feedback2: merge WK — a ranged enemy stands for each attack's clip, then walks (GitHub #58); every exit leaves a 倒地干员 redeployed on that tile, per PRTS 卫戍协议/帮助 (GitHub #60)
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@@ -189,6 +189,10 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
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}
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```
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The enemies' attack clip lengths are also a data input: `tools/build-data.mjs` copies each enemy model's
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`anims.attack.loop` length and first `hits` time into data/enemies.json `attackAnim` (the sim stands an unblocked
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ranged enemy for that clip, GitHub #58; docs/DATA.md §9) — rebuild the data after a manifest change that touches them.
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### The `Roles` object
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```js
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@@ -358,6 +358,8 @@ blackboards (transitively). Level = `randomEnemyAttributeDict[key].level` (0 for
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| `hitArea` | `{"w":4.95,"h":2.95,"dx":0,"dy":1}` (`enemy_9013_acstmk`) | **huge units only** (巨型单位, 7 keys: 假想敌:胄 ×2, 假想敌:管 ×2 — the 隐秘核心 one `dx` 1 —, 盐风主教昆图斯, 阿利斯泰尔,帝国余晖, “萨米的意志”): the hit rectangle, `w` tiles along the columns × `h` along the rows, centred on the unit's position moved `dx` columns right / `dy` rows up (sim/body.js; user playtest #5). Not in the game tables (the collider lives in the prefab): `tools/build-data.mjs HIT_AREAS` by `prefabKey`, from PRTS "巨型单位:受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0" and PRTS盟约记录 (the season's 阿利斯泰尔 / “萨米的意志” versions); absent = a point. All 7 are also 自缚 + 无法被阻挡 (PRTS 天赋 — not a data field either: content/bosses.js `SELF_BOUND`) |
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| `staticBody` | `true` (`enemy_1005_yokai` 妖怪) | **静态刚体 only** (28 keys: every air unit of the mode except “炎佑” — 妖怪 ×3, 御4, 暴鸰, 法术大师 ×2, 寒霜, 帝国炮火先兆者 ×2, 枯朽之种, 枯朽萃聚使徒, 护障 ×2, 远眺, 愧悔魂灵圣杯, 假想敌:黑云, “斩胄之剑”, “破胄之锤”, 刺胄之弹, 未装配刀片, 防护背心, 冲击式施术单元, 节日气球, “萨科塔之翼 / 之眼 / 昂首” — plus the ground boss 盐风主教昆图斯): pushes and pulls never move it, the skills still hit it (sim `Battle._displaceable`; player report after 0.1.0). PRTS 特殊机制 静态刚体: "该单位的Unity刚体的刚体类型为部分静态(Kinematic)或静态(Static)…无法产生任何速度或移动…※是否为静态刚体与单位的行动方式无关". Not in the game tables (the rigidbody lives in the prefab): `tools/build-data.mjs STATIC_BODIES` by key, from the 天赋 "{{特殊机制|静态刚体}}" of each enemy's PRTS page (every enemy of the file, read 2026-10-03); absent = a dynamic body |
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| `modelScale` | `0.5926` (`enemy_1005_yokai_3` 威龙) | official drawn size of the enemy's Spine model relative to the standard (user playtest #6): the battle prefab's transform scale down to its Spine renderer (Graphic × FaceSwitcher × Spine; SkeletonDataAsset.scale is 0.01 for every enemy skeleton) ÷ 0.27, the standard of 1454 of the client's 2147 enemy prefabs (2080 have exactly one Spine renderer) and of the operators' battle skins. The renderer multiplies `UNIT.modelScale` by it (render/units.js `enemyModelScale`). 125 keys (122 prefabs) carry one, from 0.5926 (威龙 0.16; 妖怪 0.7407, 寒霜 0.6667) to 2.2222 (青铜镜 / 青瓷茶器 0.6); absent = 1. Not in the game tables: `tools/build-data.mjs MODEL_SCALES` by `prefabKey`, read from the local client by `tools/local-extract/enemy_scales.py` |
