chore: 样板怪物属性定义

This commit is contained in:
unanmed 2025-10-12 15:51:40 +08:00
parent cd2de674e4
commit fe46a7b397

View File

@ -8,13 +8,6 @@ export interface SpecialDeclaration {
color: string;
}
const fromFunc = (
func: string | ((enemy: UserEnemyInfo) => string),
enemy: UserEnemyInfo
) => {
return typeof func === 'string' ? func : func(enemy);
};
export const specials: SpecialDeclaration[] = [
{
code: 0,
@ -25,64 +18,64 @@ export const specials: SpecialDeclaration[] = [
{
code: 1,
name: '先攻',
desc: `怪物首先攻击`,
desc: `怪物首先攻击`,
color: '#fc3'
},
{
code: 2,
name: '魔攻',
desc: '怪物攻击无视勇士的防御',
desc: '怪物攻击无视勇士的防御',
color: '#bbb0ff'
},
{
code: 3,
name: '坚固',
desc: '怪物防御不小于勇士攻击-1',
desc: '怪物防御不小于勇士攻击-1',
color: '#c0b088'
},
{
code: 4,
name: '2连击',
desc: '怪物每回合攻击2次',
desc: '怪物每回合攻击2次',
color: '#fe7'
},
{
code: 5,
name: '3连击',
desc: '怪物每回合攻击3次',
desc: '怪物每回合攻击3次',
color: '#fe7'
},
{
code: 6,
name: enemy => `${enemy.n ?? 4}连击`,
desc: enemy => `怪物每回合攻击${enemy.n}`,
desc: enemy => `怪物每回合攻击${enemy.n}`,
color: '#fe7'
},
{
code: 7,
name: '破甲',
desc: enemy =>
`战斗前,附加角色防御的${enemy.breakArmor ?? core.values.breakArmor}%作为伤害`,
`战斗前,附加角色防御的${enemy.breakArmor ?? core.values.breakArmor}%作为伤害`,
color: '#fe7'
},
{
code: 8,
name: '反击',
desc: enemy =>
`战斗时,怪物每回合附加角色攻击的${enemy.counterAttack ?? core.values.counterAttack}%作为伤害,无视角色防御`,
`战斗时,怪物每回合附加角色攻击的${enemy.counterAttack ?? core.values.counterAttack}%作为伤害,无视角色防御`,
color: '#fa4'
},
{
code: 9,
name: '净化',
desc: enemy =>
`战斗前,怪物附加角色护盾的${enemy.purify ?? core.values.purify}倍作为伤害`,
`战斗前,怪物附加角色护盾的${enemy.purify ?? core.values.purify}倍作为伤害`,
color: '#80eed6'
},
{
code: 10,
name: '模仿',
desc: `怪物的攻防与勇士相同`,
desc: `怪物的攻防与勇士相同`,
color: '#b0c0dd'
},
{
@ -93,7 +86,7 @@ export const specials: SpecialDeclaration[] = [
return (
`战斗前,怪物首先吸取角色的${vampire}%生命` +
`(约${Math.floor((vampire / 100) * getHeroStatusOn('hp'))}点)作为伤害` +
(enemy.add ? `,并把伤害数值加到自身生命上` : ``)
(enemy.add ? `,并把伤害数值加到自身生命上` : ``)
);
},
color: '#ff00d2'
@ -102,194 +95,128 @@ export const specials: SpecialDeclaration[] = [
code: 12,
name: '中毒',
desc: () =>
`战斗后,角色陷入中毒状态,每一步损失生命${core.values.poisonDamage}`,
`战斗后,角色陷入中毒状态,每一步损失生命${core.values.poisonDamage}`,
color: '#9e8'
},
{
code: 13,
name: '衰弱',
desc: '怪物攻击无视勇士的防御',
desc: '怪物攻击无视勇士的防御',
color: '#f0bbcc'
},
{
code: 14,
name: '诅咒',
desc: '战斗后,角色陷入诅咒状态,战斗无法获得金币和经验',
desc: '战斗后,角色陷入诅咒状态,战斗无法获得金币和经验',
color: '#bbeef0'
},
{
code: 15,
name: '领域',
desc: enemy =>
`经过怪物周围${enemy.zoneSquare ? '九宫格' : '十字'}范围内${enemy.range}格时自动减生命${enemy.zone}`,
`经过怪物周围${enemy.zoneSquare ? '九宫格' : '十字'}范围内${enemy.range}格时自动减生命${enemy.zone}`,
color: '#c677dd'
},
{
code: 16,
name: '',
desc: '',
color: '#fff'
name: '夹击',
desc: '经过两只相同的怪物中间,角色生命值变成一半。',
color: '#b9e'
},
{
code: 17,
name: '先攻',
desc: '战斗时,怪物首先攻击',
name: '仇恨',
desc: `战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得${core.values.hatred}点仇恨值)。`,
color: '#b0b666'
},
{
code: 18,
name: '阻击',
desc: enemy =>
`经过怪物十字范围内时怪物后退一格,同时对勇士造成${enemy.value}点伤害`,
`经过怪物十字范围内时怪物后退一格,同时对勇士造成${enemy.repulse}点伤害。`,
color: '#8888e6'
},
{
code: 19,
name: '电摇嘲讽',
desc:
'当勇士移动到怪物同行或同列时,勇士会直接冲向怪物,撞碎路上的所有地形和门,拾取路上的道具,与路上的怪物战斗' +
',最后与该怪物战斗',
name: '自爆',
desc: '战斗后角色的生命值变成1。',
color: '#ff6666'
},
{
code: 20,
name: '霜冻',
desc: enemy =>
