diff --git a/data/items.json b/data/items.json index 0c5cee28..a6d783e5 100644 --- a/data/items.json +++ b/data/items.json @@ -1 +1 @@ -{"chess_item_1_01_e_a":{"id":"chess_item_1_01_e_a","baseId":"chess_item_1_01_e_a","goldenId":"chess_item_1_01_e_b","isGolden":false,"trapId":"trap_1041_acarm041","iconId":"trap_1041_acarm041","identifier":267,"name":"维式重锤","itemType":"EQUIP","tier":1,"shopSortId":1,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_01_e_b","duration":-1,"giveBondId":"victoriaShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm041","effectName":"维式重锤","desc":"攻击力+15%","descRaw":"攻击力<@ba.vup>+15%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.15},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk":0.15,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"ATK% += atk (additive with other ATK% buffs)","note":null,"rangeGrid":[[0,0]],"flavor":"一柄曾在维多利亚的工厂内铸造和平的重锤。\n“用同样的铁与火,去终结那场战争。”"},"chess_item_1_01_e_b":{"id":"chess_item_1_01_e_b","baseId":"chess_item_1_01_e_a","goldenId":"chess_item_1_01_e_b","isGolden":true,"trapId":"trap_1041_acarm041","iconId":"trap_1041_acarm041","identifier":326,"name":"维式重锤","itemType":"EQUIP","tier":1,"shopSortId":1,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"victoriaShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm041","effectName":"维式重锤","desc":"攻击力+25%","descRaw":"攻击力<@ba.vup>+25%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.25},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk":0.25,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"ATK% += atk (additive with other ATK% buffs)","note":null,"rangeGrid":[[0,0]],"flavor":"一柄曾在维多利亚的工厂内铸造和平的重锤。\n“用同样的铁与火,去终结那场战争。”"},"chess_item_1_02_e_a":{"id":"chess_item_1_02_e_a","baseId":"chess_item_1_02_e_a","goldenId":"chess_item_1_02_e_b","isGolden":false,"trapId":"trap_1047_acarm047","iconId":"trap_1047_acarm047","identifier":273,"name":"坚守盾牌","itemType":"EQUIP","tier":1,"shopSortId":2,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_02_e_b","duration":-1,"giveBondId":"steadShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm047","effectName":"坚守盾牌","desc":"防御力+20%","descRaw":"防御力<@ba.vup>+20%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"def":0.2},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"def":0.2,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"DEF% += def","note":null,"rangeGrid":[[0,0]],"flavor":"一面属于坚守之人的盾牌。\n“推击、拨挡、压制,主动防御的基础在于对盾的运用。”"},"chess_item_1_02_e_b":{"id":"chess_item_1_02_e_b","baseId":"chess_item_1_02_e_a","goldenId":"chess_item_1_02_e_b","isGolden":true,"trapId":"trap_1047_acarm047","iconId":"trap_1047_acarm047","identifier":332,"name":"坚守盾牌","itemType":"EQUIP","tier":1,"shopSortId":2,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"steadShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm047","effectName":"坚守盾牌","desc":"防御力+35%","descRaw":"防御力<@ba.vup>+35%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"def":0.35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"def":0.35,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"DEF% += def","note":null,"rangeGrid":[[0,0]],"flavor":"一面属于坚守之人的盾牌。\n“推击、拨挡、压制,主动防御的基础在于对盾的运用。”"},"chess_item_1_03_e_a":{"id":"chess_item_1_03_e_a","baseId":"chess_item_1_03_e_a","goldenId":"chess_item_1_03_e_b","isGolden":false,"trapId":"trap_1066_acarm066","iconId":"trap_1066_acarm066","identifier":292,"name":"盟约之币","itemType":"EQUIP","tier":1,"shopSortId":3,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm066","effectName":"盟约之币","desc":"装备时销毁,并获得1资金","descRaw":"装备时销毁,并获得<@ba.vup>1资金","buffs":[{"key":"equip_destory_gain_random_coin","countType":"NONE","bb":{"min":1,"max":1},"bbStr":{}}],"params":{"min":1,"max":1},"category":"ECONOMY","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item, player.funds += randInt(min,max) (normal 1, golden 2). 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DEF/RES.","note":null,"rangeGrid":[[0,0]],"flavor":"“是的,这台设备能帮上你不小的忙,但要获得胜利,还是得靠你自己。”"},"chess_item_5_03_e_b":{"id":"chess_item_5_03_e_b","baseId":"chess_item_5_03_e_a","goldenId":"chess_item_5_03_e_b","isGolden":true,"trapId":"trap_1067_acarm067","iconId":"trap_1067_acarm067","identifier":352,"name":"双模机械臂","itemType":"EQUIP","tier":5,"shopSortId":3,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm067","effectName":"双模机械臂","desc":"攻击力+50%,自身造成物理和法术伤害时,伤害类型转化为弱点伤害","descRaw":"攻击力<@ba.vup>+50%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{},"bbStr":{"key":"act1autochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.5},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.5},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"ATK% += atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's DEF/RES.","note":null,"rangeGrid":[[0,0]],"flavor":"“是的,这台设备能帮上你不小的忙,但要获得胜利,还是得靠你自己。”"},"chess_item_5_04_e_a":{"id":"chess_item_5_04_e_a","baseId":"chess_item_5_04_e_a","goldenId":"chess_item_5_04_e_b","isGolden":false,"trapId":"trap_1109_acarm109","iconId":"trap_1109_acarm109","identifier":302,"name":"信标","itemType":"EQUIP","tier":5,"shopSortId":4,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_04_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm109","effectName":"信标","desc":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n相应盟约人数相同则随机发送\n无法装备给自编干员","descRaw":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n<@ba.rem>若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n<@ba.acrem>相应盟约人数相同则随机发送\n<@ba.acrem>无法装备给自编干员","buffs":[{"key":"use_equip_recruit_new_char_and_give_char_to_player_most_bond","countType":"NONE","bb":{"refresh_cnt":2,"choice_cnt":1},"bbStr":{}}],"params":{"refresh_cnt":2,"choice_cnt":1},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy BOTH the item and the target operator; special refresh of refresh_cnt(2) operators of the SAME tier as the target, take choice_cnt(1) free. Multiplayer: at next prep phase send 1 copy of the original operator to the teammate who has the most operators of that operator's bond(s) (tie -> random). Cannot target DIY(自编) operators. 