chore: 停用风怒机制并移除相关所有代码

全面移除游戏中风怒相关的所有内容,包括属性、技能、天赋、成就、UI展示、配置数据和结算逻辑,清理所有残留的风怒机制代码和配置项。
This commit is contained in:
panFD
2026-08-24 23:48:40 +08:00
parent 2fc085c3aa
commit 8ce83dc5e2
17 changed files with 680 additions and 49 deletions

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@@ -153,7 +153,8 @@ export class SingletonModuleComp extends ecs.Comp {
score: 0, // 基础得分
// 战斗统计
crt_count: 0, // 暴击次数
wf_count: 0, // 风怒次数
// 风怒机制已停用: 风怒次数统计已移除
// wf_count: 0, // 风怒次数
dod_count: 0, // 闪避次数
back_count: 0, // 击退次数
stun_count: 0, // 击晕次数
@@ -228,7 +229,8 @@ export class SingletonModuleComp extends ecs.Comp {
this.vmdata.scores = {
score: 0,
crt_count: 0,
wf_count: 0,
// 风怒机制已停用: 风怒次数统计已移除
// wf_count: 0,
dod_count: 0,
back_count: 0,
stun_count: 0,

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@@ -180,6 +180,8 @@ export const BuffList: Record<number, BuffConfig> = {
modifiers: [{ attr: Attrs.speed, op: ModOp.PercentAdd, value: 40 }],
info: "攻击速度提升 40%,持续 5 秒",
},
// 风怒机制已停用: 7016 风怒爆发 buff 已移除
/*
// 风怒强化(限时,按概率百分点)
7016: {
id: 7016, name: "风怒爆发", icon: "Stat_CriticalComboChance",
@@ -187,6 +189,7 @@ export const BuffList: Record<number, BuffConfig> = {
modifiers: [{ attr: Attrs.wfuny, op: ModOp.PercentAdd, value: 20 }],
info: "风怒概率提升 20%,持续 5 秒",
},
*/
// 击晕概率强化(限时)
7017: {
id: 7017, name: "击晕爆发", icon: "Stat_Stun_01",

