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c2a2e93ff3
| Author | SHA1 | Date | |
|---|---|---|---|
| c2a2e93ff3 | |||
| ba273b2cdf | |||
| 911f814581 | |||
| ab90eb8435 | |||
| c065e19113 |
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@ -115,6 +115,50 @@ class ItemDisplay
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return $stats ? self::$green . "(" . implode(" ", $stats) . ")" . self::$reset : "";
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}
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/**
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* 格式化法术的简洁信息(用于列表显示)
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*/
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public static function formatSpellCompact(array $spell): string
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{
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$calcType = $spell['calc_type'] ?? 'matk';
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$spellType = $spell['spellType'] ?? $spell['type'] ?? 'unknown';
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$calcTypeMap = [
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'matk' => '魔攻',
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'patk' => '物攻',
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'hybrid' => '混合',
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'hp_percent' => 'HP%',
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'crit_heal' => '暴治',
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'crit_damage' => '暴伤',
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'defense' => '防御',
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'low_def_bonus' => '克低防',
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'matk_scaled' => '群伤',
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'dispersed_damage' => '分散伤',
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'crit_aoe' => '暴范',
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'smart_heal' => '智能治',
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'hp_missing' => '缺血治',
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'team_sync' => '队伍同步',
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];
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$calcDesc = $calcTypeMap[$calcType] ?? $calcType;
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// 根据法术类型显示基础数值
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$valueStr = '';
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if ($spellType === 'damage_single' || $spellType === 'damage_aoe') {
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$damageRatio = $spell['damage_ratio'] ?? [1.2, 1.6, 2.0, 2.6];
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$qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common');
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$ratio = $damageRatio[$qualityIndex] ?? 1.0;
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$valueStr = self::$green . "{$ratio}x" . self::$reset;
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} elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') {
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$healRatio = $spell['heal_ratio'] ?? [0.5, 0.8, 1.2, 1.8];
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$qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common');
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$ratio = $healRatio[$qualityIndex] ?? 0.5;
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$valueStr = self::$green . "{$ratio}x" . self::$reset;
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}
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return self::$cyan . "[{$calcDesc}]" . self::$reset . ($valueStr ? " " . $valueStr : "");
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}
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/**
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* 格式化主属性(多行详细版)
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*/
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@ -225,17 +269,29 @@ class ItemDisplay
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$parts[] = self::$gray . "[{$typeName}]" . self::$reset;
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}
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// 主属性(简洁版)
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$statsStr = self::formatStatsCompact($item);
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if ($statsStr) {
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$parts[] = $statsStr;
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// 主属性(简洁版)或法术信息
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$type = $item['type'] ?? '';
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if ($type === 'spell') {
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// 显示法术的计算方式和基础数值
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$spellInfo = self::formatSpellCompact($item);
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if ($spellInfo) {
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$parts[] = $spellInfo;
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}
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} else {
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// 显示装备的属性
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$statsStr = self::formatStatsCompact($item);
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if ($statsStr) {
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$parts[] = $statsStr;
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}
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}
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// 词条数量提示
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$affixes = $item['affixes'] ?? [];
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if (!empty($affixes)) {
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$count = count($affixes);
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$parts[] = self::$cyan . implode(',',$affixes);
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// 词条数量提示(仅限装备)
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if ($type !== 'spell') {
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$affixes = $item['affixes'] ?? [];
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if (!empty($affixes)) {
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$count = count($affixes);
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$parts[] = self::$cyan . implode(',',$affixes);
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}
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}
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return implode(" ", $parts);
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@ -275,6 +331,51 @@ class ItemDisplay
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$lines[] = $linePrefix;
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// 法术特殊显示
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if ($type === 'spell') {
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$lines[] = $linePrefix . self::$white . "--- 法术信息 ---" . self::$reset;
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$spellType = $item['spellType'] ?? $item['type'] ?? 'unknown';
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$calcType = $item['calc_type'] ?? 'unknown';
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// 计算方式映射
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$calcTypeMap = [
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'matk' => '基于魔攻',
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'patk' => '基于物攻',
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'hp_percent' => '基于最大生命值百分比',
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'hybrid' => '基于(魔攻+物攻)混合',
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'crit_heal' => '暴击率影响治疗效果',
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'crit_damage' => '暴击伤害系数影响伤害',
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'crit_aoe' => '暴击率影响范围伤害',
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'defense' => '基于防御属性',
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'low_def_bonus' => '对低防御敌人伤害加成',
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'matk_scaled' => '随敌人数量加成',
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'dispersed_damage' => '伤害分散到所有敌人',
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'smart_heal' => '智能治疗(优先低血量)',
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'hp_missing' => '基于缺失生命值',
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'team_sync' => '基于队伍规模',
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];
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$calcDesc = $calcTypeMap[$calcType] ?? $calcType;
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$lines[] = $linePrefix . " 计算方式: " . self::$cyan . $calcDesc . self::$reset;
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// 基础数值
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if ($spellType === 'damage_single' || $spellType === 'damage_aoe') {
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$damageRatio = $item['damage_ratio'] ?? [1.2, 1.6, 2.0, 2.6];
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$qualityIndex = self::getQualityIndex($quality);
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$ratio = $damageRatio[$qualityIndex] ?? 1.0;
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$lines[] = $linePrefix . " 伤害倍数: " . self::$green . $ratio . "x" . self::$reset;
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} elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') {
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$healRatio = $item['heal_ratio'] ?? [0.5, 0.8, 1.2, 1.8];
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$healBase = $item['heal_base'] ?? [20, 40, 70, 120];
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$qualityIndex = self::getQualityIndex($quality);
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$ratio = $healRatio[$qualityIndex] ?? 0.5;
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$base = $healBase[$qualityIndex] ?? 20;
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$lines[] = $linePrefix . " 治疗系数: " . self::$green . $ratio . "x + " . $base . self::$reset;
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}
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$lines[] = $linePrefix;
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}
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// 主属性
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$lines[] = $linePrefix . self::$white . "--- 主属性 ---" . self::$reset;
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$statLines = self::formatStatsDetailed($item, $linePrefix . " ");
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@ -311,19 +412,73 @@ class ItemDisplay
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$lines = [];
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if ($item) {
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// 第一行:槽位名 + 装备名
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$type = $item['type'] ?? '';
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// 第一行:槽位名 + 装备/法术名
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$lines[] = $linePrefix . self::$cyan . $slotName . self::$reset . ": " . self::formatName($item);
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// 第二行:主属性
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$statsStr = self::formatStatsCompact($item);
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if ($statsStr) {
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$lines[] = $linePrefix . " " . $statsStr;
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}
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if ($type === 'spell') {
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// 法术显示:计算方式和基础数值
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$calcType = $item['calc_type'] ?? 'matk';
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$spellType = $item['spellType'] ?? $item['type'] ?? 'unknown';
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// 第三行及之后:词条
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$affixes = $item['affixes'] ?? [];
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foreach ($affixes as $affix) {
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$lines[] = $linePrefix . " " . self::$yellow . "◆" . self::$reset . " " . $affix;
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// 计算方式的完整描述
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$calcTypeDescMap = [
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'matk' => '基于魔攻',
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'patk' => '基于物攻',
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'hybrid' => '混合伤害',
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'hp_percent' => '基于HP%',
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'crit_heal' => '暴击治疗',
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'crit_damage' => '暴击伤害',
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'defense' => '基于防御',
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'low_def_bonus' => '克低防',
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'matk_scaled' => '群体伤害',
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'dispersed_damage' => '分散伤害',
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'crit_aoe' => '暴击范围',
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'smart_heal' => '智能治疗',
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'hp_missing' => '缺血治疗',
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'team_sync' => '队伍同步',
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];
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$calcDesc = $calcTypeDescMap[$calcType] ?? $calcType;
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$lines[] = $linePrefix . " " . self::$white . "计算: " . self::$green . $calcDesc . self::$reset;
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// 显示基础数值
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if ($spellType === 'damage_single' || $spellType === 'damage_aoe') {
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$damageRatio = $item['damage_ratio'] ?? [1.2, 1.6, 2.0, 2.6];
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$qualityIndex = self::getQualityIndex($item['quality'] ?? 'common');
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$ratio = $damageRatio[$qualityIndex] ?? 1.0;
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$lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "{$ratio}x" . self::$reset;
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} elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') {
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$healRatio = $item['heal_ratio'] ?? [0.5, 0.8, 1.2, 1.8];
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$healBase = $item['heal_base'] ?? [20, 40, 70, 120];
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$qualityIndex = self::getQualityIndex($item['quality'] ?? 'common');
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$ratio = $healRatio[$qualityIndex] ?? 0.5;
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$base = $healBase[$qualityIndex] ?? 20;
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$lines[] = $linePrefix . " " . self::$white . "治疗: " . self::$yellow . "{$ratio}x + {$base}" . self::$reset;
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}
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// 显示消耗
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$cost = $item['cost'] ?? 0;
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$enhanceLevel = $item['enhanceLevel'] ?? 0;
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$actualCost = max(1, $cost - ($enhanceLevel * 2));
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if ($enhanceLevel > 0) {
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$lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$yellow . "{$cost}" . self::$reset . " → " . self::$green . "{$actualCost}" . self::$reset;
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} else {
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$lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$green . "{$actualCost}" . self::$reset;
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}
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} else {
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// 装备显示:属性和词条
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$statsStr = self::formatStatsCompact($item);
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if ($statsStr) {
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$lines[] = $linePrefix . " " . $statsStr;
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}
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// 词条
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$affixes = $item['affixes'] ?? [];
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foreach ($affixes as $affix) {
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$lines[] = $linePrefix . " " . self::$yellow . "◆" . self::$reset . " " . $affix;
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}
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}
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} else {
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$lines[] = $linePrefix . self::$cyan . $slotName . self::$reset . ": " .
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@ -362,4 +517,18 @@ class ItemDisplay
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return $prefix . "✦ " . $color . $name . self::$reset . $enhanceStr . $statsStr . $affixStr;
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}
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/**
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* 根据品质获取数组索引
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*/
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private static function getQualityIndex(string $quality): int
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{
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return match($quality) {
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'common' => 0,
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'rare' => 1,
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'epic' => 2,
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'legendary' => 3,
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default => 0,
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};
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}
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}
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380
src/Core/SpellDisplay.php
Normal file
380
src/Core/SpellDisplay.php
Normal file
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@ -0,0 +1,380 @@
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<?php
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namespace Game\Core;
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/**
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* 法术显示工具类 - 统一管理法术信息的展示
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*/
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class SpellDisplay
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{
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// 法术类型名称
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private static array $typeNames = [
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'heal_single' => '单体治疗',
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'damage_single' => '单体伤害',
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'damage_aoe' => '群体伤害',
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'heal_aoe' => '群体治疗',
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'support' => '辅助',
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];
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// 计算方式说明
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private static array $calcTypeDescriptions = [
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'matk' => '基于魔攻',
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'patk' => '基于物攻',
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'hp_percent' => '基于最大生命值百分比',
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'hybrid' => '基于(魔攻+物攻)混合',
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'crit_heal' => '暴击率影响治疗效果',
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'crit_damage' => '暴击伤害系数影响伤害',
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'crit_aoe' => '暴击率影响范围伤害',
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'defense' => '基于防御属性',
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'low_def_bonus' => '对低防御敌人伤害加成',
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'matk_scaled' => '随敌人数量加成',
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'dispersed_damage' => '伤害分散到所有敌人',
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'smart_heal' => '智能治疗(优先低血量)',
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'hp_missing' => '基于缺失生命值',
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'team_sync' => '基于队伍规模',
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];
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// 品质颜色
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private static array $qualityColors = [
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'common' => Colors::WHITE,
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'rare' => Colors::BLUE,
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'epic' => Colors::MAGENTA,
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'legendary' => Colors::YELLOW,
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];
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// 品质名称
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private static array $qualityNames = [
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'common' => '普通',
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'rare' => '稀有',
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'epic' => '史诗',
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'legendary' => '传奇',
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];
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// 颜色常量
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private static string $reset = Colors::RESET;
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private static string $yellow = Colors::YELLOW;
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private static string $green = Colors::GREEN;
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private static string $cyan = Colors::CYAN;
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private static string $white = Colors::WHITE;
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private static string $gray = Colors::GRAY;
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private static string $magenta = Colors::MAGENTA;
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private static string $blue = Colors::BLUE;
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/**
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* 获取法术品质颜色
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*/
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public static function getQualityColor(string $quality): string
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{
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return self::$qualityColors[$quality] ?? self::$white;
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}
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||||
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/**
|
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* 获取法术品质名称
|
||||
*/
|
||||
public static function getQualityName(string $quality): string
|
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{
|
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return self::$qualityNames[$quality] ?? '普通';
|
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}
|
||||
|
||||
/**
|
||||
* 获取法术类型名称
|
||||
*/
|
||||
public static function getTypeName(string $type): string
|
||||
{
|
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return self::$typeNames[$type] ?? $type;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取计算方式描述
|
||||
*/
|
||||
public static function getCalcTypeDescription(string $calcType): string
|
||||
{
|
||||
return self::$calcTypeDescriptions[$calcType] ?? $calcType;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化法术名称(带品质颜色和等级)
|
||||
*/
|
||||
public static function formatName(array $spell): string
|
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{
|
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$quality = $spell['quality'] ?? 'common';
|
||||
$color = self::getQualityColor($quality);
|
||||
$name = $spell['name'] ?? '未知法术';
|
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$level = $spell['level'] ?? 1;
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||||
|
||||
$enhanceLevel = $spell['enhanceLevel'] ?? 0;
|
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$enhanceStr = $enhanceLevel > 0 ? self::$yellow . "+{$enhanceLevel}" . self::$reset : "";
|
||||
|
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return $color . $name . self::$reset . " Lv.{$level}" . $enhanceStr;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化法术简要信息(用于列表)
|
||||
*/
|
||||
public static function renderListItem(array $spell): string
|
||||
{
|
||||
$parts = [];
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||||
|
||||
// 名称(带品质颜色和强化)
|
||||
$parts[] = self::formatName($spell);
|
||||
|
||||
// 法术类型
|
||||
$spellType = $spell['spellType'] ?? $spell['type'] ?? 'unknown';
|
||||
$typeName = self::getTypeName($spellType);
|
||||
$parts[] = self::$gray . "[{$typeName}]" . self::$reset;
|
||||
|
||||
// 消耗和基本描述
|
||||
$cost = $spell['cost'] ?? 0;
|
||||
$parts[] = self::$cyan . "消耗:{$cost}" . self::$reset;
|
||||
|
||||
return implode(" ", $parts);
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化法术详细信息(用于详情面板)
|
||||
* 返回多行数组
|
||||
*/
|
||||
public static function renderDetail(array $spell, string $linePrefix = "║ "): array
|
||||
{
|
||||
$lines = [];
|
||||
|
||||
$quality = $spell['quality'] ?? 'common';
|
||||
$qualityColor = self::getQualityColor($quality);
|
||||
$qualityName = self::getQualityName($quality);
|
||||
|
||||
$spellType = $spell['spellType'] ?? $spell['type'] ?? 'unknown';
|
||||
$typeName = self::getTypeName($spellType);
|
||||
|
||||
$calcType = $spell['calc_type'] ?? 'unknown';
|
||||
$calcTypeDesc = self::getCalcTypeDescription($calcType);
|
||||
|
||||
$enhanceLevel = $spell['enhanceLevel'] ?? 0;
|
||||
$spellId = $spell['spellId'] ?? 'unknown';
|
||||
|
||||
// 名称行
|
||||
$lines[] = $linePrefix . self::formatName($spell);
|
||||
$lines[] = $linePrefix;
|
||||
|
||||
// 基本信息
|
||||
$lines[] = $linePrefix . "品质: " . $qualityColor . $qualityName . self::$reset;
|
||||
$lines[] = $linePrefix . "类型: " . self::$white . $typeName . self::$reset;
|
||||
$lines[] = $linePrefix . "法术ID: " . self::$gray . $spellId . self::$reset;
|
||||
$lines[] = $linePrefix;
|
||||
|
||||
// 强化信息
|
||||
if ($enhanceLevel > 0) {
|
||||
$damageBonus = $enhanceLevel * 5;
|
||||
$costReduction = $enhanceLevel * 2;
|
||||
$lines[] = $linePrefix . "强化: " . self::$yellow . "+{$enhanceLevel}" . self::$reset .
