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\ No newline at end of file diff --git a/src/Core/ItemDisplay.php b/src/Core/ItemDisplay.php index 3f99a44..0af510d 100644 --- a/src/Core/ItemDisplay.php +++ b/src/Core/ItemDisplay.php @@ -209,33 +209,33 @@ class ItemDisplay */ public static function renderListItem(array $item, bool $showType = true, bool $showQuantity = true): string { - $parts = []; - - // 名称(带品质颜色和强化) - $parts[] = self::formatName($item); - - // 数量 - $quantity = $item['quantity'] ?? 1; - if ($showQuantity && $quantity > 1) { - $parts[] = self::$gray . "x{$quantity}" . self::$reset; - } - - // 类型 - if ($showType) { - $type = $item['type'] ?? ''; - $typeName = self::getTypeName($type); - $parts[] = self::$gray . "[{$typeName}]" . self::$reset; - } // 主属性(简洁版)或法术信息 $type = $item['type'] ?? ''; if ($type === 'spell') { // 法术显示由 SpellDisplay 处理(计算方式和基础数值) // 需要导入 SpellDisplay 后使用 - $statsStr = SpellDisplay::formatSpellCompact($item); + $statsStr = SpellDisplay::renderListItem($item); // 为了向后兼容,使用内联逻辑(调用处应该使用 SpellDisplay) } else { // 显示装备的属性 + $parts = []; + + // 名称(带品质颜色和强化) + $parts[] = self::formatName($item); + + // 数量 + $quantity = $item['quantity'] ?? 1; + if ($showQuantity && $quantity > 1) { + $parts[] = self::$gray . "x{$quantity}" . self::$reset; + } + + // 类型 + if ($showType) { + $type = $item['type'] ?? ''; + $typeName = self::getTypeName($type); + $parts[] = self::$gray . "[{$typeName}]" . self::$reset; + } $statsStr = self::formatStatsCompact($item); } diff --git a/src/Core/SpellCalculator.php b/src/Core/SpellCalculator.php index 1285792..405ac98 100644 --- a/src/Core/SpellCalculator.php +++ b/src/Core/SpellCalculator.php @@ -86,7 +86,9 @@ class SpellCalculator // 默认使用魔攻 $baseDamage = (int)($attackerStats['matk'] * $actualMultiplier); } - + + $baseDamage += ($spellInfo['base'] ?? 0) * $spellInfo['enhanceLevel']; + // 计算防御减免 $resistance = $defenderStats['mdef'] ?? 0; $damage = max(1, $baseDamage - $resistance); diff --git a/src/Core/SpellDisplay.php b/src/Core/SpellDisplay.php index b825e32..d6ccbde 100644 --- a/src/Core/SpellDisplay.php +++ b/src/Core/SpellDisplay.php @@ -128,19 +128,15 @@ class SpellDisplay // 计算方式 $calcType = $spell['calc_type'] ?? 'matk'; $calcDesc = self::getCalcTypeDescription($calcType); - $parts[] = self::$cyan . "{$calcDesc}" . self::$reset; - + $ratio = $spell['damage_ratio']; + $parts[] = self::$cyan . "{$calcDesc} x $ratio" . self::$reset; // 基础值 if ($spellType === 'damage_single' || $spellType === 'damage_aoe') { - $base = $spell['base'] ?? [5, 12, 25, 45]; - $qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common'); - $baseValue = $base[$qualityIndex] ?? 5; - $parts[] = self::$yellow . "基础:{$baseValue}" . self::$reset; + $base = $spell['base'] ?? 0; + $parts[] = self::$yellow . "基础:{$base}" . self::$reset; } elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') { - $base = $spell['base'] ?? [8, 18, 38, 65]; - $qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common'); - $baseValue = $base[$qualityIndex] ?? 