mirror of
https://github.com/unanmed/HumanBreak.git
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296 lines
8.7 KiB
TypeScript
296 lines
8.7 KiB
TypeScript
import { getHeroStatusOn } from '../state/hero';
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import { UserEnemyInfo } from './damage';
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export interface SpecialDeclaration {
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code: number;
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name: string | ((enemy: UserEnemyInfo) => string);
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desc: string | ((enemy: UserEnemyInfo) => string);
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color: string;
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}
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const fromFunc = (
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func: string | ((enemy: UserEnemyInfo) => string),
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enemy: UserEnemyInfo
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) => {
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return typeof func === 'string' ? func : func(enemy);
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};
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export const specials: SpecialDeclaration[] = [
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{
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code: 0,
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name: '空',
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desc: '空',
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color: '#fff'
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},
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{
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code: 1,
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name: '先攻',
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desc: `怪物首先攻击`,
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color: '#fc3'
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},
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{
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code: 2,
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name: '魔攻',
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desc: '怪物攻击无视勇士的防御',
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color: '#bbb0ff'
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},
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{
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code: 3,
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name: '坚固',
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desc: '怪物防御不小于勇士攻击-1',
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color: '#c0b088'
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},
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{
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code: 4,
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name: '2连击',
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desc: '怪物每回合攻击2次',
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color: '#fe7'
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},
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{
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code: 5,
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name: '3连击',
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desc: '怪物每回合攻击3次',
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color: '#fe7'
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},
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{
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code: 6,
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name: enemy => `${enemy.n ?? 4}连击`,
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desc: enemy => `怪物每回合攻击${enemy.n}次`,
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color: '#fe7'
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},
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{
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code: 7,
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name: '破甲',
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desc: enemy =>
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`战斗前,附加角色防御的${enemy.breakArmor ?? core.values.breakArmor}%作为伤害`,
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color: '#fe7'
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},
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{
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code: 8,
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name: '反击',
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desc: enemy =>
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`战斗时,怪物每回合附加角色攻击的${enemy.counterAttack ?? core.values.counterAttack}%作为伤害,无视角色防御`,
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color: '#fa4'
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},
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{
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code: 9,
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name: '净化',
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desc: enemy =>
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`战斗前,怪物附加角色护盾的${enemy.purify ?? core.values.purify}倍作为伤害`,
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color: '#80eed6'
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},
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{
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code: 10,
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name: '模仿',
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desc: `怪物的攻防与勇士相同`,
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color: '#b0c0dd'
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},
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{
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code: 11,
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name: '吸血',
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desc: enemy => {
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const vampire = enemy.vampire ?? 10;
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return (
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`战斗前,怪物首先吸取角色的${vampire}%生命` +
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`(约${Math.floor((vampire / 100) * getHeroStatusOn('hp'))}点)作为伤害` +
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(enemy.add ? `,并把伤害数值加到自身生命上` : ``)
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);
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},
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color: '#ff00d2'
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},
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{
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code: 12,
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name: '中毒',
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desc: () =>
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`战斗后,角色陷入中毒状态,每一步损失生命${core.values.poisonDamage}点`,
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color: '#9e8'
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},
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{
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code: 13,
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name: '衰弱',
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desc: '怪物攻击无视勇士的防御',
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color: '#f0bbcc'
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},
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{
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code: 14,
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name: '诅咒',
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desc: '战斗后,角色陷入诅咒状态,战斗无法获得金币和经验',
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color: '#bbeef0'
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},
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{
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code: 15,
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name: '领域',
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desc: enemy =>
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`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${enemy.zone}点`,
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color: '#c677dd'
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},
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{
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code: 16,
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name: '空',
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desc: '空',
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color: '#fff'
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},
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{
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code: 17,
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name: '先攻',
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desc: '战斗时,怪物首先攻击',
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color: '#b0b666'
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},
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{
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code: 18,
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name: '阻击',
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desc: enemy =>
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`经过怪物十字范围内时怪物后退一格,同时对勇士造成${enemy.value}点伤害`,
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color: '#8888e6'
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},
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{
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code: 19,
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name: '电摇嘲讽',
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desc:
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'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' +