|
||||
self::$gray . " (伤害+{$damageBonus}% 消耗-{$costReduction})" . self::$reset;
|
||||
$lines[] = $linePrefix;
|
||||
}
|
||||
|
||||
// 计算方式
|
||||
$lines[] = $linePrefix . self::$cyan . "━━ 基础数值 ━━" . self::$reset;
|
||||
$lines[] = $linePrefix . "计算方式: " . self::$green . $calcTypeDesc . self::$reset;
|
||||
|
||||
// 根据法术类型显示不同的基础数值
|
||||
if ($spellType === 'heal_single' || $spellType === 'heal_aoe') {
|
||||
$lines[] = self::formatHealValues($spell, $linePrefix, $enhanceLevel);
|
||||
} elseif ($spellType === 'damage_single' || $spellType === 'damage_aoe') {
|
||||
$lines[] = self::formatDamageValues($spell, $linePrefix, $enhanceLevel);
|
||||
}
|
||||
|
||||
$lines[] = $linePrefix;
|
||||
|
||||
// 消耗信息
|
||||
$baseCost = $spell['cost'] ?? 20;
|
||||
$actualCost = max(1, $baseCost - ($enhanceLevel * 2));
|
||||
if ($enhanceLevel > 0) {
|
||||
$lines[] = $linePrefix . "魔法消耗: " . self::$white . $baseCost . self::$reset .
|
||||
" → " . self::$green . $actualCost . self::$reset;
|
||||
} else {
|
||||
$lines[] = $linePrefix . "魔法消耗: " . self::$green . $baseCost . self::$reset;
|
||||
}
|
||||
$lines[] = $linePrefix;
|
||||
|
||||
// 描述
|
||||
$desc = $spell['desc'] ?? '';
|
||||
if ($desc) {
|
||||
$lines[] = $linePrefix . self::$gray . $desc . self::$reset;
|
||||
}
|
||||
|
||||
return $lines;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化治疗法术的基础数值
|
||||
*/
|
||||
private static function formatHealValues(array $spell, string $linePrefix, int $enhanceLevel): string
|
||||
{
|
||||
$calcType = $spell['calc_type'] ?? 'matk';
|
||||
$healRatio = $spell['heal_ratio'] ?? [0.5, 0.8, 1.2, 1.8];
|
||||
$healBase = $spell['heal_base'] ?? [20, 40, 70, 120];
|
||||
|
||||
$qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common');
|
||||
$ratio = $healRatio[$qualityIndex] ?? 0.5;
|
||||
$base = $healBase[$qualityIndex] ?? 20;
|
||||
|
||||
$lines = "";
|
||||
|
||||
match($calcType) {
|
||||
'matk' => $lines = self::formatMatkHeal($ratio, $base, $linePrefix, $enhanceLevel),
|
||||
'hp_percent' => $lines = self::formatHpPercentHeal($ratio, $linePrefix),
|
||||
'hybrid' => $lines = self::formatHybridHeal($ratio, $base, $linePrefix, $enhanceLevel),
|
||||
'hp_missing' => $lines = self::formatHpMissingHeal($ratio, $linePrefix),
|
||||
'crit_heal' => $lines = self::formatCritHeal($ratio, $base, $spell['crit_bonus'] ?? [0.5, 0.7, 1.0, 1.5], $linePrefix, $enhanceLevel),
|
||||
'defense' => $lines = self::formatDefenseHeal($ratio, $base, $linePrefix, $enhanceLevel),
|
||||
default => $lines = $linePrefix . "基础治疗: " . self::$green . "{$ratio}x魔攻 + {$base}" . self::$reset,
|
||||
};
|
||||
|
||||
return $lines;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化伤害法术的基础数值
|
||||
*/
|
||||
private static function formatDamageValues(array $spell, string $linePrefix, int $enhanceLevel): string
|
||||
{
|
||||
$calcType = $spell['calc_type'] ?? 'matk';
|
||||
$damageRatio = $spell['damage_ratio'] ?? [1.2, 1.6, 2.0, 2.6];
|
||||
|
||||
$qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common');
|
||||
$ratio = $damageRatio[$qualityIndex] ?? 1.2;
|
||||
|
||||
if ($calcType === 'matk') {
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x魔攻" . self::$reset;
|
||||
} elseif ($calcType === 'patk') {
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x物攻" . self::$reset;
|
||||
} elseif ($calcType === 'hybrid') {
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x(魔攻+物攻)" . self::$reset;
|
||||
} elseif ($calcType === 'crit_damage') {
|
||||
$critBonus = $spell['crit_dmg_bonus'] ?? [0.3, 0.5, 0.8, 1.2];
|
||||
$bonus = $critBonus[$qualityIndex] ?? 0.3;
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x物攻" . self::$reset . "\n" .
|
||||
$linePrefix . "暴击加成: " . self::$yellow . "{$bonus}x暴伤系数" . self::$reset;
|
||||
} elseif ($calcType === 'low_def_bonus') {
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x物攻(低防御加成)" . self::$reset;
|
||||
} elseif ($calcType === 'matk_scaled') {
|
||||
$enemyBonus = $spell['enemy_count_bonus'] ?? [0.1, 0.15, 0.2, 0.3];
|
||||
$bonus = $enemyBonus[$qualityIndex] ?? 0.1;
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x魔攻" . self::$reset . "\n" .
|
||||
$linePrefix . "敌人数加成: " . self::$yellow . "+" . ($bonus*100) . "%/敌人" . self::$reset;
|
||||
} elseif ($calcType === 'dispersed_damage') {
|
||||
$dispersion = $spell['dispersion'] ?? [0.8, 0.75, 0.7, 0.65];
|
||||
$disp = $dispersion[$qualityIndex] ?? 0.8;
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x魔攻" . self::$reset . "\n" .
|
||||
$linePrefix . "分散系数: " . self::$yellow . "{$disp}(敌人越多衰减越严重)" . self::$reset;
|
||||
} elseif ($calcType === 'crit_aoe') {
|
||||
$critBonus = $spell['crit_bonus'] ?? [0.4, 0.6, 0.9, 1.3];
|
||||
$bonus = $critBonus[$qualityIndex] ?? 0.4;
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x魔攻" . self::$reset . "\n" .
|
||||
$linePrefix . "暴击影响: " . self::$yellow . "{$bonus}x暴击率" . self::$reset;
|
||||
}
|
||||
|
||||
return $linePrefix . "伤害倍数: " . self::$green . "{$ratio}x" . self::$reset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化魔攻治疗
|
||||
*/
|
||||
private static function formatMatkHeal(float $ratio, float $base, string $linePrefix, int $enhanceLevel): string
|
||||
{
|
||||
$healBonus = $enhanceLevel * 5;
|
||||
if ($enhanceLevel > 0) {
|
||||
return $linePrefix . "恢复量: " . self::$green . "{$ratio}x魔攻 + {$base}" . self::$reset .
|
||||
" " . self::$yellow . "(+{$healBonus}%)" . self::$reset;
|
||||
}
|
||||
return $linePrefix . "恢复量: " . self::$green . "{$ratio}x魔攻 + {$base}" . self::$reset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化生命值百分比治疗
|
||||
*/
|
||||
private static function formatHpPercentHeal(float $ratio, string $linePrefix): string
|
||||
{
|
||||
return $linePrefix . "恢复量: " . self::$green . ($ratio * 100) . "% 最大生命值" . self::$reset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化混合治疗
|
||||
*/
|
||||
private static function formatHybridHeal(float $ratio, float $base, string $linePrefix, int $enhanceLevel): string
|
||||
{
|
||||
$healBonus = $enhanceLevel * 5;
|
||||
if ($enhanceLevel > 0) {
|
||||
return $linePrefix . "恢复量: " . self::$green . "{$ratio}x(魔攻+物攻) + {$base}" . self::$reset .
|
||||
" " . self::$yellow . "(+{$healBonus}%)" . self::$reset;
|
||||
}
|
||||
return $linePrefix . "恢复量: " . self::$green . "{$ratio}x(魔攻+物攻) + {$base}" . self::$reset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化缺失生命值治疗
|
||||
*/
|
||||
private static function formatHpMissingHeal(float $ratio, string $linePrefix): string
|
||||
{
|
||||
return $linePrefix . "恢复量: " . self::$green . ($ratio * 100) . "% 缺失生命值" . self::$reset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化暴击治疗
|
||||
*/
|
||||
private static function formatCritHeal(float $ratio, float $base, array $critBonus, string $linePrefix, int $enhanceLevel): string
|
||||
{
|
||||
$qualityIndex = self::getQualityIndex(0);
|
||||
$bonus = $critBonus[$qualityIndex] ?? 0.5;
|
||||
$healBonus = $enhanceLevel * 5;
|
||||
$result = $linePrefix . "恢复量: " . self::$green . "{$ratio}x魔攻 + {$base}" . self::$reset;
|
||||
$result .= "\n" . $linePrefix . "暴击系数: " . self::$yellow . "{$bonus}x暴击率加成" . self::$reset;
|
||||
if ($enhanceLevel > 0) {
|
||||
$result .= "\n" . $linePrefix . "强化加成: " . self::$yellow . "+{$healBonus}%" . self::$reset;
|
||||
}
|
||||
return $result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化防御治疗
|
||||
*/
|
||||
private static function formatDefenseHeal(float $ratio, float $base, string $linePrefix, int $enhanceLevel): string
|
||||
{
|
||||
$healBonus = $enhanceLevel * 5;
|
||||
if ($enhanceLevel > 0) {
|
||||
return $linePrefix . "恢复量: " . self::$green . "{$ratio}x(物防+魔防) + {$base}" . self::$reset .
|
||||
" " . self::$yellow . "(+{$healBonus}%)" . self::$reset;
|
||||
}
|
||||
return $linePrefix . "恢复量: " . self::$green . "{$ratio}x(物防+魔防) + {$base}" . self::$reset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据品质获取数组索引
|
||||
*/
|
||||
private static function getQualityIndex(string $quality): int
|
||||
{
|
||||
return match($quality) {
|
||||
'common' => 0,
|
||||
'rare' => 1,
|
||||
'epic' => 2,
|
||||
'legendary' => 3,
|
||||
default => 0,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 渲染战斗中的法术简洁信息
|
||||
*/
|
||||
public static function renderBattleInfo(array $spell, string $prefix = " "): string
|
||||
{
|
||||
$quality = $spell['quality'] ?? 'common';
|
||||
$color = self::getQualityColor($quality);
|
||||
$name = $spell['name'] ?? '未知法术';
|
||||
$cost = $spell['cost'] ?? 20;
|
||||
$enhanceLevel = $spell['enhanceLevel'] ?? 0;
|
||||
$calcType = $spell['calc_type'] ?? 'unknown';
|
||||
$calcDesc = self::getCalcTypeDescription($calcType);
|
||||
|
||||
$enhanceStr = $enhanceLevel > 0 ? self::$yellow . "+{$enhanceLevel}" . self::$reset : "";
|
||||
|
||||
return $prefix . $color . $name . self::$reset . $enhanceStr .
