import { getHeroStatusOn } from '../state/hero';
import { UserEnemyInfo } from './damage';
export interface SpecialDeclaration {
code: number;
name: string | ((enemy: UserEnemyInfo) => string);
desc: string | ((enemy: UserEnemyInfo) => string);
color: string;
}
const fromFunc = (
func: string | ((enemy: UserEnemyInfo) => string),
enemy: UserEnemyInfo
) => {
return typeof func === 'string' ? func : func(enemy);
};
export const specials: SpecialDeclaration[] = [
{
code: 0,
name: '空',
desc: '空',
color: '#fff'
},
{
code: 1,
name: '先攻',
desc: `怪物首先攻击`,
color: '#fc3'
},
{
code: 2,
name: '魔攻',
desc: '怪物攻击无视勇士的防御',
color: '#bbb0ff'
},
{
code: 3,
name: '坚固',
desc: '怪物防御不小于勇士攻击-1',
color: '#c0b088'
},
{
code: 4,
name: '2连击',
desc: '怪物每回合攻击2次',
color: '#fe7'
},
{
code: 5,
name: '3连击',
desc: '怪物每回合攻击3次',
color: '#fe7'
},
{
code: 6,
name: enemy => `${enemy.n ?? 4}连击`,
desc: enemy => `怪物每回合攻击${enemy.n}次`,
color: '#fe7'
},
{
code: 7,
name: '破甲',
desc: enemy =>
`战斗前,附加角色防御的${enemy.breakArmor ?? core.values.breakArmor}%作为伤害`,
color: '#fe7'
},
{
code: 8,
name: '反击',
desc: enemy =>
`战斗时,怪物每回合附加角色攻击的${enemy.counterAttack ?? core.values.counterAttack}%作为伤害,无视角色防御`,
color: '#fa4'
},
{
code: 9,
name: '净化',
desc: enemy =>
`战斗前,怪物附加角色护盾的${enemy.purify ?? core.values.purify}倍作为伤害`,
color: '#80eed6'
},
{
code: 10,
name: '模仿',
desc: `怪物的攻防与勇士相同`,
color: '#b0c0dd'
},
{
code: 11,
name: '吸血',
desc: enemy => {
const vampire = enemy.vampire ?? 10;
return (
`战斗前,怪物首先吸取角色的${vampire}%生命` +
`(约${Math.floor((vampire / 100) * getHeroStatusOn('hp'))}点)作为伤害` +
(enemy.add ? `,并把伤害数值加到自身生命上` : ``)
);
},
color: '#ff00d2'
},
{
code: 12,
name: '中毒',
desc: () =>
`战斗后,角色陷入中毒状态,每一步损失生命${core.values.poisonDamage}点`,
color: '#9e8'
},
{
code: 13,
name: '衰弱',
desc: '怪物攻击无视勇士的防御',
color: '#f0bbcc'
},
{
code: 14,
name: '诅咒',
desc: '战斗后,角色陷入诅咒状态,战斗无法获得金币和经验',
color: '#bbeef0'
},
{
code: 15,
name: '领域',
desc: enemy =>
`经过怪物周围${enemy.zoneSquare ? '九宫格' : '十字'}范围内${enemy.range}格时自动减生命${enemy.zone}点`,
color: '#c677dd'
},
{
code: 16,
name: '空',
desc: '空',
color: '#fff'
},
{
code: 17,
name: '先攻',
desc: '战斗时,怪物首先攻击',
color: '#b0b666'
},
{
code: 18,
name: '阻击',
desc: enemy =>
`经过怪物十字范围内时怪物后退一格,同时对勇士造成${enemy.value}点伤害`,
color: '#8888e6'
},
{
code: 19,
name: '电摇嘲讽',
desc:
'当勇士移动到怪物同行或同列时,勇士会直接冲向怪物,撞碎路上的所有地形和门,拾取路上的道具,与路上的怪物战斗' +
',最后与该怪物战斗',
color: '#ff6666'
},
