diff --git a/assets/script/game/common/config/BuffSet.ts b/assets/script/game/common/config/BuffSet.ts index e11aab7b..81ebde95 100644 --- a/assets/script/game/common/config/BuffSet.ts +++ b/assets/script/game/common/config/BuffSet.ts @@ -43,6 +43,7 @@ export enum DebuffIcon { Penetration = "Penetration", // 穿透 Stun = "Stun", // 击晕 Poison = "Poison", // 中毒 + Blood = "Blood", // 出血 } /** @@ -56,10 +57,15 @@ export const DEBUFF_ICON_MAP: Record = { 7004: DebuffIcon.Stun, // 击晕 7005: DebuffIcon.Poison, // 中毒 7006: DebuffIcon.AttackDebuff, // 减攻 + 7007: DebuffIcon.Blood, // 出血 }; /** 易伤 buff 的 id(HeroAtkSystem 结算时按此 id 汇总易伤值) */ export const VULNERABLE_BUFF_ID = 7002; +/** 出血 buff 的 id(每层使目标被暴击率 +1%) */ +export const BLEED_BUFF_ID = 7007; +/** 出血每层附加的被暴击率(百分点) */ +export const BLEED_CRIT_PER_STACK = 1; /** Buff 静态定义 */ export interface BuffConfig { @@ -121,6 +127,13 @@ export const BuffList: Record = { modifiers: [{ attr: Attrs.ap, op: ModOp.Flat, value: -10 }], info: "攻击力降低 10 点,持续 5 秒", }, + // 出血(每层使目标被暴击率 +1%,微量伤害 DoT;暴击率加成由 HeroAtkSystem 按 BLEED_BUFF_ID 层数结算) + 7007: { + id: 7007, name: "出血", icon: "Stat_Blood", + category: BuffCategory.Debuff, duration: 5, max_stack: 5, + tick: { interval: 0.5, damage_or_heal: -1, scale_by_ap_pct: 0 }, + info: "微量出血,每层使自身被暴击率提升 1%,可叠加,持续 5 秒", + }, // 占卜师战前攻击强化(基础档:+30/5s;高阶通过 buff_value/buff_duration 覆写成长) 7111: { id: 7111, name: "战前强攻", icon: "Stat_Attack_03", diff --git a/assets/script/game/hero/HeroAtkSystem.ts b/assets/script/game/hero/HeroAtkSystem.ts index c6fac102..8a884d10 100644 --- a/assets/script/game/hero/HeroAtkSystem.ts +++ b/assets/script/game/hero/HeroAtkSystem.ts @@ -19,7 +19,7 @@ import { getMonsterGoldDrop } from "../map/RogueConfig"; import { MissionEconomy } from "../map/MissionEconomy"; import { MoveComp } from "./MoveComp"; import { buffManager, BuffApplyOverrides } from "./BuffManager"; -import { DEBUFF_ICON_MAP, VULNERABLE_BUFF_ID, BuffList } from "../common/config/BuffSet"; +import { DEBUFF_ICON_MAP, VULNERABLE_BUFF_ID, BLEED_BUFF_ID, BLEED_CRIT_PER_STACK, BuffList } from "../common/config/BuffSet"; import { BuffComp } from "./BuffComp"; /** 最终伤害数据接口 @@ -135,8 +135,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda this.onAttacked(target); // 暴击判定 - // 使用施法者的暴击率属性(damageEvent.Attrs 快照),- 被攻击者的暴击抗性属 - const criticalChance = (damageEvent.Attrs[Attrs.critical] || 0) - TAttrsComp.getFinalCriticalRes(); + // 使用施法者的暴击率属性(damageEvent.Attrs 快照)- 被攻击者的暴击抗性 + 目标出血层数附加的被暴击率 + const criticalChance = (damageEvent.Attrs[Attrs.critical] || 0) - TAttrsComp.getFinalCriticalRes() + this.getBleedCritBonus(target); const isCrit = this.checkChance(criticalChance); // 计算基础伤害:DoT 直接用固定 tick 值,普攻走 dmgCount 公式 @@ -462,6 +462,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda * @param damage 原始伤害值 * @returns {remainingDamage, absorbedDamage} 剩余伤害值和被护盾减免的伤害值 */ + /** + * 目标出血层数附加的被暴击率(每层 +BLEED_CRIT_PER_STACK 百分点)。 + * @returns 附加的被暴击率(百分点) + */ + private getBleedCritBonus(target: ecs.Entity): number { + if (!target.has(BuffComp)) return 0; + const layers = target.get(BuffComp).buffs.get(BLEED_BUFF_ID); + return (layers?.length ?? 0) * BLEED_CRIT_PER_STACK; + } + /** * 计算易伤附加伤害:汇总目标每层易伤 buff 的数值(value_override 优先),再被易伤抗性百分比减免。 * @returns 附加伤害值(向下取整,非负)