diff --git a/assets/script/game/common/SingletonModuleComp.ts b/assets/script/game/common/SingletonModuleComp.ts index c374fe5b..a591a946 100644 --- a/assets/script/game/common/SingletonModuleComp.ts +++ b/assets/script/game/common/SingletonModuleComp.ts @@ -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, diff --git a/assets/script/game/common/config/BuffSet.ts b/assets/script/game/common/config/BuffSet.ts index 2fde4218..b7e5c313 100644 --- a/assets/script/game/common/config/BuffSet.ts +++ b/assets/script/game/common/config/BuffSet.ts @@ -180,6 +180,8 @@ export const BuffList: Record = { 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 = { 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", diff --git a/assets/script/game/common/config/EquipSet.ts b/assets/script/game/common/config/EquipSet.ts index 1717cd7d..cccd1d1b 100644 --- a/assets/script/game/common/config/EquipSet.ts +++ b/assets/script/game/common/config/EquipSet.ts @@ -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 diff --git a/assets/script/game/common/config/HeroAttrs.ts b/assets/script/game/common/config/HeroAttrs.ts index e5b0bd66..38f12576 100644 --- a/assets/script/game/common/config/HeroAttrs.ts +++ b/assets/script/game/common/config/HeroAttrs.ts @@ -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 diff --git a/assets/script/game/common/config/HighlightSet.ts b/assets/script/game/common/config/HighlightSet.ts index 4a1e3205..b8fc6ed9 100644 --- a/assets/script/game/common/config/HighlightSet.ts +++ b/assets/script/game/common/config/HighlightSet.ts @@ -83,6 +83,8 @@ export const HighlightSet: Record = { { 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 = { { uuid: 9045, level: 5, threshold: 70, scoreBonus: 300, title: "神速幻影", desc: "风怒70次" }, ] }, + */ [HighlightType.OneHitKill]: { type: HighlightType.OneHitKill, icon: "🎯", diff --git a/assets/script/game/common/config/ICardSet.ts b/assets/script/game/common/config/ICardSet.ts index e58c111a..b0da7d67 100644 --- a/assets/script/game/common/config/ICardSet.ts +++ b/assets/script/game/common/config/ICardSet.ts @@ -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 }, diff --git a/assets/script/game/common/config/ScoreSet.ts b/assets/script/game/common/config/ScoreSet.ts index bfd5657e..a67e41e9 100644 --- a/assets/script/game/common/config/ScoreSet.ts +++ b/assets/script/game/common/config/ScoreSet.ts @@ -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 diff --git a/assets/script/game/common/config/SkillDescSet.ts b/assets/script/game/common/config/SkillDescSet.ts index d9b73814..950ba953 100644 --- a/assets/script/game/common/config/SkillDescSet.ts +++ b/assets/script/game/common/config/SkillDescSet.ts @@ -89,11 +89,11 @@ export const SkillDescSet: Record = { 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 = { 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 = { [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 }, diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index 7bb3d859..9f3608c3 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -385,11 +385,14 @@ export const SkillSet: Record = { 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 = { 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 = { 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" }, diff --git a/assets/script/game/common/config/TalentSet.ts b/assets/script/game/common/config/TalentSet.ts index b0608b15..fa8daabe 100644 --- a/assets/script/game/common/config/TalentSet.ts +++ b/assets/script/game/common/config/TalentSet.ts @@ -113,11 +113,14 @@ export const TalentSet: Record = { 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 diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 8eec7fd6..97d9154c 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -266,7 +266,8 @@ export const TriggerSkillNameSet: Record> = { 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; diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index 700be54e..cadc9db2 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -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; diff --git a/assets/script/game/map/HeroMoreCom.ts b/assets/script/game/map/HeroMoreCom.ts index 95d43741..d7ceb6e8 100644 --- a/assets/script/game/map/HeroMoreCom.ts +++ b/assets/script/game/map/HeroMoreCom.ts @@ -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) { diff --git a/assets/script/game/map/MissionCardComp.ts b/assets/script/game/map/MissionCardComp.ts index 5d34c80c..534ebb9d 100644 --- a/assets/script/game/map/MissionCardComp.ts +++ b/assets/script/game/map/MissionCardComp.ts @@ -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; diff --git a/assets/script/game/map/VictoryComp.ts b/assets/script/game/map/VictoryComp.ts index 13e211d2..833e378b 100644 --- a/assets/script/game/map/VictoryComp.ts +++ b/assets/script/game/map/VictoryComp.ts @@ -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) + 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