{
code: 20,
name: '霜冻',
desc: enemy =>
`怪物寒冷的攻击使勇士动作变慢,勇士每回合对怪物造成的伤害减少${enemy.ice}%。装备杰克的衣服后可以免疫。`,
color: 'cyan'
},
{
code: 21,
name: '冰封光环',
desc: enemy =>
`寒气逼人,使勇士对该怪物周围7*7范围内的怪物伤害减少${enemy.iceHalo}%(线性叠加)`,
color: 'cyan'
},
{
code: 22,
name: '永夜',
desc: enemy =>
`战斗后,减少勇士${enemy.night}点攻防,增加本层所有怪物${enemy.night}点攻防,仅在本层有效`,
color: '#d8a'
},
{
code: 23,
name: '极昼',
desc: enemy =>
`战斗后,减少本层所有怪物${enemy.day}点攻防,增加勇士${enemy.day}点攻防,仅在本层有效`,
color: '#ffd'
},
{
code: 24,
name: '射击',
desc: function () {
return '经过怪物同行或同列的可视范围内时受到一次普通攻击的伤害';
},
color: '#dda0dd'
},
{
code: 25,
name: '融化',
desc: enemy =>
`战斗后该怪物会融化,在怪物位置产生一个3*3的范围光环,光环内怪物的攻防增加${enemy.melt}%`,
color: '#e6e099'
},
{
code: 26,
name: '冰封之核',
desc: enemy =>
`怪物拥有逼人的寒气,使周围5*5范围内的怪物防御增加${enemy.iceCore}%`,
color: '#70ffd1'
},
{
code: 27,
name: '火焰之核',
desc: enemy =>
`怪物拥有灼热的火焰,使周围5*5范围内的怪物攻击增加${enemy.fireCore}%`,
color: '#ff6f0a'
},
{
code: 28,
name: '苍蓝刻',
desc: enemy =>
`怪物使用苍蓝之灵的力量,使自身受到的伤害减少${enemy.paleShield}%`,
color: '#ff6f0a'
},
{
code: 29,
name: '杀戮光环',
desc: enemy => {
let content = '';
enemy.specialHalo?.forEach((v, i) => {
content +=
' '.repeat(8) +
`${i + 1}. ${fromFunc(specials[v].name, enemy)}: ${fromFunc(
specials[v].desc,
enemy
)}
`;
});
return (
`怪物周围方形${enemy.haloRange}格范围内所有怪物获得以下特殊属性(包括自身),` +
`特殊属性数值间为${
enemy.specialMultiply ? '相乘' : '相加'
}关系:
` +
content
);
},
color: '#F721F7'
},
{
code: 30,
name: '乾坤挪移',
desc: enemy => {
const [dx, dy] = enemy.translation!;
let str = `此怪物在场时,所有光环`;
if (dx !== 0) {
str += `向${dx < 0 ? '左' : '右'}平移${Math.abs(dx)}格,`;
}
if (dy !== 0) {
str += `向${dy < 0 ? '上' : '下'}平移${Math.abs(dy)}格,`;
}
str += `不同怪物间为加算叠加`;
return str;
},
color: '#FDCD0B'
},
{
code: 31,
name: '再生光环',
desc: enemy =>
`怪物周围7*7范围内的所有怪物(包括自身)生命值提高${enemy.hpHalo}%`,
color: '#85FF99'
},
{
code: 32,
name: '同化',
desc: enemy =>
`怪物会获得自身周围方形${enemy.assimilateRange}格范围内怪物的特殊属性(光环类属性除外),` +
`特殊属性数值间为${enemy.specialMultiply ? '乘算' : '加算'}关系`,
color: '#ffd366'
},
{
code: 33,
name: '战争号角',
desc: enemy => {
const [hp, atk, def] = enemy.horn ?? [];
let str = '地图上每存在一个怪物(包括自身),自身';
if (hp) str += `生命值增加${hp}%,`;
if (atk) str += `攻击增加${atk}%,`;
if (def) str += `防御增加${def}%,`;
str += '线性叠加。该怪物会在右上角以黄色字体显示当前地图有多少怪物';
return str;
},
color: '#fff866'
},
{
code: 34,
name: '赏金',
desc: `怪物没有任何能力,也没有任何战利品,也无法让勇士恢复生命值,战斗伤害恒为0`,
color: '#faff33'
}
];