTType.single, ap:80, hit_count:1, hitcd:0.2, speed:800, with:0, // 怪物远程特殊距离 ready:0, EAnm:0, DAnm:9001, RType:RType.linear, EType:EType.collision, buffs:[], info:"怪物基础远程攻击", }, }; export const SkillReadyConf: Record = { 0:{uuid:0,loop:false,SkillTime:0,ReadyTime:0,RType:0,ready_y:0,path:""}, // 无前摇 8001:{uuid:8001,loop:false,SkillTime:0,ReadyTime:0,RType:0,ready_y:0,path:"fire1"}, }; //技能结束动画EAnm 和集中后动画DAnm, 共用设定数组 export const EAnmConf: Record = { 0:{uuid:0,path:"",loop:false,time:0}, // 无结束动画 9001:{uuid:9001,path:"atked",loop:false,time:0}, }; export const CanSelectSkills: Record = { 1: [6002], 2: [6004], 3: [6003], 4: [6100], // 默认 99: [6002, 6004, 6003, 6100] }; // ==================== 预定义 Buff 列表 ==================== // 使用 ID 作为 Key,方便在技能配置中引用或作为模板 export const BuffsList: Record = { // ========== 攻击类增益 ========== 10001 - 10099 // 攻击力提升 (固定值) 10001: { uuid: 10001, name: "攻击提升", icon: "10001", buff: Attrs.ap, value: 10, time: 5, chance: 1, info: "攻击力+10" }, 10002: { uuid: 10002, name: "攻击提升", icon: "10002", buff: Attrs.ap, value: 50, time: 5, chance: 1, info: "攻击力+50" }, 10101: { uuid: 10101, name: "生命上限提升", icon: "10101", buff: Attrs.hp_max, value: 20, time: 10, chance: 1, info: "生命上限+20%" }, // 移动速度提升 (固定值) 10111: { uuid: 10111, name: "移速提升", icon: "10111", buff: Attrs.speed, value: 50, time: 5, chance: 1, info: "移速+50" }, 10112: { uuid: 10112, name: "移速提升", icon: "10112", buff: Attrs.speed, value: 100, time: 5, chance: 1, info: "移速+100" }, };