feedback3 WG: a 冻结 from stacked 寒冷 lasts the longer of the two colds, not a fixed 3 s
This commit is contained in:
1 parent
13e71fccba
commit
365ebf6cbd
6 files changed
+167
-10
No files matched your search
+20
-6
@@ -1340,10 +1340,12 @@ export class Battle {
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply a catalogue status. opts: { duration, source, value, force, refresh, point } — returns true when applied.
|
||||
* Honours enemy immunities (stun/silence/sleep/frozen/levitate/feared) unless `force`. `beforeStatus` handlers may
|
||||
* cancel it or change `duration` / `value`. Official rules (buffs.js STATUS): 抵抗 (the `resist` status) shortens the
|
||||
* RESIST_STATUSES by its value (default half; applied after `beforeStatus`); 浮空 lasts half as long on units heavier
|
||||
* Apply a catalogue status. opts: { duration, source, value, force, refresh, point, resistApplied } — returns true
|
||||
* when applied. Honours enemy immunities (stun/silence/sleep/frozen/levitate/feared) unless `force`. `beforeStatus`
|
||||
* handlers may cancel it or change `duration` / `value`. Official rules (buffs.js STATUS): 抵抗 (the `resist` status)
|
||||
* shortens the RESIST_STATUSES by its value (default half; applied after `beforeStatus`; `resistApplied` skips that
|
||||
* pass — the cold-on-cold 冻结 below already used post-抵抗 lengths). A second 寒冷 while 寒冷 remains applies 冻结 for
|
||||
* max(remaining, this cold after 抵抗) (PRTS 术语释义 寒冷 「持续时间取双方之中最高」). 浮空 lasts half as long on units heavier
|
||||
* than LEVITATE_HALF_WEIGHT (current massLevel); 冻结's RES cut hits enemies only; 麻痹 adds stacks; "同名效果取最高"
|
||||
* statuses (`valued`) keep the strongest value — a weaker application only extends past the stronger one's end (it
|
||||
* then resumes); other statuses refresh to the longer duration. 诱导 (`attract`) walks the enemy to `point`
|
||||
@@ -1379,14 +1381,26 @@ export class Battle {
|
||||
else if (Number.isFinite(d) && d <= 0) return false;
|
||||
value = c.value;
|
||||
}
|
||||
if (RESIST_STATUSES.has(key)) {
|
||||
if (RESIST_STATUSES.has(key) && !opts.resistApplied) {
|
||||
const rv = this.resistOf(target);
|
||||
if (rv > 0) duration *= 1 - rv;
|
||||
}
|
||||
if (key === 'levitate' && target.s.massLevel > LEVITATE_HALF_WEIGHT) duration /= 2;
|
||||
if (!(duration > 0)) return false;
|
||||
if (key === 'cold' && target.findBuff('cold') && !(immune && immune.has('frozen'))) {
|
||||
this.applyStatus(target, 'freeze', { duration: COLD_FREEZE_DURATION, source: opts.source, force: opts.force });
|
||||
// PRTS 术语释义 寒冷: 友方寒冷 pairs into 冻结, 「持续时间取双方之中最高」. `duration` is this cold after 抵抗;
|
||||
// the cold already on the target keeps timeLeft. addBuff refresh 'extend' below sets that cold to the same max.
|
||||
// COLD_FREEZE_DURATION is only the fallback when neither side has a duration. resistApplied: that max is already
|
||||
// post-抵抗, so the freeze must not be halved again.
|
||||
// [ASSUMED] one catalogue cold, so an enemy-applied second cold uses this max too. PRTS states it on the 友方
|
||||
// line only (敌方 cold becomes 冻结 when the target already has 敌方 cold or 敌方 冻结).
|
||||
const prev = target.findBuff('cold');
|
||||
const spans = [prev.timeLeft, duration].filter((t) => t === Infinity || (Number.isFinite(t) && t > 0));
|
||||
const freezeFor = spans.length ? Math.max(...spans) : COLD_FREEZE_DURATION;
|
||||
this.applyStatus(target, 'freeze', {
|
||||
duration: freezeFor, source: opts.source, force: opts.force,
|
||||
...(spans.length ? { resistApplied: true } : {}),
|
||||
});
|
||||
if (!target.alive) return false;
|
||||
}
|
||||
const source = opts.source ?? null;
|
||||
|
||||
@@ -55,6 +55,8 @@ export const STATUS = Object.freeze({
|
||||
stun: { flags: { stun: true, noBlock: true }, immune: 'stun' },
|
||||
// 冻结: 无法移动、攻击及使用技能; 敌方被冻结时,法术抗性-15 (the RES cut applies to enemies only)
|
||||
freeze: { flags: { freeze: true, stun: true }, mods: { resFlat: -FREEZE_RES_DOWN }, enemyOnlyMods: true, immune: 'frozen' },
|
||||
// 寒冷: ASPD −30. A second cold while this one remains applies 冻结 for max(remaining, incoming)
|
||||
// (Battle.applyStatus; PRTS 术语释义 寒冷 「持续时间取双方之中最高」).
|
||||
cold: { flags: { cold: true }, mods: { aspd: COLD_ASPD } },
|
||||
// 沉睡: 无敌且无法行动 (untargetable, takes no damage — except from `hitSleep` attackers — and blocks nothing)
|
||||
sleep: { flags: { sleep: true, noBlock: true }, immune: 'sleep' },
|
||||
|
||||
@@ -129,7 +129,10 @@ export const PULL_ORIGIN = 0.5;
|
||||
export const PULL_STOP_RADIUS = 0.6708;
|
||||
export const PUSH_DIRECTIONAL_MIN_DIST = 0.25;
|
||||
|
||||
/** Freeze caused by cold on cold (DESIGN §5.3). */
|
||||
/**
|
||||
* Fallback freeze when a second 寒冷 lands and neither the remaining cold nor the incoming one has a duration
|
||||
* (Battle.applyStatus). A real duration uses max(remaining, incoming) — PRTS 术语释义 寒冷 「持续时间取双方之中最高」.
|
||||
*/
|
||||
export const COLD_FREEZE_DURATION = 3;
|
||||
/** 浮空 (ba.levitate): the duration is halved on units heavier than this weight (massLevel). */
|
||||
export const LEVITATE_HALF_WEIGHT = 3;
|
||||
|
||||
Reference in new issue
Block a user