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| `attackAnim` | `{"clip":"Attack","dur":1,"hit":0.533}` (`enemy_1019_jshoot` 隐形弩手) | the enemy's attack clip — the one the client plays for its attacks (data/assets.json `anims.attack.loop` of its model, not an Idle stand-in) —, its length (s) and first strike frame (`hits`, the OnAttack event; absent when the clip has none). An unblocked ranged enemy stands for this clip at each attack (sim/ai.js `attackStand`, GitHub #58). 213 keys; absent = no attack clip known (御4, 寒霜, the 岁 relics …: the sim keeps `ATTACK_PAUSE`). Not in the game tables: `tools/build-data.mjs enemyAttackAnim` reads the committed asset manifest (tools/fetch-assets.mjs, from the Spine skeletons) |
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| `attackMoves` | `true` | **「不停止移动」 attackers only**: the handbook ability text says it attacks on the move (“十字路口”量产型's 四向攻击) — it never stops to attack (sim/ai.js `attackStand`). No enemy of the mode has it (build-data `attacksOnTheMove`) |
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## 10. `factions.json` — special enemies (特训敌人)
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| 选择策略 | 40 名策略(分队长)决定**初始目标生命值(20–45)**和一条永久规则。同盟:随机顺序轮流选,**每人 30 秒**,右上角和「决策中」显示同一个倒计时;AI 队友立即选完;队友已选的不能重复,每人可**跳过一次**(排到最后);超时自动选你**当前选中**的策略(已被队友选走则选华法琳)。独立:自由选择、不限时;同盟模拟只有你一名玩家时也不限时。选的时候可以点左侧决策顺序下方的「查看禁用盟约与干员」,再看一遍「确认本局信息」里的盟约(置灰、禁用人数)和本局禁用干员:只能查看,倒计时照常走,底部也显示轮到谁和剩余秒数;点「关闭」、点窗口外面或按 Esc 关闭,轮到下一位时会自动关闭。 |
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| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场(如教鞭的法术大师A2·多轮战术特训)。各回合的悬赏决策按官方对局截图来出:第 3 回合是 6 张「接下来两场作战」的悬赏(3 张 1 资金、2 张 2 资金、1 张 3 资金);第 9 回合是各首领的「下场作战」悬赏和「源石虫·特训」;绝境 / 终极的第 11 回合多半是悬赏决策(也可能是机密商店或战术决策),其中的悬赏通常有 1 只特异巨兽,其余是各阵营的「下场战斗」悬赏。击倒悬赏敌人的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。**机密商店**的 6 件装备都免费,和官方一样可能出现两件相同的装备(各算一张卡,可以分别被选走);第 11 回合(绝境 / 终极)的机密商店按官方:2 件 VI 阶、至少 1 件 V 阶和 1 枚盟约之币,标准 / 险境较早回合的机密商店各阶装备都可能出现。**战术决策**也和官方一样可能出现两张相同的卡(官方截图里出现过两张「补给」;各算一张卡,可以分别被选走,每张只生效一次,两人各选一张全队卡则效果叠加);第 11 回合(绝境 / 终极)的战术决策按官方截图只出盟誓、驰援、列装 / 财富 / 补给 / 整备 / 升华等增益卡,不出削弱敌人的卡和战场演变卡。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 |
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| 休整期 | 购买、摆阵、配装备、冻结 / 刷新、升级调度中心;同盟有倒计时(65–215 秒,随回合增加);独立模拟、以及只有你一名玩家(只带 AI 队友)的同盟模拟不限时。所有人「准备就绪」即提前开战,全员就绪前可取消。 |
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| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在倒下的格子上**(倒地姿势、略微变灰),之后也在这一格再部署(与官方一样;倒在其他干员或召唤物初始位置上的,会回到自己的初始位置躺下,召唤物已经消失也一样);倒地干员所在的格子**不会被占用**,突袭盟约的再部署、援军、召唤物都会避开它。头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 |
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| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在倒下的格子上**(倒地姿势、略微变灰),之后也在这一格再部署(与官方一样;倒在其他干员或召唤物初始位置上的,会回到自己的初始位置躺下,召唤物已经消失也一样);因自身效果强制退场的干员(史尔特尔「余烬」结束、耀骑士临光 2 技能结束等)同样倒在原地、在原地再部署;倒地干员所在的格子**不会被占用**,突袭盟约的再部署、援军、召唤物都会避开它。头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 |
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| 联防 | 见第 5 节。 |
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| 结算 | 扣 LP、发放悬赏资金、结算层数;LP ≤ 0 的玩家淘汰(其干员回到公共卡池)。 |
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- **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(例外:深巡、雷蛇的二技能,号角的二、三技能,灰毫的一、二技能按玩家反馈改为攻击范围内有敌人时就释放,余的二技能「厚礼上宾」改为周围两格(技能范围)内有敌人时就释放,这是本作有意与官方不同的地方;深巡一技能仍要受到伤害);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)。
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- **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。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
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- **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)。
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- **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(或被揭示)时才能被选为攻击目标,溅射、技能的圆形范围伤害也打不到没被挡住的隐匿敌人(和官方一样);阻挡解除后 3 秒内它仍然可以被选中(官方页面注明 0 秒或 1 秒的敌人按页面),之后才重新隐匿: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(挡住时它不再半透明;被阻挡时被击倒的,重生结束后约 2 秒内也能用远程或范围伤害补刀),10 秒内没打掉就满血站起来;敌人重生时身上的减速、恐惧等状态会被清空、技能冷却从头开始,被恐惧的逐火战士变成余烬后也能被挡住;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。
