feedback5: merge K1 — stand-in kits Sharp, 领主·Sharp, Misery (every skill on every form; PRTS-checked)

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sganggs committed 2026-10-05 18:25:17 +08:00
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@@ -64,7 +64,7 @@ export const KIT_FILES = Object.freeze([
* A stand-in without a file fights with the generic kit (content/generic.js) plus its unconditional stat talents
* (genericTalents) — the eight 预备干员 need no file.
*/
export const STANDIN_KIT_FILES = Object.freeze([]);
export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sharp2.js', 'standin-acspec.js']);
async function loadKitFile(file) {
try {
@@ -0,0 +1,79 @@
// server/sim/content/kits/ops/standin-acguad.js — Sharp (char_609_acguad, 卫戍协议 6★ 近卫·无畏者) 补位 stand-in kit.
// Stands in for 忍冬 (tier 3, S3), 银灰 / 百炼嘉维尔 (tier 4, S2), 隐德来希 / 归溟幽灵鲨 (tier 5, S3 + DRE-X) and 佩佩
// (tier 6, S3 + DRE-X): data/backups.json `units.char_609_acguad.standsIn`. Kit contract: ../README.md "Stand-in kits".
// Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table at E2 Lv1 skill
// level 4 and E2 Lv60 skill level 7); what the data does not carry: PRTS Sharp(卫戍协议), cited where used.
import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js';
const S1 = 'skchr_acguad_1';
const S2 = 'skchr_acguad_2';
const S3 = 'skchr_acguad_3';
/** 力战不竭's ATK layers: one buff whose stacks are the layers. */
const STACK_KEY = 'acguad:s3stack';
export default {
// Sharp — talent 1 隐匿刀刃: ATK +atk, physical dodge prob (DRE-X levels 2 / 3 upgrade both). Talent 2 寸步不退: after
// `interval` s on the field (each deployment), ASPD +attack_speed.
// S1 快刀: ATK +atk; each attack becomes a double hit with attack@prob1 (data trigger: SKILL_RANGE on its 1-1 range).
// S2 亮剑: DEF to 0 (no blackboard key: the text "防御力降至0" — a final ×0, so no DEF bonus survives it), max HP
// +max_hp, every attack at attack@atk_scale.
// S3 力战不竭: ATK +atk; before each attack +atk_each_stack ATK (one layer, at most max_atk_stack_cnt), all layers lost
// when the target changes; HP never below 1 while it runs. PRTS 备注: "“每次攻击时获得增益”在每次成功攻击前判定,至少生效1层
// 增益,持续至技能结束" — the first attack on a target already has one layer, and the layers last until the skill ends.
// Module DRE-X (trait atk_scale): "攻击被阻挡的敌人时攻击力提升至115%" — an enemy blocked by anyone, as 斯卡蒂's DRE-X.
// Ground only, ground-targetable (data canHitFly false, no flag). S2 / S3 cast by the data trigger (DEFAULT).
char_609_acguad: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
const blockedScale = num(traitBb(chess).atk_scale, 0);
const b1 = skillRec(chess, S1)?.bb ?? {}, b2 = skillRec(chess, S2)?.bb ?? {}, b3 = skillRec(chess, S3)?.bb ?? {};
const doubleProb = num(b1['attack@prob1'], 0.2);
const layer = num(b3.atk_each_stack, 0), maxLayers = Math.max(1, Math.floor(num(b3.max_atk_stack_cnt, 8)));
return {
skills: {
[S1]: { kind: 'duration', mods: { atkPct: num(b1.atk) }, attack: { hitsFn: (battle) => (battle.rng.chance(doubleProb) ? 2 : 1) } },
[S2]: { kind: 'duration', mods: { defMul: 0, hpPct: num(b2.max_hp) }, attack: { atkScale: num(b2['attack@atk_scale'], 1) } },
[S3]: {
kind: 'duration',
mods: { atkPct: num(b3.atk) },
onStart({ battle, unit }) {
battle.removeBuff(unit, STACK_KEY);
unit.mem.acguadTarget = null;
if (unit.mem.acguadUndying) battle.off(unit.mem.acguadUndying);
// "技能持续期间内干员的生命值始终不会低于1": every HP loss, 流失 included (a kit saver, as 幽灵鲨 S2)
unit.mem.acguadUndying = battle.on('fatal', (c) => { if (c.unit === unit && unit.skill?.active) c.prevented = true; }, { owner: unit, priority: 10 });
},