|
||||
" [消耗:{$cost} {$calcDesc}]";
|
||||
}
|
||||
}
|
||||
|
|
@ -1,14 +1,25 @@
|
|||
<?php
|
||||
// Per-dungeon spell pools
|
||||
/**
|
||||
* 地牢法术掉落池配置 - 重构版本
|
||||
* 参考装备的掉落方式
|
||||
*
|
||||
* 定义各地牢可以掉落的法术类型
|
||||
* 在掉落时,会根据品质概率从相应的法术类型中选择具体的法术ID
|
||||
*
|
||||
* 法术类型:
|
||||
* - heal_single: 单体治疗
|
||||
* - damage_single: 单体伤害
|
||||
* - damage_aoe: 群体伤害
|
||||
* - heal_aoe: 群体治疗
|
||||
*/
|
||||
return [
|
||||
1 => [1, 10],
|
||||
2 => [2, 3, 11],
|
||||
3 => [20, 21],
|
||||
4 => [12],
|
||||
5 => [4],
|
||||
6 => [5, 22],
|
||||
7 => [13],
|
||||
8 => [13, 22],
|
||||
9 => [5, 13],
|
||||
// others can be added later
|
||||
1 => ['heal_single', 'damage_single', 'damage_aoe'], // 七玄门 (Lv.1-5)
|
||||
2 => ['damage_single', 'damage_aoe', 'heal_aoe'], // 太南谷 (Lv.5-10)
|
||||
3 => ['heal_single', 'heal_aoe'], // 血色禁地 (Lv.10-15)
|
||||
4 => ['damage_single', 'damage_aoe'], // 黄枫谷 (Lv.15-20)
|
||||
5 => ['damage_single', 'heal_aoe'], // 燕翎堡 (Lv.20-30)
|
||||
6 => ['damage_single', 'heal_aoe'], // 越京皇宫 (Lv.30-40)
|
||||
7 => ['damage_aoe'], // 乱星海-魁星岛 (Lv.40-50)
|
||||
8 => ['damage_aoe', 'heal_single', 'heal_aoe'], // 虚天殿 (Lv.50-60)
|
||||
9 => ['damage_single', 'damage_aoe', 'heal_single'], // 外星海 (Lv.60+)
|
||||
];
|
||||
|
|
|
|||
|
|
@ -109,6 +109,9 @@ return [
|
|||
['type' => 'weapon', 'name' => '铁刀', 'rate' => 10] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '金疮药', 'rate' => 30, 'heal' => 30],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '柔拳', 'rate' => 25],
|
||||
],
|
||||
'weight' => 60,
|
||||
],
|
||||
[
|
||||
|
|
@ -125,6 +128,10 @@ return [
|
|||
['type' => 'armor', 'name' => '皮甲', 'rate' => 10] + $armorTemplate,
|
||||
['type' => 'consume', 'name' => '黄龙丹', 'rate' => 25, 'heal' => 50],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '刀气切割', 'rate' => 30],
|
||||
['id' => 20, 'name' => '寒冰爆裂', 'rate' => 25],
|
||||
],
|
||||
'minions' => [
|
||||
['name' => '野狼帮帮众', 'hp' => 30, 'patk' => 5, 'matk' => 2, 'pdef' => 0, 'mdef' => 0, 'exp' => 10, 'count' => 2],
|
||||
],
|
||||
|
|
@ -145,8 +152,10 @@ return [
|
|||
['type' => 'necklace', 'name' => '长生锁', 'rate' => 15] + $necklaceTemplate,
|
||||
['type' => 'consume', 'name' => '清灵散', 'rate' => 40, 'heal' => 80],
|
||||
],
|
||||
'minions' => [
|
||||
['name' => '铁奴', 'hp' => 80, 'patk' => 12, 'pdef' => 8, 'exp' => 30, 'count' => 1],
|
||||
'spells' => [
|
||||
['id' => 1, 'name' => '妙手回春', 'rate' => 30],
|
||||
['id' => 2, 'name' => '舍身救人', 'rate' => 25],
|
||||
['id' => 30, 'name' => '集体治疗', 'rate' => 20],
|
||||
],
|
||||
'weight' => 10,
|
||||
],
|
||||
|
|
@ -171,6 +180,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '法器残片', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '辟谷丹', 'rate' => 30, 'heal' => 60],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '初级火焰术', 'rate' => 30],
|
||||
['id' => 11, 'name' => '寒冰之术', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -187,6 +200,10 @@ return [
|
|||
['type' => 'armor', 'name' => '青布衫', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'boots', 'name' => '神行靴', 'rate' => 10] + $bootsTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '火焰冲击', 'rate' => 30],
|
||||
['id' => 30, 'name' => '防护光环', 'rate' => 25],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -204,6 +221,12 @@ return [
|
|||
['type' => 'ring', 'name' => '储物戒', 'rate' => 15] + $ringTemplate,
|
||||
['type' => 'consume', 'name' => '合气丹', 'rate' => 30, 'heal' => 100],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '炎火术', 'rate' => 30],
|
||||
['id' => 11, 'name' => '冰魄术', 'rate' => 25],
|
||||
['id' => 12, 'name' => '雷刹术', 'rate' => 20],
|
||||
['id' => 20, 'name' => '冰暴术', 'rate' => 15],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -226,6 +249,10 @@ return [
|
|||
'drops' => [
|
||||
['type' => 'consume', 'name' => '紫猴花', 'rate' => 25, 'heal' => 120],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '兽火喷射', 'rate' => 30],
|
||||
['id' => 20, 'name' => '野兽嚎叫', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -242,6 +269,11 @@ return [
|
|||
['type' => 'weapon', 'name' => '月刃', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'armor', 'name' => '掩月法袍', 'rate' => 15] + $armorTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 11, 'name' => '月影冰术', 'rate' => 30],
|
||||
['id' => 20, 'name' => '月光雹', 'rate' => 25],
|
||||
['id' => 1, 'name' => '月华治愈', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -259,6 +291,13 @@ return [
|
|||
['type' => 'armor', 'name' => '墨蛟甲', 'quality' => 'epic', 'pdef' => 20, 'mdef' => 15, 'rate' => 15],
|
||||
['type' => 'consume', 'name' => '筑基丹', 'rate' => 50, 'heal' => 500],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 11, 'name' => '墨液冰锥', 'rate' => 30],
|
||||
['id' => 20, 'name' => '墨蛟冰雹', 'rate' => 25],
|
||||
['id' => 22, 'name' => '墨影流星', 'rate' => 20],
|
||||
['id' => 30, 'name' => '蛟龙防御', 'rate' => 15],
|
||||
['id' => 1, 'name' => '生命恢复', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -285,6 +324,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '黄枫剑', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '黄龙丹', 'rate' => 30, 'heal' => 150],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '黄枫剑气', 'rate' => 30],
|
||||
['id' => 30, 'name' => '枫叶守护', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -301,6 +344,11 @@ return [
|
|||
['type' => 'armor', 'name' => '执法甲', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'boots', 'name' => '执法靴', 'rate' => 12] + $bootsTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '执法烈火', 'rate' => 30],
|
||||
['id' => 20, 'name' => '冰雨惩罚', 'rate' => 25],
|
||||
['id' => 30, 'name' => '铁血护盾', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -318,6 +366,13 @@ return [
|
|||
['type' => 'ring', 'name' => '传音符', 'rate' => 20] + $ringTemplate,
|
||||
['type' => 'consume', 'name' => '定颜丹', 'rate' => 10, 'heal' => 800],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 13, 'name' => '烈焰焚天', 'rate' => 30],
|
||||
['id' => 22, 'name' => '流星雨击', 'rate' => 25],
|
||||
['id' => 32, 'name' => '圣灵保护', 'rate' => 20],
|
||||
['id' => 1, 'name' => '疗伤术', 'rate' => 15],
|
||||
['id' => 30, 'name' => '大地庇护', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -341,6 +396,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '魔刃', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '血煞丹', 'rate' => 30, 'heal' => 200],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '邪火燎原', 'rate' => 30],
|
||||
['id' => 20, 'name' => '魔冰风暴', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -357,6 +416,11 @@ return [
|
|||
['type' => 'armor', 'name' => '鬼灵衣', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'necklace', 'name' => '聚魂珠', 'rate' => 12] + $necklaceTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 11, 'name' => '冥界冰刺', 'rate' => 30],
|
||||
['id' => 21, 'name' => '炎爆诅咒', 'rate' => 25],
|
||||
['id' => 34, 'name' => '幽冥护盾', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -374,6 +438,13 @@ return [
|
|||
['type' => 'armor', 'name' => '血灵甲', 'quality' => 'epic', 'pdef' => 40, 'mdef' => 30, 'rate' => 20],
|
||||
['type' => 'consume', 'name' => '血灵丹', 'rate' => 30, 'heal' => 1000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 12, 'name' => '王蝉鸣雷', 'rate' => 30],
|
||||
['id' => 23, 'name' => '灭世风暴', 'rate' => 25],
|
||||
['id' => 24, 'name' => '末日火雨', 'rate' => 20],
|
||||
['id' => 35, 'name' => '血魔复生', 'rate' => 15],
|
||||
['id' => 4, 'name' => '生命泉涌', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -397,6 +468,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '金瓜锤', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'armor', 'name' => '金甲', 'rate' => 15] + $armorTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 13, 'name' => '帝王烈焰', 'rate' => 30],
|
||||
['id' => 30, 'name' => '皇权庇护', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -413,6 +488,11 @@ return [
|
|||
['type' => 'weapon', 'name' => '血刀', 'rate' => 18] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '狂暴丹', 'rate' => 30, 'heal' => 400],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 14, 'name' => '诛仙剑气', 'rate' => 30],
|
||||
['id' => 24, 'name' => '末日炼狱', 'rate' => 25],
|
||||
['id' => 35, 'name' => '血魂同盟', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -430,6 +510,13 @@ return [
|
|||
['type' => 'consume', 'name' => '虚天鼎碎片', 'rate' => 10, 'heal' => 2000], // 剧情物品作为高回复药
|
||||
['type' => 'ring', 'name' => '黑煞戒', 'rate' => 20] + $ringTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 15, 'name' => '狂暴邪斩', 'rate' => 30],
|
||||
['id' => 25, 'name' => '狂风灭世', 'rate' => 25],
|
||||
['id' => 33, 'name' => '仙界诅咒', 'rate' => 20],
|
||||
['id' => 35, 'name' => '血煞永生', 'rate' => 15],
|
||||
['id' => 6, 'name' => '暗夜疗愈', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -456,6 +543,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '骨棒', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '海灵液', 'rate' => 30, 'heal' => 500],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 20, 'name' => '海洋冰雹', 'rate' => 30],
|
||||
['id' => 25, 'name' => '波涛斩击', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -472,6 +563,10 @@ return [
|
|||
['type' => 'armor', 'name' => '鱼鳞甲', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'necklace', 'name' => '避水珠', 'rate' => 12] + $necklaceTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 21, 'name' => '炎爆水雾', 'rate' => 30],
|
||||
['id' => 30, 'name' => '水灵庇护', 'rate' => 25],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -489,6 +584,12 @@ return [
|
|||
['type' => 'boots', 'name' => '踏浪靴', 'rate' => 15] + $bootsTemplate,
|
||||
['type' => 'consume', 'name' => '降尘丹', 'rate' => 25, 'heal' => 1500],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 22, 'name' => '水系流星', 'rate' => 30],
|
||||
['id' => 23, 'name' => '沧海风暴', 'rate' => 25],
|
||||
['id' => 35, 'name' => '灵魂共鸣', 'rate' => 20],
|
||||
