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:
sganggs committed 2026-10-03 04:23:21 +08:00
1 parent 7f134737ce
commit 01f5b216c6
15 files changed
+447 -38

No files matched your search

+8 -6
View File
@@ -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;