onEnd({ battle, unit }) {
if (unit.mem.acguadUndying) battle.off(unit.mem.acguadUndying);
unit.mem.acguadUndying = null;
battle.removeBuff(unit, STACK_KEY);
unit.mem.acguadTarget = null;
},
},
},
talents: [
{ install(battle, unit) { statBuff(battle, unit, 'acguad:t1', { atkPct: num(t0.atk), dodgePhys: num(t0.prob) }); } },
{ install(battle, unit) {
const after = num(t1.interval, 30);
toggleBuff(battle, unit, 'acguad:t2', () => battle.time - unit.deployedAt >= after - 1e-9, { aspd: num(t1.attack_speed) });
} },
],
trait: blockedScale > 0 ? { dmgMul: (battle, unit, target) => (target && target.blockedBy ? blockedScale : 1) } : undefined,
install(battle, unit) {
if (unit.skill?.id !== S3 || !(layer > 0)) return;
// 力战不竭's layers: decided before every attack the skill makes (after the other beforeAttack handlers, on the
// attack's final main target); a new target clears them first, so its first attack has one layer
battle.on('beforeAttack', (c) => {
if (c.attacker !== unit || !unit.skill.active) return;
const target = (c.targets || []).find((t) => t && t.alive);
if (!target) return;
if (unit.mem.acguadTarget !== target) {
battle.removeBuff(unit, STACK_KEY);
unit.mem.acguadTarget = target;
}
battle.addBuff(unit, { key: STACK_KEY, mods: { atkPct: layer }, refresh: 'stack', maxStacks: maxLayers, tags: ['skill'] });
}, { owner: unit, priority: -100 });
},
};
},
};
@@ -0,0 +1,104 @@
// server/sim/content/kits/ops/standin-acspec.js — Misery (char_615_acspec, 卫戍协议 6★ 特种·处决者) 补位 stand-in kit.
// Stands in for 缄默德克萨斯 (tier 4, S2), 山 (tier 5, S3 + EXE-X) and 新约能天使 / 锏 (tier 6, S3 + EXE-X):
// data/backups.json `units.char_615_acspec.standsIn`. Kit contract: ../README.md "Stand-in kits".
// Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table); what the data
// does not carry: PRTS Misery(卫戍协议), cited where used.
import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js';
import { lonely } from '../shared/tier4.js';
import { absoluteRangeKeys } from '../../../targeting.js';
import { bodyInKeys } from '../../../body.js';
const S1 = 'skchr_acspec_1';
const S2 = 'skchr_acspec_2';
const S3 = 'skchr_acspec_3';
const S1_KEY = 'acspec:s1';
const PULL_TAG = 'acspec:pull';
/**
* 四维分离's "周围四格": her tile and the four tiles beside it [ASSUMED: her own tile counts — an enemy she blocks stands
* on it, and the talent is about her being alone with one enemy].
*/
const AROUND4 = Object.freeze([[0, 0], [-1, 0], [1, 0], [0, -1], [0, 1]]);
/** 空间的归依's area when the record has none: range x-4, her tile and the eight around it. */
const RING_X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]);
/** Living enemies whose body is on her tile or the four beside it, targetable or not (flyers too). */
function enemiesAround4(battle, unit) {
const keys = new Set(absoluteRangeKeys(AROUND4, unit.tileR, unit.tileC, unit.dir, 0));
let n = 0;
for (const e of battle.enemies) if (e.alive && e.deployed && !e.hidden && bodyInKeys(e, keys)) n++;
return n;
}
/**
* 空间的归依 at a deployment: atk_scale × ATK physical damage to every ground enemy around her (技能范围 x-4), then each
* enemy of that area nobody blocks is dragged to her front with 力度 `force` (0 = 小力: Battle.pullToFront, 力度 − 重量)
* and slowed (停顿) for `sluggish` s. PRTS 备注: "※不可对空" and "施加拖动与停顿效果的实际方式为:对目标进行一次0%攻击力
* 的近战攻击,此次附带了拖拽与停顿效果" — so the drag and the 停顿 ride a 0-damage physical hit, and an enemy that dodges it
* (or is out of reach of a hit: invulnerable, asleep) keeps its place. [ASSUMED] that hit is not a normal attack (no
* isAttack procs); the drag area is the damage area (the text names no other).
