feedback6 R21P: every operator fights at full potential (潜能 6) — the owner's decision of 2026-10-07 (GitHub #252, PR #255; no host slider): tools/build-data.mjs OPERATOR_POTENTIAL adds every character_table potentialRanks attribute step (部署费用 / 再部署时间 / ATK / HP / DEF / RES / ASPD, all ADDITION, before rounding) to every chess (normal and elite), 补位 and 自选 unit form and picks talent / trait / module-talent candidates up to requiredPotentialRank 5 (「天赋效果增强」); a summon picks its talent candidates at its owner's potential (their requiredPotentialRank mirrors the owner's — PRTS 凯尔希: Mon3tr 3.5 s / 1400) and takes none of the owner's attribute steps; the 原型干员 stand-ins have no potential ranks (unchanged). 刺玫 413 / 17 → 435 / 15 as in the tournament video, 砾 18 → 16 s, 至简 80 → 70 s. data/chess.json (256 records), backups.json (the 71 owned picks, 8 summons), tokens.json (5 summons) and the data translations en / ja / ko / zh-TW rebuilt — only potential-driven fields (JSON-compared); the 干员调配 局内数值 and detail cards read the records. op-wang.js reads her stock cap 「最多拥有8(+1)枚」 through the potential step (the pattern fell back to 7: she sat at the cap from the start). Docs: DATA §2 / §18 / tokens, PLAYING (detail card), research 03, kits README, shared/diy.js / standIn.js, the 71 自选 kit headers and the kit comments that quoted potential-0 numbers. Tests: test/full-potential.test.js (new, fails on the parent); data.test.js re-derivation adds the potential steps (+ respawnTime); every test that hard-coded a potential-0 number carries the full-potential one (from the data and the test's own formula; no check loosened); golden: moves almost everywhere — roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 133/138 (each battle parts on a stat: roster-001 / roster-020 at tick 1 on 角峰's HP (生命上限+250), bond-arcaneShip-high at 4.73 s and diy-001 at 3.70 s on an enemy's HP from a higher ATK; diy-110 / 111 also by 望's cap; the matches through those battles); unchanged: standins 10/10 and diy-135…138 (no potential ranks), diy-012 (twelve 夜莺 never hit, never redeployed)
This commit is contained in:
1 parent
783bd30afd
commit
806a047717
178 files changed
+7616
-7268
No files matched your search
@@ -3,7 +3,7 @@
|
||||
// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
|
||||
//
|
||||
// Forms (data/backups.json units.char_4098_vvana, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
|
||||
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
|
||||
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Full potential (the owner's decision of 2026-10-07).
|
||||
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json); PRTS 薇薇安娜 (备注 of
|
||||
// 散华, 光影迅捷剑 and “明灭”, the AFT-Δ trait note); gamedata_const ba.charged 蓄力, ba.shield 护盾, ba.steal 偷取,
|
||||
// ba.magicfragile 法术脆弱; PRTS 作战机制 (伤害流程, 远近途径 "有弹道的攻击固定为10,无弹道的攻击固定为01"); range_table 3-2; the
|
||||
@@ -17,23 +17,24 @@
|
||||
// 元素伤害. Stage 3: 燃烛施明's 灼燃损伤 (below).
|
||||
// - Module AFT-Y “最后一行”: trait "自身阻挡的敌人受到10%的法术脆弱效果" (trait bb damage_scale 1.1; vvana_equip_2_*: weak[magic]
|
||||
// to every blockee): the 法术脆弱 status (同名效果取最高) on each enemy she blocks, renewed every 0.2 s for 0.3 s (as 史尔特尔's
|
||||
// AFT-Y). Stage 3: 散华 25 %, 2 layers (below).
|
||||
// - T1 燃烛施明 "造成的法术伤害+8%,受到的物理和法术伤害-8%。攻击范围内存在精英或领袖敌人时,该效果提升至2倍" (damage_scale_m,
|
||||
// damage_resistance_pm, super_scale; vvana_t_1[self] / [aura] / [super]: an aura on the enemies of her current range —
|
||||
// targetMotion ALL, flyers too, no untargetable one — and on those she blocks; an ELITE / BOSS one swaps [self] for [super],
|
||||
// ×super_scale): artsDealtMul 1 + 0.08 f, phys / artsTakenMul 1 − 0.08 f, f = super_scale while such an enemy is there, else
|
||||
// 1 — re-read every tick and before every hit she deals or takes. AFT-D stage 3 "攻击附带相当于9%伤害的灼燃损伤"
|
||||
// AFT-Y). Stage 3: 散华 27 %, 2 layers (below).
