refactor: 重构护盾机制为数值减免型
1. 调整护盾逻辑:从单次抵挡改为按伤害量减免 2. 更新配置、注释与UI提示文本,统一术语表述 3. 修复prefab布局适配新的护盾显示样式
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@@ -44,6 +44,7 @@ export enum FightSet {
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SKILL_CAST_DELAY = 0.15,
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CSKILL_START_X = -340,
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CSKILL_START_Y = 30,
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/** 护盾数值上限(数值减免型:1 点护盾吸收 1 点伤害) */
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SHIELD_MAX = 5,
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WAVE_HEAL_RATE = 0.4, // 回合结束时所有英雄恢复最大生命值的比例(与 DDA 放水兜底分层:回血保节奏,放水防崩盘)
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PUNCTURE_DOWN = 50,
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@@ -1185,7 +1185,8 @@ function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | un
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case SkillKind.Heal:
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return ((config.ap || 0) / 100) * apEff * weights.W_heal;
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case SkillKind.Shield:
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return (config.ap || 0) * weights.expectedEnemyDmg * weights.W_shield;
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// 护盾为数值减免型:1 点护盾 ≈ 1 点预期伤害减免
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return (config.ap || 0) * weights.W_shield;
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case SkillKind.Support:
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return calcSupportEffectValue(config, apEff, cd, seconds);
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default:
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