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Constants.js
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Constants.js
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export const Character = {
Yakumo: '八雲',
Edmond: '艾德蒙特',
Olivine: '奧利文',
Quincy: '崑西',
Kuya: '玖夜',
Garu: '可爾',
Blade: '布儡',
Dante: '啖天',
Rei: '歛',
Aster: '艾斯特',
Morvay: '墨菲',
Eiden: '伊得',
};
export const Class = { Striker: '攻擊', Support: '輔助', Healer: '治療', Guardian: '守護', Saboteur: '妨礙' };
export const Element = { NA: 'N/A', Wood: '木', Fire: '火', Water: '水', Light: '光', Dark: '闇' };
export const Rarity = { SSR: 'SSR', SR: 'SR', R: 'R', N: 'N' };
export const PotentialType = { A: 'HP先行', B: 'ATK先行', C: '平均型', D: 'NR卡' };
export const RuleType = {
attack: '攻擊',
support: '輔助',
heal: '治療',
continueHeal: '持續治療',
poisonAttack: '持續傷害',
poisonAttackState: '持續傷害被動',
continueHealState: '持續治療被動',
basicAtkFollowup: '普攻追擊',
basicAtkFollowupSkill: '普攻追擊被動',
counterAttack: '反擊',
counterAttackSkill: '反擊被動',
atkUp: '攻擊力增加',
basicAtkUp: '普攻傷害增加',
skillAtkUp: '必殺技傷害增加',
poisonAtkUp: '持續傷害增加',
triggerAtkUp: '觸發技效果增加',
allAtkUp: '造成傷害增加',
healUp: '治療量增加',
continueHealUp: '持續治療量增加',
enemyBasicAtkUp: '敵方受到普攻傷害增加',
enemySkillAtkUp: '敵方受到必殺技傷害增加',
enemyPoisonAtkUp: '敵方受到持續傷害增加',
enemyTriggerAtkUp: '敵方受到觸發技傷害增加',
enemyElementAtkUp: '敵方受到屬性傷害增加',
enemyAllAtkUp: '敵方受到傷害增加',
enemyHealUp: '敵方回復量增加',
partyAllHealUp: '我方受到治療增加',
partyHealUp: '我方受到瞬間治療增加',
partyContinueHealUp: '我方受到持續治療增加',
cdMinus: '減少冷卻回合',
hpUp: '最大HP增加',
// 較複雜的技能規則
appendRule: '我方獲得技能',
enemyAppendRule: '敵方獲得技能',
setPhase: '我方設定階段',
addPhase: '我方新增階段',
removePhase: '我方刪除階段',
setEnemyPhase: '敵方設定階段',
addEnemyPhase: '敵方新增階段',
removeEnemyPhase: '敵方刪除階段',
// Boss專用
getShield: '獲得護盾',
shieldState: '護盾',
guardMode: '防禦狀態',
// 不會在計算機生效的被動(純記錄)
takeLessDamage: '受到傷害減少',
takeLessDamageByGuard: '防禦減傷增加',
moreRecovery: '受到回復量增加',
enemyLessDamage: '敵方造成傷害減少',
immuneParalysis: '免疫麻痺',
immuneSleep: '免疫睡眠',
immuneSilence: '免疫沈默'
};
export const RuleValueByType = { atk: 'ATK', hp: 'HP', baseAtk: '基礎攻擊力', exactVal: '絕對數值', exactHp: '絕對HP', exactAtk: '絕對ATK' };
export const AttackType = { BasicAttack: '普攻', SkillAttack: '必殺技', Guard: '防禦', None: 'NONE' };
export const ConditionType = {
hasChar: '角色在場',
charCount: '隊伍中每存在角色',
hasClass: '隊伍中有定位',
classCount: '隊伍中每存在定位',
hasElement: '隊伍中有屬性',
elementCount: '隊伍中每存在屬性',
hpHigher: '血量大於',
hpLower: '血量少於',
isAttackType: '攻擊方式',
isAttack: '攻擊時',
everyTurn: '每n回合',
atTurn: '第n回合',
hasPhase: '階段',
// 敵方專用
enemyIsAttacked: '被攻擊時',
enemyIsAttackByChar: '被角色攻擊',
enemyIsAttackByClass: '被定位攻擊',
enemyIsAttackByElement: '被屬性攻擊',
enemyHpTrigger: '血量機制'
};
export const TargetType = {
self: '自己',
all: '全體',
isClass: '定位',
isChar: '角色',
isPosition: '位置',
};
export const SkillType = {
none: 'N/A',
trigger: '觸發',
append: '追加',
};