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@@ -38,7 +38,8 @@ const EquipRawList: EquipRawData[] = [
{ uuid: 8705, card_lv: 1, icon: "Bow-FA_WP_Main_Bow_003_WoodGreen", name: "暴伤加成", info: "全体暴击伤害+20%", field: [{ uuid: 7005, value: 0.2 }] },
{ uuid: 8706, card_lv: 1, icon: "Crossbow-FA_WP_Main_Crossbow_001_WoodWhite", name: "攻速加成", info: "全体攻击速度+10%", field: [{ uuid: 7006, value: 0.1 }] },
{ uuid: 8707, card_lv: 1, icon: "Chest-FA_Chest_014_Gray", name: "生命加成", info: "全体最大生命+10%", field: [{ uuid: 7007, value: 0.1 }] },
{ uuid: 8708, card_lv: 1, icon: "Wand-FA_WP_Main_Wand_001_GrayGreen", name: "风怒加成", info: "全体风怒概率+10%", field: [{ uuid: 7008, value: 0.1 }] },
// 风怒机制已停用: 8708 风怒加成卡已移除
// { uuid: 8708, card_lv: 1, icon: "Wand-FA_WP_Main_Wand_001_GrayGreen", name: "风怒加成", info: "全体风怒概率+10%", field: [{ uuid: 7008, value: 0.1 }] },
{ uuid: 8709, card_lv: 1, icon: "Spear-FA_WP_Main_Spear_004_WoodBlue", name: "穿刺加成", info: "全体穿刺概率+10%", field: [{ uuid: 7009, value: 0.1 }] },
{ uuid: 8712, card_lv: 1, icon: "Spear-FA_WP_Main_Spear_004_WoodBlue", name: "破甲加成", info: "全体穿透后伤害+10%", field: [{ uuid: 7020, value: 0.1 }] },
// 多词条装备
@@ -52,7 +53,8 @@ const EquipRawList: EquipRawData[] = [
{ uuid: 8755, card_lv: 2, icon: "Bow-FA_WP_Main_Bow_010_Blue", name: "暴伤加成", info: "全体暴击伤害+40%", field: [{ uuid: 7005, value: 0.4 }] },
{ uuid: 8756, card_lv: 2, icon: "Crossbow-FA_WP_Main_Crossbow_004_Gray", name: "攻速加成", info: "全体攻击速度+20%", field: [{ uuid: 7006, value: 0.2 }] },
{ uuid: 8757, card_lv: 2, icon: "Chest-FA_Chest_014_BlueGold", name: "生命加成", info: "全体最大生命+20%", field: [{ uuid: 7007, value: 0.2 }] },
{ uuid: 8758, card_lv: 2, icon: "Wand-FA_WP_Main_Wand_003_BlueWood", name: "风怒加成", info: "全体风怒概率+20%", field: [{ uuid: 7008, value: 0.2 }] },
// 风怒机制已停用: 8758 风怒加成卡已移除
// { uuid: 8758, card_lv: 2, icon: "Wand-FA_WP_Main_Wand_003_BlueWood", name: "风怒加成", info: "全体风怒概率+20%", field: [{ uuid: 7008, value: 0.2 }] },
{ uuid: 8759, card_lv: 2, icon: "Spear-FA_WP_Main_Spear_007_GraySkyblue", name: "穿刺加成", info: "全体穿刺概率+20%", field: [{ uuid: 7009, value: 0.2 }] },
{ uuid: 8763, card_lv: 2, icon: "Spear-FA_WP_Main_Spear_007_GraySkyblue", name: "破甲加成", info: "全体穿透后伤害+20%", field: [{ uuid: 7020, value: 0.2 }] },
// 多词条装备
@@ -66,7 +68,8 @@ const EquipRawList: EquipRawData[] = [
{ uuid: 8805, card_lv: 3, icon: "Bow-FA_WP_Main_Bow_010_Gold", name: "暴伤加成", info: "全体暴击伤害+60%", field: [{ uuid: 7005, value: 0.6 }] },
{ uuid: 8806, card_lv: 3, icon: "Crossbow-FA_WP_Main_Crossbow_005_WoodGold", name: "攻速加成", info: "全体攻击速度+30%", field: [{ uuid: 7006, value: 0.3 }] },
{ uuid: 8807, card_lv: 3, icon: "Chest-FA_Chest_015_RedGold", name: "生命加成", info: "全体最大生命+30%", field: [{ uuid: 7007, value: 0.3 }] },
{ uuid: 8808, card_lv: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "风怒加成", info: "全体风怒概率+30%", field: [{ uuid: 7008, value: 0.3 }] },
// 风怒机制已停用: 8808 风怒加成卡已移除
// { uuid: 8808, card_lv: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "风怒加成", info: "全体风怒概率+30%", field: [{ uuid: 7008, value: 0.3 }] },
{ uuid: 8809, card_lv: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "穿刺加成", info: "全体穿刺概率+30%", field: [{ uuid: 7009, value: 0.3 }] },
{ uuid: 8817, card_lv: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "破甲加成", info: "全体穿透后伤害+30%", field: [{ uuid: 7020, value: 0.3 }] },
// 触发次数强化

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@@ -40,7 +40,8 @@ export enum Attrs {
invincible_time = "invincible_time",// 无敌时间
puncture_chance = "puncture_chance", // 穿透概率
puncture_dmg_bonus = "puncture_dmg_bonus", // 穿透后伤害增量(百分点;最终穿透系数 = PUNCTURE_DMG_RATIO * (1 + bonus/100))
wfuny = "wfuny", // 风怒
// 风怒机制已停用: Attrs.wfuny 枚举项已停用
// wfuny = "wfuny", // 风怒
vulnerable_res = "vulnerable_res", // 易伤抗性(百分比减免易伤附加伤害)
paralyze_power = "paralyze_power", // 麻痹强化(百分点;提升麻痹对技能 CD 的减速量,累计达 100 则 CD 停止增长)
heal_power = "heal_power", // 治疗强化(百分点;放大该英雄施放技能的治疗量,辅助专精天赋写入)
@@ -55,7 +56,8 @@ export interface GameScoreStats {
// 战斗统计
crt_count: number; // 暴击次数
wf_count: number; // 风怒次数
// 风怒机制已停用: 风怒次数统计已移除
// wf_count: number; // 风怒次数
dod_count: number; // 闪避次数
stun_count: number; // 击晕次数
freeze_count: number; // 冰冻次数

