Compare commits

...

5 Commits

Author SHA1 Message Date
c2a2e93ff3 优化 2025-12-04 23:52:50 +08:00
ba273b2cdf 技能掉落系统:为地图中的技能添加掉落概率配置
新增功能:
- maps.php:为所有怪物技能添加 rate 字段
  - 单技能怪物:25-30% 概率
  - 多技能怪物:按位置递减 (30% → 25% → 20% → 15% → 10%)
- Monster.generateSpells():支持技能的 rate 字段
  - 存储掉落概率到法术对象的 dropRate 字段
  - 格式1和格式2都支持
- Monster.getRandomSpellDrops():使用法术配置的掉落概率
  - 优先使用法术的 dropRate 字段
  - 如果未指定则使用默认值(50%)

改进内容:
- 技能掉落概率与装备掉落概率管理方式统一
- 支持Boss技能更高的掉落概率
- 普通怪物技能掉落概率略低于装备
- 13个地图、100+个怪物配置已更新

掉落概率配置示例:
- 野狼帮帮众(1个技能):柔拳 rate=25
- 野狼帮精锐(2个技能):刀气切割 rate=30, 寒冰爆裂 rate=25
- Boss怪物技能:rate=40-50

🧙 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-04 23:32:56 +08:00
911f814581 角色面板增强:技能槽位显示法术的计算方式和基础数值
新增功能:
- ItemDisplay.renderSlot: 增强支持法术物品显示
  - 法术显示计算方式描述
  - 法术显示品质相关的基础数值
  - 法术显示消耗(含强化后的实际消耗)
  - 装备仍显示属性和词条(无改动)
- StatsPanel 导入 SpellDisplay 以支持未来扩展

改进内容:
- 角色面板技能栏显示法术的详细信息
- 显示14种计算方式的完整描述
- 显示伤害倍数或治疗系数(根据品质)
- 显示强化前后的魔法消耗变化
- 保持与战斗系统显示的一致性

显示格式示例:
[技能1] 火球术 Lv.5 +2
  计算: 基于魔攻
  倍数: 2.0x
  消耗: 20 → 16

[技能2] 恢复术 Lv.3
  计算: 基于魔攻
  治疗: 0.8x + 40
  消耗: 15

🧙 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-04 23:11:49 +08:00
ab90eb8435 背包和物品列表增强:支持显示法术的计算方式和基础数值
新增功能:
- ItemDisplay.formatSpellCompact: 格式化法术的简洁信息
  - 显示计算方式(缩写形式)
  - 显示品质相关的基础数值(伤害/治疗倍数)
- ItemDisplay.renderListItem: 增强支持法术物品显示
  - 法术物品显示计算方式和基础数值
  - 装备物品仍显示属性和词条

改进内容:
- 背包列表中显示法术的详细计算方式(如 [魔攻] 1.6x)
- 法术物品不显示词条(仅装备显示词条)
- InventoryPanel 导入 SpellDisplay 以支持未来扩展
- 保持与战斗系统中法术显示的一致性

格式示例:
装备: 名称 Lv.5 +3 (武器) (物攻+50 暴伤+30) 3词条
法术: 名称 Lv.5 (法术) [魔攻] 1.6x

🧙 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-04 23:03:49 +08:00
c065e19113 优化技能显示系统:增强战斗中的法术信息显示
新增功能:
- 创建 SpellDisplay 工具类,统一管理法术显示逻辑
- 支持 14 种计算方式的中文说明显示
- 显示品质特定的基础伤害/治疗倍数
- 增强 Battle.php 中所有法术施放方法的信息显示

改进内容:
- castDamageSingleSpell: 显示计算方式、消耗、伤害倍数
- castDamageAoeSpell: 显示计算方式、消耗
- castHealSingleSpell: 显示计算方式、消耗
- castHealAoeSpell: 显示计算方式、消耗
- castSupportSpell: 显示品质颜色和消耗

技术细节:
- ItemDisplay.php 添加 getQualityIndex() 辅助方法
- SpellDisplay.php 修复 match 表达式语法(改用 if-elseif)
- 使用质量索引访问品质相关数组
- 显示强化后的实际消耗

🧙 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-04 22:52:48 +08:00
15 changed files with 1934 additions and 303 deletions

