Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them; PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air - #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included - #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed - #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the blocker dies, withdraws or is stunned; melee blockers attack what they block - #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右, operators before summons; special priorities break ties by taunt then deploy order - #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views - #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages audited against the official level files - #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones - #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable - #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects - DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and every browser suite green; dev recordings regenerated
This commit is contained in:
1 parent
d4f868cd19
commit
15291c2293
104 files changed
+5539
-662
No files matched your search
@@ -35,7 +35,7 @@ import {
|
||||
num, itemRecord, itemKeyOf, buffsOf, isOp, onField, unitBonds, isMember, bondActive, isGroundOp, frontTile,
|
||||
alliesAround, passiveBuff, fxOn, battleStore, contentInfo, itemsOf,
|
||||
} from '../support/index.js';
|
||||
import { mitigate } from '../../damage.js';
|
||||
import { mitigate, hasHp } from '../../damage.js';
|
||||
|
||||
// =====================================================================================================================
|
||||
// data helpers
|
||||
@@ -244,9 +244,10 @@ function hammerAcquire(battle, rt, u) {
|
||||
hs.scope = S;
|
||||
hs.aspdCur = 0;
|
||||
S.every(0.5, () => hammerRefresh(battle, rt, u, hs), { immediate: true });
|
||||
// 灼燃: arts damage also deals burn (元素损伤) = damage_scale × damage × m
|
||||
// 灼燃: arts damage also deals burn (元素损伤) = damage_scale × damage × m — not on a killing blow (the hook runs
|
||||
// before the kill, at 0 HP: no burst on the corpse)
|
||||
S.on('damaged', (c) => {
|
||||
if (c.source !== u || c.type !== 'arts' || !(c.amount > 0) || isProc(c.dmg) || !c.target || c.target.side !== 'enemy' || !c.target.alive) return;
|
||||
if (c.source !== u || c.type !== 'arts' || !(c.amount > 0) || isProc(c.dmg) || !c.target || c.target.side !== 'enemy' || !hasHp(c.target)) return;
|
||||
const p = hammerParams(hs, 'burn');
|
||||
if (!p) return;
|
||||
const m = hammerMul(battle, rt, u, hs, 'burn');
|
||||
|
||||
Reference in new issue
Block a user