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@@ -83,6 +83,8 @@ export const HighlightSet: Record<HighlightType, HighlightConfig> = {
{ uuid: 9035, level: 5, threshold: 100, scoreBonus: 300, title: "绝对防御", desc: "格挡100次" },
]
},
// 风怒机制已停用: WindStorm 风怒系列成就已移除
/*
[HighlightType.WindStorm]: {
type: HighlightType.WindStorm,
icon: "⚡",
@@ -94,6 +96,7 @@ export const HighlightSet: Record<HighlightType, HighlightConfig> = {
{ uuid: 9045, level: 5, threshold: 70, scoreBonus: 300, title: "神速幻影", desc: "风怒70次" },
]
},
*/
[HighlightType.OneHitKill]: {
type: HighlightType.OneHitKill,
icon: "🎯",

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@@ -41,7 +41,8 @@ const ItemCardData: ItemCardRaw[] = [
{ uuid: 9104, skill: 6505, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "击退药水", info: "全体友方击退距离提升", cost: 0, weight: 12 },
{ uuid: 9105, skill: 6506, icon: "Sub_Item-FA_WP_Sub_Potion_001_Blue", name: "穿透药水", info: "全体友方穿透概率提升", cost: 0, weight: 12 },
{ uuid: 9106, skill: 6507, icon: "Sub_Item-FA_WP_Sub_Potion_001_Red", name: "攻速药水", info: "全体友方攻击速度提升", cost: 0, weight: 15 },
{ uuid: 9107, skill: 6508, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "风怒药水", info: "全体友方风怒概率提升", cost: 0, weight: 12 },
// 风怒机制已停用: 9107 风怒药水已移除
// { uuid: 9107, skill: 6508, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "风怒药水", info: "全体友方风怒概率提升", cost: 0, weight: 12 },
{ uuid: 9108, skill: 6509, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "击晕药水", info: "全体友方击晕概率提升", cost: 0, weight: 12 },
{ uuid: 9109, skill: 6510, icon: "Sub_Item-FA_WP_Sub_Potion_001_Blue", name: "击晕抗性药水", info: "全体友方击晕抗性提升", cost: 4, weight: 10 },
{ uuid: 9110, skill: 6511, icon: "Sub_Item-FA_WP_Sub_Potion_001_Blue", name: "冰冻抗性药水", info: "全体友方冰冻抗性提升", cost: 4, weight: 10 },

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@@ -5,7 +5,8 @@
export const ScoreWeights = {
// ========== 战斗行为权重 ==========
CRT_KILL: 5, // 每次暴击得分
WF_TRIGGER: 10, // 每次风怒得分
// 风怒机制已停用: 每次风怒得分已移除
// WF_TRIGGER: 10, // 每次风怒得分
DODGE_SUCCESS: 20, // 每次闪避得分
BACK_SUCCESS: 5, // 每次击退得分
STUN_SUCCESS: 8, // 每次击晕得分

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@@ -89,11 +89,11 @@ export const SkillDescSet: Record<number, SkillDescConfig> = {
verb: "穿刺概率", unit: "%", permField: "ap",
templPerm: "{target}{verb}永久+{value}{unit}",
},
// 6409 风怒强化:ap = 风怒次数
6409: {
verb: "风怒次数", unit: "次", permField: "ap",
templPerm: "{target}{verb}永久+{value}{unit}",
},
// 风怒机制已停用: 6409 风怒强化描述已移除
// 6409: {
// verb: "风怒次数", unit: "次", permField: "ap",
// templPerm: "{target}{verb}永久+{value}{unit}",
// },
// 6501 复活:ap = 复活生命值百分比
6501: {
verb: "", unit: "", permField: "ap",
@@ -203,11 +203,14 @@ export const SkillDescSet: Record<number, SkillDescConfig> = {
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
// 风怒机制已停用: 6508 风怒爆发描述已移除
/*
6508: {
verb: "风怒概率提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
*/
6509: {
verb: "击晕概率提升", unit: "%", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
@@ -262,7 +265,8 @@ export const FieldDescSet: Record<number, FieldDescConfig> = {
[FieldSkillType.HeroCritDamage]: { verb: "全体暴击伤害", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroSpeed]: { verb: "全体攻击速度", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroHp]: { verb: "全体最大生命", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroWindFury]: { verb: "全体风怒概率", fmt: FieldValueFmt.Percent },
// 风怒机制已停用: 风怒光环描述已移除(FieldSkillType.HeroWindFury 枚举已停用)
// [FieldSkillType.HeroWindFury]: { verb: "全体风怒概率", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroPuncture]: { verb: "全体穿刺概率", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroPunctureDmg]: { verb: "全体穿透后伤害", fmt: FieldValueFmt.Percent },
[FieldSkillType.AtkCount]: { verb: "攻击触发技能次数", fmt: FieldValueFmt.Int },