8; - $parts[] = self::$yellow . "基础:{$baseValue}" . self::$reset; + $base = $spell['base'] ?? 0; + $parts[] = self::$yellow . "基础:{$base}" . self::$reset; } // 消耗 @@ -447,77 +443,8 @@ class SpellDisplay public static function renderSlot(string $slotName, array $spell, string $linePrefix = "║ "): array { $lines = []; - // 第一行:槽位名 + 法术名 - $lines[] = $linePrefix . self::$cyan . $slotName . self::$reset . ": " . self::formatName($spell); - - // 计算方式和法术类型 - $calcType = $spell['calc_type'] ?? 'matk'; - $spellType = $spell['spellType'] ?? $spell['type'] ?? 'unknown'; - $typeName = self::getTypeName($spellType); - - // 计算方式的完整描述 - $calcTypeDescMap = [ - 'matk' => '基于魔攻', - 'patk' => '基于物攻', - 'hybrid' => '混合伤害', - 'hp_percent' => '基于HP%', - 'crit_heal' => '暴击治疗', - 'crit_damage' => '暴击伤害', - 'defense' => '基于防御', - 'def_pierce' => '防御穿透', - 'status_bonus' => '状态加成', - 'enemy_count_bonus' => '敌人加成', - 'low_def_bonus' => '克低防', - 'matk_scaled' => '群体伤害', - 'dispersed_damage' => '分散伤害', - 'crit_aoe' => '暴击范围', - 'smart_heal' => '智能治疗', - 'hp_missing' => '缺血治疗', - 'team_sync' => '队伍同步', - ]; - - $calcDesc = $calcTypeDescMap[$calcType] ?? $calcType; - $lines[] = $linePrefix . " " . self::$white . "类型: " . self::$magenta . $typeName . self::$reset . - self::$white . " | 计算: " . self::$green . $calcDesc . self::$reset; - - // 显示基础数值和倍数 - if ($spellType === 'damage_single' || $spellType === 'damage_aoe') { - $ratio = $spell['damage_ratio']; - $base = $spell['base'] ?? [5, 12, 25, 45]; - $qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common'); - $baseValue = $base[$qualityIndex] ?? 5; - $lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "x{$ratio}" . self::$reset . - self::$white . " | 基础值: " . self::$yellow . "{$baseValue}" . self::$reset; - } elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') { - $ratio = $spell['heal_ratio']; - $healBase = $spell['heal_base'] ?? null; - $base = $spell['base'] ?? [8, 18, 38, 65]; - $qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common'); - $baseValue = $base[$qualityIndex] ?? 8; - - if ($healBase) { - $healBaseValue = $healBase[$qualityIndex] ?? 20; - $lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "x{$ratio}" . self::$reset . - self::$white . " | 基数: " . self::$yellow . "{$healBaseValue}" . self::$reset . - self::$white . " | 基础: " . self::$yellow . "{$baseValue}" . self::$reset; - } else { - $lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "x{$ratio}" . self::$reset . - self::$white . " | 基础值: " . self::$yellow . "{$baseValue}" . self::$reset; - } - } - - // 显示消耗 - $cost = $spell['cost'] ?? 0; - $enhanceLevel = $spell['enhanceLevel'] ?? 