['id' => 31, 'name' => '海王光环', 'rate' => 15],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -512,6 +613,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '傀儡弓', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '灵石乳', 'rate' => 30, 'heal' => 800],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 12, 'name' => '傀儡雷击', 'rate' => 30],
|
||||
['id' => 30, 'name' => '机械护盾', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -528,6 +633,11 @@ return [
|
|||
['type' => 'armor', 'name' => '灵力护盾', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'ring', 'name' => '分身戒', 'rate' => 12] + $ringTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 14, 'name' => '剑仙降临', 'rate' => 30],
|
||||
['id' => 23, 'name' => '灭世寂灭', 'rate' => 25],
|
||||
['id' => 32, 'name' => '圣灵恩惠', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -545,6 +655,13 @@ return [
|
|||
['type' => 'consume', 'name' => '补天丹', 'rate' => 10, 'heal' => 3000],
|
||||
['type' => 'necklace', 'name' => '虚天鼎', 'quality' => 'legendary', 'hp' => 2000, 'rate' => 5],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 15, 'name' => '极阴邪斩', 'rate' => 30],
|
||||
['id' => 24, 'name' => '末世冰狱', 'rate' => 25],
|
||||
['id' => 33, 'name' => '仙界救赎', 'rate' => 20],
|
||||
['id' => 35, 'name' => '永恒诅咒', 'rate' => 15],
|
||||
['id' => 3, 'name' => '活力恢复', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -568,6 +685,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '妖骨剑', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '妖丹', 'rate' => 40, 'heal' => 1000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 11, 'name' => '妖冰刃', 'rate' => 30],
|
||||
['id' => 20, 'name' => '妖兽雹', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -584,6 +705,11 @@ return [
|
|||
['type' => 'armor', 'name' => '雷鲸皮', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'boots', 'name' => '风雷靴', 'rate' => 12] + $bootsTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 12, 'name' => '雷鲸怒雷', 'rate' => 30],
|
||||
['id' => 21, 'name' => '风暴洪流', 'rate' => 25],
|
||||
['id' => 34, 'name' => '深海护盾', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -601,6 +727,13 @@ return [
|
|||
['type' => 'armor', 'name' => '金蛟鳞甲', 'quality' => 'legendary', 'pdef' => 180, 'mdef' => 120, 'rate' => 15],
|
||||
['type' => 'consume', 'name' => '九曲灵参', 'rate' => 10, 'heal' => 5000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 15, 'name' => '蛟龙狂暴', 'rate' => 30],
|
||||
['id' => 25, 'name' => '雷风灭世', 'rate' => 25],
|
||||
['id' => 33, 'name' => '龙王救赎', 'rate' => 20],
|
||||
['id' => 35, 'name' => '蛟龙之力', 'rate' => 15],
|
||||
['id' => 2, 'name' => '生命转移', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -627,6 +760,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '狼牙匕', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '灵液', 'rate' => 30, 'heal' => 1200],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 10, 'name' => '狼焰咆哮', 'rate' => 30],
|
||||
['id' => 20, 'name' => '月光寒冰', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -643,6 +780,11 @@ return [
|
|||
['type' => 'armor', 'name' => '长老法袍', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'ring', 'name' => '长老戒', 'rate' => 12] + $ringTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 13, 'name' => '长老烈焰', 'rate' => 30],
|
||||
['id' => 22, 'name' => '宗门流星', 'rate' => 25],
|
||||
['id' => 31, 'name' => '宗门护盾', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -660,6 +802,13 @@ return [
|
|||
['type' => 'necklace', 'name' => '定魂珠', 'rate' => 15] + $necklaceTemplate,
|
||||
['type' => 'consume', 'name' => '培婴丹', 'rate' => 25, 'heal' => 3000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 14, 'name' => '剑仙之意', 'rate' => 30],
|
||||
['id' => 24, 'name' => '风云诀', 'rate' => 25],
|
||||
['id' => 33, 'name' => '救赎之力', 'rate' => 20],
|
||||
['id' => 2, 'name' => '生命同盟', 'rate' => 15],
|
||||
['id' => 32, 'name' => '圣灵护佑', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -683,6 +832,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '魔魂刀', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '魔髓钻', 'rate' => 20, 'heal' => 2000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 14, 'name' => '古魔剑意', 'rate' => 30],
|
||||
['id' => 21, 'name' => '魔火爆裂', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -699,6 +852,11 @@ return [
|
|||
['type' => 'armor', 'name' => '太乙银精甲', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'boots', 'name' => '虚空靴', 'rate' => 12] + $bootsTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 23, 'name' => '空间风暴', 'rate' => 30],
|
||||
['id' => 35, 'name' => '虚空之力', 'rate' => 25],
|
||||
['id' => 30, 'name' => '空间护盾', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -716,6 +874,13 @@ return [
|
|||
['type' => 'armor', 'name' => '魔龙甲', 'quality' => 'legendary', 'pdef' => 350, 'mdef' => 250, 'rate' => 15],
|
||||
['type' => 'consume', 'name' => '万年灵乳', 'rate' => 20, 'heal' => 8000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 15, 'name' => '古魔灭世', 'rate' => 30],
|
||||
['id' => 25, 'name' => '狂风魔力', 'rate' => 25],
|
||||
['id' => 34, 'name' => '古魔护盾', 'rate' => 20],
|
||||
['id' => 35, 'name' => '魔界永恒', 'rate' => 15],
|
||||
['id' => 4, 'name' => '魔泉生命', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -742,6 +907,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '晶砖', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'consume', 'name' => '灵烛果', 'rate' => 30, 'heal' => 3000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 13, 'name' => '晶体烈焰', 'rate' => 30],
|
||||
['id' => 20, 'name' => '灵山冰雹', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -758,6 +927,11 @@ return [
|
|||
['type' => 'armor', 'name' => '银翅甲', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'necklace', 'name' => '夜叉链', 'rate' => 12] + $necklaceTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 14, 'name' => '夜叉剑术', 'rate' => 30],
|
||||
['id' => 23, 'name' => '虚空风暴', 'rate' => 25],
|
||||
['id' => 35, 'name' => '天罚之力', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -775,6 +949,13 @@ return [
|
|||
['type' => 'ring', 'name' => '雪晶珠', 'quality' => 'legendary', 'crit' => 15, 'rate' => 15],
|
||||
['type' => 'consume', 'name' => '回阳水', 'rate' => 10, 'heal' => 10000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 15, 'name' => '元刹灭世', 'rate' => 30],
|
||||
['id' => 25, 'name' => '永恒灭亡', 'rate' => 25],
|
||||
['id' => 33, 'name' => '圣祖救赎', 'rate' => 20],
|
||||
['id' => 34, 'name' => '永生护盾', 'rate' => 15],
|
||||
['id' => 5, 'name' => '暴击疗愈', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
@ -798,6 +979,10 @@ return [
|
|||
['type' => 'weapon', 'name' => '虚空爪', 'rate' => 15] + $weaponTemplate,
|
||||
['type' => 'boots', 'name' => '破空靴', 'rate' => 12] + $bootsTemplate,
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 12, 'name' => '虚空雷击', 'rate' => 30],
|
||||
['id' => 20, 'name' => '虚空冰雹', 'rate' => 25],
|
||||
],
|
||||
'weight' => 50,
|
||||
],
|
||||
[
|
||||
|
|
@ -814,6 +999,11 @@ return [
|
|||
['type' => 'armor', 'name' => '风暴甲', 'rate' => 15] + $armorTemplate,
|
||||
['type' => 'consume', 'name' => '空间晶石', 'rate' => 30, 'heal' => 5000],
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 23, 'name' => '灭世空间', 'rate' => 30],
|
||||
['id' => 25, 'name' => '永恒风暴', 'rate' => 25],
|
||||
['id' => 35, 'name' => '空间之力', 'rate' => 20],
|
||||
],
|
||||
'weight' => 35,
|
||||
],
|
||||
[
|
||||
|
|
@ -831,6 +1021,13 @@ return [
|
|||
['type' => 'armor', 'name' => '五行甲', 'quality' => 'legendary', 'pdef' => 1000, 'mdef' => 1000, 'rate' => 20],
|
||||
['type' => 'consume', 'name' => '飞升令', 'rate' => 100, 'heal' => 99999], // 象征性物品
|
||||
],
|
||||
'spells' => [
|
||||
['id' => 15, 'name' => '凤凰灭世', 'rate' => 30],
|
||||
['id' => 25, 'name' => '冰凤风暴', 'rate' => 25],
|
||||
['id' => 33, 'name' => '永恒救赎', 'rate' => 20],
|
||||
['id' => 35, 'name' => '凤凰之力', 'rate' => 15],
|
||||
['id' => 6, 'name' => '援护之术', 'rate' => 10],
|
||||
],
|
||||
'weight' => 15,
|
||||
],
|
||||
],
|
||||
|
|
|
|||
|
|
@ -1,138 +1,313 @@
|
|||
<?php
|
||||
|
||||
/**
|
||||
* 法术系统配置
|
||||
* 定义所有可用的法术及其属性
|
||||
* 法术系统配置 - 丰富版本
|
||||
* 法术分为四类:单体治疗、单体伤害、群体伤害、群体治疗
|
||||
* 每个法术有独立的计算方式和品质参数
|
||||
* 参考装备的品质系统 (common, rare, epic, legendary)
|
||||
*/
|
||||
|
||||
return [
|
||||
// 单体伤害法术
|
||||
'damage_single' => [
|
||||
// ============ 单体治疗法术 (heal_single) ============
|
||||
'heal_single' => [
|
||||
// 1. 治愈术 - 魔攻型 (恢复 = 魔攻 × 倍数 + 基础值)
|
||||
1 => [
|
||||
'name' => '治愈术',
|
||||
'type' => 'heal_single',
|
||||
'calc_type' => 'matk', // 计算方式:纯魔攻
|
||||
'cost' => 15,
|
||||
'level_req' => 1,
|
||||
'desc' => '恢复自己或队友的生命值,效果与魔攻相关',
|
||||
// 品质参数:[common, rare, epic, legendary]
|
||||
'heal_ratio' => [0.5, 0.8, 1.2, 1.8], // 魔攻倍数
|
||||
'heal_base' => [20, 40, 70, 120], // 基础治疗值
|
||||
],
|
||||
|
||||
// 2. 及时救难 - 生命值百分比型 (恢复 = 自己最大生命值 × 百分比)
|
||||
2 => [
|
||||
'name' => '及时救难',
|
||||
'type' => 'heal_single',
|
||||
'calc_type' => 'hp_percent', // 计算方式:最大生命值百分比
|
||||
'cost' => 20,
|
||||
'level_req' => 5,
|
||||
'desc' => '将自己的部分生命值转移给队友',
|
||||
'heal_ratio' => [0.3, 0.4, 0.5, 0.6], // 最大生命值百分比
|
||||
],
|
||||
|
||||
// 3. 活力术 - 混合型 (恢复 = (魔攻 + 物攻) × 倍数 + 基础值)
|
||||
3 => [
|
||||
'name' => '活力术',
|
||||
'type' => 'heal_single',
|
||||
'calc_type' => 'hybrid', // 计算方式:魔攻 + 物攻混合
|
||||
'cost' => 25,
|
||||
'level_req' => 12,
|
||||
'desc' => '结合物理和魔法的治疗法术',
|
||||
'heal_ratio' => [0.3, 0.5, 0.7, 1.0], // (魔攻+物攻) 倍数
|
||||
'heal_base' => [15, 30, 50, 80],
|
||||
],
|
||||
|
||||
// 4. 生命之泉 - 基于当前生命值缺口 (恢复 = 缺失血量 × 百分比)
|
||||
4 => [
|
||||
'name' => '生命之泉',
|
||||
'type' => 'heal_single',
|
||||
'calc_type' => 'hp_missing', // 计算方式:缺失生命值百分比
|
||||
'cost' => 30,
|
||||
'level_req' => 18,
|
||||
'desc' => '根据队友缺失的生命值比例进行治疗',
|
||||
'heal_ratio' => [0.4, 0.55, 0.7, 0.85], // 缺失生命值百分比
|
||||
],
|
||||
|
||||
// 5. 暴击治疗 - 与暴击率相关 (恢复 = 魔攻 × 倍数 × (1 + 暴击率×特殊系数))
|
||||