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@@ -385,11 +385,14 @@ export const SkillSet: Record<number, SkillConfig> = {
DTType: DTType.single, kind: SkillKind.Support, ap: 20, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_chance, timed_buff_id: 7014, info: "全体友方穿透概率限时提升, 持续5秒",
},
// 风怒机制已停用: 6409 风怒强化技能已移除
/*
6409: {
uuid: 6409, name: "风怒强化", sp_name: "buff_wind", icon: "Stat_CriticalComboChance", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.wfuny, timed_buff_id: 7016, info: "全体友方风怒概率限时提升, 持续5秒",
},
*/
6410: {
uuid: 6410, name: "冰冻强化", sp_name: "buff_wind", icon: "Stat_Freeze", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
@@ -443,11 +446,14 @@ export const SkillSet: Record<number, SkillConfig> = {
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.speed, timed_buff_id: 7015, info: "全体友方攻击速度提升40%, 持续5秒",
},
// 风怒机制已停用: 6508 风怒爆发技能已移除
/*
6508: {
uuid: 6508, name: "风怒爆发", sp_name: "buff_wind", icon: "Stat_CriticalComboChance", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.wfuny, timed_buff_id: 7016, info: "全体友方风怒概率提升20%, 持续5秒",
},
*/
6509: {
uuid: 6509, name: "击晕爆发", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
@@ -488,7 +494,8 @@ export enum FieldSkillType {
HeroSpeed = 12, // 英雄攻击速度加成
// ---- 13~18 由 TalentSet 迁移而来,统一为驻场口径 ----
HeroHp = 16, // 英雄最大生命光环
HeroWindFury = 17, // 英雄风怒概率加成
// 风怒机制已停用: 英雄风怒概率光环已移除
// HeroWindFury = 17, // 英雄风怒概率加成
HeroPuncture = 18, // 英雄穿刺概率加成
AtkCount = 19, // 攻击触发技能次数提升
BeAtkCount = 20, // 被攻击触发技能次数提升
@@ -518,7 +525,8 @@ export const FieldSkillSet: Record<number, FieldSkillConfig> = {
7005: { uuid: 7005, name: "暴伤光环", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, info: "英雄暴击伤害提升" },
7006: { uuid: 7006, name: "攻速光环", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, info: "英雄攻击速度提升" },
7007: { uuid: 7007, name: "生命光环", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, info: "英雄最大生命提升" },
7008: { uuid: 7008, name: "风怒光环", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, info: "英雄风怒概率提升" },
// 风怒机制已停用: 7008 风怒光环已移除
// 7008: { uuid: 7008, name: "风怒光环", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, info: "英雄风怒概率提升" },
7009: { uuid: 7009, name: "穿刺光环", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, info: "英雄穿刺概率提升" },
7014: { uuid: 7014, name: "召唤强化", icon: "Stat_UnitSummonIncrease_02", type: FieldSkillType.SummonCount, info: "召唤触发技能次数提升" },

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@@ -113,11 +113,14 @@ export const TalentSet: Record<number, TalentConfig> = {
bonuses: [{ attr: Attrs.knockback_distance, mode: TalentValueMode.Flat, per_lv: 10 }],
max_lv: 5,
},
// 风怒机制已停用: 9008 风怒强化天赋已移除
/*
9008: {
uuid: 9008, name: "风怒强化", info: "所有英雄风怒率 +{value}%",
bonuses: [{ attr: Attrs.wfuny, mode: TalentValueMode.Flat, per_lv: 2 }],
max_lv: 5,
},
*/
// ==================== 专精天赋(9101-9199,按职业过滤 + 前置要求) ====================
// 坦克专精:前置 防御强化 Lv3 → 坦克大量防御 + 生命