0; - $actualCost = max(1, $cost - ($enhanceLevel * 2)); - if ($enhanceLevel > 0) { - $lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$yellow . "{$cost}" . self::$reset . - " → " . self::$green . "{$actualCost}" . self::$reset . - self::$yellow . " +{$enhanceLevel}" . self::$reset; - } else { - $lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$green . "{$actualCost}" . self::$reset; - } + $lines[] = $linePrefix . self::$cyan . $slotName . self::$reset . ": " . self::renderListItem($spell); return $lines; } diff --git a/src/Entities/Actor.php b/src/Entities/Actor.php index bdeb0b8..1f59111 100644 --- a/src/Entities/Actor.php +++ b/src/Entities/Actor.php @@ -21,6 +21,12 @@ class Actor public int $mana = 100; public int $maxMana = 100; + // 防护系统 + public bool $isProtecting = false; // 是否处于防护状态 + public float $protectDamageReduction = 0.2; // 防护角色伤害减免 20% + public float $protectDamageTakenBonus = 0.3; // 防护角色承受伤害增加 30% + public int $protectThreatBonus = 50; // 防护角色的威胁值加成 + // 技能槽位系统 (新法术系统) public array $skillSlots = [ 'skill1' => null, @@ -285,4 +291,52 @@ class Actor } } } + + /** + * 进入防护状态 + */ + public function enterProtectMode(): bool + { + if ($this->isProtecting) { + return false; // 已经在防护状态 + } + $this->isProtecting = true; + return true; + } + + /** + * 退出防护状态 + */ + public function exitProtectMode(): bool + { + if (!$this->isProtecting) { + return false; // 未在防护状态 + } + $this->isProtecting = false; + return true; + } + + /** + * 获取防护状态下的伤害减免(用于保护队友) + */ + public function getProtectDamageReduction(): float + { + return $this->isProtecting ? $this->protectDamageReduction : 0; + } + + /** + * 获取防护状态下的伤害增加(防护者承受更多伤害) + */ + public function getProtectDamageTakenBonus(): float + { + return $this->isProtecting ? $this->protectDamageTakenBonus : 0; + } + + /** + * 获取威胁值加成 + */ + public function getThreatBonus(): int + { + return $this->isProtecting ? $this->protectThreatBonus : 0; + } } diff --git a/src/Entities/Item.php b/src/Entities/Item.php index d7efc0a..caa673f 100644 --- a/src/Entities/Item.php +++ b/src/Entities/Item.php @@ -44,6 +44,7 @@ class Item // 随机品质 $roll = rand(1, 100); +// $roll = 100; if ($roll <= 70) $quality = 'common'; elseif ($roll <= 90) $quality = 'rare'; elseif ($roll <= 98) $quality = 'epic'; @@ -89,6 +90,7 @@ class Item $item->desc = "Lv.{$level} {$quality}品质的药剂"; } else { // 检查是否有特定物品配置 +// dd($typeConfig); $specificConfig = $typeConfig['specific_config'][$item->name] ?? []; // 合并配置:优先使用特定配置,否则使用默认配置 @@ -208,15 +210,12 @@ class Item public static function createFromSpec(array $spec, int $baseLevel): array { $type = $spec['type'] ?? 'weapon'; - $quality = $spec['quality'] ?? null; $itemLevel = $spec['level'] ?? $baseLevel; - $affixes = $spec['affixes'] ?? []; $specificName = $spec['name'] ?? null; $item = self::randomItem($type, $itemLevel, $specificName); - if ($quality) $item['quality'] = $quality; - if (!empty($affixes)) $item['affixes'] = $affixes; + // Allow overriding specific stats if provided in spec (e.g. from maps.php drops) foreach (['patk', 'matk', 'pdef', 'mdef', 'hp', 'crit', 'critdmg'] as $stat) { @@ -300,6 +299,7 @@ class Item $growth = 0; if (isset($spellInfo['base']) && isset($spellInfo['growth'])) { $baseArray = $spellInfo['base']; + $growthArray = $spellInfo['growth']; // 确保索引在范围内 @@ -308,8 +308,8 @@ class Item $growth = $growthArray[$qualityIndex] ?? ($growthArray[0] ?? 