export const OperatorType = {
less: '少於',
lessOrEq: '少於或等於',
more: '大於',
moreOrEq: '大於或等於',
equal: '等於',
not: '不'
};
export const ActionPattern = {
Immediately: '有招就放',
Delay1Turn: '延遲1回合',
AddCD1: 'CD+1',
AddCD2: 'CD+2',
AddCD3: 'CD+3',
AddCD1Delay1Turn: 'CD+1及延遲1回合',
AddCD2Ahead1Turn: 'CD+2及提早1回合',
Manual: '手動設置',
BruteForce: '暴力設置(無視CD)'
};
export const TurnActionType = {
beforeTurn: "beforeTurn",
beforeAction: "beforeAction",
afterAction: "afterAction",
attack: "attack",
afterAttack: "afterAttack",
atTurnEnd: "atTrunEnd",
poison: "poison",
heal: "heal",
support: "support",
guard: "guard",
none: "none"
};
export const CounterAttackMode = { firstTurnOnly: '僅第一回合', everyTurn: '每回合' };
export const ConditionHPStatus = { fulfill: '符合所有血量條件', notFulfill: '不符合所有血量條件', hpPercent: '按照當前血量' };
export const GAME_CONFIG = {
MAX_LEVEL: 60,
ROOM: {
'SSR': [5, 10, 15, 15, 25],
'DEFAULT': [5, 5, 10, 10, 20]
},
POTTYPE: {
'A': {
hp: [
[0, 0, 3, 3, 3, 3],
[0, 0, 3.5, 3.5, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 3.5, 3.5, 3.5],
[0, 0, 0, 3.5, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 0, 4],
],
atk: [
[2, 2, 0, 0, 0, 0],
[2, 2, 0, 0, 0, 0],
[2, 2, 2, 2, 0, 0],
[2, 2, 2, 0, 0, 0],
[2, 2, 2, 0, 0, 0],
[0, 2, 2, 2, 0, 0],
[2.5, 2.5, 2.5, 2.5, 0, 0],
[2.5, 2.5, 2.5, 2.5, 0, 0],
[2.5, 2.5, 2.5, 2.5, 0, 0],
[3, 3, 3, 3, 0, 0],
[3, 3, 3, 3, 0, 0],
[0, 3, 3, 3, 3, 0],
],
},
'B': {
hp: [
[2, 2, 0, 0, 0, 0],
[2, 2, 0, 0, 0, 0],
[2, 2, 2, 2, 0, 0],
[2, 2, 2, 0, 0, 0],
[2, 2, 2, 0, 0, 0],
[0, 2, 2, 2, 0, 0],
[2.5, 2.5, 2.5, 2.5, 0, 0],
[2.5, 2.5, 2.5, 2.5, 0, 0],
[2.5, 2.5, 2.5, 2.5, 0, 0],
[3, 3, 3, 3, 0, 0],
[3, 3, 3, 3, 0, 0],
[0, 3, 3, 3, 3, 0],
],
atk: [
[0, 0, 3, 3, 3, 3],
[0, 0, 3.5, 3.5, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 3.5, 3.5, 3.5],
[0, 0, 0, 3.5, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 3.5, 3.5],
[0, 0, 0, 0, 0, 4],
],
},
'C': {
hp: [
[0, 0, 0, 0, 0, 0],
[2.7, 2.7, 2.7, 2.7, 2.7, 2.7],
[0, 2.7, 0, 2.7, 0, 2.7],
[2.7, 0, 0, 0, 0, 0],
[0, 2.8, 2.8, 2.8, 2.8, 2.8],
[0, 2.8, 0, 2.8, 0, 2.8],
[0, 2.8, 0, 2.8, 0, 3],
[0, 3, 0, 3, 0, 3],
[0, 3, 0, 3, 0, 3],
[0, 3, 0, 3, 0, 3],
[0, 3, 0, 3, 0, 3],
[0, 0, 0, 3, 0, 3],
],
atk: [
[2.7, 2.7, 2.7, 2.7, 2.7, 2.7],
[0, 0, 0, 0, 0, 0],
[2.7, 0, 2.7, 0, 2.7, 0],
[0, 2.7, 2.8, 2.8, 2.8, 2.8],
[2.8, 0, 0, 0, 0, 0],
[0, 0, 2.8, 0, 2.8, 0],
[2.8, 0, 2.8, 0, 2.8, 0],
[3, 0, 3, 0, 3, 0],
[3, 0, 3, 0, 3, 0],
[3, 0, 3, 0, 3, 0],
[3, 0, 3, 0, 3, 0],
[0, 3, 3, 0, 3, 0],
],
},
'D': {
hp: [
[0, 0, 0, 0, 0, 0],
[2.7, 2.7, 2.8, 2.8, 3, 3],
[0, 3, 0, 3, 0, 3],
[0, 0, 0, 0, 0, 0],
[3, 3, 3, 3, 3, 3],
[0, 0, 3, 0, 3, 0],
],
atk: [
[2.7, 2.7, 2.8, 2.8, 3, 3],
[0, 0, 0, 0, 0, 0],
[0, 0, 3, 0, 3, 0],
[3, 3, 3, 3, 3, 3],
[0, 0, 0, 0, 0, 0],
[0, 3, 0, 3, 0, 3],
],
},
},
};
//# sourceMappingURL=Constants.js.map