|
||||
// - T1 燃烛施明 "造成的法术伤害+8%,受到的物理和法术伤害-8%。攻击范围内存在精英或领袖敌人时,该效果提升至2倍" (full potential: 9 %;
|
||||
// damage_scale_m, damage_resistance_pm, super_scale; vvana_t_1[self] / [aura] / [super]: an aura on the enemies of her current
|
||||
// range — targetMotion ALL, flyers too, no untargetable one — and on those she blocks; an ELITE / BOSS one swaps [self] for
|
||||
// [super], ×super_scale): artsDealtMul 1 + 0.09 f, phys / artsTakenMul 1 − 0.09 f, f = super_scale while such an enemy is there,
|
||||
// else 1 — re-read every tick and before every hit she deals or takes. AFT-D stage 3 "攻击附带相当于9%伤害的灼燃损伤"
|
||||
// (ep_damage_ratio_m; the templates' ON_AFTER_OUTPUT_DAMAGE on her non-continuous arts damage, ApplyElementDamageBasedOnDamageValue
|
||||
// FIRE): each arts damage instance of hers that removes HP carries ep × f × that damage as 灼燃损伤.
|
||||
// - T2 散华 "攻击精英或领袖敌人时,有18%概率获得一层仅抵挡近战攻击的护盾(最多1层)" (prob; AFT-Y stage 3: 25 %, max_stack_cnt 2;
|
||||
// S3: × talent_scale; vvana_t_2: ON_OUTPUT_DAMAGE on an ELITE_AND_BOSS target, Dice prob, CreateBuff vvana_t_2[block_melee] —
|
||||
// UNIQUE without max_stack_cnt, STACK up to it with — so a roll at the cap changes nothing, PRTS "※自身未存在本天赋的护盾时,每对
|
||||
// 符合条件的目标造成一次伤害判定一次本天赋"): one roll per damage instance she outputs on an elite / leader (any damage — the AFT-D
|
||||
// rider too — at the output, before the target's dodge / cancel). vvana_t_2[block_melee]: ON_TAKE_DAMAGE from an ENEMY source
|
||||
// with apply way MELEE → BlockDamage, one layer spent (ba.shield "每层护盾可以抵挡一次伤害"; PRTS "※仅来源于敌方单位的近战途径伤害
|
||||
// 可触发本天赋的护盾"): an enemy's damage that did not fly as a projectile (DamageInfo `isProjectile`, ai.js enemyAttack) is
|
||||
// negated whole in a late `hit` handler (cancel, as the enemies' 护盾 layers in content/enemies.js); 无来源 damage has no enemy
|
||||
// source. The enemy content's own projectiles (invisible / leaders / fly kits) are not marked and count as melee [ASSUMED].
|
||||
// - T2 散华 "攻击精英或领袖敌人时,有18%概率获得一层仅抵挡近战攻击的护盾(最多1层)" (full potential: 20 %; prob; AFT-Y stage 3:
|
||||
// 27 %, max_stack_cnt 2; S3: × talent_scale; vvana_t_2: ON_OUTPUT_DAMAGE on an ELITE_AND_BOSS target, Dice prob, CreateBuff
|
||||
// vvana_t_2[block_melee] — UNIQUE without max_stack_cnt, STACK up to it with — so a roll at the cap changes nothing, PRTS
|
||||
// "※自身未存在本天赋的护盾时,每对符合条件的目标造成一次伤害判定一次本天赋"): one roll per damage instance she outputs on an elite /
|
||||
// leader (any damage — the AFT-D rider too — at the output, before the target's dodge / cancel). vvana_t_2[block_melee]:
|
||||
// ON_TAKE_DAMAGE from an ENEMY source with apply way MELEE → BlockDamage, one layer spent (ba.shield "每层护盾可以抵挡一次伤害";
|
||||
// PRTS "※仅来源于敌方单位的近战途径伤害可触发本天赋的护盾"): an enemy's damage that did not fly as a projectile (DamageInfo
|
||||
// `isProjectile`, ai.js enemyAttack) is negated whole in a late `hit` handler (cancel, as the enemies' 护盾 layers in
|
||||
// content/enemies.js); 无来源 damage has no enemy source. The enemy content's own projectiles (invisible / leaders / fly kits)
|
||||
// are not marked and count as melee [ASSUMED].
|
||||
// - S1 光影迅捷剑 (AUTO, 2 charges, data DEFAULT — a "next attack" waits for her attack): the next attack at atk_scale × ATK,
|
||||
// S1_HITS hits (S1_Attack2, `_additionalTimes` 1). 蓄力 (ba.charged "回复至上限2倍时进入蓄力状态…任何时候开启均消耗全部技力"; PRTS
|
||||
// 备注 "未满足蓄力所需技力时…仅消耗技能最低所需技力" / "“蓄力”模式将在下一次技能结束时结束" / "“蓄力”模式期间…攻击范围变为3-2";
|
||||
|
||||
Reference in new issue
Block a user