0); // 应用计算公式:finalValue = baseValue + (level * growth) + randomBonus - $randomBonus = rand(0, max(1, (int)($baseValue * 0.15))); - $finalBaseValue = (int)($baseValue + ($level * $growth) + $randomBonus); + $randomBonus = rand(0, max(1, (int)($baseValue * 3))); + $finalBaseValue = (int)($baseValue + ($level * $growth * 10) + $randomBonus); } else { $finalBaseValue = 0; } diff --git a/src/Modules/Battle.php b/src/Modules/Battle.php index 6fd4d31..9342b41 100644 --- a/src/Modules/Battle.php +++ b/src/Modules/Battle.php @@ -297,7 +297,7 @@ class Battle private function renderHpBar(float $percent, int $width): string { $filled = (int)($percent * $width); - $empty = max($width - $filled,0); + $empty = max($width - $filled,1); // 根据血量百分比选择颜色 if ($percent > 0.6) { @@ -308,7 +308,7 @@ class Battle $color = $this->red; } - $bar = $color . str_repeat("█", $filled) . $this->white . str_repeat("░", $empty) . $this->reset; + $bar = $color . str_repeat("█", $filled) . $this->white . str_repeat("░", $empty?:1) . $this->reset; return "[" . $bar . "]"; } @@ -824,7 +824,7 @@ class Battle $allyHealthRatio = $allyStats['hp'] / $allyStats['maxHp']; // 如果有队友血量低于30%,进入防护状态 - if ($allyHealthRatio < 0.3) { + if ($allyHealthRatio < 0.5) { $hasLowHpAlly = true; break; } diff --git a/src/Modules/InventoryPanel.php b/src/Modules/InventoryPanel.php index 608a0b9..0e2c4f1 100644 --- a/src/Modules/InventoryPanel.php +++ b/src/Modules/InventoryPanel.php @@ -264,26 +264,27 @@ class InventoryPanel $slot = $item['type']; // 获取新装备原有的强化等级 -// $newItemEnhanceLevel = $item['enhanceLevel'] ?? 0; - // 调整为不能继承强化等级 - $newItemEnhanceLevel = 0; + $newItemEnhanceLevel = $item['enhanceLevel'] ?? 0; + +// $newItemEnhanceLevel = 0; // If there's already an item in the slot, swap enhance levels - if (isset($player->equip[$slot]) && !empty($player->equip[$slot])) { - $oldItem = $player->equip[$slot]; - $oldEnhanceLevel = $oldItem['enhanceLevel'] ?? 0; - - // 旧装备继承新装备的强化等级 - $oldItem['enhanceLevel'] = $newItemEnhanceLevel; - $player->addItem($oldItem); - - $oldEnhanceStr = $oldEnhanceLevel > 0 ? "+{$oldEnhanceLevel}" : ""; - $newEnhanceStr = $newItemEnhanceLevel > 0 ? "+{$newItemEnhanceLevel}" : ""; - $out->writeln("已取下 {$oldItem['name']}{$newEnhanceStr} 并放入背包"); - - // 新装备继承旧装备的强化等级 - $item['enhanceLevel'] = $oldEnhanceLevel; - } + // 调整为不能继承强化等级 +// if (isset($player->equip[$slot]) && !empty($player->equip[$slot])) { +// $oldItem = $player->equip[$slot]; +// $oldEnhanceLevel = $oldItem['enhanceLevel'] ?? 