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新增神话装备:鳍刺,求爱技能调整

v1.0
许孟阳 1 week ago
parent
commit
8de8713246
  1. 10
      src/config/equips/weapon.ts
  2. 4
      src/config/i18n/zh/euips.ts
  3. 8
      src/config/i18n/zh/skills.ts
  4. 6
      src/config/skill/base.ts
  5. 17
      src/config/skill/buff.ts
  6. 42
      src/config/skill/weapon.ts

10
src/config/equips/weapon.ts

@ -20,6 +20,16 @@ export const weaponColorfulCategorys: Categorys[] = [ @@ -20,6 +20,16 @@ export const weaponColorfulCategorys: Categorys[] = [
],
'IceBlade,SeeRed'
),
new WeaponCategory(
'qici',
'weapon/鳍刺.png',
[
{ type: 'atk', valCoefficient: 2 },
{ type: 'bloc', valCoefficient: 1.2 },
{ type: 'def', valCoefficient: 1.2 },
],
'QiCi'
),
];
export const weaponUniqueCategorys: WeaponCategory[] = [

4
src/config/i18n/zh/euips.ts

@ -12,6 +12,8 @@ export const extraQuality = { @@ -12,6 +12,8 @@ export const extraQuality = {
};
export const weapon = {
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'],
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。'],
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。'],
chengba: ['称霸', '霸者不藏其锋,以天地为鞘。'],
@ -32,8 +34,6 @@ export const weapon = { @@ -32,8 +34,6 @@ export const weapon = {
longxian: ['龙衔', '天之西北有幽冥无日之国,有龙衔烛而照之也。'],
mingxue: ['鸣血', '别想让他停下来,它已经饥渴难耐了。'],
qingguang: ['青光', '你活着看到的最后东西是一道青光。'],
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。'],
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'],
shayi: ['杀意', '仇敌,莫让吾听闻汝名。'],
siyu: ['私语', '你爱的不是我,而是灵山项上那个在绚烂中毁灭的金蝉子。 ----唐僧'],
tianzhao: ['天照', '神的叹息'],

8
src/config/i18n/zh/skills.ts

@ -1,13 +1,14 @@ @@ -1,13 +1,14 @@
export const action = '主动';
export const passive = '被动';
export const control = ['${0}使用了${1},', '${0}被控制${1}回合', '控制失败', '${0}被控制,无法释放技能。'];
export const user = '${0}使用了${1},';
export const control = ['${0}被控制${1}回合', '控制失败', '受${0}影响,${1}无法释放技能。'];
export const crit = ['触发了暴击'];
export const attack = ['普通攻击', '伤害倍率100%', '${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', '伤害倍率${0}%,并使目标进入${2}回合流血状态,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${1}回合。'];
export const seeRed = ['见红', '对目标施加${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 bhxdjc = [
'百花羞的矜持',
@ -68,6 +69,7 @@ export const atkbuff = ['提升${0}点基础攻击力。', '提升${0}%基础攻 @@ -68,6 +69,7 @@ export const atkbuff = ['提升${0}点基础攻击力。', '提升${0}%基础攻
export const critbuff = ['提升${0}%暴击率。', '提升${0}%暴击伤害。', '提升${0}%暴击减免。', '提升${0}%暴击伤害减免。'];
export const defbuff = ['提升${0}点防御。', '提升${0}%防御。', '获得${0}%伤害减免。'];
export const kuilan = '防御降低${0}%。';
export const liuxue = ['每回合流失%{0}当前生命值', '受(${0}层)流血影响,${1}损失${2}生命值。'];
//未实装,待补充

