mirror of
https://github.com/unanmed/HumanBreak.git
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315 lines
9.3 KiB
JavaScript
315 lines
9.3 KiB
JavaScript
///<reference path="../../../src/types/core.d.ts" />
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/**
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* @type {number[]}
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*/
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let levels = [];
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/**
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* @type {Record<Chapter, Skill[]>}
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*/
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const skills = {
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chapter1: [
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{
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index: 0,
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title: '力量',
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desc: ['力量就是根本!可以通过智慧增加力量,每级增加2点攻击。'],
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consume: '10 * level + 10',
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front: [],
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loc: [1, 2],
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max: 10,
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effect: ['攻击 + ${level * 2}']
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},
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{
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index: 1,
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title: '致命一击',
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desc: ['爆发出全部力量攻击敌人,每级增加5点额外攻击。'],
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consume: '30 * level + 30',
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front: [[0, 5]],
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loc: [2, 1],
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max: 10,
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effect: ['额外攻击 + ${level * 5}']
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},
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{
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index: 2,
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title: '断灭之刃',
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desc: [
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'<span style="color: gold">主动技能,快捷键1</span>,',
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'开启后会在战斗时会额外增加一定量的攻击,但同时减少一定量的防御。'
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],
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consume: '200 * level + 400',
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front: [[1, 5]],
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loc: [4, 1],
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max: 5,
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effect: ['增加${level * 10}%攻击,减少${level * 10}%防御']
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},
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{
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index: 3,
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title: '坚韧',
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desc: ['由智慧转化出坚韧!每级增加2点防御'],
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consume: '10 * level + 10',
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front: [],
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loc: [1, 4],
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max: 10,
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effect: ['防御 + ${level * 2}']
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},
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{
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index: 4,
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title: '回春',
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desc: ['让智慧化为治愈之泉水!每级增加1点生命回复'],
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consume: '20 * level + 20',
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front: [[3, 5]],
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loc: [2, 5],
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max: 25,
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effect: ['生命回复 + ${level}']
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},
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{
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index: 5,
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title: '治愈之泉',
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desc: [
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'让生命变得更多一些吧!每吃50瓶血瓶就增加当前生命回复10%的生命回复'
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],
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consume: '1500',
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front: [[4, 25]],
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loc: [4, 5],
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max: 1,
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effect: ['50瓶血10%生命回复']
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},
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{
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index: 6,
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title: '坚固之盾',
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desc: ['让护甲更加坚硬一些吧!每级增加10点防御'],
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consume: '50 + level * 50',
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front: [[3, 5]],
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loc: [2, 3],
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max: 10,
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effect: ['防御 + ${level * 10}']
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},
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{
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index: 7,
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title: '无上之盾',
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desc: [
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'<span style="color: #dd4">第一章终极技能</span>,战斗时智慧会充当等量护盾'
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],
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consume: '2500',
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front: [
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[6, 10],
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[5, 1],
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[2, 2]
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],
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loc: [5, 3],
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max: 1,
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effect: ['战斗时智慧会充当护盾']
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}
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],
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chapter2: [
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{
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index: 8,
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title: '锋利',
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desc: ['让剑变得更加锋利!每级使攻击增加1%(buff式增加)'],
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consume: 'level > 5 ? 50 * level ** 2 : 250 * level + 250',
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front: [],
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loc: [1, 2],
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max: 15,
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effect: ['攻击增加${level}%']
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},
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{
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index: 9,
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title: '坚硬',
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desc: ['让盾牌变得更加坚固!每级使防御增加1%(buff式增加)'],
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consume: 'level > 5 ? 50 * level ** 2 : 250 * level + 250',
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front: [],
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loc: [1, 4],
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max: 15,
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effect: ['防御增加${level}%']
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},
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{
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index: 10,
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title: '铸剑为盾',
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desc: [
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'<span style="color: gold">主动技能,快捷键3</span>,',
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'减少一定的攻击,增加一定的防御'
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],
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consume: '1000 * level ** 2 + 1000',
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front: [[9, 5]],
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loc: [2, 5],
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max: 5,
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effect: ['增加${level * 10}%的防御,减少${level * 10}%的攻击']
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},
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{
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index: 11,
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title: '学习',
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desc: [
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'<span style="color: lightcoral">当前版本此技能无效!</span>',
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'<span style="color: gold">主动技能</span>,可以消耗500智慧学习一个怪物的技能,',
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'持续5场战斗,每学习一次消耗的智慧点增加250,每次升级使持续的战斗次数增加3次。更多信息可在学习后在百科全书查看。'
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],
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consume: '2500 * 2 ** level + 5000',
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front: [
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[8, 10],
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[12, 5]
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],
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loc: [4, 1],
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max: 6,
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effect: ['学习怪物技能,持续${level * 3 + 2}场战斗']
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},
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{