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Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_5_05_e_a":{"id":"chess_item_5_05_e_a","baseId":"chess_item_5_05_e_a","goldenId":"chess_item_5_05_e_b","isGolden":false,"trapId":"trap_1069_acarm069","iconId":"trap_1069_acarm069","identifier":295,"name":"拟态物质","itemType":"EQUIP","tier":5,"shopSortId":5,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_05_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm069","effectName":"拟态物质","desc":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","descRaw":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","buffs":[{"key":"use_equip_reward_char_chess","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; if player owns >= 2 NORMAL copies of the target operator (field+hand), give 1 more normal copy (usually triggers 3->elite merge); else give 1 random normal operator sharing a bond with the target. 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Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","note":null,"rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_06_e_b":{"id":"chess_item_5_06_e_b","baseId":"chess_item_5_06_e_a","goldenId":"chess_item_5_06_e_b","isGolden":true,"trapId":"trap_1071_acarm071","iconId":"trap_1071_acarm071","identifier":356,"name":"博士投影","itemType":"EQUIP","tier":5,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm071","effectName":"博士投影","desc":"任意干员可装备,立即使该干员晋升为精锐干员","descRaw":"任意干员可装备,立即使该干员晋升为精锐干员","buffs":[{"key":"use_equip_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip_or_delayed","family":null,"implFormula":"Normal: equip onto any normal operator (occupies a slot until next round start), at the start of the next round destroy item and promote the operator to elite(精锐/golden). Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","note":null,"rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_07_e_a":{"id":"chess_item_5_07_e_a","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":false,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":300,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm074","effectName":"商业包装方案","desc":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":8},"bbStr":{}}],"params":{"count":8},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","note":null,"rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_07_e_b":{"id":"chess_item_5_07_e_b","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":true,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":359,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm074","effectName":"商业包装方案","desc":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":7},"bbStr":{}}],"params":{"count":7},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","note":null,"rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_08_e_a":{"id":"chess_item_5_08_e_a","baseId":"chess_item_5_08_e_a","goldenId":"chess_item_5_08_e_b","isGolden":false,"trapId":"trap_1072_acarm072","iconId":"trap_1072_acarm072","identifier":298,"name":"突变细胞","itemType":"EQUIP","tier":5,"shopSortId":8,"price":2,"hideInShop":false,"shopExcluded":true,"shopExcludedBy":"策略【不稳定要素】(昆图斯)","mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm072","effectName":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"post_battle_transform","family":null,"implFormula":"After the battle: the carrier is destroyed and replaced by a random NORMAL operator one tier higher (max 6; an elite carrier too) on its tile when legal; its equipment, the cell included, returns to the hand (the cell is not consumed). Never merges.","note":"生效时原干员销毁,获得一名高一阶的随机初始干员(最高6阶);突变细胞与其他装备退回整备区,可再次配发","rangeGrid":[[0,0]],"flavor":"“代价……”"},"chess_item_5_08_e_b":{"id":"chess_item_5_08_e_b","baseId":"chess_item_5_08_e_a","goldenId":"chess_item_5_08_e_b","isGolden":true,"trapId":"trap_1072_acarm072","iconId":"trap_1072_acarm072","identifier":357,"name":"突变细胞","itemType":"EQUIP","tier":5,"shopSortId":8,"price":5,"hideInShop":false,"shopExcluded":true,"shopExcludedBy":"策略【不稳定要素】(昆图斯)","mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm072","effectName":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"post_battle_transform","family":null,"implFormula":"After the battle: the carrier is destroyed and replaced by a random NORMAL operator one tier higher (max 6; an elite carrier too) on its tile when legal; its equipment, the cell included, returns to the hand (the cell is not consumed). Never merges.","note":"生效时原干员销毁,获得一名高一阶的随机初始干员(最高6阶);突变细胞与其他装备退回整备区,可再次配发","rangeGrid":[[0,0]],"flavor":"“代价……”"},"chess_item_5_09_e_a":{"id":"chess_item_5_09_e_a","baseId":"chess_item_5_09_e_a","goldenId":"chess_item_5_09_e_b","isGolden":false,"trapId":"trap_1118_acarm118","iconId":"trap_1118_acarm118","identifier":314,"name":"天马之盔","itemType":"EQUIP","tier":5,"shopSortId":9,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_09_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm118","effectName":"天马之盔","desc":"生命值+50%,若与“天马之枪”一起装备,每秒回复8%最大生命值。","descRaw":"生命值<@ba.vup>+50%,若与“天马之枪”一起装备,每秒回复<@ba.vup>8%最大生命值。","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.5},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"hp_recovery_per_sec_by_max_hp_ratio":0.08},"bbStr":{"key":"act2autochess_equip_acarm118_global_buff","equip_chess_id":"chess_item_6_01_e"}}],"params":{"max_hp":0.5,"key":"attr_common_global_buff","hp_recovery_per_sec_by_max_hp_ratio":0.08,"equip_chess_id":"chess_item_6_01_e"},"category":"SET","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. 