feat: 新增麻痹异常状态机制

1.  新增麻痹概率属性与相关属性计算方法
2.  为英雄普攻和技能添加麻痹触发逻辑
3.  配置闪电系技能默认30%麻痹概率
4.  更新英雄技能说明与配置参数
This commit is contained in:
pan
2026-08-19 17:05:50 +08:00
parent 5585149b12
commit 54591c78dd
7 changed files with 45 additions and 24 deletions

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@@ -32,6 +32,7 @@ export enum Attrs {
freeze_res = "freeze_res", // 冰冻抗性 freeze_res = "freeze_res", // 冰冻抗性
stun_chance = "stun_chance", // 击晕概率 stun_chance = "stun_chance", // 击晕概率
stun_res = "stun_res", // 击晕抗性 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_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_distance = "knockback_distance", // 击退距离强化
knockback_res = "knockback_res", // 击退抗性 knockback_res = "knockback_res", // 击退抗性

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@@ -150,6 +150,7 @@ export interface SkillConfig {
crt?: number, // 额外暴击率 crt?: number, // 额外暴击率
frz?: number, // 额外冰冻概率 frz?: number, // 额外冰冻概率
stun?: number, // 额外击晕概率 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) bck?: number, // 额外击退强化(击退距离增量)
buff_type?: Attrs, // Buff 类型 (单一职责) 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_* 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; crt?: number;
frz?: number; frz?: number;
stun?: number; stun?: number;
para?: number;
bck?: number; bck?: number;
buff_type?: Attrs; buff_type?: Attrs;
timed_buff_id?: number; timed_buff_id?: number;
@@ -264,8 +266,8 @@ export const SkillSet: Record<number, SkillConfig> = {
}, },
6013: { 6013: {
uuid: 6013, name: "闪电术", sp_name: "fb-7", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", 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, 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, 一定几率暴击, 高阶技能", 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: { 6014: {
uuid: 6014, name: "火球术", sp_name: "fb-1", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", 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<number, SkillConfig> = {
}, },
6106: { 6106: {
uuid: 6106, name: "闪电斩", sp_name: "atk5", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max0", 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, 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",//英雄配置技能的时候可以疲惫触发6013闪电术 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 // 远程群体攻击
6107: { 6107: {
@@ -355,8 +357,8 @@ export const SkillSet: Record<number, SkillConfig> = {
}, },
6111: { 6111: {
uuid: 6111, name: "群体闪电", sp_name: "maxm3", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", 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, 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, 一定几率暴击, 高阶技能", 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 ====== ========================== //============================= ====== 辅助技能 回合技能 ====== ==========================
6301: { 6301: {

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@@ -411,7 +411,7 @@ export interface LvBonusEntry {
export const HeroInfo: Record<number, heroInfo> = { export const HeroInfo: Record<number, heroInfo> = {
// ========== 几何王国复刻英雄5001~5009依据 英雄设计指引.md ========== // ========== 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: { 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, 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: { skills: {
@@ -419,30 +419,30 @@ export const HeroInfo: Record<number, heroInfo> = {
// 大招:群体闪电,独立 cd按英雄等级分档成长 // 大招:群体闪电,独立 cd按英雄等级分档成长
6111: { 6111: {
uuid: 6111, lv: 1, cd: 8, ccd: 0, uuid: 6111, lv: 1, cd: 8, ccd: 0,
overrides: { ap: 250, bck: 30 }, overrides: { ap: 250, bck: 30, para: 40 },
lv_entries: [ lv_entries: [
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 250, bck: 60 } }, { 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 } }, { 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: 7004 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 400, timed_buff_id: 7025, para: 70 } },
], ],
}, },
}, },
atking: { atking: {
6013: [ 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: [ field: [
{ lv: 9, uuids: [{ uuid: 7002, value: 0.15 }] }, { lv: 9, uuids: [{ uuid: 7002, value: 0.15 }] },
], ],
infos: [ infos: [
"解锁闪电术造成攻击力100%的伤害", "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", "解锁群体闪电对敌人造成攻击力250%的伤害并击退3040%概率麻痹",
"电击精通普攻每3次附加击晕≈33%概率)", "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", "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9050%概率麻痹",
"—", "—",
"雷霆万钧群体闪电伤害400%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%", "魔女威压:全队攻击光环+15%",
], ],
@@ -493,11 +493,11 @@ export const HeroInfo: Record<number, heroInfo> = {
// 大招:闪电斩,独立 cd按英雄等级分档成长 // 大招:闪电斩,独立 cd按英雄等级分档成长
6106: { 6106: {
uuid: 6106, lv: 1, cd: 8, ccd: 0, uuid: 6106, lv: 1, cd: 8, ccd: 0,
overrides: { ap: 150 }, overrides: { ap: 150, para: 40 },
lv_entries: [ lv_entries: [
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7006 } }, { 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 } }, { 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 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 200, hit_count: 6, bck: 40, para: 60 } },
], ],
}, },
}, },
@@ -516,12 +516,12 @@ export const HeroInfo: Record<number, heroInfo> = {
], ],
infos: [ infos: [
"解锁攻击造成攻击力100%的伤害", "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%", "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", "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4060%概率麻痹)",
"—", "—",
"攻击强化:攻击触发技能次数+1", "攻击强化:攻击触发技能次数+1",
], ],

