feedback1 WD: forms reach late views, stable enemy shapes, review fixes
- Every form change goes through content setForm(): the unit keeps it (e.form) and UnitInfo publishes it, so a view built mid-battle from fieldMeta (a watched teammate's field, 联防 observers, a reconnect) starts in the current form instead of the first-form model. - Enemy profile (dmgType) and Unit moving / form are initialised at spawn: one object shape for the sim's hot loop (the boss-field bench is back at the base speed). - 转译基底·α: an HP loss cannot knock out its original form (no death clip). - 假想敌:再生: 1 s 重生 and walking 傀儡 cited from PRTS; shields within 1.8 as the 再生状态 begins. - Renderer: a 重生's closing clip (and the ember's stand-up clip) is timed from the fx dur to end with it, so the next form attacks on its own clips. - Docs: ASSETS FORMS list, SIM form fx, PLAYING 隐匿 wording.
This commit is contained in:
1 parent
06be81f67e
commit
5c23eeb804
12 files changed
+318
-88
No files matched your search
+12
-3
@@ -204,9 +204,18 @@ The resolver's full precedence list is in the header of `tools/assets/anim-roles
|
||||
|
||||
The manifest roles describe an enemy's first form. Enemies whose skeleton holds another form's clip set get it from
|
||||
`public/js/render/units.js FORMS` (keyed by Spine id, switched by the sim's 'phase' fx kind or the `form` of its
|
||||
'ember' / 'revive' fx; a `change` clip plays once first): 掠海漂移体's crawl (`Change`, `*_02`), 转译基底·α's three forms
|
||||
(`A_Die_B` / `_C` / `_D`, 2 s each, then `B_*` 寻仇者, `C_*` 幽灵, `D_*` 特战术师), the 深池逐火 embers (`Die`, then
|
||||
`Idle_2` / `Move_2` / `Die_2`; `Revive` back) and 假想敌:再生's puppet (`A_Die`, `B_*`, `B_Revive`).
|
||||
'ember' / 'revive' / 'telegraph' / 'stone' fx — or, for a view built mid-battle, UnitInfo `form`; a `change` clip plays
|
||||
once first, an `end` clip is timed from the fx's `dur` to finish as that state ends):
|
||||
- 掠海漂移体's crawl (`Change`, then `*_02`);
|
||||
- 转译基底·α's three forms (`A_Die_B` / `_C` / `_D`, 2 s each, then `B_*` 寻仇者, `C_*` 幽灵, `D_*` 特战术师);
|
||||
- the 深池逐火 embers (`Die`, then `Idle_2` / `Move_2` / `Die_2`; `Revive` ends as it stands up) and 假想敌:再生's puppet
|
||||
(`A_Die`, then `B_*`; `B_Revive`);
|
||||
- the leaders' 重生: 锏 (`Revive1`, `Revive2` held, `Revive3`, then `B_*`), 扎罗 (`A_revive_1` / `_2` / `_3`, then `B_*`),
|
||||
“复仇者” (`Revive_Begin` / `_Loop` / `_End`), 杰斯顿 (`C1_Die`, then `C2_*`);
|
||||
- 守墓石像 (the statue on `Sleep` [ASSUMED by name], then the flyer's `*_2`).
|
||||
|
||||
Not mapped (clip names ambiguous): “自在”, “巨大的丑东西”, 主角阵营角色 and “余音” (`*_A` / `*_B`: which of its two forms is A
|
||||
is not known) keep their manifest clips.
|
||||
|
||||
Other renderer rules from research 07 §5.4–5.5:
|
||||
- **Choosing the model:** Front when the unit faces right or down; Front mirrored when facing left; Back when facing up.
