diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index 882dda5d..ba635c34 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -18,7 +18,6 @@ export enum TGroup { export enum DTType { single = 0, range = 1, - aoe_grid = 2, // 3*3 网格范围攻击,以中路第2、3列为目标 } export enum SkillKind { @@ -293,7 +292,7 @@ export const SkillSet: Record = { }, 6104: { uuid: 6104, name: "开山斧", sp_name: "range2", icon: "Stat_Tripleshot", TGroup: TGroup.Enemy, readyAnm: "blues", endAnm: "", act: "max0", - DTType: DTType.aoe_grid, stun: 0, ap: 300, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + DTType: DTType.range, stun: 0, ap: 300, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, RType: RType.fixed, EType: EType.animationEnd, info: "召唤巨斧劈向前方敌人",//可以附加击晕增强 }, // 刺客/射手群体攻击大招 diff --git a/assets/script/game/common/config/几何王国英雄复刻建议.md b/assets/script/game/common/config/几何王国英雄复刻建议.md index 43af21c1..0eb2cb93 100644 --- a/assets/script/game/common/config/几何王国英雄复刻建议.md +++ b/assets/script/game/common/config/几何王国英雄复刻建议.md @@ -94,7 +94,7 @@ | 英雄 | 缺失机制 | 缺口说明 | |---|---|---| -| 复仇者(流血穿后排) | 目标选择"后排"逻辑 | 本系统 DTType 仅 single/range/aoe_grid,无"优先后排";流血可用 7007 出血替代,但穿透定位失效 | +| 复仇者(流血穿后排) | 目标选择"后排"逻辑 | 本系统 DTType 仅 single/range,无"优先后排";流血可用 7007 出血替代,但穿透定位失效 | | 玉面狐妖 / 神罗战士 / 李白 | 真实伤害 | 无无视防御的伤害类型;可用破甲 7008 + 高 ap 近似,但失去"真伤"特色 | | 潮壮壮 / 海拉 / 沉默 / 疾风忍者 | 沉默、减能 | 无沉默与能量系统 | | 术士 / 爷爷(葫芦爷爷) | 回能、减能、减疗 | 无能量系统与减疗机制 | diff --git a/assets/script/game/common/config/英雄设计指引.md b/assets/script/game/common/config/英雄设计指引.md index 44d3add8..ff6f8580 100644 --- a/assets/script/game/common/config/英雄设计指引.md +++ b/assets/script/game/common/config/英雄设计指引.md @@ -245,7 +245,7 @@ ap:warrior+20 hp:warrior+5 def:warrior+0 skill[0]:6004 攻击(ap100,近战系) -skill[1]_lv1:6104 开山斧(ap300,aoe_grid 6段) +skill[1]_lv1:6104 开山斧(ap300,range 6段) skill[1]_lv3:开山斧 +击晕概率(ap300,stun20) skill[1]_lv5:开山斧 击晕强化+多段(ap350,stun35,hit_count 8) skill[1]_lv7:开山斧 定海神针·必晕(ap400,debuff 7004 击晕) diff --git a/assets/script/game/hero/SCastSystem.ts b/assets/script/game/hero/SCastSystem.ts index 32b39fb3..5c91e964 100644 --- a/assets/script/game/hero/SCastSystem.ts +++ b/assets/script/game/hero/SCastSystem.ts @@ -15,7 +15,6 @@ import { SkillTriggerType } from "../common/config/heroSet"; import { SkillTriggerHelper } from "./SkillTriggerHelper"; import { MissionEconomy } from "../map/MissionEconomy"; import { mLogger } from "../common/Logger"; -import { MissionHeroComp } from "../map/MissionHeroComp"; import { buffManager } from "./BuffManager"; /** @@ -759,26 +758,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate * 解析对敌技能目标点: * - 非范围技能:按施法方向生成目标点 * - range 范围技能:优先前排敌人位置 - * - aoe_grid 范围技能:以中路第2或第3列为目标(若存在敌人优先第2列,否则第3列;这里简化为直接返回第2列中路的固定坐标,或者根据情况处理) */ private resolveEnemyCastTargetPos(config: SkillConfig, heroAttrs: HeroAttrsComp, heroView: HeroViewComp, nearestEnemy: HeroViewComp, maxRange: number): Vec3 | null { - if (config.DTType === DTType.aoe_grid) { - const isHero = heroAttrs.fac === FacSet.HERO; - if (isHero) { - // 怪物已改为从 X=400 出生后动态向左推进,不再有固定列阵型。 - // aoe_grid 直接以最近敌人的真实位置作为目标点, - // 由技能自身的范围半径负责命中附近的怪物集群。 - if (nearestEnemy?.node) { - return nearestEnemy.node.position.clone(); - } - return null; - } else { - // 怪物打英雄:以英雄编队中排基准点为 AOE 目标 - // (英雄已改为按职业优先级从最右向左排队,中排 -260 即队伍中部) - return MissionHeroComp.HERO_ROW_MID.clone(); - } - } - if (config.RType === RType.bezier) { return nearestEnemy.node?.position.clone() ?? null; } diff --git a/docs/superpowers/plans/2026-06-20-config-editor-foundation.md b/docs/superpowers/plans/2026-06-20-config-editor-foundation.md index caec5b59..d27fedc7 100644 --- a/docs/superpowers/plans/2026-06-20-config-editor-foundation.md +++ b/docs/superpowers/plans/2026-06-20-config-editor-foundation.md @@ -254,7 +254,7 @@ export const ENUMS: Record = { { label: '自身 Self', value: 0 }, { label: '友方含己 Ally', value: 1 }, { label: '友方 Team', value: 2 }, { label: '敌方 Enemy', value: 3 }, { label: '全体 All', value: 4 } ] }, DTType: { qualifier: 'DTType', members: [ - { label: '单体 single', value: 0 }, { label: '范围 range', value: 1 }, { label: '3x3 aoe_grid', value: 2 } ] }, + { label: '单体 single', value: 0 }, { label: '范围 range', value: 1 } ] }, SkillKind: { qualifier: 'SkillKind', members: [ { label: '伤害 Damage', value: 0 }, { label: '治疗 Heal', value: 1 }, { label: '护盾 Shield', value: 2 }, { label: '辅助 Support', value: 3 }, { label: '金币 Gold', value: 4 } ] },