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新增多彩装备

1.新增多彩装备
2.新增图标资源
3.添加待实现技能
v1.0
许孟阳 2 weeks ago
parent
commit
0c3fdb4f07
  1. BIN
      public/img/equips/jewelry/屠妖.png
  2. BIN
      public/img/equips/neck/百八烦恼珠.png
  3. BIN
      public/img/equips/neck/诛仙.png
  4. BIN
      public/img/equips/ring/冰心.png
  5. BIN
      public/img/equips/ring/愣伽指环.png
  6. BIN
      public/img/equips/ring/镇鬼.png
  7. BIN
      public/img/equips/ring/黄泉之尘.png
  8. 3
      src/config/equips/jewelry.ts
  9. 2
      src/config/equips/pants.ts
  10. 41
      src/config/equips/ring.ts
  11. 11
      src/config/i18n/zh/euips.ts
  12. 30
      src/config/i18n/zh/skills.ts
  13. 1
      src/config/skill/index.ts
  14. 3
      src/config/skill/neck.ts
  15. 0
      src/config/skill/pants.ts
  16. 103
      src/config/skill/ring.ts

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3
src/config/equips/jewelry.ts

@ -43,7 +43,8 @@ export const jewelryColorfulCategorys: Categorys[] = [ @@ -43,7 +43,8 @@ export const jewelryColorfulCategorys: Categorys[] = [
{ type: 'critDmg', valCoefficient: 1.5 },
{ type: 'atk', valCoefficient: 0.8 },
],
'Vampire1'
'Vampire1',
0.9
),
new Categorys(
'jingboyu',

2
src/config/equips/pants.ts

@ -13,7 +13,7 @@ export const pantsColorfulCategorys: Categorys[] = [ @@ -13,7 +13,7 @@ export const pantsColorfulCategorys: Categorys[] = [
{ type: 'bloc', valCoefficient: 1.5 },
{ type: 'hp', valCoefficient: 1.4 },
],
'SLWX,JinGangZhuo'
'FuRenPiHu'
),
];

41
src/config/equips/ring.ts

@ -18,6 +18,47 @@ export const ringColorfulCategorys: Categorys[] = [ @@ -18,6 +18,47 @@ export const ringColorfulCategorys: Categorys[] = [
'SLWX,JinGangZhuo',
0.9
),
new Categorys(
'pojie',
'ring/破戒.png',
[
{ type: 'critDmg', valCoefficient: 1.5 },
{ type: 'crit', valCoefficient: 0.5 },
{ type: 'atk', valCoefficient: 0.7 },
],
'FengXie'
),
new Categorys(
'mantanghong',
'ring/满堂红.png',
[
{ type: 'critDmg', valCoefficient: 1 },
{ type: 'crit', valCoefficient: 0.5 },
{ type: 'hp', valCoefficient: 1.5 },
],
'ShiZhong'
),
new Categorys(
'hanba',
'ring/旱魃.png',
[
{ type: 'critDmg', valCoefficient: 1 },
{ type: 'crit', valCoefficient: 0.5 },
{ type: 'hp', valCoefficient: 1.5 },
],
'ShenShang'
),
new Categorys(
'yaozuzhili',
'ring/妖族之力.png',
[
{ type: 'critDmg', valCoefficient: 0.7 },
{ type: 'crit', valCoefficient: 0.5 },
{ type: 'atk', valCoefficient: 1.5 },
],
'TongJueFanJi',
0.5
),
];
export const ringUniqueCategorys: Categorys[] = [