|
||||
|
||||
+1
-1
@@ -73,7 +73,7 @@
|
||||
- **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**重装干员**的手动技能在受到伤害时释放;执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放。**自动触发**的技能按其本身规则,例如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。
|
||||
- **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
|
||||
- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
|
||||
- **敌人**:远程敌人的射程按官方从干员的碰撞体积(半径 0.25 格)算起,比数据上的攻击范围半径远 0.25 格——例如萨卡兹枯朽战车(射程 2.2)能打到中心 2.45 格以内、站在低地的干员。它的第一下攻击就是「秽蚀轰击」(在目标处留下半径 1.7、持续 10 秒的污染区:低地每秒 50、高台 25 点真实伤害,同名不叠加),被阻挡时普通攻击伤害翻倍。“萨科塔之翼”等血量第一次低于一半时会在原地小范围乱飞 5 秒(官方叫「恐惧」);叙拉古、妮芙等干员造成的恐惧会让敌人朝远离干员的方向逃跑。隐匿的敌人只有被阻挡时才能被选为攻击目标:深池逐火战士每次被击倒后先重生 1 秒,然后变成继续往前走的隐匿「余烬」(需要 5 次伤害击倒,护卫的「火灰」10 次),要用干员挡住它才能打掉,10 秒内没打掉就满血站起来;转译基底·α 原始形态受到的伤害全部无效,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时花 2 秒变成寻仇者、特战术师或幽灵,之后才能被击倒。
|
||||
- **敌人**:远程敌人的射程按官方从干员的碰撞体积(半径 0.25 格)算起,比数据上的攻击范围半径远 0.25 格——例如萨卡兹枯朽战车(射程 2.2)能打到中心 2.45 格以内、站在低地的干员。它的第一下攻击就是「秽蚀轰击」(在目标处留下半径 1.7、持续 10 秒的污染区:低地每秒 50、高台 25 点真实伤害,同名不叠加),被阻挡时普通攻击伤害翻倍。“萨科塔之翼”等血量第一次低于一半时会在原地小范围乱飞 5 秒(官方叫「恐惧」);叙拉古、妮芙等干员造成的恐惧会让敌人朝远离干员的方向逃跑。隐匿的敌人只有被阻挡时才能被选为攻击目标:深池逐火战士每次被击倒后先重生 1 秒,然后变成继续往前走的隐匿「余烬」(需要 5 次伤害击倒,护卫的「火灰」10 次),一般要用干员挡住它才能选中(范围伤害也能打到),10 秒内没打掉就满血站起来;转译基底·α 原始形态受到的伤害全部无效,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时花 2 秒变成寻仇者、特战术师或幽灵,之后才能被击倒。
|
||||
- 右上角 🔍▶▶ 可以查看本回合即将来袭的敌人(预览区),左上角 🔍 查看本局信息(禁用盟约、策略)。
|
||||
|
||||
## 5. 联防(同盟)
|
||||
|
||||
+10
-6
@@ -233,11 +233,15 @@ wait for the real death, the only one with a `die` event. 重生 / form changes:
|
||||
form; fx forms 'reborn' → 'form2'), `statue()` (守墓石像: melee only while blocked; first knock-out → 10 s unblockable,
|
||||
immobile statue → a flyer with ranged arts attacks that skip flyers; forms 'stone' → 'fly'), `husk()` (talent
|
||||
Revive[Trigger], every knock-out: 1 s 重生 — 无敌, 无法阻挡, immobile — then a hit-count husk that
|
||||
walks its route on: the 深池逐火 余烬 / 火灰 are 隐匿 and disarmed, so only a blocked one can be targeted and beaten; 假想敌:
|
||||
再生's 傀儡 is unblockable; a husk still standing after `Revive[Trigger].interval` s stands up again with full HP),
|
||||
转译基底·α (its original form cancels every damage instance; the 4th physical / arts instance or a block starts a 2 s
|
||||
change). The model's clip set follows a 'phase' fx kind or the `form` of the 'ember' / 'revive' fx (render/units.js
|
||||
FORMS).
|
||||
walks its route on: the 深池逐火 余烬 / 火灰 are 隐匿 and disarmed, so only a blocked one can be targeted by operators (area
|
||||
damage still reaches it); 假想敌:再生's 傀儡 is unblockable and, as it begins, shields the other enemies within 1.8; a husk
|
||||
still standing after `Revive[Trigger].interval` s stands up again with full HP),
|
||||
转译基底·α (its original form cancels every damage instance, and an HP loss stops at 1 HP; the 4th physical / arts
|
||||
instance or a block starts a 2 s change). Each form change goes through `setForm(b, e, form, fxKind, params)`: the
|
||||
unit keeps it (`e.form`, published as UnitInfo `form`, so a view built mid-battle from `fieldMeta()` — a watched
|
||||
teammate's field, 联防 observers, a reconnect — starts in it) and the fx announces it: the `kind` of a form 'phase' fx
|
||||
(crawl, translator_*), else the `form` of the 'ember' ('husk'), 'revive' ('revived' / 'form2' / 'fly'), 'telegraph'
|
||||
('reborn') or 'stone' ('stone') fx — render/units.js FORMS. Barrier / charge 'phase' kinds are no forms.
|
||||
|
||||
**Ownership** (`enemy.ownerId`, used for `killed/total` and leak attribution): `ownerPlayerId` if given, else the
|
||||
player whose half contains the spawn tile (cols ≥ 11 = right half / player with colOffset 8 or side R). A leak is
|
||||
@@ -970,7 +974,7 @@ Unknown subprofessions fall back to the profession default (test `professions.te
|
||||
`['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`,
|
||||
`['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing),
|
||||
`['layer', playerId, bondId, n]` (n = the layers actually added, capped at 999), `['bounty', playerId, coins]`.
|
||||
- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, skillIndex? }` (`skillIndex`: an ally's equipped skill, DESIGN §16)
|
||||
- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex? }` (`skillIndex`: an ally's equipped skill, DESIGN §16; `form`: an enemy's current model form — `content/enemies.js setForm` — so a view built mid-battle from `fieldMeta()` starts on that clip set)
|
||||
(`dir` = the unit direction, allies meaningful, enemies 'RIGHT'; `facing` = its horizontal sign for sprite flipping)
|
||||
(`spine`/`avatar` are asset ids from data).
|
||||
- flags: UF bits (blocked 1, stunned 2, frozen 4, stealth 8 — 隐匿 or an ally's 迷彩 — skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512);
|
||||
|
||||
Reference in new issue
Block a user