0; +// +// // 旧装备继承新装备的强化等级 +// $oldItem['enhanceLevel'] = $newItemEnhanceLevel; +// $player->addItem($oldItem); +// +// $oldEnhanceStr = $oldEnhanceLevel > 0 ? "+{$oldEnhanceLevel}" : ""; +// $newEnhanceStr = $newItemEnhanceLevel > 0 ? "+{$newItemEnhanceLevel}" : ""; +// $out->writeln("已取下 {$oldItem['name']}{$newEnhanceStr} 并放入背包"); +// +// // 新装备继承旧装备的强化等级 +// $item['enhanceLevel'] = $oldEnhanceLevel; +// } $player->equip[$slot] = $item; diff --git a/src/Modules/StatsPanel.php b/src/Modules/StatsPanel.php index 771b1fd..5f1df80 100644 --- a/src/Modules/StatsPanel.php +++ b/src/Modules/StatsPanel.php @@ -175,8 +175,17 @@ class StatsPanel if ($this->isPlayer) { $out->writeln("║ 💰灵石: {$this->green}{$this->game->player->spiritStones}{$this->reset}"); } - + $out->writeln("║ HP: {$this->red}{$stats['hp']}{$this->reset}/{$stats['maxHp']}"); + + // 显示防护状态 + $protectStatus = $actor->isProtecting ? "{$this->green}✓ 防护中{$this->reset}" : "{$this->red}✗ 未防护{$this->reset}"; + $out->writeln("║ 状态: {$protectStatus}"); + + if ($actor->isProtecting) { + $out->writeln("║ 伤害减免: {$this->green}20%{$this->reset} | 伤害增加: {$this->red}30%{$this->reset}"); + } + $out->writeln("║ 物攻: {$this->yellow}{$stats['patk']}{$this->reset}"); $out->writeln("║ 魔攻: {$this->blue}{$stats['matk']}{$this->reset}"); $out->writeln("║ 物防: {$this->yellow}{$stats['pdef']}{$this->reset}"); @@ -268,7 +277,11 @@ class StatsPanel // 显示操作选项 - 统一玩家和队友的操作 $out->writeln("[1] 装备物品 | [2] 卸下装备 | [3] 强化装备"); $out->writeln("[5] 装备技能 | [6] 卸下技能 | [7] 强化技能"); - + + // 防护状态切换 + $protectToggle = $actor->isProtecting ? "p] 退出防护" : "[p] 进入防护"; + $out->writeln("[{$protectToggle}"); + if ($this->isPlayer) { $out->writeln("[s] 切换角色 | [0] 返回"); } else { @@ -281,6 +294,20 @@ class StatsPanel return $this->showCharacterSelect(); } + // 处理防护状态切换 + if (strtolower($choice) === 'p') { + if ($actor->isProtecting) { + $actor->exitProtectMode(); + $out->writeln("{$this->green}已退出防护状态{$this->reset}"); + } else { + $actor->enterProtectMode(); + $out->writeln("{$this->green}已进入防护状态{$this->reset}"); + } + $this->game->saveState(); + Screen::pause($out); + continue; + } + // 统一处理操作 switch ($choice) { case '1': @@ -328,7 +355,7 @@ class StatsPanel foreach ($slots as $slotKey => $slotName) { $currentItem = $actor->equip[$slotKey] ?? null; if ($currentItem) { - $this->game->output->writeln("[{$slotIdx}] {$slotName}: " . ItemDisplay::formatName($currentItem)); + $this->game->output->writeln("[{$slotIdx}] {$slotName}: " . ItemDisplay::renderListItem($currentItem)); } else { $this->game->output->writeln("[{$slotIdx}] {$slotName}: (空)"); } @@ -424,7 +451,7 @@ class StatsPanel foreach ($slots as $slot => $name) { if (!empty($actor->equip[$slot])) { $item = $actor->equip[$slot]; - $this->game->output->writeln("[{$idx}] {$name}: " . ItemDisplay::formatName($item)); + $this->game->output->writeln("[{$idx}] {$name}: " . ItemDisplay::renderListItem($item)); $equipped[$idx] = $slot; $idx++; } @@ -509,7 +536,7 @@ class StatsPanel if (!empty($actor->equip[$slot])) { $item = $actor->equip[$slot]; $enhanceLevel = $item['enhanceLevel'] ?? 