diff --git a/assets/script/game/common/config/HeroAttrs.ts b/assets/script/game/common/config/HeroAttrs.ts index b80fd213..e1bd04ae 100644 --- a/assets/script/game/common/config/HeroAttrs.ts +++ b/assets/script/game/common/config/HeroAttrs.ts @@ -32,6 +32,7 @@ export enum Attrs { freeze_res = "freeze_res", // 冰冻抗性 stun_chance = "stun_chance", // 击晕概率 stun_res = "stun_res", // 击晕抗性 + paralyze_chance = "paralyze_chance", // 麻痹概率(百分点,雷电技能默认附带 30) knockback_chance = "knockback_chance", // 击退强化(原击退概率,现转换为击退距离增量) knockback_distance = "knockback_distance", // 击退距离强化 knockback_res = "knockback_res", // 击退抗性 diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index fa32bad0..33c6e892 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -150,6 +150,7 @@ export interface SkillConfig { crt?: number, // 额外暴击率 frz?: number, // 额外冰冻概率 stun?: number, // 额外击晕概率 + para?: number, // 额外麻痹概率(雷电系技能默认 30) bck?: number, // 额外击退强化(击退距离增量) buff_type?: Attrs, // Buff 类型 (单一职责) timed_buff_id?: number, // 计时性 buff 配置 id(指向 BuffList),存在时走 buffManager 而非永久 add_* @@ -168,6 +169,7 @@ export interface SkillOverrides { crt?: number; frz?: number; stun?: number; + para?: number; bck?: number; buff_type?: Attrs; timed_buff_id?: number; @@ -264,8 +266,8 @@ export const SkillSet: Record = { }, 6013: { uuid: 6013, name: "闪电术", sp_name: "fb-7", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", - DTType: DTType.single, stun: 0, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, - RType: RType.fixedEnd, EType: EType.collision, info: "造成攻击力100%的伤害, 一定几率暴击, 高阶技能", + DTType: DTType.single, stun: 0, para: 30, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.fixedEnd, EType: EType.collision, info: "造成攻击力100%的伤害, 30%概率麻痹, 高阶技能", }, 6014: { uuid: 6014, name: "火球术", sp_name: "fb-1", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", @@ -327,8 +329,8 @@ export const SkillSet: Record = { }, 6106: { uuid: 6106, name: "闪电斩", sp_name: "atk5", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max0", - DTType: DTType.single, ap: 150, hit_count: 5, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, - RType: RType.bezier, EType: EType.collision, info: "对周围的敌人造成攻击力150%的伤害",//英雄配置技能的时候,可以疲惫触发6013闪电术 + DTType: DTType.single, para: 30, ap: 150, hit_count: 5, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, + RType: RType.bezier, EType: EType.collision, info: "对周围的敌人造成攻击力150%的伤害, 30%概率麻痹",//英雄配置技能的时候,可以疲惫触发6013闪电术 }, // 远程群体攻击 6107: { @@ -355,8 +357,8 @@ export const SkillSet: Record = { }, 6111: { uuid: 6111, name: "群体闪电", sp_name: "maxm3", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", - DTType: DTType.single, stun: 0, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, - RType: RType.fixedEnd, EType: EType.collision, info: "造成攻击力100%的伤害, 一定几率暴击, 高阶技能", + DTType: DTType.single, stun: 0, para: 30, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.fixedEnd, EType: EType.collision, info: "造成攻击力100%的伤害, 30%概率麻痹, 高阶技能", }, //============================= ====== 辅助技能 回合技能 ====== ========================== 6301: { diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index f7457636..9f2e618d 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -411,7 +411,7 @@ export interface LvBonusEntry { export const HeroInfo: Record = { // ========== 几何王国复刻英雄(5001~5009,依据 