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- **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。没被阻挡的远程敌人每次攻击都会站定、播完攻击动作,两次攻击之间才继续前进。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(或被揭示)时才能被选为攻击目标,溅射、技能的圆形范围伤害也打不到没被挡住的隐匿敌人(和官方一样);阻挡解除后 3 秒内它仍然可以被选中(官方页面注明 0 秒或 1 秒的敌人按页面),之后才重新隐匿: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(挡住时它不再半透明;被阻挡时被击倒的,重生结束后约 2 秒内也能用远程或范围伤害补刀),10 秒内没打掉就满血站起来;敌人重生时身上的减速、恐惧等状态会被清空、技能冷却从头开始,被恐惧的逐火战士变成余烬后也能被挡住;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。
|
||||
- **策略「鸭爵」(“神秘顾客”)**:从第 5 回合起,你和队友的每场作战(**最终攻势和隐秘核心也算**,联防不另外替换)有 0–2 名地面敌人(不含领袖及其部件、悬赏敌人)被替换为特殊版本的鸭爵、高普尼克、流泪小子或圆仔,出现在被替换敌人的时间和路线上(两人同场的领袖战里,各自只替换走向自己保护目标点的敌人);击倒者获得 1 资金(联防中的队友也算),漏进保护目标点照常扣 1 点目标生命值。鸭爵和圆仔**不攻击、无法被阻挡**:鸭爵受到伤害后移动速度 +300%;圆仔始终面向我方干员较多的一侧,来自正面的物理 / 法术伤害 −80%。流泪小子隐匿(被阻挡时才能被选中),攻击使目标晕眩 3.5 秒;高普尼克免疫晕眩、冻结和浮空。
|
||||
- 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、禁用干员、策略)。
|
||||
|
||||
|
||||
+14
-6
@@ -86,8 +86,11 @@ timer done, tile free, DP ≥ cost), 不屈's, 阿戈尔's — comes back there
|
||||
killed) lies on its own home instead when that is free (else it stays [ASSUMED: one attempt]); x / y / tileR / tileC keep
|
||||
where it fell for the `kill` / `death` handlers. "倒地干员所在地块视为可部署,但所有我方单位在此处的部署
|
||||
行为将被阻止": `downOn(r, c)` — `_deploy` (redeploys, the 突袭 landing, summons), `spawnDevice` and `relocate` refuse that
|
||||
tile and `isReservedTile` reports it, so every automatic picker skips it. A withdrawn operator that is not down (a
|
||||
retreat) comes back on its home tile.
|
||||
tile and `isReservedTile` reports it, so every automatic picker skips it. The rule covers every 退场 (GitHub #60): an
|
||||
operator forced out by its own effects (`retreat` reason `'retreat'`: 史尔特尔's 余烬, 耀骑士临光 S2, 骑士戒律 + 竞技旗,
|
||||
伊内丝 S3; `'merchant'`: a 商人 that cannot pay) lies down and comes back the same way — still no kill (its death reason is
|
||||
not `'killed'`: no 被击倒 effects, 不屈, 阿戈尔 or knock-down count); only the 突袭 retreat (`'raid'`, redeployed at once on
|
||||
its landing tile) and permanent removals leave nothing.
|
||||
|
||||
### 1.1 Coordinates (PlayerBattleInput units)
|
||||
|
||||
@@ -273,7 +276,11 @@ not [ASSUMED, §21.22]. Until 0.1.2 they took every ally in the area (GitHub iss
|
||||
every ally there: the "无视无法选择 / 无视可选性" abilities above (and 远眺's death 暴露, 圆仔's facing count), 寒霜's aura
|
||||
(PRTS names its 攻速下降 Debuff among the effects that "无视隐匿状态起作用") and map / tile / terrain effects (“墓碑”'s
|
||||
halving — PRTS: a map effect —, 【国度】, a chimera's 源石污染区 aura [ASSUMED for the last two])
|
||||
and pause `ATTACK_PAUSE` (0.35 s) after each unblocked attack; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies
|
||||
and, unblocked, stand for each attack's clip — `attackStand`: data/enemies.json `attackAnim`, through its wind-up
|
||||
(cooldown ≤ the strike frame, a target in range) and the rest of the clip after the strike, shortened when the attacks
|
||||
come quicker than the clip; `ATTACK_PAUSE` (0.35 s) after the strike when no clip is known; an `attackMoves`
|
||||
(「不停止移动」) enemy never stops; a stun ends the stand; only the walking waits — a route WAIT keeps running and
|
||||
DISAPPEAR / APPEAR legs still happen, hiding ends the stand; GitHub #58 — then walk on; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies
|
||||
never attack — unless content arms them through `enemy.profile` (`noAttack: false`, `melee`, `dmgType`, `maxTargets`:
|
||||
转译基底·α's 寻仇者 / 特战术师 forms, which then attack like any enemy); `dmgType 'heal'` enemies heal the lowest-HP% enemy in their radius instead. A `noMove` enemy stands (not `moving`, drawn idle). Content can take over an
|
||||
enemy's attack: `enemy.profile.deferHit` = the engine makes the attack (target, timing, the `'atk'` event) but deals no
|
||||
@@ -743,7 +750,7 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
