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新增神话武器:狸猫利刃,减防平衡调整

1.新增神话武器:狸猫利刃
2.溃烂层数上限调整为6层
3.鬼甲被动调整为-600护甲
2.0
许孟阳 2 months ago
parent
commit
a184164212
  1. BIN
      public/img/equips/weapon/狸猫利刃.png
  2. 11
      src/config/equips/weapon.ts
  3. 2
      src/config/i18n/zh/euips.ts
  4. 6
      src/config/i18n/zh/skills.ts
  5. 2
      src/config/skill/buff.ts
  6. 2
      src/config/skill/pants.ts
  7. 54
      src/config/skill/weapon.ts

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11
src/config/equips/weapon.ts

@ -106,6 +106,17 @@ export const weaponColorfulCategorys: Categorys[] = [ @@ -106,6 +106,17 @@ export const weaponColorfulCategorys: Categorys[] = [
'BoDongShaYi',
0.5
),
new WeaponCategory(
'limaoliren',
'weapon/狸猫利刃.png',
[
{ type: 'atk', valCoefficient: 1.8 },
{ type: 'crit', valCoefficient: 1.5 },
{ type: 'critDmg', valCoefficient: 1.3 },
],
'LiRenZhou,DaoRenFengBao',
0.95
),
];
export const weaponUniqueCategorys: WeaponCategory[] = [

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

@ -22,6 +22,7 @@ export const weapon = { @@ -22,6 +22,7 @@ export const weapon = {
qingguang: ['青光', '你活着看到的最后东西是一道青光。'],
baoxue: ['暴雪', '铁匠将交付时间推延了二十四次。'],
shayi: ['杀意', '仇敌,莫让吾听闻汝名。'],
limaoliren: ['狸猫利刃', '比时光还要无情。'],
chengba: ['称霸', '霸者不藏其锋,以天地为鞘。'],
chulian: ['初恋', '我的初恋在月亮之上。 ----八戒'],
duwu: ['黩武', '若未用够最后一丝力气,如何能甘心。'],
@ -30,7 +31,6 @@ export const weapon = { @@ -30,7 +31,6 @@ export const weapon = {
shishen: ['弑神', '从斩妖台流落到地府的禁忌之物,慎用。'],
jlys: ['九灵·元圣', '当坐骑总比没命了强。'],
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。'],
liuying: ['流萤', '若不困顿於林野,必凄惶於道路。'],
liubuxiang: ['六不像', '汝若身披业火,当一念不起,六欲尽灭。'],
longxian: ['龙衔', '天之西北有幽冥无日之国,有龙衔烛而照之也。'],

6
src/config/i18n/zh/skills.ts

@ -16,6 +16,12 @@ export const shijiucha = ['十九叉', '每九次攻击获得连刺状态,使 @@ -16,6 +16,12 @@ export const shijiucha = ['十九叉', '每九次攻击获得连刺状态,使
export const jianqidongsifang = ['剑气动四方', '攻击造成的伤害增加${0}%,但被攻击时受到的伤害也增加${1}%。'];
export const baofengxue = ['暴风雪', '使目标进入冰冻状态${0}回合,冷却${1}回合。对boss只有${2}%成功率。'];
export const bodongshayi = ['波动杀意', '每层杀意提升的基础攻击力提高到${0}%,并且杀意最多可以叠加${1}层'];
export const lirenzhou = [
'利刃咒',
'攻击时随机召唤${0}-${1}把刀刃环身,最多可积攒${2}把刀刃,每把提供${3}%伤害加成。',
'召唤${0}把刀刃,当前环身刀刃数量:${1}',
];
export const daorenfengbao = ['刀刃风暴', '当刀刃积攒到上限时,将所有刀刃刺向目标,每把刀刃造成普通攻击${0}%的伤害。'];
export const bhxdjc = [
'百花羞的矜持',

2
src/config/skill/buff.ts

@ -157,7 +157,7 @@ export class ControlBuff extends AttackBuff { @@ -157,7 +157,7 @@ export class ControlBuff extends AttackBuff {
//溃烂
export class KuiLan extends PercentAttackedBuff {
constructor(name: string, last: number) {
super(name, 10, last, 8);
super(name, 10, last, 6);
}
desc(): string {
return replace(t('skill.kongbulingyu.2'), [this.percent]);