0; - $this->game->output->writeln("[{$idx}] {$name}: " . ItemDisplay::formatName($item) . " {$this->yellow}+{$enhanceLevel}{$this->reset}"); + $this->game->output->writeln("[{$idx}] {$name}: " . ItemDisplay::renderListItem($item) . " {$this->yellow}+{$enhanceLevel}{$this->reset}"); $equipped[$idx] = $slot; $idx++; } @@ -566,7 +593,7 @@ class StatsPanel $out->writeln("{$this->cyan} 装 备 强 化 等 级 选 择{$this->reset}"); $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); $out->writeln(""); - $out->writeln("装备: " . ItemDisplay::formatName($item)); + $out->writeln("装备: " . ItemDisplay::renderListItem($item)); $out->writeln("当前等级: {$this->yellow}+{$enhanceLevel}{$this->reset}"); $out->writeln(""); $out->writeln("可选等级:"); @@ -672,7 +699,7 @@ class StatsPanel $out->writeln("{$this->cyan} 自 动 强 化 中{$this->reset}"); $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); $out->writeln(""); - $out->writeln("装备: " . ItemDisplay::formatName($item)); + $out->writeln("装备: " . ItemDisplay::renderListItem($item)); $out->writeln("目标: +{$targetLevel}"); $out->writeln(""); @@ -803,7 +830,7 @@ class StatsPanel foreach ($skillSlots as $slot) { $currentSpell = $actor->skillSlots[$slot] ?? null; if ($currentSpell) { - $out->writeln("[{$i}] 技能{$i}: " . ItemDisplay::formatName($currentSpell)); + $out->writeln("[{$i}] 技能{$i}: " . ItemDisplay::renderListItem($currentSpell)); } else { $out->writeln("[{$i}] 技能{$i}: (空)"); } @@ -849,7 +876,7 @@ class StatsPanel foreach ($skillSlots as $slot) { $currentSpell = $actor->skillSlots[$slot] ?? null; if ($currentSpell) { - $out->writeln("[{$i}] 技能{$i}: " . ItemDisplay::formatName($currentSpell)); + $out->writeln("[{$i}] 技能{$i}: " . ItemDisplay::renderListItem($currentSpell)); $hasSkill = true; } else { $out->writeln("[{$i}] 技能{$i}: (空)"); @@ -901,7 +928,7 @@ class StatsPanel foreach ($skillSlots as $slot) { $spell = $actor->skillSlots[$slot] ?? null; if ($spell) { - $out->writeln("[{$i}] 技能{$i}: " . ItemDisplay::formatName($spell)); + $out->writeln("[{$i}] 技能{$i}: " . ItemDisplay::renderListItem($spell)); $equipped[$i] = $slot; $hasSkill = true; } else { @@ -951,7 +978,7 @@ class StatsPanel $out->writeln("{$this->cyan} 技 能 强 化 等 级 选 择{$this->reset}"); $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); $out->writeln(""); - $out->writeln("技能: " . ItemDisplay::formatName($item)); + $out->writeln("技能: " . ItemDisplay::renderListItem($item)); $out->writeln("当前等级: {$this->yellow}+{$enhanceLevel}{$this->reset}"); $out->writeln(""); $out->writeln("可选等级:"); @@ -1053,7 +1080,7 @@ class StatsPanel $out->writeln("{$this->cyan} 自 动 强 化 中{$this->reset}"); $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); $out->writeln(""); - $out->writeln("技能: " . ItemDisplay::formatName($item)); + $out->writeln("技能: " . ItemDisplay::renderListItem($item)); $out->writeln("目标: +{$targetLevel}"); $out->writeln(""); diff --git a/test/Test.php b/test/Test.php index 84f8348..e998b0a 100644 --- a/test/Test.php +++ b/test/Test.php @@ -4,9 +4,86 @@ use Game\Entities\Item; require __DIR__ . '/../vendor/autoload.php'; -$monster = \Game\Entities\Monster::create(1); +$monster = \Game\Entities\Monster::create(6); +dd($monster->getRandomEquipmentDrops(100)); +//$player = new \Game\Entities\Player(); -$player = new \Game\Entities\Player(); + +$weaponTemplate = [ + 'fixed_primary' => [ + 