184 lines
4.7 KiB
TypeScript
184 lines
4.7 KiB
TypeScript
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/**
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* 属性 id
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*/
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export enum ABI_TYPE {
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/**生命 */
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ABI_HP = 1,
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/**物攻 */
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ABI_ATK = 2,
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/**策攻(弃用) */
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ABI_MATK = 3,
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/**物防 */
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ABI_DEF = 4,
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/**策防 */
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ABI_MDEF = 5,
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/**敏捷(弃用) */
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ABI_AGI = 6,
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/**幸运(弃用) */
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ABI_LUK = 7,
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/**移动 */
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ABI_SPEED = 8,
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//主属性 end
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/**命中 */
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ABI_HIT = 9,
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/**暴击等级 */
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ABI_CRI = 10,
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/**格挡等级 */
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ABI_FLEE = 11,
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/**抗暴等级 */
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ABI_ANT_CRI = 12,
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/**伤害加深等级(弃用) */
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ABI_DAMAGE_INCREASE = 13,
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/**伤害减免等级 (弃用)*/
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ABI_DAMAGE_DECREASE = 14,
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/**忽视防御等级 */
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ABI_DEF_IGNORE = 15,
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/**吸血等级 */
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ABI_BLOOD_SUCK = 16,
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/**怒气恢复效果 */
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ABI_AP = 17,
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/**暴击伤害 */
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ABI_CRI_DAMAGE = 18,
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/**物理伤害加深等级 */
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ABI_PHYSICAL_DAMAGE_INCREASE = 19,
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/**物理伤害减免等级 */
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ABI_PHYSICAL_DAMAGE_DECREASE = 20,
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/**策略伤害加深等级 */
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ABI_MAGIC_DAMAGE_INCREASE = 21,
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/**策略伤害减免等级 */
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ABI_MAGIC_DAMAGE_DECREASE = 22,
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/** 治疗加成 */
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ABI_TREATMENT_INCREASE = 23,
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/** 治疗降低 */
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ABI_TREATMENT_DECREASE = 24,
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/** 受治疗加成 */
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ABI_ACCEPT_TREATMENT_INCREASE = 25,
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/** 受治疗降低 */
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ABI_ACCEPT_TREATMENT_DECREASE = 26,
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/** 反弹 */
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ABI_BLOOD_REBOUND = 27,
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/** 反击伤害 */
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ABI_STRIKE_BACK = 28,
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ABI_MAX,
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}
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// 主属性
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export const ABI_TYPE_MAIN = [
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ABI_TYPE.ABI_HP,
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ABI_TYPE.ABI_ATK,
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ABI_TYPE.ABI_DEF,
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ABI_TYPE.ABI_MDEF
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];
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// 次级属性
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export const ABI_TYPE_SUB = [
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ABI_TYPE.ABI_HIT,
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ABI_TYPE.ABI_CRI,
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ABI_TYPE.ABI_FLEE,
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ABI_TYPE.ABI_ANT_CRI,
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ABI_TYPE.ABI_DAMAGE_INCREASE,
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ABI_TYPE.ABI_DAMAGE_DECREASE,
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ABI_TYPE.ABI_DEF_IGNORE,
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ABI_TYPE.ABI_BLOOD_SUCK,
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ABI_TYPE.ABI_AP,
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ABI_TYPE.ABI_CRI_DAMAGE,
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ABI_TYPE.ABI_PHYSICAL_DAMAGE_INCREASE,
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ABI_TYPE.ABI_PHYSICAL_DAMAGE_DECREASE,
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ABI_TYPE.ABI_MAGIC_DAMAGE_INCREASE,
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ABI_TYPE.ABI_MAGIC_DAMAGE_DECREASE,
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ABI_TYPE.ABI_TREATMENT_INCREASE,
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ABI_TYPE.ABI_ACCEPT_TREATMENT_INCREASE,
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ABI_TYPE.ABI_ACCEPT_TREATMENT_DECREASE,
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ABI_TYPE.ABI_BLOOD_REBOUND,
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ABI_TYPE.ABI_STRIKE_BACK,
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];
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export enum SEID_TYPE {
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/**属性固定值加成(数值) */
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TYPE101 = 101,
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/**属性固定值加成(百分比) */
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TYPE102 = 102,
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/**复合属性 */
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TYPE999 = 999,
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}
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export enum ABI_STAGE {
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START = 0,
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HP = 1,
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ATK = 2,
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DEF = 3,
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MDEF = 4,
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END = 4
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}
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export enum ABI_JOB_STAGE {
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START = 1,
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END = 6
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}
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export const ATTR = {}
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export const HERO_ATTR = {
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1: "hp", // 生命
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2: "atk", // 物攻
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3: "matk", // 策攻
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4: "def", // 物防
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5: "mdef", // 测防
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6: "agi", // 敏捷
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7: "luk", // 幸运
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8: "speed", // 移动
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9: "hit", // 命中等级
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10: "cri", // 暴击等级
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11: "flee", // 格挡等级
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12: "antCri", // 抗暴等级
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13: "damageIncrease", // 伤害加深等级
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14: "damageDecrease", // 伤害减免等级
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15: "defIngnore", // 忽视防御等级
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16: "bloodSuck", // 吸血等级
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17: "ap", // 怒气
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18: "damageCri", // 暴击伤害
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19: "physicaldamageInc", // 物伤加深
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20: "physicaldamageDec", // 物伤减免
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21: "magicdamageInc", // 法伤加深
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22: "magicdamageDec", // 法伤减免
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23: "treatmentInc", // 治疗加成
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24: "treatmentDec", // 治疗降低
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25: "acceptTreatmentInc", // 受治疗加成
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26: "acceptTreatmentDec", // 受治疗降低
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27: "bloodRebound", // 反弹
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28: "strikeBack", // 反击伤害
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};
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const abilityTypeWithStage = [
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{ type: ABI_TYPE.ABI_HP, stage: ABI_STAGE.HP },
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{ type: ABI_TYPE.ABI_ATK, stage: ABI_STAGE.ATK },
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{ type: ABI_TYPE.ABI_DEF, stage: ABI_STAGE.DEF },
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{ type: ABI_TYPE.ABI_MDEF, stage: ABI_STAGE.MDEF },
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];
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export const ABI_TYPE_TO_STAGE = new Map<number, number>();
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export const ABI_STAGE_TO_TYPE = new Map<number, number>();
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for(let {type, stage} of abilityTypeWithStage) {
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ABI_TYPE_TO_STAGE.set(type, stage);
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ABI_STAGE_TO_TYPE.set(stage, type);
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}
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export function getAtrrNameById(attrId: number):string {
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return HERO_ATTR[attrId];
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};
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export enum CE_CONST {
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FLEE_VALUE = 0.3, // 格挡价值
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PUT_HIT = 50000, // 投放总命中
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HIT_RATE_BASE = 0.75, // 命中率基础
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HIT_RATE_MAX = 1, // 命中率上限
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HIT_RATE_MIN = 0, // 命中率下限
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PUT_ANT_CRI = 50000, // 投放总抗暴
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CRI_RATE_BASE = 0.05, // 暴击率基础
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CRI_RATE_MAX = 0.75, // 暴击率上限
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CRI_RATE_MIN = 0.05, // 暴击率下限
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CRI_VALUE_BASE = 1.5, // 暴击价值基础
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}
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