5 => [
|
||||
'name' => '暴击治疗',
|
||||
'type' => 'heal_single',
|
||||
'calc_type' => 'crit_heal', // 计算方式:与暴击率相关
|
||||
'cost' => 28,
|
||||
'level_req' => 22,
|
||||
'desc' => '暴击率越高,治疗效果越强',
|
||||
'heal_ratio' => [0.4, 0.65, 0.95, 1.4], // 基础魔攻倍数
|
||||
'crit_bonus' => [0.5, 0.7, 1.0, 1.5], // 暴击率加成系数
|
||||
],
|
||||
|
||||
// 6. 援护术 - 基于防御属性 (恢复 = (物防+魔防) × 倍数 + 固定值)
|
||||
6 => [
|
||||
'name' => '援护术',
|
||||
'type' => 'heal_single',
|
||||
'calc_type' => 'defense', // 计算方式:基于防御属性
|
||||
'cost' => 22,
|
||||
'level_req' => 15,
|
||||
'desc' => '根据防御力进行治疗,防御越高效果越好',
|
||||
'heal_ratio' => [0.8, 1.2, 1.8, 2.5], // (物防+魔防) 倍数
|
||||
'heal_base' => [10, 20, 35, 60],
|
||||
],
|
||||
],
|
||||
|
||||
// ============ 单体伤害法术 (damage_single) ============
|
||||
'damage_single' => [
|
||||
// 10. 火球术 - 魔攻型 (伤害 = 魔攻 × 倍数)
|
||||
10 => [
|
||||
'name' => '火球术',
|
||||
'type' => 'damage_single',
|
||||
'quality' => 'common',
|
||||
'calc_type' => 'matk',
|
||||
'cost' => 20,
|
||||
'damage' => 1.2, // 伤害倍数 = 魔攻 * damage
|
||||
'level_req' => 1,
|
||||
'desc' => '发出一团火球,攻击单个敌人',
|
||||
'desc' => '发出一团火球,对单个敌人造成伤害',
|
||||
'damage_ratio' => [1.2, 1.6, 2.0, 2.6],
|
||||
],
|
||||
2 => [
|
||||
|
||||
// 11. 冰锥术 - 魔攻型
|
||||
11 => [
|
||||
'name' => '冰锥术',
|
||||
'type' => 'damage_single',
|
||||
'quality' => 'rare',
|
||||
'cost' => 25,
|
||||
'damage' => 1.3,
|
||||
'level_req' => 5,
|
||||
'calc_type' => 'matk',
|
||||
'cost' => 22,
|
||||
'level_req' => 6,
|
||||
'desc' => '凝聚寒冰之力,发出锐利冰锥',
|
||||
'damage_ratio' => [1.3, 1.8, 2.2, 3.0],
|
||||
],
|
||||
3 => [
|
||||
|
||||
// 12. 雷击术 - 物攻型 (伤害 = 物攻 × 倍数)
|
||||
12 => [
|
||||
'name' => '雷击术',
|
||||
'type' => 'damage_single',
|
||||
'quality' => 'rare',
|
||||
'cost' => 30,
|
||||
'damage' => 1.5,
|
||||
'calc_type' => 'patk',
|
||||
'cost' => 24,
|
||||
'level_req' => 10,
|
||||
'desc' => '召唤雷电直击单个敌人',
|
||||
'desc' => '召唤雷电直击单个敌人,与物攻相关',
|
||||
'damage_ratio' => [1.4, 1.9, 2.3, 3.2],
|
||||
],
|
||||
4 => [
|
||||
|
||||
// 13. 烈焰焚天 - 混合型 (伤害 = (魔攻 + 物攻) × 倍数)
|
||||
13 => [
|
||||
'name' => '烈焰焚天',
|
||||
'type' => 'damage_single',
|
||||
'quality' => 'epic',
|
||||
'cost' => 45,
|
||||
'damage' => 1.8,
|
||||
'level_req' => 20,
|
||||
'desc' => '释放强大的火焰,对单个敌人造成巨大伤害',
|
||||
'calc_type' => 'hybrid',
|
||||
'cost' => 35,
|
||||
'level_req' => 18,
|
||||
'desc' => '释放强大的火焰,伤害与双攻相关',
|
||||
'damage_ratio' => [0.8, 1.1, 1.5, 2.0],
|
||||
],
|
||||
5 => [
|
||||
|
||||
// 14. 诛仙剑气 - 物攻 + 暴击型 (伤害 = 物攻 × 倍数 × (1 + 暴击伤害系数))
|
||||
14 => [
|
||||
'name' => '诛仙剑气',
|
||||
'type' => 'damage_single',
|
||||
'quality' => 'legendary',
|
||||
'cost' => 60,
|
||||
'damage' => 2.2,
|
||||
'level_req' => 35,
|
||||
'desc' => '凝聚剑意,发出致命一击',
|
||||
'calc_type' => 'crit_damage',
|
||||
'cost' => 40,
|
||||
'level_req' => 28,
|
||||
'desc' => '凝聚剑意,暴击伤害系数越高效果越强',
|
||||
'damage_ratio' => [1.5, 2.0, 2.6, 3.5],
|
||||
'crit_dmg_bonus' => [0.3, 0.5, 0.8, 1.2], // 暴击伤害加成系数
|
||||
],
|
||||
|
||||
// 15. 狂暴斩 - 低防御有加成 (伤害 = 物攻 × 倍数 × (1 + (100-敌人防御百分比)×系数))
|
||||
15 => [
|
||||
'name' => '狂暴斩',
|
||||
'type' => 'damage_single',
|
||||
'calc_type' => 'low_def_bonus',
|
||||
'cost' => 32,
|
||||
'level_req' => 20,
|
||||
'desc' => '攻击防御低的敌人伤害更高',
|
||||
'damage_ratio' => [1.1, 1.5, 2.0, 2.7],
|
||||
],
|
||||
],
|
||||
|
||||
// AOE伤害法术
|
||||
// ============ 群体伤害法术 (damage_aoe) ============
|
||||
'damage_aoe' => [
|
||||
10 => [
|
||||
// 20. 冰雹术 - 魔攻型 (每敌伤害 = 魔攻 × 倍数)
|
||||
20 => [
|
||||
'name' => '冰雹术',
|
||||
'type' => 'damage_aoe',
|
||||
'quality' => 'common',
|
||||
'calc_type' => 'matk',
|
||||
'cost' => 35,
|
||||
'damage' => 0.8, // 对每个敌人的伤害倍数较低,但打全体
|
||||
'level_req' => 8,
|
||||
'level_req' => 5,
|
||||
'desc' => '召唤冰雹,攻击所有敌人',
|
||||
'damage_ratio' => [0.7, 1.0, 1.3, 1.7],
|
||||
],
|
||||
11 => [
|
||||
|
||||
// 21. 炎爆术 - 魔攻型,随敌人数量加成
|
||||
21 => [
|
||||
'name' => '炎爆术',
|
||||
'type' => 'damage_aoe',
|
||||
'quality' => 'rare',
|
||||
'cost' => 45,
|
||||
'damage' => 0.95,
|
||||
'level_req' => 15,
|
||||
'desc' => '引发连锁爆炸,对所有敌人造成伤害',
|
||||
'calc_type' => 'matk_scaled',
|
||||
'cost' => 40,
|
||||
'level_req' => 12,
|
||||
'desc' => '引发连锁爆炸,敌人越多伤害加成越高',
|
||||
'damage_ratio' => [0.8, 1.1, 1.4, 1.9],
|
||||
'enemy_count_bonus' => [0.1, 0.15, 0.2, 0.3], // 每增加一个敌人增加的伤害百分比
|
||||
],
|
||||
12 => [
|
||||
|
||||
// 22. 流星雨 - 混合型 (每敌伤害 = (魔攻 + 物攻) × 倍数)
|
||||
22 => [
|
||||
'name' => '流星雨',
|
||||
'type' => 'damage_aoe',
|
||||
'quality' => 'epic',
|
||||
'cost' => 60,
|
||||
'damage' => 1.1,
|
||||
'level_req' => 25,
|
||||
'calc_type' => 'hybrid',
|
||||
'cost' => 50,
|
||||
'level_req' => 20,
|
||||
'desc' => '召唤流星坠落,轰击全体敌人',
|
||||
'damage_ratio' => [0.6, 0.85, 1.15, 1.55],
|
||||
],
|
||||
13 => [
|
||||
|
||||
// 23. 灭世风暴 - 基于暴击率 (每敌伤害 = 魔攻 × 倍数 × (1 + 暴击率×系数))
|
||||
23 => [
|
||||
'name' => '灭世风暴',
|
||||
'type' => 'damage_aoe',
|
||||
'quality' => 'legendary',
|
||||
'cost' => 80,
|
||||
'damage' => 1.3,
|
||||
'level_req' => 40,
|
||||
'desc' => '引发天地异变,对所有敌人造成毁灭性伤害',
|
||||
],
|
||||
],
|
||||
|
||||
// 辅助法术(恢复、增益)
|
||||
'support' => [
|
||||
20 => [
|
||||
'name' => '治愈术',
|
||||
'type' => 'support',
|
||||
'subtype' => 'heal',
|
||||
'quality' => 'common',
|
||||
'cost' => 15,
|
||||
'heal' => 0.5, // 恢复量倍数 = 魔攻 * heal + 基础值
|
||||
'heal_base' => 20,
|
||||
'level_req' => 3,
|
||||
'desc' => '恢复自己或队友的生命值',
|
||||
],
|
||||
21 => [
|
||||
'name' => '神圣庇护',
|
||||
'type' => 'support',
|
||||
'subtype' => 'defend',
|
||||
'quality' => 'rare',
|
||||
'cost' => 25,
|
||||
'defense_boost' => 30, // 增加固定防御值
|
||||
'duration' => 3, // 持续回合数(如果支持的话)
|
||||
'level_req' => 12,
|
||||
'desc' => '增加自己或队友的防御力',
|
||||
],
|
||||
22 => [
|
||||
'name' => '恢复光环',
|
||||
'type' => 'support',
|
||||
'subtype' => 'heal_all',
|
||||
'quality' => 'epic',
|
||||
'cost' => 50,
|
||||
'heal' => 0.6,
|
||||
'heal_base' => 40,
|
||||
'calc_type' => 'crit_aoe',
|
||||
'cost' => 60,
|
||||
'level_req' => 30,
|
||||
'desc' => '为所有队员恢复生命值',
|
||||
'desc' => '引发天地异变,暴击率影响范围伤害',
|
||||
'damage_ratio' => [0.9, 1.2, 1.6, 2.2],
|
||||
'crit_bonus' => [0.4, 0.6, 0.9, 1.3],
|
||||
],
|
||||
|
||||
// 24. 末日火雨 - 敌人越多伤害越低,但每个敌人都会受伤
|
||||
24 => [
|
||||
'name' => '末日火雨',
|
||||
'type' => 'damage_aoe',
|
||||
'calc_type' => 'dispersed_damage',
|
||||
'cost' => 55,
|
||||
'level_req' => 25,
|
||||
'desc' => '魔法能量分散到所有敌人,敌人越多分散越严重',
|
||||
'damage_ratio' => [1.8, 2.5, 3.2, 4.0],
|
||||
'dispersion' => [0.8, 0.75, 0.7, 0.65], // 随敌人数量衰减系数
|
||||
],
|
||||
|
||||
// 25. 狂风斩 - 基于物攻 (每敌伤害 = 物攻 × 倍数)
|
||||
25 => [
|
||||
'name' => '狂风斩',
|
||||
'type' => 'damage_aoe',
|
||||
'calc_type' => 'patk',
|
||||
'cost' => 45,
|
||||
'level_req' => 16,
|
||||
'desc' => '挥出狂暴的风刃,基于物攻伤害',
|
||||
'damage_ratio' => [0.9, 1.2, 1.6, 2.1],
|
||||
],
|
||||
],
|
||||
|
||||
// 法术品质对应的学习资源书数量
|
||||
// ============ 群体治疗法术 (heal_aoe) ============
|
||||
'heal_aoe' => [
|
||||
// 30. 神圣庇护 - 魔攻型 (每人恢复 = 魔攻 × 倍数 + 基础值)
|
||||
30 => [
|
||||
'name' => '神圣庇护',
|
||||
'type' => 'heal_aoe',
|
||||
'calc_type' => 'matk',
|
||||
'cost' => 30,
|
||||
'level_req' => 8,
|
||||
'desc' => '为所有队员增加防护,恢复生命值',
|
||||
'heal_ratio' => [0.3, 0.5, 0.75, 1.0],
|
||||
'heal_base' => [15, 30, 50, 75],
|
||||
],
|
||||
|
||||
// 31. 恢复光环 - 生命值百分比型 (每人恢复 = 自己最大生命值 × 百分比)
|
||||
31 => [
|
||||
'name' => '恢复光环',
|
||||
'type' => 'heal_aoe',
|
||||
'calc_type' => 'hp_percent',
|
||||
'cost' => 35,
|
||||
'level_req' => 14,
|
||||
'desc' => '释放温暖的光芒,基于自己的最大生命值恢复队员',
|
||||
'heal_ratio' => [0.2, 0.3, 0.4, 0.5],
|
||||
],
|
||||
|
||||
// 32. 圣灵之力 - 混合型 (每人恢复 = (魔攻 + 物攻) × 倍数)
|
||||
32 => [
|
||||
'name' => '圣灵之力',
|
||||
'type' => 'heal_aoe',
|
||||
'calc_type' => 'hybrid',
|
||||
'cost' => 45,
|
||||
'level_req' => 22,
|
||||
'desc' => '强大的群体治疗,恢复所有队员',
|
||||
'heal_ratio' => [0.25, 0.4, 0.6, 0.85],
|
||||
'heal_base' => [10, 20, 35, 55],
|
||||
],
|
||||
|
||||
// 33. 仙界救赎 - 智能治疗(优先治疗血量少的队员)
|
||||
33 => [
|
||||
'name' => '仙界救赎',
|
||||
'type' => 'heal_aoe',
|
||||
'calc_type' => 'smart_heal',
|
||||
'cost' => 55,
|
||||
'level_req' => 32,
|
||||
'desc' => '至高的救赎之力,优先治疗血量较低的队员',
|
||||
'heal_ratio' => [0.4, 0.6, 0.9, 1.3],
|
||||
'heal_base' => [25, 45, 70, 110],
|
||||
'priority_bonus' => [0.2, 0.3, 0.4, 0.5], // 血量越少加成越多
|
||||
],
|
||||
|
||||
// 34. 护盾术 - 基于防御属性 (每人恢复 = (物防+魔防) × 倍数)
|
||||
34 => [
|
||||
'name' => '护盾术',
|
||||
'type' => 'heal_aoe',
|
||||
'calc_type' => 'defense',
|
||||
'cost' => 40,
|
||||
'level_req' => 18,
|
||||
'desc' => '根据防御力为队员恢复生命值',
|
||||
'heal_ratio' => [0.5, 0.75, 1.1, 1.5],
|
||||
'heal_base' => [8, 16, 28, 45],
|
||||
],
|
||||
|
||||
// 35. 团队共鸣 - 基于队伍状态 (每人恢复 = 魔攻 × 倍数 × (队员数量系数))
|
||||
35 => [
|
||||
'name' => '团队共鸣',
|
||||
'type' => 'heal_aoe',
|
||||
'calc_type' => 'team_sync',
|
||||
'cost' => 38,
|
||||
'level_req' => 20,
|
||||
'desc' => '队员越多,治疗效果越强',
|
||||
'heal_ratio' => [0.35, 0.55, 0.8, 1.1],
|
||||
'team_bonus' => [0.2, 0.3, 0.45, 0.6], // 每增加一个队员增加的治疗百分比
|
||||
],
|
||||
],
|
||||
|
||||
// ============ 品质掉落概率 ============
|
||||
'quality_drop_rates' => [
|
||||
'common' => 70, // 普通法术 70% 掉落概率
|
||||
'rare' => 20, // 稀有法术 20% 掉落概率
|
||||
'epic' => 8, // 史诗法术 8% 掉落概率
|
||||
'legendary' => 2, // 传奇法术 2% 掉落概率
|
||||
],
|
||||
|
||||
// ============ 法术品质对应的学习资源书数量 ============
|
||||
'quality_levels' => [
|
||||
'common' => 1, // 普通资源书可学习普通法术
|
||||
'rare' => 2, // 稀有资源书可学习稀有法术
|
||||
|
|
@ -140,32 +315,59 @@ return [
|
|||
'legendary' => 4, // 传奇资源书可学习传奇法术
|
||||
],
|
||||
|
||||
// 法术升级系统
|
||||
// ============ 法术升级系统 ============
|
||||
'upgrades' => [
|
||||
// 每个等级需要的资源书数量和属性提升
|
||||
// level => ['cost' => 资源书数量, 'damage_bonus' => 伤害加成%, 'cost_reduction' => 消耗减少]
|
||||
1 => ['cost' => 0, 'damage_bonus' => 0, 'cost_reduction' => 0],
|
||||
2 => ['cost' => 2, 'damage_bonus' => 10, 'cost_reduction' => 2],
|
||||
3 => ['cost' => 3, 'damage_bonus' => 20, 'cost_reduction' => 4],
