diff --git a/packages-user/data-state/src/enemy/special.ts b/packages-user/data-state/src/enemy/special.ts
index eef583e..44fba16 100644
--- a/packages-user/data-state/src/enemy/special.ts
+++ b/packages-user/data-state/src/enemy/special.ts
@@ -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}次`,
+ desc: enemy => `怪物每回合攻击${enemy.n}次。`,
color: '#fe7'
},
{
code: 7,
name: '破甲',
desc: enemy =>
- `战斗前,附加角色防御的${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}点`,
+ `战斗后,角色陷入中毒状态,每一步损失生命${core.values.poisonDamage}点。`,
color: '#9e8'
},
{
code: 13,
name: '衰弱',
- desc: '怪物攻击无视勇士的防御',
+ desc: '怪物攻击无视勇士的防御。',
color: '#f0bbcc'
},
{
code: 14,
name: '诅咒',
- desc: '战斗后,角色陷入诅咒状态,战斗无法获得金币和经验',
+ desc: '战斗后,角色陷入诅咒状态,战斗无法获得金币和经验。',
color: '#bbeef0'
},
{
code: 15,
name: '领域',
desc: enemy =>
- `经过怪物周围${enemy.zoneSquare ? '九宫格' : '十字'}范围内${enemy.range}格时自动减生命${enemy.zone}点`,
+ `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${enemy.zone}点。`,
color: '#c677dd'
},
{
code: 16,
- name: '空',
- desc: '空',
- color: '#fff'
+ name: '夹击',
+ desc: '经过两只相同的怪物中间,角色生命值变成一半。',
+ color: '#b9e'
},
{
code: 17,
- name: '先攻',
- desc: '战斗时,怪物首先攻击',
+ name: '仇恨',
+ desc: `战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得${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}. ${fromFunc(specials[v].name, enemy)}: ${fromFunc(
- specials[v].desc,
- enemy
- )}
`;
- });
- return (
- `怪物周围方形${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${
- enemy.specialMultiply ? '相乘' : '相加'
- }关系:
` +
- content
- );
- },
- color: '#F721F7'
- },
- {
- code: 30,
- name: '乾坤挪移',
- desc: enemy => {
- const [dx, dy] = enemy.translation!;
- let str = `此怪物在场时,所有光环`;
- if (dx !== 0) {
- str += `向${dx < 0 ? '左' : '右'}平移${Math.abs(dx)}格,`;
- }
- if (dy !== 0) {
- str += `向${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'
}
];