refactor: 重构击退机制,将概率改为距离增量

1. 调整近战默认攻击距离从150改为100
2. 将击退相关属性从概率改为击退距离增量,同步更新所有配置、UI显示和技能描述
3. 移除旧的击退概率判定逻辑,改为直接应用击退距离增量
4. 优化受击击退的处理流程,统一参数传递
This commit is contained in:
pan
2026-08-13 11:09:37 +08:00
parent a3375ec3b6
commit eb4b370533
14 changed files with 34 additions and 135 deletions

View File

@@ -85,9 +85,9 @@ export const FormationPointX = {
[HType.Long]: 100,
} as const;
/** 各攻击定位的默认攻击距离像素近战150 / 中程300 / 远程450英雄配置了 dis 时优先取配置值 */
/** 各攻击定位的默认攻击距离像素近战100 / 中程300 / 远程450英雄配置了 dis 时优先取配置值 */
export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
[HType.Melee]: 150,
[HType.Melee]: 100,
[HType.Mid]: 300,
[HType.Long]: 450,
}
@@ -1161,7 +1161,9 @@ function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number,
return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS_PER_SEC * seconds;
case Attrs.stun_chance:
case Attrs.freeze_chance:
return value * weights.W_control;
case Attrs.knockback_chance:
// 击退强化已改为击退距离增量,按距离价值折算
return value * weights.W_control;
case Attrs.speed:
return (value / 100) * (apEff / cd) * weights.W_DPS_PER_SEC * seconds;