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index: 12,
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title: '聪慧',
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desc: ['使主角变得更加聪明,每级使绿宝石增加的智慧点上升5%'],
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consume: 'level > 5 ? 100 * level ** 2 : 250 * level + 1250',
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front: [
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[8, 10],
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[9, 10]
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],
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loc: [3, 3],
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max: 20,
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effect: ['增加${level * 5}%绿宝石效果']
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},
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{
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index: 13,
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title: '治愈',
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desc: ['使主角能够更好地回复生命,每级使血瓶的加血量增加2%'],
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consume: 'level > 5 ? 100 * level ** 2 : 250 * level + 1250',
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front: [[10, 3]],
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loc: [4, 5],
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max: 20,
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effect: ['增加${level * 2}%的血瓶回血量']
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},
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{
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index: 14,
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title: '胜利之号',
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desc: [
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'<span style="color: #dd4">第二章终极技能</span>,',
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'每打一个怪物,勇士在本楼层对怪物造成的伤害便增加1%'
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],
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consume: '15000',
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front: [
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[13, 10],
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[12, 10],
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[11, 3]
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],
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loc: [5, 3],
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max: 1,
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effect: ['每打一个怪,勇士造成的伤害增加1%']
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}
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]
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};
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core.plugin.skills = skills;
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export function getSkillFromIndex(index) {
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for (const [, skill] of Object.entries(skills)) {
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const s = skill.find(v => v.index === index);
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if (s) return s;
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}
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}
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/**
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* 获取技能等级
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* @param {number} skill
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*/
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export function getSkillLevel(skill) {
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return (levels[skill] ??= 0);
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}
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export function getSkillConsume(skill) {
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return eval(
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getSkillFromIndex(skill).consume.replace(/level(:\d+)?/g, (str, $1) => {
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if ($1) return `core.plugin.skillTree.getSkillLevel(${$1})`;
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else return `core.plugin.skillTree.getSkillLevel(${skill})`;
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})
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);
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}
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export function openTree() {
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if (main.replayChecking) return;
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core.plugin.skillTreeOpened.value = true;
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}
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/**
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* 能否升级某个技能
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* @param {number} skill
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*/
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export function canUpgrade(skill) {
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const consume = core.plugin.skillTree.getSkillConsume(skill);
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if (consume > core.status.hero.mdef) return false;
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const level = core.plugin.skillTree.getSkillLevel(skill);
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const s = getSkillFromIndex(skill);
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if (level === s.max) return false;
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const front = s.front;
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for (const [skill, level] of front) {
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if (core.plugin.skillTree.getSkillLevel(skill) < level) return false;
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}
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return true;
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}
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/**
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* 实际升级效果
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* @param {number} skill
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*/
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export function upgradeSkill(skill) {
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if (!canUpgrade(skill)) return false;
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switch (skill) {
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case 0: // 力量 +2攻击
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core.status.hero.atk += 2;
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break;
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case 1: // 致命一击 +5额外攻击
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core.status.hero.mana += 5;
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break;
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case 2: // 断灭之刃
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core.setFlag('bladeOn', true);
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break;
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case 3: // 坚韧 +2防御
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core.status.hero.def += 2;
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break;
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case 4: // 回春 +1回复
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core.status.hero.hpmax += 1;
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break;
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case 5: // 治愈之泉
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core.setFlag('spring', true);
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break;
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case 6: // 坚固之盾 +10防御
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core.status.hero.def += 10;
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break;
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case 7: // 无上之盾
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core.setFlag('superSheild', true);
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break;
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case 8: // 锋利 +1%攻击
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core.addBuff('atk', 0.01);
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break;
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case 9: // 锋利 +1%防御
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core.addBuff('def', 0.01);
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break;
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case 10: // 铸剑为盾
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core.setFlag('shieldOn', true);
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break;
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case 11: // 学习
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core.setItem('I565', 1);
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break;
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}
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const consume = getSkillConsume(skill);
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core.status.hero.mdef -= consume;
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levels[skill]++;
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core.updateStatusBar();
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return true;
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}
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export function saveSkillTree() {
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return levels.slice();
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}
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export function loadSkillTree(data) {
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levels = data ?? [];
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}
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core.plugin.skillTree = {
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getSkillConsume,
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getSkillFromIndex,
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getSkillLevel,
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saveSkillTree,
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loadSkillTree,
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upgradeSkill,
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openTree
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};
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