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
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@@ -61,10 +61,10 @@ export class HeroMoreCom extends Component {
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/** 冰冻率附加值 */
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@property(Label)
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private freeze_plus_label: Label = null;
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/** 击退率总值(百分点) */
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/** 击退强化总值(击退距离增量) */
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@property(Label)
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private knockback_all_label: Label = null;
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/** 击退率附加值 */
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/** 击退强化附加值 */
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@property(Label)
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private knockback_plus_label: Label = null;
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/** 穿透率总值(百分点) */
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@@ -177,12 +177,13 @@ 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 / 击退率 / 穿透率 / 风怒率(百分点) ----
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// ---- 冰冻率 / 击退强化 / 穿透率 / 风怒率 ----
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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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// 击退强化已改为击退距离增量,不再按百分比显示
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const finalKnockback = this.model.getFinalKnockbackChance();
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this.setStatRow(this.knockback_all_label, this.knockback_plus_label, finalKnockback, finalKnockback - (this.model.knockback_chance ?? 0), "%");
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this.setStatRow(this.knockback_all_label, this.knockback_plus_label, finalKnockback, finalKnockback - (this.model.knockback_chance ?? 0), "");
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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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