1 parent
33f0e01093
commit
3f19b5981d
5 files changed
+125
-1
No files matched your search
+1
-1
@@ -848,7 +848,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
|
||||
| `heal` | `{ source, target, amount, opts }` | mutable `amount` |
|
||||
| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 items; the 复活 — M3茧甲, 埃芒加德 — and 不屈 are `death` hooks). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes (a 复活's redeploy too); one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — the lock `PRIO_REVIVE` −100 after the substitutes (−100, registered first), the running windows `PRIO_UNDYING_HELD` −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → 淬羽赫默 S3's 不死 (−100.5: PRTS 衍生生命 "无畏者协议提供的不死效果仅在目标没有不死效果时才会触发"; its running windows held at −99 like the hammer's). The 复活 act on the knock-out after this step (PRTS "复活" acts on a knock-out, which a 不死 prevents): `death`, below |
|
||||
| `dollSwitch` | `{ unit, reason, done }` | content switches a 傀儡师 to its <替身> now (归溟幽灵鲨 S2 "技能结束后立刻切换为<替身>": no lethal HP loss); its trait does it unless it already is one or is not on the field, and sets `done` |
|
||||
| `dollSwap` | `{ unit, form }` | a 傀儡师 starts a switch — to its <替身> (`form` `'doll'`) or back to its <本体> (`null`); not when it is knocked out as the 替身 (不屈 rolls on it: "切换<替身>与<本体>时") |
|
||||
| `dollSwap` | `{ unit, form }` | a 傀儡师 starts a switch — to its <替身> (`form` `'doll'`) or back to its <本体> (`null`); not when it is knocked out as the 替身 (不屈 rolls on it: "切换<替身>与<本体>时"). 远牙's granted `garrison_108_a/b` gains on it too (player-confirmed, DESIGN §28.5), sharing its deployment cap and active-bond checks. |
|
||||
| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) |
|
||||
| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer, dying, revivedBy? }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1; `dying`: a `retreat` that plays the death animation — 史尔特尔's 余烬, 骑士戒律 + 竞技旗). Revives of a knock-out redeploy the operator inside it, free, where it lies — PRTS "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的再部署时间和费用归零", so the 被击倒时 and 部署时 effects both run (a deploy-timed skill — `activateOnDeploy` — starts anew: a 突袭 member with one jumps at once, DESIGN §25.17.5): M3茧甲 (`PRIO_RESPAWN` 13) → 埃芒加德 (`PRIO_BAND_REVIVE` 12) — `items/battle.js reviveNow`, which sets `revivedBy` ('item' / 'band'; 阿戈尔 5 does not count such a knock-out as the member's first) — → 阿戈尔 5 (11; a knock-out by the battle-start devour waits for the last devour pass, then the knocked-out members go by board position, DESIGN §25.22.5) → 不屈 (10); until 0.2.0 the two 复活 were `fatal` savers that kept the unit standing |
|
||||
| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart (bullets added there raise `skill.ammoMax`, the ammo bar's full mark) |
|
||||
|
||||
Reference in new issue
Block a user