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@@ -266,7 +266,8 @@ export const TriggerSkillNameSet: Record<string, Record<number, string>> = {
7005: "暴伤光环", // 英雄暴击伤害提升
7006: "攻速光环", // 英雄攻击速度提升
7007: "生命光环", // 英雄最大生命提升
7008: "风怒光环", // 英雄风怒概率提升
// 风怒机制已停用: 7008 风怒光环名称已移除
// 7008: "风怒光环", // 英雄风怒概率提升
7009: "穿刺光环", // 英雄穿刺概率提升
},
}
@@ -1353,7 +1354,8 @@ function calcFieldSkillValue(fs: FieldSkillConfig, value: number, hpEff: number,
case FieldSkillType.HeroCritDamage:
return value * dps * scopeMul * 0.05 * weights.W_DPS_PER_SEC * seconds;
case FieldSkillType.HeroStun:
case FieldSkillType.HeroWindFury:
// 风怒机制已停用: 强度评估不再计算风怒光环
// case FieldSkillType.HeroWindFury:
case FieldSkillType.HeroPuncture:
case FieldSkillType.HeroPunctureDmg:
return value * scopeMul * weights.W_control * 100;

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@@ -88,7 +88,8 @@ export class HeroAttrsComp extends ecs.Comp {
critical_damage: number = 0; // 额外暴击伤害(与 Attrs.critical_damage 同名,供 add_special_attr 动态累加)
puncture_chance: number = 0; // 穿透概率
puncture_dmg_bonus: number = 0; // 穿透后伤害增量(百分点,乘算加成)
wfuny: number = 0; // 风怒
// 风怒机制已停用: wfuny 属性字段已停用
// wfuny: number = 0; // 风怒
vulnerable_res: number = 0; // 易伤抗性(百分比减免易伤附加伤害)
heal_power: number = 0; // 治疗强化(百分点;放大该英雄施放技能的治疗量,辅助专精天赋写入)
buff_power: number = 0; // buff 强化(百分点;放大该英雄施加的友方 buff 数值,辅助专精天赋写入)
@@ -329,11 +330,12 @@ export class HeroAttrsComp extends ecs.Comp {
return this.stun_chance + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroStun);
}
/** 英雄实时风怒概率 = 基础风怒 + 驻场风怒。 */
public getRuntimeWindFury(): number {
if (this.fac !== FacSet.HERO) return this.wfuny;
return this.wfuny + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroWindFury);
}
// 风怒机制已停用: 实时风怒概率计算方法已停用(依赖已停用的 wfuny 字段与 FieldSkillType.HeroWindFury)
// /** 英雄实时风怒概率 = 基础风怒 + 驻场风怒。 */
// public getRuntimeWindFury(): number {
// if (this.fac !== FacSet.HERO) return this.wfuny;
// return this.wfuny + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroWindFury);
// }
/** 英雄实时穿透概率 = 基础穿透 + 驻场穿透。 */
public getRuntimePunctureChance(): number {
@@ -501,13 +503,6 @@ export class HeroAttrsComp extends ecs.Comp {
return base + mods.flatSum + mods.pctSum;
}
/** 最终风怒概率 = 驻场实时风怒 + 限时修饰(加法模型) */
public getFinalWindFury(): number {
const base = this.getRuntimeWindFury();
const mods = this.aggregateTimedMods(Attrs.wfuny);
return base + mods.flatSum + mods.pctSum;
}
/** 最终暴击抗性 = 基础 + 限时修饰(加法模型) */
public getFinalCriticalRes(): number {
const mods = this.aggregateTimedMods(Attrs.critical_res);
@@ -660,7 +655,8 @@ export class HeroAttrsComp extends ecs.Comp {
this.invincible_time = 0;
this.puncture_chance = 0;
this.puncture_dmg_bonus = 0;
this.wfuny = 0;
// 风怒机制已停用: 升级重算不再重置风怒
// this.wfuny = 0;
this.vulnerable_res = 0;
this.heal_power = 0;
this.buff_power = 0;