6
src/config/skill/base.ts

@ -150,12 +150,12 @@ export abstract class Control extends ActionSkill { @@ -150,12 +150,12 @@ export abstract class Control extends ActionSkill {
abstract bossRate: number;
use(owner: BattleRole, target: BattleRole) {
const rate = target.type == type_boss ? this.bossRate : this.rate;
let log = t('skill.control.2');
let log = t('skill.control.1');
if (Math.random() < rate / 100) {
target.putBuff(new ControlAbnormal(this.name, this.last));
log = replace(t('skill.control.1'), [t(target.type), this.last]);
log = replace(t('skill.control.0'), [t(target.type), this.last]);
}
log = log = replace(t('skill.control.0'), [t(owner.type), t('skill.' + this.name + '.0')]) + log;
log = log = replace(t('skill.user'), [t(owner.type), t('skill.' + this.name + '.0')]) + log;
owner.battleLog(log);
}
}

17
src/config/skill/buff.ts

@ -131,6 +131,7 @@ export class ControlAbnormal extends Abnormal { @@ -131,6 +131,7 @@ export class ControlAbnormal extends Abnormal {
}
takeEffect(owner: BattleRole): void {
owner.action = null;
owner.battleLog(replace(t('skill.control.2'), [t('skill.' + this.name + '.0'), t(owner.type)]));
}
}
//溃烂
@ -160,3 +161,19 @@ export class LingGanBuff extends PercentBuff { @@ -160,3 +161,19 @@ export class LingGanBuff extends PercentBuff {
owner.addHp(Math.ceil(owner.attr.hp * (this.percent / 100)));
}
}
//流血
export class LiuXue extends Abnormal {
percent: number = 2;
constructor(layer: number, last: number) {
super('liuxue', last, 10);
this.layer = layer;
}
desc(): string {
return replace(t('skill.liuxue.0'), [this.percent]);
}
takeEffect(owner: BattleRole): void {
const dmg = Math.ceil(owner.attr.curHp * (this.percent / 100) * this.layer);
owner.addHp(-1 * dmg);
owner.battleLog(replace(t('skill.liuxue.1'), [this.layer, t(owner.type), dmg]));
}
}

42
src/config/skill/weapon.ts

@ -1,9 +1,9 @@ @@ -1,9 +1,9 @@
import { Attack, SufPassiveSkill } from './base';
import { ActionSkill, Attack, PassiveSkill, SufPassiveSkill } from './base';
import i18n from '../i18n';
import { replace, BattleRole } from '@/tool';
import { ControlAbnormal } from './buff';
import { ControlAbnormal, LiuXue } from './buff';
const { t } = i18n;
//冰刃
export class IceBlade extends SufPassiveSkill {
name: string = 'iceBlade';
rate: number = 10;
@ -22,13 +22,37 @@ export class IceBlade extends SufPassiveSkill { @@ -22,13 +22,37 @@ export class IceBlade extends SufPassiveSkill {
owner.battleLog(replace(t('skill.iceBlade.2'), [additional, t(target.type), this.last]));
}
}
export class SeeRed extends Attack {
order: number = 99;
//见红
export class SeeRed extends ActionSkill {
name: string = 'seeRed';
cd: number = 4;
precent: number = 200;
layer: number = 5;
cd: number = 5;
last: number = 5;
desc(): string {
return replace(t('skill.seeRed.1'), [this.precent, this.cd]);
return replace(t('skill.seeRed.1'), [this.layer, this.last]) + replace(t('skill.seeRed.2'), [this.cd]);
}
use(owner: BattleRole, target: BattleRole): void {
owner.skillPercent = 0;
const liuxue = new LiuXue(this.layer, this.last);
target.putBuff(liuxue);
owner.battleLog(replace(t('skill.user'), [t(owner.type), t('skill.' + this.name + '.0')]) + replace(t('skill.seeRed.1'), [this.layer, this.last]));
}
}
//鳍刺
export class QiCi extends SufPassiveSkill {
name: string = 'qici';
rate: number = 30;
layer: number = 3;
last: number = 4;
desc(): string {
return replace(t('skill.qici.1'), [this.rate, this.layer, 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(this.layer, this.last);
target.putBuff(liuxue);
owner.battleLog(replace(t('skill.qici.2'), [t(target.type), this.layer, this.last]));
}
}

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