|
||||
4 => ['cost' => 4, 'damage_bonus' => 30, 'cost_reduction' => 6],
|
||||
5 => ['cost' => 5, 'damage_bonus' => 40, 'cost_reduction' => 8],
|
||||
6 => ['cost' => 6, 'damage_bonus' => 50, 'cost_reduction' => 10],
|
||||
7 => ['cost' => 8, 'damage_bonus' => 60, 'cost_reduction' => 12],
|
||||
8 => ['cost' => 10, 'damage_bonus' => 70, 'cost_reduction' => 14],
|
||||
9 => ['cost' => 12, 'damage_bonus' => 80, 'cost_reduction' => 16],
|
||||
10 => ['cost' => 15, 'damage_bonus' => 100, 'cost_reduction' => 20],
|
||||
1 => ['cost' => 0, 'bonus' => 0, 'cost_reduction' => 0],
|
||||
2 => ['cost' => 2, 'bonus' => 10, 'cost_reduction' => 2],
|
||||
3 => ['cost' => 3, 'bonus' => 20, 'cost_reduction' => 4],
|
||||
4 => ['cost' => 4, 'bonus' => 30, 'cost_reduction' => 6],
|
||||
5 => ['cost' => 5, 'bonus' => 40, 'cost_reduction' => 8],
|
||||
6 => ['cost' => 6, 'bonus' => 50, 'cost_reduction' => 10],
|
||||
7 => ['cost' => 8, 'bonus' => 60, 'cost_reduction' => 12],
|
||||
8 => ['cost' => 10, 'bonus' => 70, 'cost_reduction' => 14],
|
||||
9 => ['cost' => 12, 'bonus' => 80, 'cost_reduction' => 16],
|
||||
10 => ['cost' => 15, 'bonus' => 100, 'cost_reduction' => 20],
|
||||
],
|
||||
|
||||
// 地牢法术掉落映射 - 定义各地牢的法术资源书掉落池
|
||||
// ============ 地牢法术掉落映射 ============
|
||||
'dungeon_spell_drops' => [
|
||||
1 => [1, 10], // 七玄门 (Lv.1-5): 火球术、冰雹术
|
||||
2 => [2, 3, 11], // 太南谷 (Lv.5-10): 冰锥术、雷击术、炎爆术
|
||||
3 => [20, 21], // 血色禁地 (Lv.10-15): 治愈术、神圣庇护
|
||||
4 => [12], // 黄枫谷 (Lv.15-20): 流星雨
|
||||
5 => [4], // 燕翎堡 (Lv.20-30): 烈焰焚天
|
||||
6 => [5, 22], // 越京皇宫 (Lv.30-40): 诛仙剑气、恢复光环
|
||||
7 => [13], // 乱星海-魁星岛 (Lv.40-50): 灭世风暴
|
||||
8 => [13, 22], // 虚天殿 (Lv.50-60): 灭世风暴、恢复光环
|
||||
9 => [5, 13], // 外星海 (Lv.60+): 诛仙剑气、灭世风暴
|
||||
1 => ['heal_single', 'damage_single', 'damage_aoe'], // 七玄门 (Lv.1-5)
|
||||
2 => ['damage_single', 'damage_aoe', 'heal_aoe'], // 太南谷 (Lv.5-10)
|
||||
3 => ['heal_single', 'heal_aoe'], // 血色禁地 (Lv.10-15)
|
||||
4 => ['damage_single', 'damage_aoe'], // 黄枫谷 (Lv.15-20)
|
||||
5 => ['damage_single', 'heal_aoe'], // 燕翎堡 (Lv.20-30)
|
||||
6 => ['damage_single', 'heal_aoe'], // 越京皇宫 (Lv.30-40)
|
||||
7 => ['damage_aoe'], // 乱星海-魁星岛 (Lv.40-50)
|
||||
8 => ['damage_aoe', 'heal_single', 'heal_aoe'], // 虚天殿 (Lv.50-60)
|
||||
9 => ['damage_single', 'damage_aoe', 'heal_single'], // 外星海 (Lv.60+)
|
||||
],
|
||||
|
||||
// ============ 按法术类型和品质分类 ============
|
||||
'spells_by_quality' => [
|
||||
'common' => [
|
||||
'heal_single' => [1],
|
||||
'damage_single' => [10],
|
||||
'damage_aoe' => [20],
|
||||
'heal_aoe' => [30],
|
||||
],
|
||||
'rare' => [
|
||||
'heal_single' => [2, 3],
|
||||
'damage_single' => [11, 12],
|
||||
'damage_aoe' => [21, 22],
|
||||
'heal_aoe' => [31, 32],
|
||||
],
|
||||
'epic' => [
|
||||
'heal_single' => [4, 5],
|
||||
'damage_single' => [13, 14],
|
||||
'damage_aoe' => [23, 24],
|
||||
'heal_aoe' => [33, 34],
|
||||
],
|
||||
'legendary' => [
|
||||
'heal_single' => [6],
|
||||
'damage_single' => [15],
|
||||
'damage_aoe' => [25],
|
||||
'heal_aoe' => [35],
|
||||
],
|
||||
],
|
||||
];
|
||||
|
|
|
|||
|
|
@ -9,17 +9,17 @@ class Actor
|
|||
public int $exp = 0;
|
||||
public int $maxExp = 100;
|
||||
|
||||
public int $hp = 0;
|
||||
public int $maxHp = 0;
|
||||
public int $patk = 0;
|
||||
public int $matk = 0;
|
||||
public int $pdef = 0;
|
||||
public int $mdef = 0;
|
||||
public int $hp = 100;
|
||||
public int $maxHp = 100;
|
||||
public int $patk = 10;
|
||||
public int $matk = 10;
|
||||
public int $pdef = 10;
|
||||
public int $mdef = 10;
|
||||
public int $crit = 0;
|
||||
public float $critdmg = 110.0;
|
||||
|
||||
public int $mana = 0;
|
||||
public int $maxMana = 0;
|
||||
public int $mana = 100;
|
||||
public int $maxMana = 100;
|
||||
|
||||
// 技能槽位系统 (新法术系统)
|
||||
public array $skillSlots = [
|
||||
|
|
|
|||
|
|
@ -87,9 +87,6 @@ class Item
|
|||
$growth = $typeConfig['growth'] ?? 0;
|
||||
$item->heal = $baseStats[$qualityIndex] + ($level * $growth) + rand(0, 10);
|
||||
$item->desc = "Lv.{$level} {$quality}品质的药剂";
|
||||
} elseif ($type === 'spell_tome') {
|
||||
// 法术资源书特殊处理
|
||||
$item->desc = "Lv.{$level} {$quality}品质的法术资源书";
|
||||
} else {
|
||||
// 检查是否有特定物品配置
|
||||
$specificConfig = $typeConfig['specific_config'][$item->name] ?? [];
|
||||
|
|
@ -237,12 +234,13 @@ class Item
|
|||
}
|
||||
|
||||
/**
|
||||
* 创建法术物品
|
||||
* @param int $spellId 法术ID (来自 spells.php)
|
||||
* 创建法术物品 - 支持新的丰富法术系统
|
||||
* @param int $spellId 法术ID
|
||||
* @param string $quality 品质 (common, rare, epic, legendary)
|
||||
* @param int $level 物品等级
|
||||
* @return array 法术物品数组
|
||||
*/
|
||||
public static function createSpell(int $spellId, int $level = 1): array
|
||||
public static function createSpell(int $spellId, string $quality = 'common', int $level = 1): array
|
||||
{
|
||||
static $spellsData = null;
|
||||
if ($spellsData === null) {
|
||||
|
|
@ -252,7 +250,7 @@ class Item
|
|||
// 查找法术信息
|
||||
$spellInfo = null;
|
||||
foreach ($spellsData as $category => $spells) {
|
||||
if (is_array($spells) && $category !== 'quality_levels' && $category !== 'upgrades' && $category !== 'dungeon_spell_drops') {
|
||||
if (is_array($spells) && !in_array($category, ['quality_levels', 'upgrades', 'dungeon_spell_drops', 'quality_drop_rates', 'spells_by_quality'])) {
|
||||
if (isset($spells[$spellId])) {
|
||||
$spellInfo = $spells[$spellId];
|
||||
break;
|
||||
|
|
@ -266,33 +264,60 @@ class Item
|
|||
'id' => uniqid('spell_'),
|
||||
'type' => 'spell',
|
||||
'name' => '未知法术',
|
||||
'quality' => 'common',
|
||||
'quality' => $quality,
|
||||
'level' => $level,
|
||||
'spellId' => $spellId,
|
||||
'enhanceLevel' => 0,
|
||||
'damage' => 1.0,
|
||||
'calc_type' => 'matk',
|
||||
'cost' => 20,
|
||||
'spellType' => 'damage_single',
|
||||
'desc' => '未知的法术',
|
||||
];
|
||||
}
|
||||
|
||||
// 品质映射到数组索引 (common=0, rare=1, epic=2, legendary=3)
|
||||
$qualityIndex = match($quality) {
|
||||
'common' => 0,
|
||||
'rare' => 1,
|
||||
'epic' => 2,
|
||||
'legendary' => 3,
|
||||
default => 0,
|
||||
};
|
||||
|
||||
// 提取品质相关的参数
|
||||
$healRatio = $spellInfo['heal_ratio'][$qualityIndex] ?? ($spellInfo['heal_ratio'][0] ?? 0);
|
||||
$damageRatio = $spellInfo['damage_ratio'][$qualityIndex] ?? ($spellInfo['damage_ratio'][0] ?? 1.0);
|
||||
$healBase = $spellInfo['heal_base'][$qualityIndex] ?? ($spellInfo['heal_base'][0] ?? 0);
|
||||
$critBonus = $spellInfo['crit_bonus'][$qualityIndex] ?? ($spellInfo['crit_bonus'][0] ?? 0);
|
||||
$critDmgBonus = $spellInfo['crit_dmg_bonus'][$qualityIndex] ?? ($spellInfo['crit_dmg_bonus'][0] ?? 0);
|
||||
$enemyCountBonus = $spellInfo['enemy_count_bonus'][$qualityIndex] ?? ($spellInfo['enemy_count_bonus'][0] ?? 0);
|
||||
$dispersion = $spellInfo['dispersion'][$qualityIndex] ?? ($spellInfo['dispersion'][0] ?? 1.0);
|
||||
$teamBonus = $spellInfo['team_bonus'][$qualityIndex] ?? ($spellInfo['team_bonus'][0] ?? 0);
|
||||
$priorityBonus = $spellInfo['priority_bonus'][$qualityIndex] ?? ($spellInfo['priority_bonus'][0] ?? 0);
|
||||
|
||||
return [
|
||||
'id' => uniqid('spell_'),
|
||||
'type' => 'spell',
|
||||
'name' => $spellInfo['name'],
|
||||
'quality' => $spellInfo['quality'] ?? 'common',
|
||||
'quality' => $quality,
|
||||
'level' => $level,
|
||||
'spellId' => $spellId,
|
||||
'enhanceLevel' => 0,
|
||||
'damage' => $spellInfo['damage'] ?? 1.0,
|
||||
'calc_type' => $spellInfo['calc_type'] ?? 'matk',
|
||||
'cost' => $spellInfo['cost'] ?? 20,
|
||||
'spellType' => $spellInfo['type'] ?? 'damage_single',
|
||||
'subtype' => $spellInfo['subtype'] ?? null,
|
||||
'heal' => $spellInfo['heal'] ?? 0,
|
||||
'heal_base' => $spellInfo['heal_base'] ?? 0,
|
||||
'defense_boost' => $spellInfo['defense_boost'] ?? 0,
|
||||
'desc' => $spellInfo['desc'] ?? '',
|
||||
|
||||
// 品质参数
|
||||
'heal_ratio' => $healRatio,
|
||||
'damage_ratio' => $damageRatio,
|
||||
'heal_base' => $healBase,
|
||||
'crit_bonus' => $critBonus,
|
||||
'crit_dmg_bonus' => $critDmgBonus,
|
||||
'enemy_count_bonus' => $enemyCountBonus,
|
||||
'dispersion' => $dispersion,
|
||||
'team_bonus' => $teamBonus,
|
||||
'priority_bonus' => $priorityBonus,
|
||||
];
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -17,6 +17,9 @@ class Monster extends Actor
|
|||
// Monster特有的掉落表
|
||||
public array $dropTable = [];
|
||||
|
||||
// Monster穿着的法术(类似 $equip)
|
||||
public array $spells = [];
|
||||
|
||||
public static function create(int $dungeonId): self
|
||||
{
|
||||
// Load data
|
||||
|
|
@ -146,7 +149,7 @@ class Monster extends Actor
|
|||
// 根据等级和基础属性分配天赋点
|
||||
$this->allocateTalentsByLevel();
|
||||
|
||||
// Drops & Equipment
|
||||
// Drops & Equipment & Spells
|
||||
$drops = $config['drops'] ?? [];
|
||||
foreach ($drops as $drop) {
|
||||
$type = $drop['type'] ?? '';
|
||||
|
|
@ -162,47 +165,6 @@ class Monster extends Actor
|
|||
];
|
||||
continue;
|
||||
}
|
||||
|
||||
if ($type === 'spell') {
|
||||
// Chance to include this spell tome in drop table
|
||||
if (rand(1, 100) > $rate) continue;
|
||||
|
||||
// spell drop spec should include 'spell_id' (or 'id') to identify the spell
|
||||
$spellId = $drop['spell_id'] ?? ($drop['id'] ?? null);
|
||||
if ($spellId !== null) {
|
||||
static $spellsData = null;
|
||||
if ($spellsData === null) {
|
||||
$spellsData = require __DIR__ . '/../../src/Data/spells.php';
|
||||
}
|
||||
|
||||
$spellInfo = null;
|
||||
foreach ($spellsData as $cat => $list) {
|
||||
if (!is_array($list) || in_array($cat, ['quality_levels','upgrades'])) continue;
|
||||
if (isset($list[$spellId])) { $spellInfo = $list[$spellId]; break; }
|
||||
}
|
||||
|
||||
// Scale tome level by monster level (e.g., level tiers of 5)
|
||||
$tomeLevel = max(1, min(10, (int)ceil($this->level / 5)));
|
||||
|
||||
$tome = [
|
||||
'name' => ($spellInfo['name'] ?? ('法术#' . $spellId)) . '的法术书',
|
||||
'type' => 'spell_tome',
|
||||
