0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently). - Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision). - 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified). - Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage. - Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue. - Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia). - golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
This commit is contained in:
1 parent
bc50cac01f
commit
221e6b8dd2
134 files changed
+4590
-1201
No files matched your search
@@ -94,8 +94,9 @@ export default {
|
||||
battle.on('damaged', (ctx) => {
|
||||
const e = ctx.target;
|
||||
if (busy || ctx.source !== unit || e.side !== 'enemy' || ctx.type === 'element' || ctx.dmg?.tags?.includes('vulpisHunt')) return;
|
||||
const t = marks.get(e.id);
|
||||
if (t == null) { marks.set(e.id, battle.time); return; }
|
||||
let t = marks.get(e.id);
|
||||
// PRTS talent remarks: the first damage instance also receives the arts addition.
|
||||
if (t == null) { t = battle.time; marks.set(e.id, t); }
|
||||
if (battle.time - t <= num(t0.interval, 10) + 1e-9 && e.alive) {
|
||||
busy = true;
|
||||
// PRTS 备注 "伤害类型为法术附加伤害": tag addition (no 叙拉古 6 roll)
|
||||
|
||||
@@ -50,7 +50,7 @@ export default {
|
||||
}),
|
||||
skchr_horn_2: () => ({
|
||||
kind: 'ammo', ammo: s2Ammo,
|
||||
attack: { atkScale: num(bb['attack@s2.atk_scale'], 1) },
|
||||
attack: { atkScale: num(bb['attack@s2.atk_scale'], 1), fortressMeleeSplash: true },
|
||||
onStart({ unit }) { unit.mem.hornS2Over = false; },
|
||||
onEnd({ unit }) { unit.mem.hornS2Over = false; },
|
||||
}),
|
||||
|
||||
@@ -229,6 +229,8 @@ export default {
|
||||
},
|
||||
[S3]: {
|
||||
kind: 'ammo',
|
||||
// The skill's initial attack area includes the eight surrounding tiles as well as its 3-9 grid.
|
||||
trigger: { rule: 'ACTIVE_RANGE', grid: g39x4 },
|
||||
ammo: Math.max(1, Math.floor(num(b3['attack@trigger_time'], 1))),
|
||||
mods: { atkPct: num(b3.atk) }, flags: LIFTOFF,
|
||||
targeting: s3Targeting,
|
||||
|
||||
@@ -222,7 +222,7 @@ export default {
|
||||
}]);
|
||||
}
|
||||
battle.on('elementBurst', ({ target, element }) => {
|
||||
if (element !== 'erosion' || !up(unit) || !unit.skill?.active || unit.skill.id !== S3
|
||||
if (element !== 'erosion' || target?.side !== 'enemy' || !up(unit) || !unit.skill?.active || unit.skill.id !== S3
|
||||
|| !canTargetEnemy(unit, target, GROUND)) return;
|
||||
unit.mem.clemntBombs?.marks.set(target, battle.time + num(b3.ep_break_duration, 1));
|
||||
}, { owner: unit });
|
||||
|
||||
@@ -53,7 +53,7 @@
|
||||
// 帮助 lists the 上半 row that did as removed in 下半, so in a fight the skill simply runs its `duration`.
|
||||
|
||||
import { num, talentBb, traitBb, skillRec, up, byEnemyAttack } from '../shared/tier1.js';
|
||||
import { canTargetEnemy } from '../../../targeting.js';
|
||||
import { absoluteRangeKeys, canTargetEnemy } from '../../../targeting.js';
|
||||
import { bodyInRadius } from '../../../body.js';
|
||||
import { hasHp } from '../../../damage.js';
|
||||
import { COLS } from '../../../constants.js';
|
||||
@@ -256,6 +256,11 @@ export default {
|
||||
} },
|
||||
],
|
||||
install(battle, unit) {
|
||||
// S3 attacks air as well: its expanded auto-cast area must not inherit the inactive ground-only profile.
|
||||
if (unit.skill?.id === S3) unit.skill.addTriggerRange(() => [{
|
||||
keys: absoluteRangeKeys(skillRec(chess, S3)?.rangeGrid ?? X2, unit.tileR, unit.tileC, unit.dir, unit.s.baseRangeExtend || 0),
|
||||
profile: { canHitFly: true },
|
||||
}]);
|
||||
// S1 恶业苦果: every enemy damage instance she takes (the official hsgma2_s_1 on ON_TAKE_DAMAGE, not its attacks only:
|
||||
// tier1 byEnemyAttack) ⇒ atk_scale × ATK arts back to its source
|
||||
battle.on('damaged', (c) => {
|
||||
|
||||
@@ -294,6 +294,17 @@ export default {
|
||||
],
|
||||
install(battle, unit) {
|
||||
const id = unit.skill?.id;
|
||||
if (id === S2) {
|
||||
// The owner's larger-range auto-cast rule also covers this terrain-dependent range (no static rangeId).
|
||||
// Keep SEARCH when the actual running area does not strictly contain her initial range.
|
||||
unit.skill.addTriggerRange(() => {
|
||||
const extend = unit.s.baseRangeExtend || 0;
|
||||
const keys = absoluteRangeKeys(floodGrid(battle, unit), unit.tileR, unit.tileC, unit.dir, extend);
|
||||
const initial = absoluteRangeKeys(unit.def.rangeGrid, unit.tileR, unit.tileC, unit.dir, extend);
|
||||
const set = new Set(keys);
|
||||
return set.size > initial.length && initial.every(k => set.has(k)) ? [{ keys, profile: AIR }] : [];
|
||||
});
|
||||
}
|
||||
if (id === S1) {
|
||||
// 充能耗尽前特性不重置: the trait resets the ramp on skillEnd (priority 0) — keep it while a charge remains
|
||||
battle.on('skillEnd', (c) => {
|
||||
|
||||
Reference in new issue
Block a user