11
src/config/i18n/zh/euips.ts

@ -86,6 +86,8 @@ export const neck = { @@ -86,6 +86,8 @@ export const neck = {
type: '项链',
chitong: ['赤瞳金玉坠', '传闻为仙族神器。佩戴者回洞悉敌人的弱点。'],
duanji: ['断·极', '若众生都断了情欲,那世间岂不是一色苍凉。'],
fannao: ['百八烦恼珠', '求人不如求己。'],
zhuxian: ['诛仙', '原来,神的身体流动的血,都是冷的。'],
fodengyou: ['佛灯油', '听说灵山永寂,灯影不摇,我若去了,便叫它风起云动。 ----黄风大圣'],
guiyan: ['鬼眼', '多少楼台平山演,鬼使飞阁绿林空。'],
hushi: ['虎视', '我看见了你,偷丹贼。 ----三仙的丹房'],
@ -114,14 +116,16 @@ export const neck = { @@ -114,14 +116,16 @@ export const neck = {
export const ring = {
type: '戒指',
jingangzhuo: ['金刚琢', '无敌。'],
yaozuzhili: ['妖族之力', '妖王的荣耀。'],
mantanghong: ['满堂红', '青灯知有喜,花发满堂红。'],
pojie: ['破戒', '我心中爱你美丽,怎能嘴上装四大皆空。 ----金蝉子'],
mantanghong: ['满堂红', '青灯知有喜,花发满堂红。'],
hanba: ['旱魃', '国师与旱魃斗法七日,始有甘霖降车迟国。'],
yaozuzhili: ['妖族之力', '妖王的荣耀。'],
siyan: ['四眼', '我花了十万年才长出一只眼睛。'],
taiyang: ['太阳真火戒', '这里面有太阳的光辉。'],
taiyin: ['太阴紫电戒', '这里面有月亮的锋芒。'],
zhengui: ['镇鬼', '妖王的血染红了他,而群鬼闻之顿寂。'],
bingxin: ['冰心', '这是一颗世间最冷的心,再没有更寒的霜可以加诸其上。'],
huangquan: ['黄泉之尘', '这尘埃上有一个黄泉的国度。'],
hanba: ['旱魃', '国师与旱魃斗法七日,始有甘霖降车迟国。'],
lengqie: ['楞伽指环', '楞伽,此云难入。'],
luwuzhimu: ['陆吾之目', '似乎随时会睁开。'],
yishan: ['移山', '山神很忙。'],
@ -146,6 +150,7 @@ export const ring = { @@ -146,6 +150,7 @@ export const ring = {
};
export const jewelry = {
type: '饰品',
tuyao: ['屠妖', '没有妖证明过“自由”两个字,试图证明得妖,都死了'],
shadan: ['杀旦头饰', '好一个三生醉的大青衣,转眼是冷如冰的刺杀旦!'],
simianta: ['太乙神器·四面塔', '李天王有一次差点拿错了。'],
shuzhuang: ['梳妆镜', '都上来,一个个仔细看打! ----琵琶精'],

