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调整怪物暴击相关属性值

v1.0
许孟阳 2 weeks ago
parent
commit
0f94842d6a
  1. 14
      src/config/beings.ts

14
src/config/beings.ts

@ -3,7 +3,7 @@ export const type_monster = 'monster'; @@ -3,7 +3,7 @@ export const type_monster = 'monster';
export const type_boss = 'boss';
export const difficultys = ['normal', 'hard', 'pain', 'xiaomi', 'dami'];
export const show_lv_df = ['normal', 'hard', 'pain'];
const base_attr_factor = { normal: 1, hard: 1.15, pain: 1.4, xiaomi: 1.6, dami: 3 };
const base_attr_factor = { normal: 1, hard: 1.15, pain: 1.4, xiaomi: 2, dami: 3 };
const extra_factor = { normal: 0, hard: 0, pain: 0, xiaomi: 1, dami: 2 };
const rate_factor = { normal: 1, hard: 2, pain: 3, xiaomi: 4, dami: 5 };
@ -96,7 +96,7 @@ export class Monster extends Attribute { @@ -96,7 +96,7 @@ export class Monster extends Attribute {
this.callAtk(2.5);
this.callHp(17);
this.callCoins(11);
this.callCrit(5);
this.callCrit(0.5);
this.callDef();
this.equipRates = [0.2 * this.df, 0.08 * this.df, 0.03 * this.df];
this.extraRate = [0, 0];
@ -114,9 +114,11 @@ export class Monster extends Attribute { @@ -114,9 +114,11 @@ export class Monster extends Attribute {
callDef = () => {
this.def = Math.ceil(50 * this.ef * this.lf);
};
callCrit = (variable) => {
this.crit = Math.ceil(variable * this.ef * this.lf);
this.critDmg = Math.ceil((150 + 50 * this.ef) * this.lf ** 0.5);
callCrit = (factor) => {
this.crit = Math.ceil((15 + 10 * (this.ef - 1) * this.lf) * factor);
this.critDmg = Math.ceil(150 + 50 * this.ef * this.lf);
this.critAvoid = Math.ceil((10 + 10 * (this.ef - 1) * this.lf) * factor);
this.critDmgReduc = Math.ceil(50 * this.ef * this.lf);
};
}
@ -127,7 +129,7 @@ export class BossMonster extends Monster { @@ -127,7 +129,7 @@ export class BossMonster extends Monster {
this.callAtk(3.5);
this.callHp(31);
this.callCoins(30.5);
this.callCrit(15);
this.callCrit(1);
const rf = rate_factor[difficulty];
this.equipRates = [0.25 - 0.05 * rf, 0.55 - 0.1 * rf, 0.15 + 0.1 * rf, 0.05 + 0.05 * rf];
let uniqueRate = 0.02 * ((rf - 1) * 5 + 1);

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