*/
function spaceBurst(battle, unit, rec) {
const sb = rec?.bb ?? {};
const grid = Array.isArray(rec?.rangeGrid) && rec.rangeGrid.length ? rec.rangeGrid : RING_X4;
const keys = absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0);
const around = battle.enemiesInKeys(keys, unit, { canHitFly: false, groundOnly: true });
for (const e of around) battle.dealDamage(unit, e, { amount: unit.s.atk * num(sb.atk_scale, 0), type: 'phys', isSkill: true, tags: ['skill', 'acspec:burst'] });
const landed = new Set();
const h = battle.on('damaged', (c) => { if (c.source === unit && c.dmg?.tags?.includes(PULL_TAG)) landed.add(c.target); }, { owner: unit, priority: 1000 });
try {
for (const e of around) if (e.alive && !e.blockedBy) battle.dealDamage(unit, e, { amount: 0, type: 'phys', isSkill: true, tags: ['skill', PULL_TAG] });
} finally {
battle.off(h);
}
for (const e of around) {
if (!landed.has(e) || !e.alive) continue;
battle.pullToFront(e, unit, num(sb.force, 0));
if (e.alive) battle.applyStatus(e, 'sluggish', { duration: num(sb.sluggish, 2.5), source: unit });
}
}
export default {
// Misery — trait 再部署时间大幅度减少: the data's respawnTime (18 s). Talent 1 二象命末: each attack is a double hit with
// attack@prob (PRTS 备注: it is her normal attack's basic logic; EXE-X levels 2 / 3 make it +atk ATK and a higher
// chance). Talent 2 四维分离: ATK +atk while exactly `cnt` enemy stands on her tile or the four beside it.
// All three skills are 被动, ON_DEPLOY — they start at every deployment (the battle-start one included, when no enemy
// is on the field yet: S3 then hits nothing, as in the official mode; it matters on a redeploy):
// S1 物理的服从: for the skill's duration (10 s) the talent-1 chance is attack@prob and physical dodge prob.
// S2 战争的恭顺: for the skill's duration (10 s) ATK +atk, ASPD +attack_speed.
// S3 空间的归依: spaceBurst above (ground only), right after each deployment (install).
// Module EXE-X (trait atk): ATK +atk while no ally stands on the four tiles beside her (PRTS: unlike the usual EXE-X;
// shared/tier4.js lonely, as 缄默德克萨斯's module of the same text).
// [ASSUMED] PRTS's 存疑 note on talent 1 — a 1 s trigger cooldown that would make her wait 1 s after each attack — is not
// modelled: her attack interval is the data's (0.93 s base).
// Ground only, ground-targetable (data canHitFly false, no flag).
char_615_acspec: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
const moduleAtk = num(traitBb(chess).atk, 0);
const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3);
const b1 = r1?.bb ?? {}, b2 = r2?.bb ?? {};
const talentProb = num(t0['attack@prob'], 0), s1Prob = num(b1['attack@prob'], talentProb);
const cnt = Math.max(1, Math.floor(num(t1.cnt, 1)));
return {
skills: {
[S1]: { kind: 'passive', onStart({ battle, unit }) { battle.addBuff(unit, { key: S1_KEY, duration: num(r1?.duration, 10), mods: { dodgePhys: num(b1.prob) }, tags: ['skill'] }); } },
[S2]: { kind: 'passive', onStart({ battle, unit }) { battle.addBuff(unit, { key: 'acspec:s2', duration: num(r2?.duration, 10), mods: { atkPct: num(b2.atk), aspd: num(b2.attack_speed) }, tags: ['skill'] }); } },
[S3]: { kind: 'passive' },
},
trait: { hitsFn: (battle, unit) => (battle.rng.chance(unit.findBuff(S1_KEY) ? s1Prob : talentProb) ? 2 : 1) },
talents: [
{ install(battle, unit) { statBuff(battle, unit, 'acspec:t1', { atkPct: num(t0.atk) }); } },
{ install(battle, unit) { toggleBuff(battle, unit, 'acspec:t2', () => enemiesAround4(battle, unit) === cnt, { atkPct: num(t1.atk) }); } },
],
install(battle, unit) {
if (moduleAtk > 0) toggleBuff(battle, unit, 'acspec:module', () => lonely(battle, unit), { atkPct: moduleAtk });
// 空间的归依 "部署后立即": at the `deploy` of every deployment, after the deploy-time buffs (module / talent-2
// toggles, priority 0) are on — a passive's onStart runs earlier, inside skill.reset; a 【移动】 (move: true)
// restarts no passive, as everywhere in the engine
if (unit.skill?.id === S3) {
battle.on('deploy', (c) => { if (c.unit === unit && !c.move && unit.alive && unit.deployed) spaceBurst(battle, unit, r3); }, { owner: unit, priority: -10 });
}
},
};
},
};
@@ -0,0 +1,57 @@
// server/sim/content/kits/ops/standin-sharp2.js — 领主·Sharp (char_617_sharp2, 卫戍协议 6★ 近卫·领主) 补位 stand-in kit.
