feedback1 integrate: follow-ups from the workstream notes (official rules)
- an operator's radius area damage skips unblocked 隐匿 and untargetable enemies (Battle.foesInRadius; PRTS 作战机制 AOE伤害判定), the 逐火 embers included - PRTS 溅射半径一览: 投掷手 0.9, 链术师 1.7, 格雷伊 1.0; 迷迭香 S2 radius 1.5 - 阿罗玛's first-attack mark is shared between 阿罗玛 and leaves with its setter (PRTS 备注) - 奥术法阵 on the field: 炎佑's damage silences its target (PRTS 盟约记录 备注) - skills restart from their initial cooldown when a 重生 ends (PRTS 特殊机制) - 高准度伦蒂尼姆城防自行炮: lock in range, 3x3 area, every 0.5 s up to 10 shots, 失衡/控制免疫 meanwhile - 琳琅诗怀雅 S3 coins go to range 2-4 in front and the units she blocks - 阿戈尔 devour is a 物理流失 reduced by the target's DEF
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@@ -82,7 +82,7 @@ function profileMul(battle, unit, target) {
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}
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/** Targetable enemies within `r` tiles of (x, y), nearest first (spawn order breaks ties), excluding `skip`. */
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function enemiesAround(battle, unit, x, y, r, skip = null) {
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const out = battle.enemiesInRadius(x, y, r).filter((e) => !(skip && skip.has(e)) && canTargetEnemy(unit, e, { canHitFly: true }));
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const out = battle.foesInRadius(x, y, r).filter((e) => !(skip && skip.has(e)) && canTargetEnemy(unit, e, { canHitFly: true }));
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const d = (e) => bodyDist(e, x, y);
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return out.sort((a, b) => d(a) - d(b) || (a.spawnSeq ?? a.id) - (b.spawnSeq ?? b.id));
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}
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@@ -113,6 +113,8 @@ const gridKeys = (grid, u, ext = 0) => absoluteRangeKeys(grid || [[0, 0]], u.til
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const fx = (battle, kind, u, extra = {}) => battle.fx(kind, { x: u.x, y: u.y, id: u.id, ...extra });
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const copyGrid = (g) => (Array.isArray(g) && g.length ? g.map((p) => [p[0], p[1]]) : null);
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const NINE = [[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]];
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/** 琳琅诗怀雅 S3's coin range (PRTS 备注 "前方范围2-4"; range_table "2-4", facing right). */
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const SWIRE2_COIN_GRID = Object.freeze([[1, 1], [0, 0], [0, 1], [0, 2], [-1, 1]]);
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/** Two enemy bodies touch within this distance (tiles) — 见行者 collision stun. */
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const COLLIDE = 0.6;
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/** 忍冬 S3's 迷彩 (until her next cast): its own buff key, never merged with another unit status. */
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@@ -401,11 +403,11 @@ const KITS = {
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// 大买家: coin at skill start + coin & ATK stack per trait payment; 破财消灾: DP-paid revive (cost doubles)
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// S1 仗义疏财 (passive, 2 coins): an attack spends a coin to heal the most injured ally (< 70 % HP) of the 8
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// surrounding tiles for attack@heal_scale × ATK. S3 千金一掷 (持续时间无限): attacks hit twice, kills give a coin;
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// closing it spends every coin on random ground enemies of the front range (atk_scale phys + a small push, radial
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// despite the text's 向前 — PRTS 备注 "推开效果为径向推动"; client charpack char_1033_swire2: the RandomGold ability
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// (Skill_3_End) carries swire2_s_3[knockback] of template knockback[relative]; 地面敌方单位, 弹道不可对空).
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// Auto-close (the mode casts everything itself; the player's "主动关闭" is not available): once the purse is full
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// (10) and an enemy stands in range. 精锐 module MER-Y: ATK +4 % per trait payment (≤ 5 stacks).
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// closing it spends every coin on random ground enemies of range 2-4 in front and those she blocks (atk_scale phys +
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// a small push, radial despite the text's 向前 — PRTS 备注 "推开效果为径向推动"; client charpack char_1033_swire2:
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// the RandomGold ability (Skill_3_End) carries swire2_s_3[knockback] of template knockback[relative]; 地面敌方单位,
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// 弹道不可对空). Auto-close (the mode casts everything itself; the player's "主动关闭" is not available): once the
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// purse is full (10) and a coin target stands there. 精锐 module MER-Y: ATK +4 % per trait payment (≤ 5 stacks).
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chess_char_3_04_a: (bb, chess, def) => {
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const d = defOf(chess, def);
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const t0 = talentBb(d, 0), t1 = talentBb(d, 1);
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@@ -476,22 +478,29 @@ const KITS = {
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[S1]: () => ({ kind: 'passive' }), // (coins → heals: installS1)
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[S3]: (s) => {
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const cash = num(s.bb.atk_scale, 1), force = num(s.bb.force, 0), full = num(s.bb.sp, 10);
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// the 【金币标记】 targets: ground enemies on range 2-4 in front of her (range_table "2-4") and every unit she blocks
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const coinMarks = (battle, unit) => {
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const list = enemiesOn(battle, unit, gridKeys(SWIRE2_COIN_GRID, unit), 0, { ...unit.profile, canHitFly: false });
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for (const e of unit.blocking || []) if (e.alive && !e.isFlying && !list.includes(e)) list.push(e);
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return list;
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};
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return {
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kind: 'toggle',
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attack: { hits: 2 },
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onTick({ battle, unit, skill }) {
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if ((unit.mem.coins ?? 0) >= full && enemiesOn(battle, unit, unit.rangeKeys, 0, { ...unit.profile, canHitFly: false }).length) skill.end('manual');
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if ((unit.mem.coins ?? 0) >= full && coinMarks(battle, unit).length) skill.end('manual');
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},
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onEnd({ battle, unit, reason }) {
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if (reason !== 'manual' || !unit.alive) return;
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const n = unit.mem.coins ?? 0;
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unit.mem.coins = 0;
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let spent = 0;
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// PRTS 备注: 【金币标记】 goes on "前方范围内的地面敌方单位与自身阻挡的所有单位" and the coins are "弹道(不可对空)" —
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// air units (FLY, 近地悬浮, 浮空) are never paid
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const ground = { ...unit.profile, canHitFly: false };
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// PRTS 备注: closing it "立即对前方范围2-4内的地面敌方单位与自身阻挡的所有单位施加【金币标记】", the coins going to
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// marked units at random — 弹道(不可对空): air units (FLY, 近地悬浮, 浮空) are never paid. Until 0.1.1 the
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// coins went to her attack range (1-1) instead of range 2-4.
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const marked = coinMarks(battle, unit);
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for (let i = 0; i < n; i++) {
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const e = battle.rng.pick(enemiesOn(battle, unit, unit.rangeKeys, 0, ground));
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const e = battle.rng.pick(marked.filter((x) => x.alive && !x.isFlying));
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if (!e) break;
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spent++;
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battle.dealDamage(unit, e, { amount: unit.s.atk * cash, type: 'phys', isSkill: true, tags: ['skill', 'swire2Cash'] });
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