556
save.json

File diff suppressed because one or more lines are too long

View File

@ -115,6 +115,50 @@ class ItemDisplay
return $stats ? self::$green . "(" . implode(" ", $stats) . ")" . self::$reset : "";
}
/**
* 格式化法术的简洁信息(用于列表显示)
*/
public static function formatSpellCompact(array $spell): string
{
$calcType = $spell['calc_type'] ?? 'matk';
$spellType = $spell['spellType'] ?? $spell['type'] ?? 'unknown';
$calcTypeMap = [
'matk' => '魔攻',
'patk' => '物攻',
'hybrid' => '混合',
'hp_percent' => 'HP%',
'crit_heal' => '暴治',
'crit_damage' => '暴伤',
'defense' => '防御',
'low_def_bonus' => '克低防',
'matk_scaled' => '群伤',
'dispersed_damage' => '分散伤',
'crit_aoe' => '暴范',
'smart_heal' => '智能治',
'hp_missing' => '缺血治',
'team_sync' => '队伍同步',
];
$calcDesc = $calcTypeMap[$calcType] ?? $calcType;
// 根据法术类型显示基础数值
$valueStr = '';
if ($spellType === 'damage_single' || $spellType === 'damage_aoe') {
$damageRatio = $spell['damage_ratio'] ?? [1.2, 1.6, 2.0, 2.6];
$qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common');
$ratio = $damageRatio[$qualityIndex] ?? 1.0;
$valueStr = self::$green . "{$ratio}x" . self::$reset;
} elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') {
$healRatio = $spell['heal_ratio'] ?? [0.5, 0.8, 1.2, 1.8];
$qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common');
$ratio = $healRatio[$qualityIndex] ?? 0.5;
$valueStr = self::$green . "{$ratio}x" . self::$reset;
}
return self::$cyan . "[{$calcDesc}]" . self::$reset . ($valueStr ? " " . $valueStr : "");
}
/**
* 格式化主属性(多行详细版)
*/
@ -225,17 +269,29 @@ class ItemDisplay
$parts[] = self::$gray . "[{$typeName}]" . self::$reset;
}
// 主属性(简洁版)
$statsStr = self::formatStatsCompact($item);
if ($statsStr) {
$parts[] = $statsStr;
// 主属性(简洁版)或法术信息
$type = $item['type'] ?? '';
if ($type === 'spell') {
// 显示法术的计算方式和基础数值
$spellInfo = self::formatSpellCompact($item);
if ($spellInfo) {
$parts[] = $spellInfo;
}
} else {
// 显示装备的属性
$statsStr = self::formatStatsCompact($item);
if ($statsStr) {
$parts[] = $statsStr;
}
}
// 词条数量提示
$affixes = $item['affixes'] ?? [];
if (!empty($affixes)) {
$count = count($affixes);
$parts[] = self::$cyan . implode(',',$affixes);
// 词条数量提示(仅限装备)
if ($type !== 'spell') {
$affixes = $item['affixes'] ?? [];
if (!empty($affixes)) {
$count = count($affixes);
$parts[] = self::$cyan . implode(',',$affixes);
}
}
return implode(" ", $parts);
@ -275,6 +331,51 @@ class ItemDisplay
$lines[] = $linePrefix;
// 法术特殊显示
if ($type === 'spell') {
$lines[] = $linePrefix . self::$white . "--- 法术信息 ---" . self::$reset;
$spellType = $item['spellType'] ?? $item['type'] ?? 'unknown';
$calcType = $item['calc_type'] ?? 'unknown';
// 计算方式映射
$calcTypeMap = [
'matk' => '基于魔攻',
'patk' => '基于物攻',
'hp_percent' => '基于最大生命值百分比',
'hybrid' => '基于(魔攻+物攻)混合',
'crit_heal' => '暴击率影响治疗效果',
'crit_damage' => '暴击伤害系数影响伤害',
'crit_aoe' => '暴击率影响范围伤害',
'defense' => '基于防御属性',
'low_def_bonus' => '对低防御敌人伤害加成',
'matk_scaled' => '随敌人数量加成',
'dispersed_damage' => '伤害分散到所有敌人',
'smart_heal' => '智能治疗(优先低血量)',
'hp_missing' => '基于缺失生命值',
'team_sync' => '基于队伍规模',
];
$calcDesc = $calcTypeMap[$calcType] ?? $calcType;
$lines[] = $linePrefix . " 计算方式: " . self::$cyan . $calcDesc . self::$reset;
// 基础数值
if ($spellType === 'damage_single' || $spellType === 'damage_aoe') {
$damageRatio = $item['damage_ratio'] ?? [1.2, 1.6, 2.0, 2.6];
$qualityIndex = self::getQualityIndex($quality);
$ratio = $damageRatio[$qualityIndex] ?? 1.0;
$lines[] = $linePrefix . " 伤害倍数: " . self::$green . $ratio . "x" . self::$reset;
} elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') {
$healRatio = $item['heal_ratio'] ?? [0.5, 0.8, 1.2, 1.8];
$healBase = $item['heal_base'] ?? [20, 40, 70, 120];
$qualityIndex = self::getQualityIndex($quality);
$ratio = $healRatio[$qualityIndex] ?? 0.5;
$base = $healBase[$qualityIndex] ?? 20;
$lines[] = $linePrefix . " 治疗系数: " . self::$green . $ratio . "x + " . $base . self::$reset;
}
$lines[] = $linePrefix;
}
// 主属性
$lines[] = $linePrefix . self::$white . "--- 主属性 ---" . self::$reset;
$statLines = self::formatStatsDetailed($item, $linePrefix . " ");
@ -311,19 +412,73 @@ class ItemDisplay
$lines = [];
if ($item) {
// 第一行:槽位名 + 装备名
$type = $item['type'] ?? '';
// 第一行:槽位名 + 装备/法术名
$lines[] = $linePrefix . self::$cyan . $slotName . self::$reset . ": " . self::formatName($item);
// 第二行:主属性
$statsStr = self::formatStatsCompact($item);
if ($statsStr) {
$lines[] = $linePrefix . " " . $statsStr;
}
if ($type === 'spell') {
// 法术显示:计算方式和基础数值
$calcType = $item['calc_type'] ?? 'matk';
$spellType = $item['spellType'] ?? $item['type'] ?? 'unknown';
// 第三行及之后:词条
$affixes = $item['affixes'] ?? [];
foreach ($affixes as $affix) {
$lines[] = $linePrefix . " " . self::$yellow . "" . self::$reset . " " . $affix;
// 计算方式的完整描述
$calcTypeDescMap = [
'matk' => '基于魔攻',
'patk' => '基于物攻',
'hybrid' => '混合伤害',
'hp_percent' => '基于HP%',
'crit_heal' => '暴击治疗',
'crit_damage' => '暴击伤害',
'defense' => '基于防御',
'low_def_bonus' => '克低防',
'matk_scaled' => '群体伤害',
'dispersed_damage' => '分散伤害',
'crit_aoe' => '暴击范围',
'smart_heal' => '智能治疗',
'hp_missing' => '缺血治疗',
'team_sync' => '队伍同步',
];
$calcDesc = $calcTypeDescMap[$calcType] ?? $calcType;
$lines[] = $linePrefix . " " . self::$white . "计算: " . self::$green . $calcDesc . self::$reset;
// 显示基础数值
if ($spellType === 'damage_single' || $spellType === 'damage_aoe') {
$damageRatio = $item['damage_ratio'] ?? [1.2, 1.6, 2.0, 2.6];
$qualityIndex = self::getQualityIndex($item['quality'] ?? 'common');
$ratio = $damageRatio[$qualityIndex] ?? 1.0;
$lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "{$ratio}x" . self::$reset;
} elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') {
$healRatio = $item['heal_ratio'] ?? [0.5, 0.8, 1.2, 1.8];
$healBase = $item['heal_base'] ?? [20, 40, 70, 120];
$qualityIndex = self::getQualityIndex($item['quality'] ?? 'common');
$ratio = $healRatio[$qualityIndex] ?? 0.5;
$base = $healBase[$qualityIndex] ?? 20;
$lines[] = $linePrefix . " " . self::$white . "治疗: " . self::$yellow . "{$ratio}x + {$base}" . self::$reset;
}
// 显示消耗
$cost = $item['cost'] ?? 0;
$enhanceLevel = $item['enhanceLevel'] ?? 0;
$actualCost = max(1, $cost - ($enhanceLevel * 2));
if ($enhanceLevel > 0) {
$lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$yellow . "{$cost}" . self::$reset . "" . self::$green . "{$actualCost}" . self::$reset;
} else {
$lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$green . "{$actualCost}" . self::$reset;
}
} else {
// 装备显示:属性和词条
$statsStr = self::formatStatsCompact($item);
if ($statsStr) {
$lines[] = $linePrefix . " " . $statsStr;
}
// 词条
$affixes = $item['affixes'] ?? [];
foreach ($affixes as $affix) {
$lines[] = $linePrefix . " " . self::$yellow . "" . self::$reset . " " . $affix;
}
}
} else {
$lines[] = $linePrefix . self::$cyan . $slotName . self::$reset . ": " .
@ -362,4 +517,18 @@ class ItemDisplay
return $prefix . "" . $color . $name . self::$reset . $enhanceStr . $statsStr . $affixStr;
}
/**
* 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,
};
}
}

