- 降低第2波远程怪物数量从3减少至2 - 第3波近战怪物数量从3减少至1,并增加1个近战Boss - 第4波移除1个支援怪物,近战和远程怪物各减少1个 - 默认波次近战怪物数量从3减少至2
73 lines
2.2 KiB
TypeScript
73 lines
2.2 KiB
TypeScript
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export enum UpType {
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AP1_HP1 = 0, //平衡
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HP2 = 1, //强hp
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AP2 = 2 //强ap
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}
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// 普通关卡成长值:第一项为攻击力成长,第二项为血量成长
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export const StageGrow = {
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[UpType.AP1_HP1]: [4,10], // 平衡型:攻4 血10
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[UpType.HP2]: [2,20], // 强HP型:攻2 血20
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[UpType.AP2]: [8,0], // 强AP型:攻8 血0
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}
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// Boss关卡成长值:同上,数值更高
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export const StageBossGrow = {
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[UpType.AP1_HP1]: [3,16], // 平衡型:攻3 血16
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[UpType.HP2]: [1,24], // 强HP型:攻1 血24
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[UpType.AP2]: [10,4], // 强AP型:攻10 血4
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}
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export const MonType = {
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Melee: 0, // 近战高功
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Long: 1, // 高速贴近
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Support: 2, // 支持怪
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MeleeBoss: 3, // boss怪
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LongBoss: 4, // boss怪
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}
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export const MonList = {
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[MonType.Melee]: [6001,6003], // 近战高功
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[MonType.Long]: [6002], // 高速贴近
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[MonType.Support]: [6002], // 高血皮厚
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[MonType.MeleeBoss]:[6006,6104,6015], // 射手
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[MonType.LongBoss]:[6005], // 远程魔法
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}
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export const BossList = [6006,6104,6015]
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export const SpawnPowerBias = 1
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export interface IWaveSlot {
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type: number; // 对应 MonType
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count: number; // 怪物数量
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slotsPerMon?: number; // 每个怪占用几个位置,默认 1
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}
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// 每波怪物占位数量配置:数组顺序即为占位从左到右的排列顺序
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export const WaveSlotConfig: { [wave: number]: IWaveSlot[] } = {
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1: [
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{ type: MonType.Melee, count: 2 },
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{ type: MonType.Long, count: 2 }
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],
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2: [
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{ type: MonType.Melee, count: 2 },
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{ type: MonType.Long, count: 2 },
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{ type: MonType.Support, count: 1 }
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],
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3: [
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{ type: MonType.Melee, count: 1 },
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{ type: MonType.MeleeBoss, count: 1, slotsPerMon: 2 },
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{ type: MonType.Long, count: 2 }
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],
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4: [
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{ type: MonType.Melee, count: 1 },
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{ type: MonType.Long, count: 1 },
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{ type: MonType.LongBoss, count: 1, slotsPerMon: 2 }
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],
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}
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// 默认占位配置 (如果在 WaveSlotConfig 中找不到波次,则使用此配置)
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export const DefaultWaveSlot: IWaveSlot[] = [
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{ type: MonType.Melee, count: 2 },
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{ type: MonType.Long, count: 3 }
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]
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