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@@ -202,6 +202,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
const stunChance = (damageEvent.Attrs[Attrs.stun_chance] || 0) - TAttrsComp.getFinalStunRes(); const stunChance = (damageEvent.Attrs[Attrs.stun_chance] || 0) - TAttrsComp.getFinalStunRes();
const isStun = !TAttrsComp.isStun() && this.checkChance(stunChance); 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) // ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退)
if (targetView) { if (targetView) {
if (isDot) { if (isDot) {
@@ -242,6 +246,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
smc.vmdata.scores.stun_count++; 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; // 命中附带 debuff如灼烧 DoT仅普攻路径复用友方 timed_buff_id 机制;

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@@ -81,6 +81,7 @@ export class HeroAttrsComp extends ecs.Comp {
freeze_res: number = 0; // 冰冻抗性 freeze_res: number = 0; // 冰冻抗性
stun_chance: number = 0; // 击晕概率 stun_chance: number = 0; // 击晕概率
stun_res: number = 0; // 击晕抗性 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_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_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) 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; 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) */ /** 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 { public getFinalKnockbackChance(): number {
const mods = this.aggregateTimedMods(Attrs.knockback_chance); const mods = this.aggregateTimedMods(Attrs.knockback_chance);
@@ -642,6 +649,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.freeze_res = 0; this.freeze_res = 0;
this.stun_chance = 0; this.stun_chance = 0;
this.stun_res = 0; this.stun_res = 0;
this.paralyze_chance = 0;
this.knockback_chance = 0; this.knockback_chance = 0;
this.knockback_distance = 0; this.knockback_distance = 0;
this.knockback_res = 0; this.knockback_res = 0;

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@@ -122,6 +122,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
mockAttrs.critical = 0; mockAttrs.critical = 0;
mockAttrs.freeze_chance = 0; mockAttrs.freeze_chance = 0;
mockAttrs.stun_chance = 0; mockAttrs.stun_chance = 0;
mockAttrs.paralyze_chance = 0;
mockAttrs.puncture_chance = 0; mockAttrs.puncture_chance = 0;
mockAttrs.fac = FacSet.HERO; mockAttrs.fac = FacSet.HERO;
mockAttrs.type = HType.Long; // 假定为远程,拥有较长索敌范围 mockAttrs.type = HType.Long; // 假定为远程,拥有较长索敌范围

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@@ -220,6 +220,7 @@ export class Skill extends ecs.Entity {
const sCrt = config.crt ?? 0; const sCrt = config.crt ?? 0;
const sFrz = config.frz ?? 0; const sFrz = config.frz ?? 0;
const sStun = config.stun ?? 0; const sStun = config.stun ?? 0;
const sPara = config.para ?? 0;
const sBck = config.bck ?? 0; const sBck = config.bck ?? 0;
const sAp = config.ap; const sAp = config.ap;
const sHit = config.hit_count; 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.critical_damage] = cAttrsComp.getFinalCritDamage();
sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.getFinalFreezeChance() + sFrz; sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.getFinalFreezeChance() + sFrz;
sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.getFinalStunChance() + sStun; 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_chance] = cAttrsComp.getFinalKnockbackChance() + sBck;
sDataCom.Attrs[Attrs.knockback_distance] = cAttrsComp.getFinalKnockbackDistance(); 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 sDataCom.Attrs[Attrs.puncture_chance] = cAttrsComp.getFinalPunctureChance(); // 初始化携带施法者的穿透概率