'quality' => $spellInfo['quality'] ?? ($drop['quality'] ?? 'common'),
|
||||
'level' => $tomeLevel,
|
||||
'spell_id' => $spellId,
|
||||
'spell_name' => $spellInfo['name'] ?? null,
|
||||
'desc' => $drop['desc'] ?? ('能够学习或提升 ' . ($spellInfo['name'] ?? '未知法术')),
|
||||
];
|
||||
|
||||
// Add to drop table with given rate
|
||||
$this->dropTable[] = [
|
||||
'item' => $tome,
|
||||
'rate' => $rate,
|
||||
];
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (in_array($type, ['weapon', 'armor', 'boots', 'ring', 'necklace'])) {
|
||||
if (rand(1, 100) > $rate) continue;
|
||||
$spec = $drop;
|
||||
|
|
@ -212,46 +174,73 @@ class Monster extends Actor
|
|||
}
|
||||
}
|
||||
|
||||
$this->applyEquipmentStats();
|
||||
// 为怪物配置法术
|
||||
$this->generateSpells($config);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用装备属性加成到怪物属性
|
||||
* 为怪物随机生成法术(穿着法术,类似装备)
|
||||
* 配置示例 1: 'spells' => [1, 3, 10] - 随机从这些法术ID中选择
|
||||
* 配置示例 2: 'spells' => [
|
||||
* ['id' => 1, 'name' => '治愈术'],
|
||||
* ['id' => 10, 'name' => '火焰术'],
|
||||
* ['id' => 30, 'name' => '防御法术'],
|
||||
* ] - 为怪物分配具体的法术(可选指定名称)
|
||||
*/
|
||||
// Monster-specific application of equipment is handled by Actor::getStats; applyEquipmentStats remains for legacy callers
|
||||
public function applyEquipmentStats(): void
|
||||
private function generateSpells(array $config): void
|
||||
{
|
||||
$this->hp = $this->baseHp;
|
||||
$this->patk = $this->basePatk;
|
||||
$this->matk = $this->baseMatk;
|
||||
$this->pdef = $this->basePdef;
|
||||
$this->mdef = $this->baseMdef;
|
||||
$spellConfigs = $config['spells'] ?? [];
|
||||
|
||||
foreach ($this->equip as $item) {
|
||||
if (empty($item)) continue;
|
||||
$this->hp += $item['hp'] ?? 0;
|
||||
$this->patk += $item['patk'] ?? $item['atk'] ?? 0;
|
||||
$this->matk += $item['matk'] ?? 0;
|
||||
$this->pdef += $item['pdef'] ?? $item['def'] ?? 0;
|
||||
$this->mdef += $item['mdef'] ?? 0;
|
||||
$this->crit += $item['crit'] ?? 0;
|
||||
$this->critdmg += $item['critdmg'] ?? 0;
|
||||
if (empty($spellConfigs)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取怪物装备的物品列表(用于战斗胜利时掉落)
|
||||
* @return array
|
||||
*/
|
||||
public function getEquippedItems(): array
|
||||
{
|
||||
$items = [];
|
||||
foreach ($this->equip as $item) {
|
||||
if (!empty($item)) {
|
||||
$items[] = $item;
|
||||
static $spellsData = null;
|
||||
if ($spellsData === null) {
|
||||
$spellsData = require __DIR__ . '/../../src/Data/spells.php';
|
||||
}
|
||||
|
||||
// 处理两种配置格式
|
||||
$selectedSpells = [];
|
||||
|
||||
// 格式2: 配置数组 [['id' => 1, 'name' => '治愈术', 'rate' => 30]]
|
||||
foreach ($spellConfigs as $spellConfig) {
|
||||
if (is_array($spellConfig) && isset($spellConfig['id'])) {
|
||||
$selectedSpells[] = [
|
||||
'id' => $spellConfig['id'],
|
||||
'name' => $spellConfig['name'] ?? null,
|
||||
'rate' => $spellConfig['rate'] ?? 30, // 默认30%掉落概率
|
||||
];
|
||||
}
|
||||
}
|
||||
return $items;
|
||||
|
||||
foreach ($selectedSpells as $spellConfig) {
|
||||
$spellId = $spellConfig['id'];
|
||||
$customName = $spellConfig['name'] ?? null;
|
||||
$dropRate = $spellConfig['rate'] ?? 30;
|
||||
|
||||
// 随机决定法术品质:70% 普通, 20% 稀有, 8% 史诗, 2% 传奇
|
||||
$roll = rand(1, 100);
|
||||
if ($roll <= 70) $quality = 'common';
|
||||
elseif ($roll <= 90) $quality = 'rare';
|
||||
elseif ($roll <= 98) $quality = 'epic';
|
||||
else $quality = 'legendary';
|
||||
|
||||
// 创建法术物品
|
||||
$spell = Item::createSpell($spellId, $quality, $this->level);
|
||||
|
||||
// 如果提供了自定义名称,则覆盖默认名称
|
||||
if ($customName) {
|
||||
$spell['name'] = $customName;
|
||||
}
|
||||
|
||||
// 添加掉落概率信息到法术对象
|
||||
$spell['dropRate'] = $dropRate;
|
||||
|
||||
// 存储到 spells 数组
|
||||
$this->spells[] = $spell;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -273,6 +262,29 @@ class Monster extends Actor
|
|||
return $drops;
|
||||
}
|
||||
|
||||
/**
|
||||
* 随机掉落法术(从穿着的法术随机掉落)
|
||||
* 使用每个法术配置的掉落概率,如果未指定则使用默认值
|
||||
* @param int $defaultRate 默认掉落概率(0-100),当法术未指定rate时使用
|
||||
* @return array 掉落的法术列表
|
||||
*/
|
||||
public function getRandomSpellDrops(int $defaultRate = 50): array
|
||||
{
|
||||
$drops = [];
|
||||
foreach ($this->spells as $spell) {
|
||||
if (!empty($spell)) {
|
||||
// 优先使用法术配置的掉落概率,否则使用默认值
|
||||
$spellDropRate = $spell['dropRate'] ?? $defaultRate;
|
||||
|
||||
// 每个法术有独立的掉落概率
|
||||
if (rand(1, 100) <= $spellDropRate) {
|
||||
$drops[] = $spell;
|
||||
}
|
||||
}
|
||||
}
|
||||
return $drops;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据等级和基础属性分配天赋点和权重
|
||||
* 怪物根据等级获得天赋点,并按基础属性的占比分配权重
|
||||
|
|
|
|||
|
|
@ -56,8 +56,7 @@ class Player extends Actor
|
|||
$this->exp -= $this->maxExp;
|
||||
$this->maxExp = (int)($this->maxExp * 1.5);
|
||||
|
||||
// 升级获得天赋点(每级3点)并通过 autoAllocateTalents 自动分配
|
||||
$this->autoAllocateTalents(3);
|
||||
$this->talentPoints += 3;
|
||||
|
||||
// 升级时恢复全部生命值
|
||||
$this->fullHeal();
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@ use Game\Core\Game;
|
|||
use Game\Core\Input;
|
||||
use Game\Core\Screen;
|
||||
use Game\Core\ItemDisplay;
|
||||
use Game\Core\SpellDisplay;
|
||||
use Game\Core\Colors;
|
||||
use Game\Entities\Player;
|
||||
use Game\Entities\Actor;
|
||||
|
|
@ -387,7 +388,7 @@ class Battle
|
|||
// 消耗魔法值
|
||||
$this->player->spendMana($actualCost);
|
||||
|
||||
// 计算强化加成: 每级 +5% 伤害
|
||||
// 计算强化加成: 每级 +5% 伤害或治疗
|
||||
$damageBonus = $enhanceLevel * 5;
|
||||
|
||||
$type = $spellItem['spellType'] ?? 'damage_single';
|
||||
|
|
@ -401,7 +402,12 @@ class Battle
|
|||
return $this->castDamageSingleSpell($out, 0, $spellInfo, $stats, $damageBonus, $name);
|
||||
} elseif ($type === 'damage_aoe') {
|
||||
return $this->castDamageAoeSpell($out, 0, $spellInfo, $stats, $damageBonus, $name);
|
||||
} elseif ($type === 'heal_single') {
|
||||
return $this->castHealSingleSpell($out, $spellInfo, $stats, $damageBonus, $name);
|
||||
} elseif ($type === 'heal_aoe') {
|
||||
return $this->castHealAoeSpell($out, $spellInfo, $stats, $damageBonus, $name);
|
||||
} elseif ($type === 'support') {
|
||||
// 兼容旧版本的 support 类型
|
||||
return $this->castSupportSpell($out, $spellInfo, $stats, $name);
|
||||
}
|
||||
|
||||
|
|
@ -424,8 +430,16 @@ class Battle
|
|||
|
||||
if (!$target) return true;
|
||||
|
||||
// 显示法术基础信息
|
||||
$calcType = $spellInfo['calc_type'] ?? 'matk';
|
||||
$calcDesc = SpellDisplay::getCalcTypeDescription($calcType);
|
||||
$cost = $spellInfo['cost'] ?? 20;
|
||||
$actualCost = max(1, $cost - (($spellInfo['enhanceLevel'] ?? 0) * 2));
|
||||
$quality = $spellInfo['quality'] ?? 'common';
|
||||
$qualityColor = SpellDisplay::getQualityColor($quality);
|
||||
|
||||
// 计算法术伤害
|
||||
$baseDamageMultiplier = $spellInfo['damage'] ?? 1.0;
|
||||
$baseDamageMultiplier = $spellInfo['damage_ratio'][$this->getQualityIndex($quality)] ?? ($spellInfo['damage'] ?? 1.0);
|
||||
$actualDamageMultiplier = $baseDamageMultiplier * (1 + $damageBonus / 100);
|
||||
$baseDamage = (int)($stats['matk'] * $actualDamageMultiplier);
|
||||
|
||||
|
|
@ -437,14 +451,16 @@ class Battle
|
|||
$critRate = $stats['crit'];
|
||||
$isCrit = rand(1, 100) <= $critRate;
|
||||
|
||||
// 显示法术施放信息
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✦{$this->reset} 你施放 {$qualityColor}{$name}{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->white}计算方式: {$calcDesc} | 消耗: {$actualCost} | 倍数: {$baseDamageMultiplier}x{$this->reset}");
|
||||
|
||||
if ($isCrit) {
|
||||
$critDmg = $stats['critdmg'];
|
||||
$damage = (int)($damage * ($critDmg / 100));
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✦{$this->reset} 你施放 {$name}... {$this->red}{$this->bold}暴击!{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✨ 造成 {$damage} 点魔法伤害!{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✨ {$this->red}{$this->bold}暴击!{$this->reset} 造成 {$this->red}{$damage}{$this->reset} 点魔法伤害!");
|
||||
} else {
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✦{$this->reset} 你施放 {$name}...");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✨ 造成 {$damage} 点魔法伤害{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✨ 造成 {$this->green}{$damage}{$this->reset} 点魔法伤害");
|
||||
}
|
||||
|
||||
$target->hp -= $damage;
|
||||
|
|
@ -468,11 +484,20 @@ class Battle
|
|||
*/
|
||||
private function castDamageAoeSpell($out, int $spellId, array $spellInfo, array $stats, int $damageBonus, string $name): bool
|
||||
{
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✦{$this->reset} 你施放 {$name}...");
|
||||
// 显示法术基础信息
|
||||
$calcType = $spellInfo['calc_type'] ?? 'matk';
|
||||
$calcDesc = SpellDisplay::getCalcTypeDescription($calcType);
|
||||
$cost = $spellInfo['cost'] ?? 20;
|
||||
$actualCost = max(1, $cost - (($spellInfo['enhanceLevel'] ?? 0) * 2));
|
||||
$quality = $spellInfo['quality'] ?? 'common';
|
||||
$qualityColor = SpellDisplay::getQualityColor($quality);
|
||||
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✦{$this->reset} 你施放 {$qualityColor}{$name}{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->white}计算方式: {$calcDesc} | 消耗: {$actualCost}{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✨ 魔法在整个战场爆炸!{$this->reset}");
|
||||
|
||||
// 计算法术伤害
|
||||
$baseDamageMultiplier = $spellInfo['damage'] ?? 0.8;
|
||||
$baseDamageMultiplier = $spellInfo['damage_ratio'][$this->getQualityIndex($quality)] ?? ($spellInfo['damage'] ?? 0.8);
|
||||
$actualDamageMultiplier = $baseDamageMultiplier * (1 + $damageBonus / 100);
|
||||
|
||||
$allEnemiesDefeated = true;
|
||||
|
|
@ -511,13 +536,90 @@ class Battle
|
|||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 施放单体治疗法术
|
||||
*/
|
||||
private function castHealSingleSpell($out, array $spellInfo, array $stats, int $healBonus, string $name): bool
|
||||
{
|
||||
// 显示法术基础信息
|
||||
$calcType = $spellInfo['calc_type'] ?? 'matk';
|
||||
$calcDesc = SpellDisplay::getCalcTypeDescription($calcType);
|
||||
$cost = $spellInfo['cost'] ?? 20;
|
||||