'patk' => ['base' => [4, 10, 18, 30], 'growth' => 1.5], + 'matk' => ['base' => [2, 5, 10, 18], 'growth' => 0.8], + ], + 'random_primary_pool' => [ + 'crit' => ['weight' => 40, 'base' => [1, 3, 5, 10], 'growth' => 0.3], + 'critdmg' => ['weight' => 40, 'base' => [3, 8, 14, 24], 'growth' => 0.7], + 'matk' => ['weight' => 20, 'base' => [2, 5, 10, 18], 'growth' => 0.8], + ], + 'random_primary_count' => [ + 'common' => [0, 0], 'rare' => [0, 1], 'epic' => [1, 1], 'legendary' => [1, 2] + ], + 'affix_weights' => ['patk' => 30, 'matk' => 20, 'crit' => 25, 'critdmg' => 25, 'hp' => 10], +]; + +$armorTemplate = [ + 'fixed_primary' => [ + 'pdef' => ['base' => [2, 6, 12, 20], 'growth' => 0.6], + 'mdef' => ['base' => [1, 4, 8, 15], 'growth' => 0.5], + ], + 'random_primary_pool' => [ + 'hp' => ['weight' => 100, 'base' => [10, 25, 45, 75], 'growth' => 3.5], + ], + 'random_primary_count' => [ + 'common' => [0, 0], 'rare' => [0, 1], 'epic' => [1, 1], 'legendary' => [1, 1], + ], + 'affix_weights' => ['pdef' => 30, 'mdef' => 30, 'hp' => 40, 'patk' => 5, 'matk' => 5], +]; + +$ringTemplate = [ + 'fixed_primary' => [ + 'crit' => ['base' => [2, 5, 8, 12], 'growth' => 0.4], + ], + 'random_primary_pool' => [ + 'critdmg' => ['weight' => 40, 'base' => [5, 12, 20, 35], 'growth' => 0.8], + 'patk' => ['weight' => 30, 'base' => [2, 6, 12, 20], 'growth' => 0.8], + 'matk' => ['weight' => 30, 'base' => [2, 6, 12, 20], 'growth' => 0.8], + ], + 'random_primary_count' => [ + 'common' => [0, 0], 'rare' => [0, 1], 'epic' => [1, 1], 'legendary' => [1, 2], + ], + 'affix_weights' => ['crit' => 30, 'critdmg' => 30, 'patk' => 20, 'matk' => 20], +]; + +$necklaceTemplate = [ + 'fixed_primary' => [ + 'hp' => ['base' => [15, 35, 60, 100], 'growth' => 4.0], + ], + 'random_primary_pool' => [ + 'pdef' => ['weight' => 25, 'base' => [1, 5, 10, 18], 'growth' => 0.5], + 'mdef' => ['weight' => 25, 'base' => [1, 5, 10, 18], 'growth' => 0.5], + 'critdmg' => ['weight' => 50, 'base' => [3, 8, 15, 25], 'growth' => 0.5], + ], + 'random_primary_count' => [ + 'common' => [0, 0], 'rare' => [0, 1], 'epic' => [1, 1], 'legendary' => [1, 2], + ], + 'affix_weights' => ['hp' => 30, 'pdef' => 20, 'mdef' => 20, 'crit' => 15, 'critdmg' => 15], +]; + +$bootsTemplate = [ + 'fixed_primary' => [ + 'pdef' => ['base' => [1, 4, 8, 15], 'growth' => 0.4], + 'mdef' => ['base' => [1, 3, 6, 12], 'growth' => 0.3], + ], + 'random_primary_pool' => [ + 'hp' => ['weight' => 60, 'base' => [8, 20, 35, 60], 'growth' => 2.5], + 'crit' => ['weight' => 40, 'base' => [1, 3, 5, 8], 'growth' => 0.2], + ], + 'random_primary_count' => [ + 'common' => [0, 0], 'rare' => [0, 1], 'epic' => [1, 1], 'legendary' => [1, 2], + ], + 'affix_weights' => ['pdef' => 25, 'mdef' => 25, 'hp' => 30, 'crit' => 20], +]; $res = Item::createSpell(1, 'common', 10); - dd($monster->equip,$monster->getStats(),$monster->name,$monster->skillSlots); \ No newline at end of file +// dd($monster->getRandomEquipmentDrops(100)); + dd(Item::randomItem('armor', 30)); \ No newline at end of file