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新增神话装备:砍头

v1.0
许孟阳 1 week ago
parent
commit
2e2bc3d60b
  1. 10
      src/config/equips/weapon.ts
  2. 2
      src/config/i18n/zh/euips.ts
  3. 2
      src/config/i18n/zh/skills.ts
  4. 5
      src/config/skill/buff.ts
  5. 17
      src/config/skill/weapon.ts

10
src/config/equips/weapon.ts

@ -30,6 +30,16 @@ export const weaponColorfulCategorys: Categorys[] = [
], ],
'QiCi' 'QiCi'
), ),
new WeaponCategory(
'kantou',
'weapon/砍头.png',
[
{ type: 'atk', valCoefficient: 1.6 },
{ type: 'crit', valCoefficient: 1.5 },
{ type: 'critDmg', valCoefficient: 1.5 },
],
'BaoNue'
),
]; ];
export const weaponUniqueCategorys: WeaponCategory[] = [ export const weaponUniqueCategorys: WeaponCategory[] = [

2
src/config/i18n/zh/euips.ts

@ -14,6 +14,7 @@ export const weapon = {
type: '武器', type: '武器',
qiuai: ['求爱', '我不是在求你爱我,而是,不接受我的爱,你就要死。 ----琵琶精'], qiuai: ['求爱', '我不是在求你爱我,而是,不接受我的爱,你就要死。 ----琵琶精'],
qici: ['鳍刺', '这美丽簪成了夺命的刺。多少年后,你还记得是谁曾以此为你绾起青丝。'], qici: ['鳍刺', '这美丽簪成了夺命的刺。多少年后,你还记得是谁曾以此为你绾起青丝。'],
kantou: ['砍头', '你知道比砍头更痛苦的是什么吗?'],
aozhidu: ['鳌之毒', '相思有毒,曲终无怨。'], aozhidu: ['鳌之毒', '相思有毒,曲终无怨。'],
baoxue: ['暴雪', '铁匠将交付时间推延了二十四次。'], baoxue: ['暴雪', '铁匠将交付时间推延了二十四次。'],
chengba: ['称霸', '霸者不藏其锋,以天地为鞘。'], chengba: ['称霸', '霸者不藏其锋,以天地为鞘。'],
@ -25,7 +26,6 @@ export const weapon = {
shishen: ['弑神', '从斩妖台流落到地府的禁忌之物,慎用。'], shishen: ['弑神', '从斩妖台流落到地府的禁忌之物,慎用。'],
jianji: ['剑姬', '美人蒙尘,以诗有缘。'], jianji: ['剑姬', '美人蒙尘,以诗有缘。'],
jlys: ['九灵·元圣', '当坐骑总比没命了强。'], jlys: ['九灵·元圣', '当坐骑总比没命了强。'],
kantou: ['砍头', '你知道比砍头更痛苦的是什么吗?'],
shangxin: ['伤心刺', '比砍头更痛苦的,是伤心。'], shangxin: ['伤心刺', '比砍头更痛苦的,是伤心。'],
llzx: ['冷龙之心', '长九尺三寸,苍青之气盘绕九十三匝。'], llzx: ['冷龙之心', '长九尺三寸,苍青之气盘绕九十三匝。'],
lmlr: ['狸猫利刃', '比时光还要无情。'], lmlr: ['狸猫利刃', '比时光还要无情。'],

2
src/config/i18n/zh/skills.ts

@ -9,6 +9,7 @@ export const attack = ['普通攻击', '伤害倍率100%', '${0}使用了${1}${4
export const iceBlade = ['冰刃', '暴击时有${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}${2}回合']; export const iceBlade = ['冰刃', '暴击时有${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}${2}回合'];
export const seeRed = ['见红', '对目标施加${0}层流血,持续${1}回合。', '冷却${0}回合。']; export const seeRed = ['见红', '对目标施加${0}层流血,持续${1}回合。', '冷却${0}回合。'];
export const qici = ['鳍刺', '攻击时有${0}%概率对目标施加${1}层流血,持续${2}回合。', '触发鳍刺,对${0}施加${1}层流血,持续${2}回合。']; export const qici = ['鳍刺', '攻击时有${0}%概率对目标施加${1}层流血,持续${2}回合。', '触发鳍刺,对${0}施加${1}层流血,持续${2}回合。'];
export const baonue = ['暴虐', '攻击时有${0}%概率使目标筋脉爆裂,施加满层流血,持续${1}回合。', '触发暴虐,对${0}施加满层流血,持续${2}回合。'];
export const bhxdjc = [ export const bhxdjc = [
'百花羞的矜持', '百花羞的矜持',
@ -79,7 +80,6 @@ export const xuanwo = ['漩涡', '攻击时有${0}概率提升${1}%点基础攻
export const shichou = ['世仇', '每回合对周围地方目标施加震慑(攻击力降低${0}%)状态,最多叠加${1}层。']; export const shichou = ['世仇', '每回合对周围地方目标施加震慑(攻击力降低${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${1}回合,若目标在尸毒持续时间内死亡,则回复所有生命。']; export const nuyi = ['奴役', '攻击时有${0}概率附加尸毒,持续${1}回合,若目标在尸毒持续时间内死亡,则回复所有生命。'];
export const jinmaibaolie = ['筋脉爆裂', '攻击时有${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 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 zhuanjie = ['黑白钻戒', '获得${0}%伤害减免。'];
export const xingyunshuzi = ['幸运数字', '战斗开始时随机获得${0}个幸运数字,攻击造成的伤害以幸运数字结尾时,????']; 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,????'];

5
src/config/skill/buff.ts

@ -164,9 +164,10 @@ export class LingGanBuff extends PercentBuff {
//流血 //流血
export class LiuXue extends Abnormal { export class LiuXue extends Abnormal {
percent: number = 2; percent: number = 2;
maxLayer: number = 10;
constructor(layer: number, last: number) { constructor(layer: number, last: number) {
super('liuxue', last, 10); super('liuxue', last);
this.layer = layer; this.layer = layer > this.maxLayer ? this.maxLayer :layer;
} }
desc(): string { desc(): string {
return replace(t('skill.liuxue.0'), [this.percent]); return replace(t('skill.liuxue.0'), [this.percent]);

17
src/config/skill/weapon.ts

@ -56,3 +56,20 @@ export class QiCi extends SufPassiveSkill {
owner.battleLog(replace(t('skill.qici.2'), [t(target.type), this.layer, this.last])); owner.battleLog(replace(t('skill.qici.2'), [t(target.type), this.layer, this.last]));
} }
} }
//暴虐
export class BaoNue extends SufPassiveSkill {
name: string = 'baonue';
rate: number = 30;
last: number = 2;
desc(): string {
return replace(t('skill.baonue.1'), [this.rate, this.last]);
}
trigger(owner: BattleRole, target: BattleRole): boolean {
return owner.dmg > 0 && Math.random() < this.rate / 100;
}
takeEffect(owner: BattleRole, target: BattleRole): void {
const liuxue = new LiuXue(9999, this.last);
target.putBuff(liuxue);
owner.battleLog(replace(t('skill.baonue.2'), [t(target.type), this.last]));
}
}

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