30
src/config/i18n/zh/skills.ts

@ -4,8 +4,9 @@ export const passive = '被动'; @@ -4,8 +4,9 @@ export const passive = '被动';
export const control = ['${0}使用了${1},', '${0}被控制${1}回合', '控制失败', '${0}被控制,无法释放技能,剩余${1}回合'];
export const crit = ['触发了暴击'];
export const attack = ['普通攻击', '伤害倍率100%', '${0}使用了${1}${4},对${2}造成了${3}点伤害'];
export const iceBlade = ['冰刃', '暴击时有${0}几率释放冰线冲击,附加${1}%攻击力的伤害和${2}回合冰冻效果。', '触发了冰刃,附加${0}点伤害,冰冻${1}${2}回合'];
export const seeRed = ['见红', '攻击倍率${0}%,冷却${1}回合。'];
export const seeRed = ['见红', '伤害倍率${0}%,冷却${1}回合。'];
export const qici = ['鳍刺', '攻击时有${0}%概率对目标造成流血,持续${1}回合。'];
export const bhxdjc = [
@ -14,23 +15,42 @@ export const bhxdjc = [ @@ -14,23 +15,42 @@ export const bhxdjc = [
'触发百花羞得矜持,获得${0}点护盾。',
];
export const duan = ['断', '伤害目标后,若目标血量低于${0}%,则直接处决目标。', '目标血量低于${0}%,触发【断】,造成${1}点伤害'];
export const duan = ['断', '攻击目标后,若目标血量低于${0}%,则直接处决目标。', '目标血量低于${0}%,触发【断】,造成${1}点伤害'];
export const SLWX = ['森罗万象', '增加${0}%攻击加成、伤害加成、暴击率、暴击伤害。'];
export const jinggangzhuo = ['金刚琢', '攻击时有${0}%几率使目标进入缴械状态${1}回合。', '触发金刚镯,目标缴械${0}回合'];
export const fengxie = ['奉邪', '每次暴击,增加${0}%的暴击伤害,最多叠加${1}层,未暴击时层数清零。', '触发奉邪,当前层数${0}层。'];
export const shizhong = ['噬忠', '每次被暴击,增加${0}%的暴击伤害减免,最多叠加${1}层,持续到战斗结束。', '触发噬忠,当前层数${0}层。'];
export const shenshang = ['神赏', '暴击时有${0}%概率恢复自身生命${1}点。', '触发神赏,恢复生命${0}点。'];
export const tongjuefanji = ['痛觉反击', '每次受到暴击时,对目标使用刺痛反击,伤害倍率${0}%。', '触发刺痛反击,对${0}造成${1}点伤害。'];
export const fate = ['化缘', '副本掉落金币奖励提高${0}%。'];
export const vampire = ['汲血', '生命偷取${0}%。', '触发汲血,偷取${0}点生命'];
export const prototype = ['现原形', '将目标变为猴子,持续${0}回合,冷却${1}回合,对boss只有${2}%成功率。'];
export const attack = ['普通攻击', '攻击倍率100%', '${0}使用了${1}${4},对${2}造成了${3}点伤害'];
export const critFear = ['暴击恐惧', '暴击时附加${0}%攻击力的额外伤害。', '触发暴击恐惧,附加${0}点伤害'];
export const liulipan = ['琉璃盘', '使用后产生黑红内丹,临时提高${0}点基础攻击力进行攻击,冷却${1}回合。'];
export const JHSY = ['镜花水月', '受到伤害时有${0}%概率反弹${1}%所受伤害。', '${0}触发了镜花水月,反弹${1}点伤害'];
export const JHSY = ['镜花水月', '被攻击时有${0}%概率反弹${1}%所受伤害。', '${0}触发了镜花水月,反弹${1}点伤害'];
export const xianglong = ['降龙', '攻击时,若生命值低于${0}%,增加${1}%伤害加成。', '触发降龙,增加${1}%伤害加成。'];
export const furenpihu = [
'白骨夫人的庇护',
'血量低于${0}%时,获得白骨夫人的庇护,获得${1}%伤害减免,持续${2}回合,此效果每场战斗只能触发一次。',
'血量低于${0}%时,获得${1}%伤害减免,持续${2}回合,此效果每场战斗只能触发一次。',
'血量低于${0}%,触发白骨夫人的庇护,获得${1}%伤害减免',
];
//未实装,待补充
export const shayi = ['杀意', '攻击时增加一层杀意(提升${0}%基础攻击力),被暴击则减少${1}层,杀意最多叠加${2}层。'];
export const ruiyayin = ['锐牙印', '攻击时有${0}概率偷取目标${1}%暴击率,持续${2}回合。'];
export const numu = ['怒目', '被攻击时提升${0}点基础攻击力,最多叠加${1}层。'];
export const xuanwo = ['漩涡', '攻击时有${0}概率提升${1}%点基础攻击力,持续${2}回合,冷去${3}回合。'];
export const kongbulingyu = ['恐怖领域', '自身防御力提升${0}点,周围敌方目标防御力降低${1}点。'];
export const shichou = ['世仇', '每回合对周围地方目标施加震慑(攻击力降低${0}%)状态,最多叠加${1}层。'];
export const nuyi = ['奴役', '攻击时有${0}概率附加尸毒,持续${1}回合,若目标在尸毒持续时间内死亡,则回复所有生命。'];
export const hongyan = ['红眼', '生命低于65%时,攻击附加${0}攻击力的附加伤害,并提高${1}基础攻击力。'];
export const jinguanghushen = ['金光护身', '抵抗一次死亡,并回复${0}%的生命,此效果每场战斗只能触发一次。'];
export const jinmaibaolie = ['筋脉爆裂', '攻击时有${0}概率使目标筋脉爆裂,每回合流失%{1}当前生命值,持续${2}回合。'];
export const jiupinjinlian = ['九品金莲', '目标死亡时有${0}%概率额外掉一件装备。'];
export const zhuanjie = ['黑白钻戒', '获得${0}%伤害减免。'];
export const laobukepo = ['牢不可破', '提升${0}%格挡值。'];
export const xingyunshuzi = ['幸运数字', '战斗开始时随机获得${0}个幸运数字,攻击造成的伤害以幸运数字结尾时,????'];

1
src/config/skill/index.ts

@ -5,3 +5,4 @@ export * from './neck'; @@ -5,3 +5,4 @@ export * from './neck';
export * from './ring';
export * from './jewelry';
export * from './bracers';
export * from './pants';

3
src/config/skill/neck.ts

@ -1,8 +1,9 @@ @@ -1,8 +1,9 @@
import { SufPassiveSkill, PrePassiveSkill } from './base';
import { SufPassiveSkill, PassiveSkill } from './base';
import i18n from '../i18n';
import { BattleRole, replace } from '@/tool';
const { t } = i18n;
//断
export class Duan extends SufPassiveSkill {
name: string = 'duan';
rate: number = 10;

