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
@@ -21,12 +21,13 @@ export class BattleCombat {
|
||||
* derived from 无来源 damage (`from.sourceless`, element bursts) is 无来源 too (hooks see no source, `source` is credited).
|
||||
* `sourceless: true` makes the loss itself 无来源 ("受到等量的无来源生命流失": hooks see no source; `source` keeps the
|
||||
* credit — the stats and the per-player shared-pool tally).
|
||||
* On a leader in a boss / hidden battle a loss of ≥ BOSS_HIT_LIMIT is cancelled like a hit (damage.js leaderHitCancelled).
|
||||
* On a leader in a boss / hidden battle a loss of ≥ BOSS_HIT_LIMIT is cancelled like a hit (damage.js leaderHitCancelled)
|
||||
* — except with `noHitLimit: true`: a share of the leader's pool that is no hit (胄's 死亡集群 drone link, content/bosses.js).
|
||||
*/
|
||||
loseHp(target, amount, { source = null, silent = false, tags = null, from = null, sourceless = false } = {}) {
|
||||
loseHp(target, amount, { source = null, silent = false, tags = null, from = null, sourceless = false, noHitLimit = false } = {}) {
|
||||
if (!target || !target.alive || !(amount > 0)) return 0;
|
||||
// 限伤 (shared/constants.js BOSS_HIT_LIMIT): a loss passed on to a leader (parts' 传递, 无人机) is one hit too
|
||||
if (leaderHitCancelled(this, target, amount)) return 0;
|
||||
// 限伤 (shared/constants.js BOSS_HIT_LIMIT): a loss passed on to a leader (the parts' 传递) is one hit too
|
||||
if (!noHitLimit && leaderHitCancelled(this, target, amount)) return 0;
|
||||
const t = ['hpLoss'];
|
||||
for (const list of [from && from.tags, tags]) if (Array.isArray(list)) for (const x of list) if (!t.includes(x)) t.push(x);
|
||||
return applyHpLoss(this, source, target, amount, { type: 'true', tags: t, noSp: true, silent, origin: from ?? null, sourceless: !!sourceless || !!(from && from.sourceless) });
|
||||
|
||||
Reference in new issue
Block a user