清理技能配置接口和实现代码,删除已不再使用的冷却时间(cd)和目标数量(t_num)字段。 在SCastSystem中,将目标数量计算简化为固定使用最小值1,因为t_num字段已废弃。 同时移除SkillView中已注释掉的旧逻辑代码。
337 lines
14 KiB
TypeScript
337 lines
14 KiB
TypeScript
// ========== 从 HeroAttrs.ts 导入属性相关定义 ==========
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import { Attrs,BType } from "./HeroAttrs";
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export enum HSSet {
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atk = 0, // 普通攻击
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skill = 1, // 一般技能
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max = 2, // 必杀技
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}
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export enum TGroup {
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Self = 0, // 自身
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Ally = 1, // 所有敌人
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Team = 2, // 所有友方
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Enemy = 3, // 敌方单位
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All = 4 // 所有单位
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}
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export enum TType {
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/** 前排目标(最靠近敌方阵营的单位) */
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Frontline = 1, // 最前排单位
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/** 后排目标(离敌方阵营最远的单位) */
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Backline = 2, // 最后排单位
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/** 生命值最低的目标 */
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LowestHP = 3, // 最低生命值
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/** 生命值最高的目标 */
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HighestHP = 4, // 最高生命值
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/** 近战职业目标 */
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Melee =5, // 近战职业
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/** 远程职业目标 */
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Ranged =6, // 远程职业
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/** 辅助职业目标 */
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SupportClass =7, // 辅助职业
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/** 随机目标 */
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Random =8 // 随机目标
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}
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export enum DTType {
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single = 0,
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range = 1,
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}
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export enum SType {
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damage = 0,
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heal = 1,
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shield = 2,
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zhaohuan = 3,
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buff = 4,
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}
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/**
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* 攻击距离类型分类
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* 用于AI决策和技能配置规范化
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*/
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export enum SkillRange {
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/** 近战: < 150 (贴脸输出) */
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Melee = 0,
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/** 中程: 150 - 400 (投掷/短法术) */
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Mid = 1,
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/** 远程: > 400 (弓箭/长法术) */
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Long = 2
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}
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/** 距离类型的标准数值定义 */
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export const SkillDisVal: Record<SkillRange, number> = {
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[SkillRange.Melee]: 120,
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[SkillRange.Mid]: 360,
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[SkillRange.Long]: 720
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};
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//受伤动画名称
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export enum AtkedName {
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atked = "atked",
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ice = "atked_ice",
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fire = "atked_fire",
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wind = "atked_wind",
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crit = "atked_crit",
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}
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export enum RType {
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linear = 0, //直线
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bezier = 1, //贝塞尔
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fixed = 2, //固定起点
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fixedEnd = 3, //固定终点
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}
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export enum EType {
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animationEnd = 0,
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timeEnd = 1,
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distanceEnd = 2,
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collision = 3,
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countEnd = 4,
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}
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//debuff类型
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/*
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=== 技能配置系统使用说明 ===
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1. 基础属性:
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- uuid: 技能唯一ID
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- name: 技能名称
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- sp_name: 特效名称
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- AtkedName: 攻击类型
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- path: 图片资源路径
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2. 目标和效果:
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- TGroup: 目标群体 (敌方、友方等)
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- SType: 技能类型 (伤害、治疗、护盾等)
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3. 执行参数:
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- act: 角色执行的动画
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- DTType: 伤害类型 (单体、范围)
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- EType: 结束条件
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- fname: 特效文件名
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- with: 暂时无用
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4. 数值参数:
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- ap: 攻击力百分比
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- cd: 冷却时间
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- hit_num: 范围攻击 伤害敌人数量
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- t_num: 目标数量
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- hit: 穿刺个数
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- hitcd: 持续伤害的伤害间隔
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- speed: 移动速度
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- cost: 消耗值
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*/
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export enum DType {
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ATK= 0, // 物理
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ICE=1, // 冰元素
