feedback4: 引星棘刺 S1 度算浪波 (an AUTO skill thrown at an ally) fires as soon as its SP is full, with no enemy around (GitHub #124)
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@@ -1985,6 +1985,10 @@ const KITS = {
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skills: lazySkills({
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skchr_thorn2_1: () => ({
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kind: instantKind(chess, def),
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// an AUTO skill (skill_table 自动触发) that throws at an ally: it fires as soon as its SP is full, with or
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// without an enemy — the basic DEFAULT rule waited for an attack, so with no enemy around it sat at 7/7
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// (GitHub #124 「引星棘刺一技能不会在满技力时自动释放」)
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trigger: { rule: 'SP_FULL' },
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onStart({ battle, unit }) {
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const t = battle.alliesInGrid(unit).filter((a) => a.hp > 0).sort((a, b) => a.hpRatio - b.hpRatio || b.blocking.length - a.blocking.length || dist(a, unit) - dist(b, unit) || a.id - b.id)[0];
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if (!t) return;
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@@ -1028,6 +1028,23 @@ test('引星棘刺 S1 度算浪波: an alchemy unit on the lowest-HP ally: DEF +
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}
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});
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test('引星棘刺 S1 度算浪波 (AUTO): fires as soon as its SP is full, no enemy needed (GitHub #124)', () => {
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for (const id of pair('15')) {
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const h = run({
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defs: { chess: { t_low: ally('t_low') } },
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units: [entry(id, 'skchr_thorn2_1', { row: 10, col: 3 }), { chessId: 't_low', row: 10, col: 5 }],
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enemies: [],
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});
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const u = sel(h, id, 'skchr_thorn2_1');
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h.step();
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assert.equal(h.b.enemies.length, 0, 'no enemy on the field');
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const need = u.skill.spCost - u.skill.sp;
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h.run(need + 0.5);
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assert.ok((u.mem.zones || []).some((z) => z.type === 'guard'), `cast within ${need.toFixed(1)} s of SP filling, no enemy around`);
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done(h);
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}
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});
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test('引星棘刺 S3 “我的海疆”: passive skill range; alchemy units on the 3 lowest-block ops debuff (不叠加) and burn enemies around them, ramping to the max after 15 s', () => {
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for (const id of pair('15')) {
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const h = run({
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