P0-02 补齐数据表:组件、敌人、波次、节点、事件、商店商品

- 组件:
    - 底座:Assets\GameMain\DataTables\BaseComp.txt
    - 轴承:Assets\GameMain\DataTables\BearingComp.txt
    - 枪口:Assets\GameMain\DataTables\MuzzleComp.txt
- 敌人:Assets\GameMain\DataTables\Enemy.txt
- 波次:
    - 关卡:Assets\GameMain\DataTables\Level.txt
    - 关卡阶段(波次):Assets\GameMain\DataTables\LevelPhase.txt
    - 波次条目(波次出怪规则):Assets\GameMain\DataTables\LevelSpawnEntry.txt
- 事件:Assets\GameMain\DataTables\Event.txt
- 商店:Assets\GameMain\DataTables\ShopPrice.txt
This commit is contained in:
SepComet
2026-02-26 21:36:29 +08:00
parent bb0a4edfb7
commit 11e4c1c1f2
115 changed files with 3218 additions and 135 deletions
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# 底座表
# Id EntityId Name AttackSpeed PropertyType Constraint PossibleTag
# Id 策划备注 EntityId Name AttackSpeed PropertyType Constraint PossibleTag
# int int string float[] AttackPropertyType string TagType[]
# 底座编号 策划备注 实体Id 底座名 攻击速度(秒/次) 攻击属性 属性约束 可能出现的Tag
# 底座编号 实体Id 底座名 攻击速度(秒/次) 攻击属性 属性约束 可能出现的Tag
1 301 元素底座 [2,1.5,1,0.8,0.7] Fire [Fire,BurnSpread,IgniteBurst,Inferno]
2 301 控制底座 [4,3.8,3.6,3.4,3.2] Ice [Ice,FreezeMask,Shatter,AbsoluteZero]
3 301 穿透底座 [1,0,8,0,6,0.4,0.2] Physics [Pierce,Crit,Overpenetrate,Execution]
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# 轴承表
# Id EntityId Name RotateSpeed AttackRange Constraint PossibleTag
# Id 策划备注 EntityId Name RotateSpeed AttackRange Constraint PossibleTag
# int int string float[] float[] string TagType[]
# 轴承编号 策划备注 实体Id 轴承名 各品质旋转速度 各品质攻击范围 属性约束 可能出现的Tag
# 轴承编号 实体Id 轴承名 各品质旋转速度 各品质攻击范围 属性约束 可能出现的Tag
1 201 元素轴承 [10,12,13,14,15] [2,2,2,2,2] [Fire,BurnSpread,IgniteBurst,Inferno]
2 201 控制轴承 [20,25,30,32,35] [6,6.5,7,8,8] [Ice,FreezeMask,Shatter,AbsoluteZero]
3 201 穿透轴承 [60,70,80,90,100] [4,4.5,5,5.5,6] [Pierce,Crit,Overpenetrate,Execution]
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# Id 策划备注 EntityId BaseHp BaseDamage Speed DropCoin
# int int int int float int
# 敌人Id 敌人实体Id 基础血量 基地伤害 移动速度 掉落硬币
1 1001 500 5 1 5
2 1002 5000 50 0.5 100
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# 实体表
# Id AssetName
# Id 策划备注 AssetName
# int string
# 实体编号 策划备注 资源名称
# 实体编号 资源名称
101 测试枪口 TestMuzzle
201 测试轴承 TestBearing
301 测试底座 TestBase
1001 测试普通敌人 TestEnemy
1002 测试Boss TestBoss
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# Id 列1 Title Description Options
# int string string string
# 事件编号 策划备注 事件题目 事件描述 事件选项
1 赌马 一名商人邀请你下注。赢了就能赚一笔。 [{"optionText":"下注 100(金)- 稳健:70% 赢 150","requirements":[{"type":"GoldAtLeast","param":{"Count":100}}],"costEffects":[{"type":"AddGold","param":{"Count":-100}}],"rewardEffects":[{"type":"AddGold","param":{"Count":150}}],"probability":0.7},{"optionText":"下注 100(金)- 激进:30% 赢 250","requirements":[{"type":"GoldAtLeast","param":{"Count":100}}],"costEffects":[{"type":"AddGold","param":{"Count":-100}}],"rewardEffects":[{"type":"AddGold","param":{"Count":250}}],"probability":0.3}]
2 工匠的熔炉 工匠以金币交换防御塔组件。 [{"optionText":"交出 3 个白色组件,获得 50 金币","requirements":[{"type":"CompCountAtLeast","param":{"Count":3,"Rarity":"White"}}],"costEffects":[{"type":"RemoveRandomComps","param":{"Count":3,"Rarity":"White"}}],"rewardEffects":[{"type":"AddGold","param":{"Count":50}}]},{"optionText":"交出 2 个绿色组件,获得 70 金币","requirements":[{"type":"CompCountAtLeast","param":{"Count":2,"Rarity":"Green"}}],"costEffects":[{"type":"RemoveRandomComps","param":{"Count":2,"Rarity":"Green"}}],"rewardEffects":[{"type":"AddGold","param":{"Count":70}}]},{"optionText":"交出 1 个蓝色组件,获得 80 金币","requirements":[{"type":"CompCountAtLeast","param":{"Count":1,"Rarity":"Blue"}}],"costEffects":[{"type":"RemoveRandomComps","param":{"Count":1,"Rarity":"Blue"}}],"rewardEffects":[{"type":"AddGold","param":{"Count":80}}]},{"optionText":"拒绝","rewardEffects":[]}]