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FIRE=2, // 火元素
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WIND=3, // 风元素
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}
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export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
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// Debuff配置接口
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export interface BuffConf {
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uuid:number; // Buff唯一ID
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name?:string; // Buff名称
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icon?:string; // Buff图标
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buff:Attrs;
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BType:BType
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value:number; // 效果值
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time:number; // 持续时间
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chance:number; // 触发概率
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info?:string; // 描述
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isDebuff?:boolean; // 是否为负面效果
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}
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interface IReady {
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uuid:number,
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loop: boolean,
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SkillTime: number,// 技能控制存续时间时间
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ReadyTime: number,// 技能前摇时间
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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
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ready_y: number,
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path:string,
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}
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interface IEndAnm {
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uuid:number,
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path:string,
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loop:boolean,
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time:number,
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}
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// 技能配置接口 - 按照6001格式排列
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export interface SkillConfig {
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uuid:number, // 技能唯一ID
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name:string, // 技能名称
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sp_name:string, // 特效名称
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icon:string, // 图标ID
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TGroup:TGroup, // 目标群体(敌方/友方/自身等)
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SType:SType, // 技能类型(伤害/治疗/护盾等)
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act:string, // 角色执行的动画
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DTType:DTType, // 伤害类型(单体/范围)
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ap:number, // 攻击百分比(角色攻击力)
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hit_num:number, // 范围攻击伤害敌人数量
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hit:number, // 穿刺个数
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hitcd:number, // 持续伤害的伤害间隔(秒)
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speed:number, // 移动速度
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with:number, // 宽度(暂时无用)
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ready:number, // 前摇时间
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EAnm:number, // 结束动画ID
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DAnm:number, // 命中后动画ID
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RType:RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点)
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EType:EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束)
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buffs:number[], // 对施法者的buff配置列表(Buff UUID 列表)
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call_hero?:number, // 召唤技能召唤英雄id(可选)
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info:string, // 技能描述
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}
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export const SkillSet: Record<number, SkillConfig> = {
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5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"1168",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:0,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"反伤",
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},
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// ========== 基础攻击 ========== 6001-6099
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6001: {
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uuid:6001,name:"近战攻击",sp_name:"atk_s1",icon:"1026",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"对前方目标造成100%攻击的伤害",
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},
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6002: {
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uuid:6002,name:"远程攻击",sp_name:"b_arrow_blue",icon:"1135",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"对前方单个目标造成100%攻击的伤害",
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},
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6003: {
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uuid:6003,name:"远程攻击",sp_name:"m_water_ball_1",icon:"1126",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,hit_num:1,hit:2,hitcd:0.3,speed:720,with:90,
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ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision,
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buffs:[],info:"对前方单个目标造成100%攻击的伤害",
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},
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6004: {
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uuid:6004,name:"蓄力一击",sp_name:"atk_s4",icon:"1173",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"对前方目标造成150%攻击的伤害",
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},
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// ========== 基础buff ========== 6100-6199
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6100: {
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uuid:6100,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Self,SType:SType.heal,act:"atk",DTType:DTType.single,
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ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"治疗自己,回复30%最大生命值",
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},
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6101:{
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uuid:6101,name:"魔法盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,SType:SType.shield,act:"atk",DTType:DTType.single,
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ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"获得30%最大生命值的护盾,持续60秒",
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},
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6102:{
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uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.single,
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ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[10001],info:"增加目标10%攻击力,持续30秒",
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},
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6103:{
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uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.range,
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ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[10011],info:"增加目标10%攻击力,持续30秒",
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},