英雄设计指引.md) ========== - // 5001 紫电魔女 — atking 击晕 + 大招 6111 群体闪电(击退/击晕)+ 攻击光环(深渊女王复刻) + // 5001 紫电魔女 — atking 麻痹 + 大招 6111 群体闪电(击退/麻痹)+ 攻击光环(深渊女王复刻) 5001: { uuid: 5001, name: "紫电魔女", path: "hm1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 5, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def, skills: { @@ -419,30 +419,30 @@ export const HeroInfo: Record = { // 大招:群体闪电,独立 cd,按英雄等级分档成长 6111: { uuid: 6111, lv: 1, cd: 8, ccd: 0, - overrides: { ap: 250, bck: 30 }, + overrides: { ap: 250, bck: 30, para: 40 }, lv_entries: [ - { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 250, bck: 60 } }, - { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 300, bck: 90, timed_buff_id: 7005 } }, - { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 400, timed_buff_id: 7004 } }, + { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 250, bck: 60, para: 40 } }, + { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 300, bck: 90, timed_buff_id: 7005, para: 50 } }, + { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 400, timed_buff_id: 7025, para: 70 } }, ], }, }, atking: { 6013: [ - { lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { timed_buff_id: 7004 } }, + { lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { para: 100 } }, ], }, field: [ { lv: 9, uuids: [{ uuid: 7002, value: 0.15 }] }, ], infos: [ - "解锁闪电术:造成攻击力100%的伤害", - "解锁群体闪电:对敌人造成攻击力250%的伤害并击退30", - "电击精通:普攻每3次附加击晕(≈33%概率)", + "解锁闪电术:造成攻击力100%的伤害,30%概率麻痹", + "解锁群体闪电:对敌人造成攻击力250%的伤害并击退30,40%概率麻痹", + "电击精通:普攻每3次必定麻痹目标", "群体闪电强化:击退提升至60", - "雷暴领域:群体闪电附带中毒,伤害300%且击退90", + "雷暴领域:群体闪电附带中毒,伤害300%且击退90,50%概率麻痹", "—", - "雷霆万钧:群体闪电伤害400%且命中附加击晕", + "雷霆万钧:群体闪电伤害400%,命中附加麻痹(70%概率)", "—", "魔女威压:全队攻击光环+15%", ], @@ -493,11 +493,11 @@ export const HeroInfo: Record = { // 大招:闪电斩,独立 cd,按英雄等级分档成长 6106: { uuid: 6106, lv: 1, cd: 8, ccd: 0, - overrides: { ap: 150 }, + overrides: { ap: 150, para: 40 }, lv_entries: [ - { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7006 } }, - { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, timed_buff_id: 7006, buff_value: -15 } }, - { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 200, hit_count: 6, bck: 40 } }, + { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7006, para: 40 } }, + { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, timed_buff_id: 7006, buff_value: -15, para: 50 } }, + { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 200, hit_count: 6, bck: 40, para: 60 } }, ], }, }, @@ -516,12 +516,12 @@ export const HeroInfo: Record = { ], infos: [ "解锁攻击:造成攻击力100%的伤害", - "解锁闪电斩:对周围敌人造成攻击力150%的伤害", + "解锁闪电斩:对周围敌人造成攻击力150%的伤害,40%概率麻痹", "三十六烦恼凤:入场释放高伤剑气(攻击力500%)", "闪电斩强化:命中降低敌方攻击", - "罗生门:受击每4次获得2层护盾,闪电斩伤害180%且减攻强化", + "罗生门:受击每4次获得2层护盾,闪电斩伤害180%且减攻强化(50%概率麻痹)", "—", - "炼狱鬼斩:闪电斩伤害200%,6命中并击退40", + "炼狱鬼斩:闪电斩伤害200%,6命中并击退40(60%概率麻痹)", "—", "攻击强化:攻击触发技能次数+1", ], diff --git a/assets/script/game/hero/HeroAtkSystem.ts b/assets/script/game/hero/HeroAtkSystem.ts index 8feeb91a..eda7a215 100644 --- a/assets/script/game/hero/HeroAtkSystem.ts +++ b/assets/script/game/hero/HeroAtkSystem.ts @@ -202,6 +202,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda const stunChance = (damageEvent.Attrs[Attrs.stun_chance] || 0) - TAttrsComp.getFinalStunRes(); const isStun = !TAttrsComp.isStun() && this.checkChance(stunChance); + // 麻痹判定(无麻痹抗性,仅按概率) + const