380
src/Core/SpellDisplay.php Normal file
View File

@ -0,0 +1,380 @@
<?php
namespace Game\Core;
/**
* 法术显示工具类 - 统一管理法术信息的展示
*/
class SpellDisplay
{
// 法术类型名称
private static array $typeNames = [
'heal_single' => '单体治疗',
'damage_single' => '单体伤害',
'damage_aoe' => '群体伤害',
'heal_aoe' => '群体治疗',
'support' => '辅助',
];
// 计算方式说明
private static array $calcTypeDescriptions = [
'matk' => '基于魔攻',
'patk' => '基于物攻',
'hp_percent' => '基于最大生命值百分比',
'hybrid' => '基于(魔攻+物攻)混合',
'crit_heal' => '暴击率影响治疗效果',
'crit_damage' => '暴击伤害系数影响伤害',
'crit_aoe' => '暴击率影响范围伤害',
'defense' => '基于防御属性',
'low_def_bonus' => '对低防御敌人伤害加成',
'matk_scaled' => '随敌人数量加成',
'dispersed_damage' => '伤害分散到所有敌人',
'smart_heal' => '智能治疗(优先低血量)',
'hp_missing' => '基于缺失生命值',
'team_sync' => '基于队伍规模',
];
// 品质颜色
private static array $qualityColors = [
'common' => Colors::WHITE,
'rare' => Colors::BLUE,
'epic' => Colors::MAGENTA,
'legendary' => Colors::YELLOW,
];
// 品质名称
private static array $qualityNames = [
'common' => '普通',
'rare' => '稀有',
'epic' => '史诗',
'legendary' => '传奇',
];
// 颜色常量
private static string $reset = Colors::RESET;
private static string $yellow = Colors::YELLOW;
private static string $green = Colors::GREEN;
private static string $cyan = Colors::CYAN;
private static string $white = Colors::WHITE;
private static string $gray = Colors::GRAY;
private static string $magenta = Colors::MAGENTA;
private static string $blue = Colors::BLUE;
/**
* 获取法术品质颜色
*/
public static function getQualityColor(string $quality): string
{
return self::$qualityColors[$quality] ?? self::$white;
}
/**
* 获取法术品质名称
*/
public static function getQualityName(string $quality): string
{
return self::$qualityNames[$quality] ?? '普通';
}
/**
* 获取法术类型名称
*/
public static function getTypeName(string $type): string
{
return self::$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
{
$quality = $spell['quality'] ?? 'common';
$color = self::getQualityColor($quality);
$name = $spell['name'] ?? '未知法术';
$level = $spell['level'] ?? 1;
$enhanceLevel = $spell['enhanceLevel'] ?? 0;
$enhanceStr = $enhanceLevel > 0 ? self::$yellow . "+{$enhanceLevel}" . self::$reset : "";
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 = [];
// 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}]";
}
}

View File

@ -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+)
];

View File

@ -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,
],
],

View File

@ -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],
],
],
];

View File

@ -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 = [

View File

@ -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,
];
}

View File

@ -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

View File

@ -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();

View File

@ -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

View File

@ -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);

View File

@ -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];
}

View File

@ -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;

View File

@ -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());