一个全随机的刷装备小游戏
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import { Entry, Quality, EquipBase, Equip } from './bean';
import { qualitys, entry_initor, extra_entry_num } from './constant';
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const extraEntrys = ['atk', 'crit', 'critDmg', 'hp', 'def', 'bloc'];
const coefficient = { shabby: 0.6, ordinary: 0.9, artifact: 1.3, epic: 1.6, unique: 2 };
export const neckUniqueCategorys = [
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{
name: 'demonSlayer',
icon: 'U_neck01.png',
entry: [
{ type: 'atk', valCoefficient: 0.7 },
{ type: 'hp', valCoefficient: 0.8 },
{ type: 'def', valCoefficient: 0.9 },
],
},
{
name: 'darkDragon',
icon: 'U_neck02.png',
entry: [
{ type: 'critDmg', valCoefficient: 1 },
{ type: 'crit', valCoefficient: 0.5 },
{ type: 'hp', valCoefficient: 0.8 },
],
},
{
name: 'single',
icon: 'U_neck03.png',
entry: [
{ type: 'critDmg', valCoefficient: 1.8 },
{ type: 'bloc', valCoefficient: 0.7 },
{ type: 'hp', valCoefficient: 0.7 },
],
},
{
name: 'demons',
icon: 'U_neck04.png',
entry: [
{ type: 'critDmg', valCoefficient: 1.6 },
{ type: 'atk', valCoefficient: 1.6 },
],
},
{
name: 'ipaya',
icon: 'U_neck05.png',
entry: [
{ type: 'bloc', valCoefficient: 0.9 },
{ type: 'def', valCoefficient: 0.9 },
{ type: 'hp', valCoefficient: 1.3 },
],
},
];
export const neckCategorys = [
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{
name: 'crusade',
icon: 'Ac_1.png',
entry: [
{ type: 'def', valCoefficient: 0.9 },
{ type: 'hp', valCoefficient: 0.5 },
{ type: 'bloc', valCoefficient: 0.6 },
],
},
{
name: 'gintamaEyes',
icon: 'Ac_5.png',
entry: [
{ type: 'crit', valCoefficient: 1.1 },
{ type: 'hp', valCoefficient: 0.5 },
{ type: 'atk', valCoefficient: 0.6 },
],
},
{
name: 'iceDragon',
icon: 'Ac_7.png',
entry: [
{ type: 'crit', valCoefficient: 0.75 },
{ type: 'critDmg', valCoefficient: 0.5 },
{ type: 'hp', valCoefficient: 0.5 },
],
},
];
export const initialNeck = () => {
const type = 'neck';
const qualityBean = new Quality(qualitys[0], coefficient[qualitys[0]]);
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const base = new EquipBase('initial', 'Ac_3.png', [new Entry('hp', 20, '+20', 100)]);
const extraEntry = [new Entry('crit', 10, '+10%', 100)];
return new Equip(type, 1, qualityBean, base, extraEntry);
};
export const createNeck = (quality, lv) => {
const type = 'neck';
const qualityBean = new Quality(quality, coefficient[quality]);
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const base = createBase(quality, lv);
const extraEntry = new Array();
const extraEntryNum = extra_entry_num[quality];
for (let i = 0; i < extraEntryNum; i++) {
extraEntry.push(neckExtraEntry(quality, lv));
}
return new Equip(type, lv, qualityBean, base, extraEntry);
};
export const neckExtraEntry = (quality, lv) => {
const type = extraEntrys[Math.floor(Math.random() * extraEntrys.length)];
const initor = entry_initor[type];
const qualityCoefficient = coefficient[quality];
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const entry = initor(lv, qualityCoefficient);
return entry;
};
const createBase = (quality, lv) => {
const array = quality == 'unique' ? neckUniqueCategorys : neckCategorys;
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const category = array[Math.floor(Math.random() * array.length)];
const entry = new Array();
category.entry.forEach((item) => {
const initor = entry_initor[item.type];
const qualityCoefficient = coefficient[quality];
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entry.push(initor(lv, qualityCoefficient, item.valCoefficient));
});
return new EquipBase(category.name, category.icon, entry);
};