3 代价与回报 某种黑暗力量向你索取代价。 [{"optionText":"展示你的防御塔","requirements":[{"type":"TowerCountAtLeast","param":{"Count":2}}],"rewardEffects":[{"type":"AddGold","param":{"Count":50}}]},{"optionText":"离开","rewardEffects":[]}]
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# Id 列1 LevelThemeType BaseHp StartCoin VictoryType VictoryParam RewardGold
# int LevelThemeType int int VictoryType string int
# 关卡号 策划备注 关卡所属主题类型 基地初始生命 初始硬币 胜利条件 胜利参数 奖励金币
1 平原1 Plain 100 100 PhasesCleared 30
2 平原2 Plain 100 100 PhasesCleared 30
3 平原3 Plain 100 100 PhasesCleared 40
4 平原4 Plain 100 100 BossDead 100
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# Id 列1 DurationSeconds EndType EndParam
# int int PhaseEndType string
# 关卡阶段号 策划备注 波次持续时间 波次结束条件 结束参数
1001 平原1.1 60 TimeElapsed 60
1002 平原1.2 60 TimeElapsed 60
1003 平原1.3 60 TimeElapsed 60
1004 平原1.4 60 EnemiesCleared 60
1005 平原1.* 0
2001 平原2.1 60 TimeElapsed 60
2002 平原2.2 60 TimeElapsed 60
2003 平原2.3 60 TimeElapsed 60
2004 平原2.4 60 EnemiesCleared 60
2005 平原2.* 0
3001 平原3.1 60 TimeElapsed 60
3002 平原3.2 60 TimeElapsed 60
3003 平原3.3 60 TimeElapsed 60
3004 平原3.4 60 EnemiesCleared 60
3005 平原3.* 0
4001 平原4.1 60 TimeElapsed 60
4002 平原4.2 60 TimeElapsed 60
4003 平原4.3 60 TimeElapsed 60
4004 平原4.4 60 TimeElapsed 60
4005 平原4.5 0 BossDead
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# Id 列1 SpawnPointId StartTime EntryType EnemyId Count Interval Duration Gap
# int int int EntryType int int float int float
# 阶段条目号 策划备注 敌人出生口Id 相对时间 条目类型 敌人Id 单次出怪数量 出怪间隔 持续时间 单怪出生时间间隔
1001001 1 5 Stream 1 3 5 60 0
1001002 2 5 Burst 1 10 0 0 0.5
1002001 1 3 Stream 1 3 5 60 0
1002002 2 3 Burst 1 10 0 0 0.5
1003001 1 5 Stream 1 3 5 60 0
1003002 2 5 Burst 1 10 0 0 0.5
1004001 1 3 Stream 1 3 5 60 0
1004002 2 3 Burst 1 10 0 0 0.5
1005001 1 5 Stream 1 3 5 60 0
1005002 2 5 Burst 1 10 0 0 0.5
2001001 1 5 Stream 1 3 5 60 0
2002001 1 5 Burst 1 10 0 0 0.5
2003001 1 5 Stream 1 3 5 60 0
2004001 1 5 Burst 1 10 0 0 0.5
2005001 1 5 Stream 1 3 5 60 0
3001001 1 5 Stream 1 3 5 60 0
3001002 2 5 Burst 1 10 0 0 0.5
3002001 1 3 Stream 1 3 5 60 0
3002002 2 3 Burst 1 10 0 0 0.5
3003001 1 5 Stream 1 3 5 60 0
3003002 2 5 Burst 1 10 0 0 0.5
3004001 1 3 Stream 1 3 5 60 0
3004002 2 3 Burst 1 10 0 0 0.5
3005001 1 5 Stream 1 3 5 60 0
3005002 2 5 Burst 1 10 0 0 0.5
4001001 1 5 Stream 1 3 5 60 0
4002001 1 5 Burst 1 10 0 0 0.5
4003001 1 5 Stream 1 3 5 60 0
4004001 1 5 Burst 1 10 0 0 0.5
4005001 1 5 Boss 2 1 5 60 0
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# 枪口表
# Id EntityId Name AttackDamage DamageRandomRate Method Constraint PossibleTag
# int int string int[] float AttackMethodType string TagType[]
# 枪口编号 策划备注 实体Id 枪口名 各品质伤害 伤害浮动 攻击方式 属性约束 可能出现的Tag
# Id 策划备注 EntityId Name AttackDamage DamageRandomRate Method Constraint PossibleTag
# int int string int[] float AttackMethodType Constraint TagType[]
# 枪口编号 策划备注 实体Id 枪口名 各品质伤害 伤害浮动 攻击方式 Constraint 可能出现的Tag
1 101 元素枪口 [20,30,40,50,80] 0.05 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno]
2 101 控制枪口 [30,50,70,90,100] 0.01 NormalBullet [Ice,FreezeMask,Shatter,AbsoluteZero]
3 101 穿透枪口 [50,55,60,80,90] 0.02 NormalBullet [Pierce,Crit,Overpenetrate,Execution]
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# Id 列1 Rarity MinPrice MaxPrice
# int RarityType int int
# 定价编号 策划备注 商品品质 最低价格 最高价格
1 White 10 30
2 Green 50 70
3 Blue 100 120
4 Purple 150 170
5 Red 200 220
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100 主菜单 MenuForm Default False True
101 设置 SettingForm Default False True
102 关于 AboutForm Default False True
201 事件UI EventForm Default False True
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# 武器表
# Id Attack AttackInterval BulletId BulletSpeed BulletSoundId
# int int float int float int
# 武器编号 策划备注 攻击力 攻击间隔 子弹编号 子弹速度 子弹声音编号
30000 玩家武器 100 0.2 50000 20 10000