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',最后与该怪物战斗',
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color: '#ff6666'
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},
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{
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code: 20,
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name: '霜冻',
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desc: enemy =>
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`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${enemy.ice}%。装备杰克的衣服后可以免疫。`,
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color: 'cyan'
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},
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{
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code: 21,
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name: '冰封光环',
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desc: enemy =>
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`寒气逼人,使勇士对该怪物周围7*7范围内的怪物伤害减少${enemy.iceHalo}%(线性叠加)`,
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color: 'cyan'
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},
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{
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code: 22,
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name: '永夜',
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desc: enemy =>
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`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`,
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color: '#d8a'
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},
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{
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code: 23,
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name: '极昼',
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desc: enemy =>
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`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`,
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color: '#ffd'
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},
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{
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code: 24,
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name: '射击',
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desc: function () {
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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';
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},
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color: '#dda0dd'
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},
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{
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code: 25,
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name: '融化',
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desc: enemy =>
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`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${enemy.melt}%`,
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color: '#e6e099'
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},
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{
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code: 26,
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name: '冰封之核',
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desc: enemy =>
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`怪物拥有逼人的寒气,使周围5*5范围内的怪物防御增加${enemy.iceCore}%`,
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color: '#70ffd1'
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},
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{
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code: 27,
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name: '火焰之核',
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desc: enemy =>
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`怪物拥有灼热的火焰,使周围5*5范围内的怪物攻击增加${enemy.fireCore}%`,
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color: '#ff6f0a'
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},
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{
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code: 28,
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name: '苍蓝刻',
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desc: enemy =>
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`怪物使用苍蓝之灵的力量,使自身受到的伤害减少${enemy.paleShield}%`,
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color: '#ff6f0a'
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},
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{
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code: 29,
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name: '杀戮光环',
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desc: enemy => {
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let content = '';
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enemy.specialHalo?.forEach((v, i) => {
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content +=
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' '.repeat(8) +
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`${i + 1}. <span style="color: ${
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specials[v].color
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}">${fromFunc(specials[v].name, enemy)}</span>: ${fromFunc(
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specials[v].desc,
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enemy
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)}<br />`;
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});
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return (
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`怪物周围方形${enemy.haloRange}格范围内所有怪物获得以下特殊属性(包括自身),` +
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`特殊属性数值间为${
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enemy.specialMultiply ? '相乘' : '相加'
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}关系:<br />` +
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content
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);
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},
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color: '#F721F7'
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},
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{
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code: 30,
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name: '乾坤挪移',
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desc: enemy => {
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const [dx, dy] = enemy.translation!;
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let str = `此怪物在场时,所有光环`;
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if (dx !== 0) {
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str += `向${dx < 0 ? '左' : '右'}平移${Math.abs(dx)}格,`;
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}
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if (dy !== 0) {
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str += `向${dy < 0 ? '上' : '下'}平移${Math.abs(dy)}格,`;
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}
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str += `不同怪物间为加算叠加`;
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return str;
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},
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color: '#FDCD0B'
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},
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{
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code: 31,
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name: '再生光环',
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desc: enemy =>
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`怪物周围7*7范围内的所有怪物(包括自身)生命值提高${enemy.hpHalo}%`,
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color: '#85FF99'
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},
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{
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code: 32,
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name: '同化',
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desc: enemy =>
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`怪物会获得自身周围方形${enemy.assimilateRange}格范围内怪物的特殊属性(光环类属性除外),` +
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`特殊属性数值间为${enemy.specialMultiply ? '乘算' : '加算'}关系`,
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color: '#ffd366'
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},
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{
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code: 33,
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name: '战争号角',
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desc: enemy => {
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const [hp, atk, def] = enemy.horn ?? [];
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let str = '地图上每存在一个怪物(包括自身),自身';
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if (hp) str += `生命值增加${hp}%,`;
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if (atk) str += `攻击增加${atk}%,`;
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if (def) str += `防御增加${def}%,`;
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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';
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return str;
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},
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color: '#fff866'
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},
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{
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code: 34,
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name: '赏金',
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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`,
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color: '#faff33'
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}
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];
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