|
||||
| `spawnEnemy(enemyKey, { routeIndex, route, pos, mods, tag, sourcePlayerId, ownerPlayerId, bounty, countInTotal, def })` | returns the enemy, or null past `MAX_ALIVE_ENEMIES`; `def` = inline record (enemies.json shape or normalised) for keys missing from data |
|
||||
| `spawnDevice(key, row, col, { hp, obstacle, blockCnt, name, def, res, atk, bat, aspd })`, `setObstacle(r, c, on)` | obstacles re-path enemies; spawnDevice returns null outside the rect, on a living unit or on a knocked-out operator's tile |
|
||||
| `isReservedTile(r, c)` | true when a living unit stands there or it is the rest tile (`restTile`) of an ally piece that has not deployed yet / waits to redeploy — the tile a knocked-out operator lies on, else the home tile — every automatic picker (the 突袭 landing tile, tactical points, summon / device tiles) must skip these (`findTacticalPoint` does) |
|
||||
| `downOn(r, c, except?)`, `restTile(u)` | the knocked-out operator lying on a tile (no ally deploys / moves there: `_deploy`, `spawnDevice`, `relocate`); the tile a withdrawn ally comes back on — its `body` tile when knocked out, else its home (§1) |
|
||||
| `downOn(r, c, except?)`, `restTile(u)` | the down operator (`isDown`: knocked out or forced out) lying on a tile (no ally deploys / moves there: `_deploy`, `spawnDevice`, `relocate`); the tile a withdrawn ally comes back on — its `body` tile when down, else its home (§1) |
|
||||
| `addProjectile({ from, target | to:{x,y}, speed, onHit(ctx), visual, source, hitDead })` | homing; fizzles if the target dies unless `hitDead` |
|
||||
| `allySelectable(ally, by)`, `alliesFor(by, ownerId?)` | may an ability of ally `by` select `ally` — never a 孤立 unit (炎佑, 从不混淆的方向) but `by` itself (PRTS 选择器: "若掩码中孤立为1,且选择器的阵营与目标为友好关系,则不可选中"); `allies()` without the 孤立 ones — content picks ally targets (buffs, auras, 全场 talents, heal picks) through these, `alliesInGrid` too |
|
||||
| `unitsInGrid(unit, grid, {side, extend})`, `alliesInGrid(unit)`, `enemiesInRadius(x, y, r, centre?)`, `foesInRadius(x, y, r, centre?)`, `alliesInRadius(x, y, r, ownerId?)` | grid offsets are relative to facing RIGHT, rotated by `unit.dir`; enemies by their body (§2 hit areas: a huge enemy on every tile it occupies / within `r` of its rectangle; `centre` = splash around a target, a 中点判定 by position; `foesInRadius` = the enemies an operator's area effect can select — no untargetable enemy, none whose 隐匿 is on (`targeting.js enemyStealthed`: not blocked, not revealed, not within 3 s of its last block), PRTS 作战机制 §AOE伤害判定 — while enemy-side auras / heals and collisions keep `enemiesInRadius`) |
|
||||
@@ -1141,8 +1148,9 @@ Unknown subprofessions fall back to the profession default (test `professions.te
|
||||
|
||||
- `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem? }`.
|
||||
`sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active. Units in DIE state stay 0.8 s.
|
||||
`down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = knocked-out operators waiting to redeploy
|
||||
(`Battle.isDown(u)`: reason `'killed'` or `FORCED_EXIT` (§1.1 carryState `down`), deployed at least once, a finite
|
||||
`down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = operators lying down waiting to redeploy
|
||||
(`Battle.isDown(u)`: any removal reason but the 突袭 `'raid'` — `'killed'`, `FORCED_EXIT` (§1.1 carryState `down`), a forced
|
||||
exit `'retreat'` / `'merchant'` (GitHub #60) —, not removed for good, deployed at least once, a finite
|
||||
respawn timer; `state` = constants.js
|
||||
`DOWN_STATE`: 0 counting, 1 timer done / DP short, 2 timer done / its tile taken — a safeguard: no ally deploys on a
|
||||
knocked-out operator's tile, §1; `row, col` = the tile it lies on and comes back on, `unit.body`); `elem: [[id, element, fill,
|
||||
|
||||
Reference in new issue
Block a user