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。
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@@ -73,13 +73,13 @@ export class HeroMoreCom extends Component {
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/** 穿透率附加值 */
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@property(Label)
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private puncture_plus_label: Label = null;
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/** 风怒率总值(百分点) */
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@property(Label)
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private wfuny_all_label: Label = null;
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/** 风怒率附加值 */
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@property(Label)
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private wfuny_plus_label: Label = null;
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/** 技能描述富文本(全档位合并,数值高亮) */
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// 风怒机制已停用: 风怒率展示字段已停用
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// /** 风怒率总值(百分点) */
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// @property(Label)
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// private wfuny_all_label: Label = null;
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// /** 风怒率附加值 */
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// @property(Label)
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// private wfuny_plus_label: Label = null;
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@property(RichText)
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private skill_label: RichText = null;
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@@ -177,7 +177,7 @@ export class HeroMoreCom extends Component {
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const finalCritDmg = this.model.getFinalCritDamage();
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this.setStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label, finalCritDmg, finalCritDmg - (this.model.crit_damage ?? 0), "%");
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// ---- 冰冻率 / 击退强化 / 穿透率 / 风怒率 ----
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// ---- 冰冻率 / 击退强化 / 穿透率 ----
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const finalFreeze = this.model.getFinalFreezeChance();
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this.setStatRow(this.freeze_all_label, this.freeze_plus_label, finalFreeze, finalFreeze - (this.model.freeze_chance ?? 0), "%");
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@@ -188,8 +188,9 @@ export class HeroMoreCom extends Component {
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const finalPuncture = this.model.getFinalPunctureChance();
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this.setStatRow(this.puncture_all_label, this.puncture_plus_label, finalPuncture, finalPuncture - (this.model.puncture_chance ?? 0), "%");
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const finalWfuny = this.model.getFinalWindFury();
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this.setStatRow(this.wfuny_all_label, this.wfuny_plus_label, finalWfuny, finalWfuny - (this.model.wfuny ?? 0), "%");
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// 风怒机制已停用: 风怒率展示行已移除
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// const finalWfuny = this.model.getFinalWindFury();
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// this.setStatRow(this.wfuny_all_label, this.wfuny_plus_label, finalWfuny, finalWfuny - (this.model.wfuny ?? 0), "%");
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// ---- 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) ----
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if (this.skill_label && this.skill_label.isValid) {
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@@ -2191,7 +2191,8 @@ export class MissionCardComp extends CCComp {
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model.critical = 0;
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model.stun_chance = 0;
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model.freeze_chance = 0;
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model.wfuny = 0;
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// 风怒机制已停用: 升级重算不再重置风怒
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// model.wfuny = 0;
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model.puncture_chance = 0;
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model.knockback_distance = 0;
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model.heal_power = 0;
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@@ -174,7 +174,8 @@ export class VictoryComp extends CCComp {
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{ type: HighlightType.CritMaster, value: s.crt_count },
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{ type: HighlightType.DeathExpert, value: s.dead_trigger_count },
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{ type: HighlightType.IronWall, value: s.shield_block_count },
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{ type: HighlightType.WindStorm, value: s.wf_count },
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// 风怒机制已停用: WindStorm 成就判定已移除
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// { type: HighlightType.WindStorm, value: s.wf_count },
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{ type: HighlightType.OneHitKill, value: Math.floor(s.highest_dmg) },
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{ type: HighlightType.HealingLight, value: Math.floor(s.heal_total) },
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{ type: HighlightType.PerfectClear, value: (s.passed_wave_20 && s.wave_all_alive_count >= 20) ? 1 : 0 },
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@@ -208,7 +209,8 @@ export class VictoryComp extends CCComp {
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// 2. 输出分:衡量伤害能力——团队火力如何。
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s.score_output = Math.floor(s.total_dmg / 100) * 10
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+ (s.crt_count * 5)
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+ (s.wf_count * 5)
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// 风怒机制已停用: 风怒次数不再计入输出分
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// + (s.wf_count * 5)
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+ (s.highest_dmg * 2);
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// 3. 防御分:衡量生存能力——团队多能扛。
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