`怪物寒冷的攻击使勇士动作变慢,勇士每回合对怪物造成的伤害减少${enemy.ice}%。装备杰克的衣服后可以免疫。`,
color: 'cyan'
name: '无敌',
desc: `角色无法打败怪物,除非拥有十字架。`,
color: '#aaa'
},
{
code: 21,
name: '冰封光环',
name: '退化',
desc: enemy =>
`寒气逼人使勇士对该怪物周围7*7范围内的怪物伤害减少${enemy.iceHalo}%(线性叠加)`,
`战斗后角色永久下降${enemy.atkValue ?? 0}点攻击和${enemy.defValue ?? 0}点防御。`,
color: 'cyan'
},
{
code: 22,
name: '永夜',
name: '固伤',
desc: enemy =>
`战斗后,减少勇士${enemy.night}点攻防,增加本层所有怪物${enemy.night}点攻防,仅在本层有效`,
color: '#d8a'
`战斗前,怪物对角色造成${enemy.damage ?? 0}点固定伤害,未开启负伤时无视角色护盾。`,
color: '#f97'
},
{
code: 23,
name: '极昼',
desc: enemy =>
`战斗后,减少本层所有怪物${enemy.day}点攻防,增加勇士${enemy.day}点攻防,仅在本层有效`,
color: '#ffd'
name: '重生',
desc: `怪物被击败后,角色转换楼层则怪物将再次出现。`,
color: '#dda0dd'
},
{
code: 24,
name: '射击',
desc: function () {
return '经过怪物同行或同列的可视范围内时受到一次普通攻击的伤害';
},
name: '激光',
desc: enemy => `经过怪物同行或同列时自动减生命${enemy.laser ?? 0}点。`,
color: '#dda0dd'
},
{
code: 25,
name: '融化',
desc: enemy =>
`战斗后该怪物会融化在怪物位置产生一个3*3的范围光环光环内怪物的攻防增加${enemy.melt}%`,
name: '光环',
desc: enemy => {
let str = '';
if (enemy.haloRange) {
if (enemy.haloSquare) {
str += '对于该怪物九宫格';
} else {
str += '对于该怪物十字';
}
str += `${enemy.haloRange ?? 1}格范围内所有怪物`;
} else {
str += `同楼层所有怪物`;
}
if (enemy.hpBuff) {
str += `,生命提升${enemy.hpBuff}%`;
}
if (enemy.atkBuff) {
str += `,攻击提升${enemy.hpBuff}%`;
}
if (enemy.defBuff) {
str += `,防御提升${enemy.defBuff}%`;
}
if (enemy.haloAdd) {
str += `,线性叠加。`;
} else {
str += `,不可叠加。`;
}
return str;
},
color: '#e6e099'
},
{
code: 26,
name: '冰封之核',
desc: enemy =>
`怪物拥有逼人的寒气使周围5*5范围内的怪物防御增加${enemy.iceCore}%`,
color: '#70ffd1'
name: '支援',
desc: `当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。`,
color: '#77c0b6'
},
{
code: 27,
name: '火焰之核',
desc: enemy =>
`怪物拥有灼热的火焰使周围5*5范围内的怪物攻击增加${enemy.fireCore}%`,
name: '捕捉',
desc: `当走到怪物十字范围内时会进行强制战斗。`,
color: '#ff6f0a'
},
{
code: 28,
name: '苍蓝刻',
desc: enemy =>
`怪物使用苍蓝之灵的力量,使自身受到的伤害减少${enemy.paleShield}%`,
color: '#ff6f0a'
},
{
code: 29,
name: '杀戮光环',
desc: enemy => {
let content = '';
enemy.specialHalo?.forEach((v, i) => {
content +=
' '.repeat(8) +
`${i + 1}. <span style="color: ${
specials[v].color
}">${fromFunc(specials[v].name, enemy)}</span>: ${fromFunc(
specials[v].desc,
enemy
)}<br />`;
});
return (
`怪物周围方形${enemy.haloRange}格范围内所有怪物获得以下特殊属性(包括自身),` +
`特殊属性数值间为${
enemy.specialMultiply ? '相乘' : '相加'
}:<br />` +
content
);
},
color: '#F721F7'
},
{
code: 30,
name: '乾坤挪移',
desc: enemy => {
const [dx, dy] = enemy.translation!;
let str = `此怪物在场时,所有光环`;
if (dx !== 0) {
str += `${dx < 0 ? '左' : '右'}平移${Math.abs(dx)}格,`;
}
if (dy !== 0) {
str += `${dy < 0 ? '上' : '下'}平移${Math.abs(dy)}格,`;
}
str += `不同怪物间为加算叠加`;
return str;
},
color: '#FDCD0B'
},
{
code: 31,
name: '再生光环',
desc: enemy =>
`怪物周围7*7范围内的所有怪物包括自身生命值提高${enemy.hpHalo}%`,
color: '#85FF99'
},
{
code: 32,
name: '同化',
desc: enemy =>
`怪物会获得自身周围方形${enemy.assimilateRange}格范围内怪物的特殊属性(光环类属性除外),` +
`特殊属性数值间为${enemy.specialMultiply ? '乘算' : '加算'}关系`,
color: '#ffd366'
},
{
code: 33,
name: '战争号角',
desc: enemy => {
const [hp, atk, def] = enemy.horn ?? [];
let str = '地图上每存在一个怪物(包括自身),自身';
if (hp) str += `生命值增加${hp}%`;
if (atk) str += `攻击增加${atk}%`;
if (def) str += `防御增加${def}%`;
str += '线性叠加。该怪物会在右上角以黄色字体显示当前地图有多少怪物';
return str;
},
color: '#fff866'
},
{
code: 34,
name: '赏金',
desc: `怪物没有任何能力也没有任何战利品也无法让勇士恢复生命值战斗伤害恒为0`,
color: '#faff33'
}
];