$quality = $spellInfo['quality'] ?? 'common';
|
||||
$qualityColor = SpellDisplay::getQualityColor($quality);
|
||||
$actualCost = max(1, $cost - (($spellInfo['enhanceLevel'] ?? 0) * 2));
|
||||
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->green}✦{$this->reset} 你施放 {$qualityColor}{$name}{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->white}计算方式: {$calcDesc} | 消耗: {$actualCost}{$this->reset}");
|
||||
|
||||
$heal = $spellInfo['heal'] ?? 0.5;
|
||||
$healBase = $spellInfo['heal_base'] ?? 20;
|
||||
$healAmount = (int)($stats['matk'] * $heal + $healBase);
|
||||
|
||||
// 应用治疗加成
|
||||
$healAmount = (int)($healAmount * (1 + $healBonus / 100));
|
||||
|
||||
$actualHeal = $this->player->heal($healAmount);
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->green}💚 恢复了 {$actualHeal} 点生命值{$this->reset}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 施放群体治疗法术
|
||||
*/
|
||||
private function castHealAoeSpell($out, array $spellInfo, array $stats, int $healBonus, string $name): bool
|
||||
{
|
||||
// 显示法术基础信息
|
||||
$calcType = $spellInfo['calc_type'] ?? 'matk';
|
||||
$calcDesc = SpellDisplay::getCalcTypeDescription($calcType);
|
||||
$cost = $spellInfo['cost'] ?? 20;
|
||||
$quality = $spellInfo['quality'] ?? 'common';
|
||||
$qualityColor = SpellDisplay::getQualityColor($quality);
|
||||
$actualCost = max(1, $cost - (($spellInfo['enhanceLevel'] ?? 0) * 2));
|
||||
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->green}✦{$this->reset} 你施放 {$qualityColor}{$name}{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->white}计算方式: {$calcDesc} | 消耗: {$actualCost}{$this->reset}");
|
||||
|
||||
$heal = $spellInfo['heal'] ?? 0.5;
|
||||
$healBase = $spellInfo['heal_base'] ?? 20;
|
||||
$healAmount = (int)($stats['matk'] * $heal + $healBase);
|
||||
|
||||
// 应用治疗加成
|
||||
$healAmount = (int)($healAmount * (1 + $healBonus / 100));
|
||||
|
||||
$actualHeal = $this->player->heal($healAmount);
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->green}💚 你恢复了 {$actualHeal} 点生命值{$this->reset}");
|
||||
|
||||
// 同伴也恢复
|
||||
$alivePartners = $this->getAlivePartners();
|
||||
foreach ($alivePartners as $partner) {
|
||||
$partnerHeal = (int)($healAmount * 0.8); // 同伴恢复量为玩家的80%
|
||||
$actualPartnerHeal = $partner->heal($partnerHeal);
|
||||
$this->partnerHp[$partner->id] = $partner->hp;
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->green}💚 {$partner->name} 恢复了 {$actualPartnerHeal} 点生命值{$this->reset}");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 施放辅助法术
|
||||
*/
|
||||
private function castSupportSpell($out, array $spellInfo, array $stats, string $name): bool
|
||||
{
|
||||
// 显示法术基础信息
|
||||
$quality = $spellInfo['quality'] ?? 'common';
|
||||
$qualityColor = SpellDisplay::getQualityColor($quality);
|
||||
$cost = $spellInfo['cost'] ?? 20;
|
||||
$actualCost = max(1, $cost - (($spellInfo['enhanceLevel'] ?? 0) * 2));
|
||||
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->cyan}✦{$this->reset} 你施放 {$qualityColor}{$name}{$this->reset}");
|
||||
$out->writeln("{$this->cyan}║{$this->reset} {$this->white}消耗: {$actualCost}{$this->reset}");
|
||||
|
||||
$subtype = $spellInfo['subtype'] ?? '';
|
||||
|
||||
|
||||
if ($subtype === 'heal' || $subtype === 'heal_all') {
|
||||
if ($subtype === 'heal') {
|
||||
// 恢复自己
|
||||
|
|
@ -624,35 +726,17 @@ class Battle
|
|||
}
|
||||
|
||||
/**
|
||||
* 生成法术物品掉落 (新法术系统)
|
||||
* 根据品质获取数组索引
|
||||
*/
|
||||
private function generateSpellDrop(Actor $enemy): ?array
|
||||
private function getQualityIndex(string $quality): int
|
||||
{
|
||||
// 尝试从独立的副本法术映射文件获取(每个副本有自己的法术池)
|
||||
$dungeonId = $this->game->dungeonId;
|
||||
$spellIds = null;
|
||||
|
||||
$dungeonSpellFile = __DIR__ . '/../../src/Data/dungeon_spells.php';
|
||||
if (file_exists($dungeonSpellFile)) {
|
||||
$dungeonMap = require $dungeonSpellFile;
|
||||
$spellIds = $dungeonMap[$dungeonId] ?? null;
|
||||
}
|
||||
|
||||
// 回退到全局配置里的 dungeon_spell_drops
|
||||
if (empty($spellIds)) {
|
||||
$dungeonSpellDrops = $this->spellsData['dungeon_spell_drops'] ?? [];
|
||||
$spellIds = $dungeonSpellDrops[$dungeonId] ?? null;
|
||||
}
|
||||
|
||||
if (empty($spellIds) || !is_array($spellIds)) {
|
||||
return null;
|
||||
}
|
||||
|
||||
// 从法术池中随机选择一个法术ID
|
||||
$spellId = $spellIds[array_rand($spellIds)];
|
||||
|
||||
// 使用 Item::createSpell 创建法术物品
|
||||
return \Game\Entities\Item::createSpell($spellId, $enemy->level);
|
||||
return match($quality) {
|
||||
'common' => 0,
|
||||
'rare' => 1,
|
||||
'epic' => 2,
|
||||
'legendary' => 3,
|
||||
default => 0,
|
||||
};
|
||||
}
|
||||
|
||||
private function playerAttack($out): bool
|
||||
|
|
@ -856,27 +940,25 @@ class Battle
|
|||
$totalExp += $enemy->expReward;
|
||||
$totalStones += $enemy->spiritStoneReward;
|
||||
|
||||
// 掉落 - 从怪物穿着的装备随机掉落
|
||||
// 掉落 - 从怪物穿着的装备随机掉落(50%概率)
|
||||
foreach ($enemy->getRandomEquipmentDrops(50) as $item) {
|
||||
$this->player->addItem($item);
|
||||
$allDrops[] = $item;
|
||||
}
|
||||
|
||||
// 掉落 - 从怪物穿着的法术随机掉落(50%概率)
|
||||
foreach ($enemy->getRandomSpellDrops(50) as $spell) {
|
||||
$this->player->addItem($spell);
|
||||
$allDrops[] = $spell;
|
||||
}
|
||||
|
||||
// 掉落 - 从掉落表中随机掉落物品
|
||||
foreach ($enemy->dropTable as $drop) {
|
||||
if (rand(1, 100) <= $drop['rate']) {
|
||||
$this->player->addItem($drop['item']);
|
||||
$allDrops[] = $drop['item'];
|
||||
}
|
||||
}
|
||||
|
||||
// 掉落法术物品 (新法术系统)
|
||||
$spellDropChance = 15; // 15% 概率掉落法术
|
||||
if (rand(1, 100) <= $spellDropChance && !empty($this->spellsData)) {
|
||||
$spellItem = $this->generateSpellDrop($enemy);
|
||||
if ($spellItem) {
|
||||
$this->player->addItem($spellItem);
|
||||
$allDrops[] = $spellItem;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 经验
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ namespace Game\Modules;
|
|||
use Game\Core\Game;
|
||||
use Game\Core\Screen;
|
||||
use Game\Core\ItemDisplay;
|
||||
use Game\Core\SpellDisplay;
|
||||
use Game\Core\Colors;
|
||||
|
||||
class InventoryPanel
|
||||
|
|
@ -593,7 +594,7 @@ class InventoryPanel
|
|||
|
||||
foreach ($player->inventory as $index => $item) {
|
||||
$quality = $item['quality'] ?? $item['rarity'] ?? 'common';
|
||||
$isEquipment = in_array($item['type'], ['weapon', 'armor', 'ring', 'necklace', 'boots']);
|
||||
$isEquipment = in_array($item['type'], ['weapon', 'armor', 'ring', 'necklace', 'boots','spell']);
|
||||
|
||||
if ($isEquipment && in_array($quality, $qualitiesToSell)) {
|
||||
$price = \Game\Entities\Item::calculateSellPrice($item);
|
||||
|
|
|
|||
|
|
@ -212,18 +212,16 @@ class SpellPanel
|
|||
$actualDamage = $damage * (1 + $damageBonus / 100);
|
||||
$out->writeln("伤害倍数: {$this->yellow}" . number_format($damage, 2) . "{$this->reset} → {$this->green}" . number_format($actualDamage, 2) . "x{$this->reset}");
|
||||
$out->writeln("效果: {$this->magenta}对所有敌人造成魔法伤害{$this->reset}");
|
||||
} elseif ($type === 'support') {
|
||||
$subtype = $spellInfo['subtype'] ?? '';
|
||||
if ($subtype === 'heal' || $subtype === 'heal_all') {
|
||||
$heal = $spellInfo['heal'] ?? 0.5;
|
||||
$healBase = $spellInfo['heal_base'] ?? 20;
|
||||
$out->writeln("恢复效果: {$this->green}魔攻 x {$heal} + {$healBase}{$this->reset}");
|
||||
$out->writeln("效果: {$this->magenta}恢复生命值{$this->reset}");
|
||||
} elseif ($subtype === 'defend') {
|
||||
$defenseBoos = $spellInfo['defense_boost'] ?? 0;
|
||||
$out->writeln("防御增加: {$this->green}+{$defenseBoos}{$this->reset}");
|
||||
$out->writeln("效果: {$this->magenta}增加防御力{$this->reset}");
|
||||
}
|
||||
} elseif ($type === 'heal_single') {
|
||||
$heal = $spellInfo['heal'] ?? 0.5;
|
||||
$healBase = $spellInfo['heal_base'] ?? 20;
|
||||
$out->writeln("恢复效果: {$this->green}魔攻 x {$heal} + {$healBase}{$this->reset}");
|
||||
$out->writeln("效果: {$this->magenta}恢复单个目标的生命值{$this->reset}");
|
||||
} elseif ($type === 'heal_aoe') {
|
||||
$heal = $spellInfo['heal'] ?? 0.5;
|
||||
$healBase = $spellInfo['heal_base'] ?? 20;
|
||||
$out->writeln("恢复效果: {$this->green}魔攻 x {$heal} + {$healBase}{$this->reset}");
|
||||
$out->writeln("效果: {$this->magenta}恢复所有队员的生命值{$this->reset}");
|
||||
}
|
||||
|
||||
$out->writeln("");
|
||||
|
|
@ -245,7 +243,7 @@ class SpellPanel
|
|||
// 获取所有可学习的法术(按品质分类)
|
||||
$allSpells = [];
|
||||
foreach ($spellsData as $category => $spells) {
|
||||
if (is_array($spells) && $category !== 'quality_levels' && $category !== 'upgrades') {
|
||||
if (is_array($spells) && !in_array($category, ['quality_levels', 'upgrades', 'dungeon_spell_drops', 'quality_drop_rates', 'spells_by_quality'])) {
|
||||
foreach ($spells as $spellId => $spellInfo) {
|
||||
if (is_numeric($spellId)) {
|
||||
$allSpells[$spellId] = $spellInfo;
|
||||
|
|
@ -459,7 +457,7 @@ class SpellPanel
|
|||
private function getSpellInfo(int $spellId, array $spellsData): ?array
|
||||
{
|
||||
foreach ($spellsData as $category => $spells) {
|
||||
if (is_array($spells) && $category !== 'quality_levels' && $category !== 'upgrades') {
|
||||
if (is_array($spells) && !in_array($category, ['quality_levels', 'upgrades', 'dungeon_spell_drops', 'quality_drop_rates', 'spells_by_quality'])) {
|
||||
if (isset($spells[$spellId])) {
|
||||
return $spells[$spellId];
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,6 +6,7 @@ use Game\Core\Game;
|
|||
use Game\Core\Screen;
|
||||
use Game\Core\Input;
|
||||
use Game\Core\ItemDisplay;
|
||||
use Game\Core\SpellDisplay;
|
||||
use Game\Services\EquipmentEnhancer;
|
||||
use Game\Entities\Actor;
|
||||
use Game\Entities\Partner;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
<?php
|
||||
require __DIR__ . '/../vendor/autoload.php';
|
||||
|
||||
$monster = \Game\Entities\Monster::createGroup(2);
|
||||
$monster = \Game\Entities\Monster::create(1);
|
||||
|
||||
dd(is_numeric('0'));
|
||||
dd($monster->getRandomSpellDrops());
|
||||
Loading…
Reference in New Issue
Block a user