0
src/config/skill/pant.ts → src/config/skill/pants.ts

103
src/config/skill/ring.ts

@ -1,8 +1,9 @@ @@ -1,8 +1,9 @@
import { SufPassiveSkill, PrePassiveSkill } from './base';
import { SufPassiveSkill, PrePassiveSkill, PassiveSkill, CounterSkill } from './base';
import i18n from '../i18n';
import { BattleRole, replace } from '@/tool';
const { t } = i18n;
//森罗万象
export class SLWX extends PrePassiveSkill {
name: string = 'SLWX';
percent: number = 20;
@ -21,9 +22,10 @@ export class SLWX extends PrePassiveSkill { @@ -21,9 +22,10 @@ export class SLWX extends PrePassiveSkill {
}
}
//金刚琢
export class JinGangZhuo extends SufPassiveSkill {
name: string = 'jinggangzhuo';
rate: number = 5;
rate: number = 10;
last: number = 2;
desc(): string {
return replace(t('skill.jinggangzhuo.1'), [this.rate, this.last]);
@ -33,7 +35,100 @@ export class JinGangZhuo extends SufPassiveSkill { @@ -33,7 +35,100 @@ export class JinGangZhuo extends SufPassiveSkill {
}
takeEffect(owner: BattleRole, target: BattleRole): void {
target.control = target.control > this.last ? target.control : this.last;
const log = replace(t('skill.jinggangzhuo.2'), [this.last]);
owner.battleLog(log);
owner.battleLog(replace(t('skill.jinggangzhuo.2'), [this.last]));
}
}
//奉邪
export class FengXie extends PassiveSkill {
name: string = 'fengxie';
critDmg: number = 50;
layer: number = 0;
maxLayer: number = 5;
desc(): string {
return replace(t('skill.fengxie.1'), [this.critDmg, this.maxLayer]);
}
beforeAtk(owner: BattleRole, target: BattleRole): void {
this.takeEffect(owner, target);
}
trigger(owner: BattleRole, target: BattleRole): boolean {
return owner.crit;
}
takeEffect(owner: BattleRole, target: BattleRole): void {
owner.extraAttr.critDmg = this.critDmg * this.layer;
}
afterAtk(owner: BattleRole, target: BattleRole): void {
if (this.trigger(owner, target)) {
this.layer < this.maxLayer && this.layer++;
owner.battleLog(replace(t('skill.fengxie.2'), [this.layer]));
} else {
this.layer = 0;
}
}
}
//噬忠
export class ShiZhong extends PassiveSkill {
name: string = 'shizhong';
critDmgReduc: number = 50;
layer: number = 0;
maxLayer: number = 3;
desc(): string {
return replace(t('skill.shizhong.1'), [this.critDmgReduc, this.maxLayer]);
}
beforeAtk(owner: BattleRole, target: BattleRole): void {
this.takeEffect(owner, target);
}
trigger(owner: BattleRole, target: BattleRole): boolean {
return target.crit;
}
takeEffect(owner: BattleRole, target: BattleRole): void {
owner.extraAttr.critDmgReduc = this.critDmgReduc * this.layer;
}
onAtked(owner: BattleRole, target: BattleRole): void {
if (this.trigger(owner, target)) {
this.layer < this.maxLayer && this.layer++;
owner.battleLog(replace(t('skill.shizhong.2'), [this.layer]));
}
}
}
//神赏
export class ShenShang extends SufPassiveSkill {
name: string = 'shenshang';
rate: number = 20;
hp: number = 10000;
desc(): string {
return replace(t('skill.shenshang.1'), [this.rate, this.hp]);
}
trigger(owner: BattleRole, target: BattleRole): boolean {
return owner.crit && Math.random() < this.rate / 100;
}
takeEffect(owner: BattleRole, target: BattleRole): void {
owner.addHp(this.hp);
owner.battleLog(replace(t('skill.shenshang.2'), [this.hp]));
}
}
//痛觉反击
export class TongJueFanJi extends CounterSkill {
name: string = 'tongjuefanji';
percent: number = 100;
desc(): string {
return replace(t('skill.tongjuefanji.1'), [this.percent]);
}
trigger(owner: BattleRole, target: BattleRole): boolean {
return target.crit;
}
takeEffect(owner: BattleRole, target: BattleRole): void {
if (owner.control > 0) {
const log = replace(t('skill.control.3'), [t(owner.type), owner.control]);
owner.battleLog(log);
return;
}
owner.skillPercent = this.percent;
owner.callDmg(target);
target.addHp(-1 * owner.dmg);
owner.battleLog(replace(t('skill.tongjuefanji.2'), [owner.dmg]));
}
}

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