2
src/config/skill/pants.ts

@ -7,7 +7,7 @@ const { t } = i18n; @@ -7,7 +7,7 @@ const { t } = i18n;
//恐怖领域
export class KongBuLingYu extends StartPassiveSkill {
name: string = 'kongbulingyu';
defReduc: number = 500;
defReduc: number = 600;
desc(): string {
return replace(t('skill.kongbulingyu.1'), [this.defReduc]);
}

54
src/config/skill/weapon.ts

@ -1,7 +1,7 @@ @@ -1,7 +1,7 @@
import { ActionSkill, Attack, Control, PassiveSkill, PrePassiveSkill, StartPassiveSkill, SufPassiveSkill } from './base';
import { createt } from '../i18n';
import { replace, BattleRole } from '@/tool';
import { BaseAtkPercentBuff, ControlBuff, CritDmgBuff, DmgPercentBuff, DmgReducBuff, KuiLan, LiuXue } from './buff';
import { AttackedBuff, BaseAtkPercentBuff, ControlBuff, CritDmgBuff, DmgPercentBuff, DmgReducBuff, KuiLan, LiuXue } from './buff';
const t = createt('');
const st = createt('skill.');
@ -153,10 +153,10 @@ export class BaoFengXue extends Control { @@ -153,10 +153,10 @@ export class BaoFengXue extends Control {
// 波动杀意
export class BoDongShaYi extends PrePassiveSkill {
name: string = 'bodongshayi';
perent: number = 10;
precent: number = 10;
maxLayer: number = 15;
desc(): string {
return replace(st('bodongshayi.1'), [this.perent, this.maxLayer]);
return replace(st('bodongshayi.1'), [this.precent, this.maxLayer]);
}
trigger(owner: BattleRole, target: BattleRole): boolean {
return true;
@ -164,8 +164,54 @@ export class BoDongShaYi extends PrePassiveSkill { @@ -164,8 +164,54 @@ export class BoDongShaYi extends PrePassiveSkill {
takeEffect(owner: BattleRole, target: BattleRole): void {
const shayi: any = owner.attackBuff.get('shayi');
if (shayi) {
shayi.percent = this.perent;
shayi.percent = this.precent;
shayi.maxLayer = this.maxLayer;
}
}
}
// 利刃咒
export class LiRenZhou extends SufPassiveSkill {
name: string = 'lirenzhou';
precent: number = 3;
layer: number[] = [1, 3];
maxLayer: number = 14;
desc(): string {
return replace(st('lirenzhou.1'), [this.layer[0], this.layer[1], this.maxLayer, this.precent]);
}
trigger(owner: BattleRole, target: BattleRole): boolean {
return true;
}
takeEffect(owner: BattleRole, target: BattleRole): void {
const lirenzhou = new DmgPercentBuff(this.name, this.precent, 9999, this.maxLayer);
const layer = this.layer[0] + Math.floor(Math.random() * (this.layer[1] - this.layer[0] + 1));
lirenzhou.layer = layer;
owner.putBuff(lirenzhou);
owner.atteckLog(replace(st('lirenzhou.2'), [layer, lirenzhou.layer]));
}
}
// 刀刃风暴
export class DaoRenFengBao extends Attack {
order: number = 101;
name: string = 'daorenfengbao';
dmgPrecent: number = 80;
cd: number = 1;
desc(): string {
return replace(st('daorenfengbao.1'), [this.precent]);
}
beforeAtk(owner: BattleRole, target: BattleRole): void {
if (owner.action) {
return;
} else {
const lirenzhou = owner.attackBuff.get('lirenzhou');
if (lirenzhou && lirenzhou.layer == lirenzhou.maxLayer) {
owner.action = this;
}
}
}
use(owner: BattleRole, target: BattleRole): void {
const lirenzhou: any = owner.attackBuff.get('lirenzhou');
this.precent = lirenzhou.layer * this.dmgPrecent;
super.use(owner, target);
lirenzhou.layer = 0;
}
}

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