// Stands in for 水月 (tier 4), 玛恩纳 (tier 5, LOR-X) and 维娜·维多利亚 / 妮芙 (tier 6, LOR-X), always with S1 (her only
// skill): data/backups.json `units.char_617_sharp2.standsIn`. Kit contract: ../README.md "Stand-in kits".
// Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table); what the data
// does not carry: PRTS 领主·Sharp, cited where used.
import { num, talentBb, moduleBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js';
import { hasHp, isHpLoss } from '../../../damage.js';
const S1 = 'skchr_sharp2_1';
export default {
// 领主·Sharp — trait (the lord profile, professions.js): ranged attacks at atk_scale (80 %) unless the target stands on
// her tile / the tile in front or she blocks it; range 3-12; hits air units (data canHitFly). Talent 1 无声之锋: ATK
// +atk, arts dodge prob (LOR-X levels 2 / 3 upgrade both). Talent 2 陷阵勇气: ASPD +attack_speed while at least `cnt`
// enemies she can target stand on her attack range [ASSUMED: targetable ones — a 隐匿 enemy she cannot select does not
// count].
// S1 沉默的爆发: ATK +atk, ASPD +attack_speed, attack@max_target targets, "远程攻击不再降低攻击力" (every attack at full
// ATK; the shots stay ranged — unlike 银灰 S3, which "视为近距离攻击"). Range unchanged, data trigger DEFAULT.
// Module LOR-X: a hidden talent `magic_atk_scale` (the trait part is display only). PRTS: "攻击附带10%攻击力的法术伤害
// ※于输出伤害时触发,造成的伤害为法术生命流失" — the popup: it triggers almost no event (输出伤害时 / 受到伤害时) and
// ignores 无敌, 屏障, 护盾, 减伤. So every damage instance she outputs makes its target lose magic_atk_scale × her ATK
// (Battle.loseHp: no DEF / RES, shield, invulnerability or damage multiplier; its own `damaged` is an hpLoss and sets
// off nothing). Unlike the LOR-X of 银灰 / 拉普兰德 / 断崖 / 仇白 (trait atk_scale_m, PRTS "于计算伤害时触发,造成预计算
// 的法术附加伤害": arts damage). [ASSUMED] the client shows the loss in the 流失 (true-damage) colour, it follows a
// fully shielded hit too (damage was output), and it stops when she leaves the field (a shot landing after that).
char_617_sharp2: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
const magic = num(moduleBb(chess).magic_atk_scale, 0);
const b1 = skillRec(chess, S1)?.bb ?? {};
return {
skills: {
[S1]: {
kind: 'duration',
mods: { atkPct: num(b1.atk), aspd: num(b1.attack_speed) },
targeting: { maxTargets: Math.max(1, Math.floor(num(b1['attack@max_target'], 2))) },
attack: { dmgMul: () => 1 },
},
},
talents: [
{ install(battle, unit) { statBuff(battle, unit, 'sharp2:t1', { atkPct: num(t0.atk), dodgeArts: num(t0.prob) }); } },
{ install(battle, unit) {
const cnt = Math.max(1, Math.floor(num(t1.cnt, 2)));
toggleBuff(battle, unit, 'sharp2:t2', () => battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile).length >= cnt, { aspd: num(t1.attack_speed) });
} },
],
install(battle, unit) {
if (!(magic > 0)) return;
battle.on('damaged', (c) => {
const e = c.target;
if (c.source !== unit || !unit.alive || !unit.deployed || !e || e.side !== 'enemy' || isHpLoss(c.dmg) || !hasHp(e)) return;
battle.loseHp(e, unit.s.atk * magic, { source: unit, tags: ['module', 'sharp2:lorx'] });
}, { owner: unit });
},
};
},
};