feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken): - server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its optional aliveScaling). - tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global and the 9 mode entries) changed. - The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's 传递 and every hit stay under the limit. Golden (regenerated; why: the pool size): - fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo, boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the 200 s cap instead of clearing; the two 联防 scenarios are unchanged. - matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged: coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that end before R14; roster / bonds / standins / diy unchanged. Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo; R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales); test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency (the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10 records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table.
This commit is contained in:
1 parent
661f1c074e
commit
4e58481706
33 files changed
+778
-531
No files matched your search
+8
-7
@@ -71,7 +71,7 @@ Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAft
|
||||
| `spRounds` | `[3,9,11]` | rounds whose prep opens with a 机变 draft |
|
||||
| `combatTimeLimit[r]` | `{"1":45,…,"14":null}` | = `rounds[r].combatTimeLimit`: **real** seconds of the forced-2× battle (DESIGN §4) |
|
||||
| `enemyScale[r]` | `{"atk":1.1,"hp":1.2,"speed":1,"kAtk":1,"kHp":1}` | non-boss enemy multipliers (research 01 A3): `atk = atkBase·1.1^kAtk`, `hp = hpBase·1.2^kHp·extra`, `speed` 1.15 on ABYSS from R3. Apply to level-0 stats after special-enemy replacement, also to bounty/special enemies. **Leader HP pools excluded.** |
|
||||
| `bossHpScale` | multi `{"bloodPointKey":"bloodPointAbyss","coop":1,"aliveScaling":false,"aliveFull":4,"aliveAssumed":true,…}` · solo `{"bloodPointKey":"bloodPoint","solo":0.25,"soloAssumed":true,…}` | one pool for every boss field: co-op = `bosses[id].bloodPoint[difficulty]` whatever the number of alive players; `aliveScaling: true` would scale it × alive / `aliveFull` (巴哈姆特 12294 "隊友變少,最後boss血條也會變少" — one community note, no proportion: off until confirmed, the proportion [ASSUMED, flagged `aliveAssumed`]); solo = × `solo` [ASSUMED, flagged]. `GameData.bossPoolHp(bossId, aliveCount)` / `bossPoolShare` implement it (DESIGN §20.10) |
|
||||
| `bossHpScale` | `{"bloodPointKey":"bloodPointAbyss","unaffectedByEnemyScale":true}` | which `bloodPoint` column the mode reads; the pool rule's keys live in the global `bossHpScale` below — one set here would override it for this mode (`gamedata.js bossPoolShareOf`) |
|
||||
| `upgradePrices` | `[5,8,11,12,13]` | base price L1→2 … L5→6 (−1 per round start, floor 0, reset after upgrade) |
|
||||
| `maxShopLevel` | `6` | |
|
||||
| `shopSlots[level]` | `{"1":{"chess":3,"item":1},…}` | operator + item slots per shop level |
|
||||
@@ -119,7 +119,7 @@ Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAft
|
||||
|---|---|---|
|
||||
| `lpCapPerRound` | `10` | max LP lost per player per normal round |
|
||||
| `bossOvertimeAfter`, `bossOvertimeDrainPerSec` | `150`, `1` | official `bossTurnHpReduceTime`: from 150 **real** s of a boss round the merged team LP loses 1 per whole real second (`gamedata.js bossOvertimeDue`; first point at 151 s) |
|
||||
| `bossHpScale` | `{"formula":"co-op: bloodPoint[difficulty] — one pool for every field …","coop":1,"solo":0.25,"soloAssumed":true,"aliveScaling":false,"aliveFull":4,"aliveAssumed":true,…}` | global form of the mode rule |
|
||||
| `bossHpScale` | `{"formula":"one pool for every boss field …","perPlayer":true,"coop":1,"solo":1,"aliveFull":4,"aliveScaling":false,"aliveAssumed":true,…}` | the leader pool (one for every boss field) = `bosses[id].bloodPoint[difficulty]` × share: `perPlayer` true (the owner's decision of 2026-10-06, adopting PR #209 — it replaces the fixed pool of 「保持固定血量」) — co-op share = `coop` × the players alive when the fight starts (bots and AI 托管 seats count, eliminated and departed seats do not; at most `aliveFull`), solo share = `solo` (1). `perPlayer: false` with `solo: 0.25` restores the fixed pool of 0.1.x (co-op × `coop` whatever the count; `aliveScaling: true` would make it × alive / `aliveFull`, the proportion [ASSUMED, flagged `aliveAssumed`]). `GameData.bossPoolHp(bossId, aliveCount)` / `bossPoolShare` implement it (DESIGN §20.10, §25.13.4) |
|
||||
| `hiddenCore` | `{"single":350,"multi":1200,"minTeamLpExclusive":1,"difficulties":["NORMAL","HARD","ABYSS"],"checkedAfterRound":14}` | Σ activated layers must be **>** threshold and LP **>** 1 |
|
||||
| `dp` | `{"init":10,"perSec":1,"max":99}` | |
|
||||
| `unite` | `{"maxHelpers":2,"helperOrder":"unitsOnField>activeBond>undownedUnits; pair: unitsOnField>activeBond>activeLayers>undownedUnits, first = right field (PRTS 帮助)","layerGainsEnabled":false,"templates":{"1":"act1autochess_escaped_single","2":"act1autochess_escaped_multi"},…}` | 联防; `helperOrder` documents the rule `server/match/unite.js helperOrder` implements (research 08 §5; ties → seat) |
|
||||
@@ -538,11 +538,12 @@ Glyph legend (`rows`):
|
||||
15. 炎佑 name in the enemy DB is `"炎佑"` with literal ASCII quotes.
|
||||
16. Research-only fields (null without `docs/research`): stage `name`, item `category/kind/family/implFormula/
|
||||
requiresBondId/rangeGrid/flavor`, bond `spec`, E2 art availability (falls back to "char has an E2 phase").
|
||||
17. [ASSUMED] content (flagged in data): 机变 family schedule and server pools, the solo leader pool factor
|
||||
(`bossHpScale.solo` 0.25), title criteria, income cap 12, per-turn band-draft timer 30 s (`timers.bandTurn`, the
|
||||
step's only countdown — user playtest #4), the shop-only item list (`SHOP_EXCLUDED_ITEMS`, from play), the alive / 4
|
||||
proportion of the optional co-op alive scaling (`bossHpScale.aliveAssumed`; `aliveScaling` off). The special-enemy
|
||||
generator, the co-op leader pool (`bloodPoint`, one pool for every field) and the 联防 timing are official.
|
||||
17. [ASSUMED] content (flagged in data): 机变 family schedule and server pools, title criteria, income cap 12, per-turn
|
||||
band-draft timer 30 s (`timers.bandTurn`, the step's only countdown — user playtest #4), the shop-only item list
|
||||
(`SHOP_EXCLUDED_ITEMS`, from play), the alive / 4 proportion of the fixed pool's optional alive scaling
|
||||
(`bossHpScale.aliveAssumed`; `aliveScaling` off). The special-enemy generator, the leader table (`bloodPoint`, one
|
||||
pool for every field) and the 联防 timing are official; the pool's × players alive is the owner's decision of
|
||||
2026-10-06 (PR #209: players' observation, no official text).
|
||||
18. **Module parts flagged `isToken`** (伺夜, 浊心斯卡蒂, 缪尔赛思, 耀骑士临光 golden) upgrade the summon only; they are
|
||||
applied to `tokens.json` variants, never to the operator's talents/trait.
|
||||
19. **Undefined enemy-database fields** (`m_defined:false`): a zero `m_value` means "never set" and falls back to the
|
||||
|
||||
Reference in new issue
Block a user