paralyzeChance = damageEvent.Attrs[Attrs.paralyze_chance] || 0; + const isParalyze = !TAttrsComp.isParalyze() && this.checkChance(paralyzeChance); + // ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退) if (targetView) { if (isDot) { @@ -242,6 +246,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda smc.vmdata.scores.stun_count++; } } + if (isParalyze) { + TAttrsComp.toParalyze(); + } } // 命中附带 debuff(如灼烧 DoT):仅普攻路径,复用友方 timed_buff_id 机制; diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index 6d60d87d..34b89e77 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -81,6 +81,7 @@ export class HeroAttrsComp extends ecs.Comp { freeze_res: number = 0; // 冰冻抗性 stun_chance: number = 0; // 击晕概率 stun_res: number = 0; // 击晕抗性 + paralyze_chance: number = 0; // 麻痹概率(雷电技能默认 para=30,此处为基础/光环加成) knockback_chance: number = 0; // 击退强化(原击退概率,现转换为击退距离增量) knockback_distance: number = 0; // 击退距离强化 knockback_res: number = 0; // 击退抗性(削减击退距离增量) @@ -459,6 +460,12 @@ export class HeroAttrsComp extends ecs.Comp { return base + mods.flatSum + mods.pctSum; } + /** 最终麻痹概率 = 基础 + 限时修饰(加法模型),雷电技能默认再叠加技能自身 para=30 */ + public getFinalParalyzeChance(): number { + const mods = this.aggregateTimedMods(Attrs.paralyze_chance); + return this.paralyze_chance + mods.flatSum + mods.pctSum; + } + /** 最终击退强化 = 基础击退强化 + 限时修饰(加法模型,转换为击退距离增量) */ public getFinalKnockbackChance(): number { const mods = this.aggregateTimedMods(Attrs.knockback_chance); @@ -642,6 +649,7 @@ export class HeroAttrsComp extends ecs.Comp { this.freeze_res = 0; this.stun_chance = 0; this.stun_res = 0; + this.paralyze_chance = 0; this.knockback_chance = 0; this.knockback_distance = 0; this.knockback_res = 0; diff --git a/assets/script/game/hero/SCastSystem.ts b/assets/script/game/hero/SCastSystem.ts index af809d37..5bcd1330 100644 --- a/assets/script/game/hero/SCastSystem.ts +++ b/assets/script/game/hero/SCastSystem.ts @@ -122,6 +122,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate mockAttrs.critical = 0; mockAttrs.freeze_chance = 0; mockAttrs.stun_chance = 0; + mockAttrs.paralyze_chance = 0; mockAttrs.puncture_chance = 0; mockAttrs.fac = FacSet.HERO; mockAttrs.type = HType.Long; // 假定为远程,拥有较长索敌范围 diff --git a/assets/script/game/skill/Skill.ts b/assets/script/game/skill/Skill.ts index c50b0d32..3530fc34 100644 --- a/assets/script/game/skill/Skill.ts +++ b/assets/script/game/skill/Skill.ts @@ -220,6 +220,7 @@ export class Skill extends ecs.Entity { const sCrt = config.crt ?? 0; const sFrz = config.frz ?? 0; const sStun = config.stun ?? 0; + const sPara = config.para ?? 0; const sBck = config.bck ?? 0; const sAp = config.ap; const sHit = config.hit_count; @@ -228,6 +229,7 @@ export class Skill extends ecs.Entity { sDataCom.Attrs[Attrs.critical_damage] = cAttrsComp.getFinalCritDamage(); sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.getFinalFreezeChance() + sFrz; sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.getFinalStunChance() + sStun; + sDataCom.Attrs[Attrs.paralyze_chance] = cAttrsComp.getFinalParalyzeChance() + sPara; sDataCom.Attrs[Attrs.knockback_chance] = cAttrsComp.getFinalKnockbackChance() + sBck; sDataCom.Attrs[Attrs.knockback_distance] = cAttrsComp.getFinalKnockbackDistance(); sDataCom.Attrs[Attrs.puncture_chance] = cAttrsComp.getFinalPunctureChance(); // 初始化携带施法者的穿透概率