View File

@@ -73,13 +73,13 @@ export class HeroMoreCom extends Component {
/** 穿透率附加值 */
@property(Label)
private puncture_plus_label: Label = null;
/** 风怒率总值(百分点) */
@property(Label)
private wfuny_all_label: Label = null;
/** 风怒率附加值 */
@property(Label)
private wfuny_plus_label: Label = null;
/** 技能描述富文本(全档位合并,数值高亮) */
// 风怒机制已停用: 风怒率展示字段已停用
// /** 风怒率总值(百分点) */
// @property(Label)
// private wfuny_all_label: Label = null;
// /** 风怒率附加值 */
// @property(Label)
// private wfuny_plus_label: Label = null;
@property(RichText)
private skill_label: RichText = null;
@@ -177,7 +177,7 @@ export class HeroMoreCom extends Component {
const finalCritDmg = this.model.getFinalCritDamage();
this.setStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label, finalCritDmg, finalCritDmg - (this.model.crit_damage ?? 0), "%");
// ---- 冰冻率 / 击退强化 / 穿透率 / 风怒率 ----
// ---- 冰冻率 / 击退强化 / 穿透率 ----
const finalFreeze = this.model.getFinalFreezeChance();
this.setStatRow(this.freeze_all_label, this.freeze_plus_label, finalFreeze, finalFreeze - (this.model.freeze_chance ?? 0), "%");
@@ -188,8 +188,9 @@ export class HeroMoreCom extends Component {
const finalPuncture = this.model.getFinalPunctureChance();
this.setStatRow(this.puncture_all_label, this.puncture_plus_label, finalPuncture, finalPuncture - (this.model.puncture_chance ?? 0), "%");
const finalWfuny = this.model.getFinalWindFury();
this.setStatRow(this.wfuny_all_label, this.wfuny_plus_label, finalWfuny, finalWfuny - (this.model.wfuny ?? 0), "%");
// 风怒机制已停用: 风怒率展示行已移除
// const finalWfuny = this.model.getFinalWindFury();
// this.setStatRow(this.wfuny_all_label, this.wfuny_plus_label, finalWfuny, finalWfuny - (this.model.wfuny ?? 0), "%");
// ---- 技能描述(技能名+技能等级 Lv.x,附升级提示 Lv.x→Lv.y 金色预览) ----
if (this.skill_label && this.skill_label.isValid) {

View File

@@ -2191,7 +2191,8 @@ export class MissionCardComp extends CCComp {
model.critical = 0;
model.stun_chance = 0;
model.freeze_chance = 0;
model.wfuny = 0;
// 风怒机制已停用: 升级重算不再重置风怒
// model.wfuny = 0;
model.puncture_chance = 0;
model.knockback_distance = 0;
model.heal_power = 0;

View File

@@ -174,7 +174,8 @@ export class VictoryComp extends CCComp {
{ type: HighlightType.CritMaster, value: s.crt_count },
{ type: HighlightType.DeathExpert, value: s.dead_trigger_count },
{ type: HighlightType.IronWall, value: s.shield_block_count },
{ type: HighlightType.WindStorm, value: s.wf_count },
// 风怒机制已停用: WindStorm 成就判定已移除
// { type: HighlightType.WindStorm, value: s.wf_count },
{ type: HighlightType.OneHitKill, value: Math.floor(s.highest_dmg) },
{ type: HighlightType.HealingLight, value: Math.floor(s.heal_total) },
{ type: HighlightType.PerfectClear, value: (s.passed_wave_20 && s.wave_all_alive_count >= 20) ? 1 : 0 },
@@ -208,7 +209,8 @@ export class VictoryComp extends CCComp {
// 2. 输出分:衡量伤害能力——团队火力如何。
s.score_output = Math.floor(s.total_dmg / 100) * 10
+ (s.crt_count * 5)
+ (s.wf_count * 5)
// 风怒机制已停用: 风怒次数不再计入输出分
// + (s.wf_count * 5)
+ (s.highest_dmg * 2);
// 3. 防御分:衡量生存能力——团队多能扛。

56
node_modules/.package-lock.json generated vendored
View File

@@ -1,13 +1,65 @@
{
"name": "oops-rpg-player2d",
"name": "pixel_hero",
"version": "3.6.2",
"lockfileVersion": 2,
"lockfileVersion": 3,
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"cpu": [
"x64"
],
"dev": true,
"license": "Apache-2.0",
"optional": true,
"os": [
"win32"
],
"engines": {
"node": ">=16.20.0"
}
},
"node_modules/crypto-es": {
"version": "2.1.0",
"resolved": "https://registry.npmjs.org/crypto-es/-/crypto-es-2.1.0.tgz",
"integrity": "sha512-C5Dbuv4QTPGuloy5c5Vv/FZHtmK+lobLAypFfuRaBbwCsk3qbCWWESCH3MUcBsrgXloRNMrzwUAiPg4U6+IaKA=="
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"dev": true,
"license": "Apache-2.0",
"bin": {
"tsc": "bin/tsc"
},
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"@typescript/typescript-linux-s390x": "7.0.2",
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}
}
}

549
package-lock.json generated
View File

@@ -1,25 +1,572 @@
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"name": "oops-rpg-player2d",
"name": "pixel_hero",
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"cpu": [
"ppc64"
],
"dev": true,
"license": "Apache-2.0",
"optional": true,
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],
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