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// ========== 怪物基础技能 ========== 6200-6299
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6201: {
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uuid:6201, name:"怪物近战", sp_name:"atk_s1", icon:"3036",
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TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single,
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ap:100, hit_num:1, hit:1, hitcd:0.2, speed:0, with:0, // 怪物近战特殊距离
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ready:0, EAnm:0, DAnm:9001, RType:RType.fixed, EType:EType.animationEnd,
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buffs:[], info:"怪物基础近战攻击",
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},
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6203: {
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uuid:6203, name:"怪物射击", sp_name:"arrow_1", icon:"3039",
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TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single,
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ap:80, hit_num:1, hit:1, hitcd:0.2, speed:800, with:0, // 怪物远程特殊距离
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ready:0, EAnm:0, DAnm:9001, RType:RType.linear, EType:EType.collision,
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buffs:[], info:"怪物基础远程攻击",
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},
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};
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export const SkillReadyConf: Record<number, IReady> = {
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0:{uuid:0,loop:false,SkillTime:0,ReadyTime:0,RType:0,ready_y:0,path:""}, // 无前摇
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8001:{uuid:8001,loop:false,SkillTime:0,ReadyTime:0,RType:0,ready_y:0,path:"fire1"},
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};
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//技能结束动画EAnm 和集中后动画DAnm, 共用设定数组
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export const EAnmConf: Record<number, IEndAnm> = {
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0:{uuid:0,path:"",loop:false,time:0}, // 无结束动画
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9001:{uuid:9001,path:"atked",loop:false,time:0},
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};
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export const CanSelectSkills: Record<number, number[]> = {
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1: [6002],
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2: [6004],
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3: [6003],
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4: [6100],
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// 默认
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99: [6002, 6004, 6003, 6100]
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};
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// ==================== 预定义 Buff 列表 ====================
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// 使用 ID 作为 Key,方便在技能配置中引用或作为模板
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export const BuffsList: Record<number, BuffConf> = {
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// ========== 攻击类增益 ========== 10001 - 10099
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// 攻击力提升 (固定值)
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10001: { uuid: 10001, name: "攻击提升", icon: "10001", buff: Attrs.ap, BType: BType.VALUE, value: 10, time: 5, chance: 1, info: "攻击力+10" },
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10002: { uuid: 10002, name: "攻击提升", icon: "10002", buff: Attrs.ap, BType: BType.VALUE, value: 50, time: 5, chance: 1, info: "攻击力+50" },
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// 攻击力提升 (百分比)
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10011: { uuid: 10011, name: "攻击提升", icon: "10011", buff: Attrs.ap, BType: BType.RATIO, value: 10, time: 5, chance: 1, info: "攻击力+10%" },
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10012: { uuid: 10012, name: "攻击提升", icon: "10012", buff: Attrs.ap, BType: BType.RATIO, value: 20, time: 10, chance: 1, info: "攻击力+20%" },
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// 暴击率提升 (固定值)
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10021: { uuid: 10021, name: "暴击提升", icon: "10021", buff: Attrs.critical, BType: BType.VALUE, value: 10, time: 5, chance: 1, info: "暴击率+10%" },
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10022: { uuid: 10022, name: "暴击提升", icon: "10022", buff: Attrs.critical, BType: BType.VALUE, value: 20, time: 5, chance: 1, info: "暴击率+20%" },
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// 暴击伤害提升
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10031: { uuid: 10031, name: "爆伤提升", icon: "10031", buff: Attrs.critical_dmg, BType: BType.VALUE, value: 50, time: 5, chance: 1, info: "暴击伤害+50%" },
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// 穿刺次数提升
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10041: { uuid: 10041, name: "穿刺提升", icon: "10041", buff: Attrs.puncture, BType: BType.VALUE, value: 1, time: 10, chance: 1, info: "穿刺次数+1" },
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// ========== 生存类增益 ========== 10100 - 10199
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// 生命值上限提升 (百分比)
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10101: { uuid: 10101, name: "生命上限提升", icon: "10101", buff: Attrs.hp_max, BType: BType.RATIO, value: 20, time: 10, chance: 1, info: "生命上限+20%" },
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// 移动速度提升 (固定值)
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10111: { uuid: 10111, name: "移速提升", icon: "10111", buff: Attrs.speed, BType: BType.VALUE, value: 50, time: 5, chance: 1, info: "移速+50" },
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10112: { uuid: 10112, name: "移速提升", icon: "10112", buff: Attrs.speed, BType: BType.VALUE, value: 100, time: 5, chance: 1, info: "移速+100" },
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// 护盾 (固定值)
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10121: { uuid: 10121, name: "护盾", icon: "10121", buff: Attrs.shield, BType: BType.VALUE, value: 100, time: 10, chance: 1, info: "护盾+100" },
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// ========== 减益类 Buff (属性降低) ========== 10200 - 10299
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// 减速 (移动速度降低)
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10201: { uuid: 10201, name: "减速", icon: "10201", buff: Attrs.speed, BType: BType.VALUE, value: -50, time: 3, chance: 1, info: "移速-50", isDebuff: true },
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// 虚弱 (攻击力降低)
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10211: { uuid: 10211, name: "虚弱", icon: "10211", buff: Attrs.ap, BType: BType.RATIO, value: -20, time: 5, chance: 1, info: "攻击力-20%", isDebuff: true },
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// ========== 状态控制类 (Debuff) ========== 20000 - 20099
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// 冰冻
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20001: { uuid: 20001, name: "冰冻", icon: "20001", buff: Attrs.IN_FROST, BType: BType.BOOLEAN, value: 1, time: 1, chance: 1, info: "冰冻1秒", isDebuff: true },
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20002: { uuid: 20002, name: "冰冻", icon: "20002", buff: Attrs.IN_FROST, BType: BType.BOOLEAN, value: 1, time: 2, chance: 1, info: "冰冻2秒", isDebuff: true },
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// 眩晕
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20011: { uuid: 20011, name: "眩晕", icon: "20011", buff: Attrs.IN_STUN, BType: BType.BOOLEAN, value: 1, time: 1, chance: 1, info: "眩晕1秒", isDebuff: true },
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20012: { uuid: 20012, name: "眩晕", icon: "20012", buff: Attrs.IN_STUN, BType: BType.BOOLEAN, value: 1, time: 2, chance: 1, info: "眩晕2秒", isDebuff: true },
|
||
};
|