feedback1d WL: 源石溶剂 drain is 无来源 true damage; 信仰搅拌机 S3 counters any damage
Player report D1: the 源石溶剂 HP loss should set off 信仰搅拌机 S3 and, next to 莫斯提马, stack 拉特兰 layers on its own. The drain was a Battle.loseHp 流失, which skips 受击回复 SP and the 重装 TAKE_DAMAGE trigger, and the S3 counter needed an enemy attack and a target. Official: PRTS 盟约记录 源石溶剂 "受到60真实伤害" (修正 "并非流失", 备注 "造成无来源真实持续环境伤害"); PRTS 信仰搅拌机 S3 备注 "反击受到任何伤害后均可触发, 无需目标,视为普通攻击"; PRTS 作战机制: 生命流失 skips 反伤 / 受击回复. - damage.js periodicDamage: the periodic_damage template (源石溶剂, 狂暴宿主组长) as 无来源 true damage (shields, damage-taken modifiers, hit effects, 受击回复 SP, TAKE_DAMAGE); the credit is unchanged. - 信仰搅拌机 S3: any damage except 流失 / element 损伤 counters; with no enemy in range the counter still spends its bullet. - Audit, same rule both ways (damage.js isHpLoss): 孽罪奇美拉's aura on operators is damage; 雷蛇 战术防御 and 蒂比 S2 / 片场工作指南 respond to any damage (PRTS notes); 乌尔比安, 伪装服, 远牙, 录武官's guard and 坚守 thorn chances no longer respond to a 流失. - data/items.json regenerated (源石溶剂 implFormula text only).
This commit is contained in:
1 parent
7f134737ce
commit
01f5b216c6
15 files changed
+447
-38
No files matched your search
@@ -592,11 +592,13 @@ export default {
|
||||
},
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------
|
||||
// 2_13 蒂比 紧急赶场通知 (AUTO): "受到攻击后触发" — any incoming enemy attack sets it off (the kit is the only
|
||||
// trigger: the engine rule is disabled so non-attack damage never fires it) and a physical/arts one is dodged; takes
|
||||
// off for the duration: skill range, ATK +atk, attacks become 3 shots, blocks flying (not ground) enemies. Trait
|
||||
// "起飞后能够阻挡2个飞行敌人": flying enemies are blocked only while airborne. 片场工作指南: if not attacked for
|
||||
// stack_time s, the next physical/arts attack is dodged (prob); every attack restarts that timer.
|
||||
// 2_13 蒂比 紧急赶场通知 (AUTO): "受到攻击后触发" is officially "受到伤害前触发" (PRTS 修正 原因 6; 备注 "在受到伤害前自动
|
||||
// 触发技能…若本次伤害为物理或法术,再将本次伤害闪避") — any incoming damage instance (an attack, a zone tick, the 源石溶剂
|
||||
// drain; never a 流失, which has no `hit`) sets it off (the kit is the only trigger: the engine rule is disabled) and a
|
||||
// physical/arts one is dodged; takes off for the duration: skill range, ATK +atk, attacks become 3 shots, blocks flying
|
||||
// (not ground) enemies. Trait "起飞后能够阻挡2个飞行敌人": flying enemies are blocked only while airborne. 片场工作指南
|
||||
// ("若最近N秒内未受伤害" — 修正 原文 攻击): if no damage for stack_time s, the next physical/arts damage is dodged (prob);
|
||||
// every damage instance restarts that timer (dodged or not; a 流失 does not — PRTS 备注).
|
||||
// S1 专业喷绘技巧 (alt, DEFAULT trigger from data): takes off at once for its duration — skill range, ATK +atk, blocks
|
||||
// flyers only; no triple shot, and incoming attacks never set it off.
|
||||
chess_char_2_13_a: (bb, chess, def) => {
|
||||
@@ -627,7 +629,7 @@ export default {
|
||||
battle.on('deploy', ({ unit: u }) => { if (u === unit) last = battle.time - st; }, { owner: unit });
|
||||
onHitOn(battle, unit, (ctx) => {
|
||||
const { dmg } = ctx;
|
||||
if (!byEnemyAttack(ctx) || dmg.cancel || !up(unit)) return;
|
||||
if (!dmg || dmg.cancel || !up(unit)) return;
|
||||
const dodgeable = dmg.type === 'phys' || dmg.type === 'arts';
|
||||
const sk = unit.skill;
|
||||
let dodged = false;
|
||||
|
||||
Reference in new issue
Block a user