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If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","note":null,"rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_e_b":{"id":"chess_item_6_01_e_b","baseId":"chess_item_6_01_e_a","goldenId":"chess_item_6_01_e_b","isGolden":true,"trapId":"trap_1117_acarm117","iconId":"trap_1117_acarm117","identifier":372,"name":"天马之枪","itemType":"EQUIP","tier":6,"shopSortId":1,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm117","effectName":"天马之枪","desc":"攻击力+60%,若与“天马之盔”一起装备,造成伤害时额外造成30%的真实伤害","descRaw":"攻击力<@ba.vup>+60%,若与“天马之盔”一起装备,造成伤害时额外造成<@ba.vup>30%的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_scale":0.3},"bbStr":{"key":"act2autochess_equip_acarm117_global_buff","equip_chess_id":"chess_item_5_09_e"}}],"params":{"atk":0.6,"key":"attr_common_global_buff","atk_scale":0.3,"equip_chess_id":"chess_item_5_09_e"},"category":"SET","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","note":null,"rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_m":{"id":"chess_item_6_01_m","baseId":"chess_item_6_01_m","goldenId":null,"isGolden":false,"trapId":"trap_1108_acdisney","iconId":"trap_1108_acdisney","identifier":322,"name":"“神秘顾客”","itemType":"MAGIC","tier":6,"shopSortId":1,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acdisney","effectName":"“神秘顾客”","desc":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","descRaw":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}},{"key":"trap_disney_special","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"choice_event":"hunter_band_1","count":1},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field: choose a special bounty (hunter_band_1). When actively destroyed: +1 fund and the item passes to the next player. 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Range 1-1 = the tile itself + the tile in front (facing). Gives the player a copy of 1 operator inside that range, INCLUDING elite status and equipped items (copies go to hand). 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If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","note":null,"rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_e_b":{"id":"chess_item_6_03_e_b","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":true,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":363,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acgarm077","effectName":"天师古鼎","desc":"生命值+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.7},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.7,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","note":null,"rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_m":{"id":"chess_item_6_03_m","baseId":"chess_item_6_03_m","goldenId":null,"isGolden":false,"trapId":"trap_1111_acchal","iconId":"trap_1111_acchal","identifier":324,"name":"教鞭","itemType":"MAGIC","tier":6,"shopSortId":3,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acchal","effectName":"教鞭","desc":"拖拽至场上使用后,选择一项悬赏任务进行挑战","descRaw":"拖拽至场上使用后,选择一项悬赏任务进行挑战","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}}],"params":{"choice_event":"hunter_band_1"},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field during prep: opens a personal bounty choice (choice event hunter_band_1). The chosen bounty adds extra enemies to your next battle; killing them / perfect defence grants funds (see ENEMY_GAIN '...悬赏' effects). Consumed.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_6_04_e_a":{"id":"chess_item_6_04_e_a","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":false,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":305,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_04_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acarm078","effectName":"海沟实验体","desc":"获得180点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>180点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":180},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":180},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","note":null,"rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_04_e_b":{"id":"chess_item_6_04_e_b","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":true,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":364,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acgarm078","effectName":"海沟实验体","desc":"获得300点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%的攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>300点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%的攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":300},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":300},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","note":null,"rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_05_e_a":{"id":"chess_item_6_05_e_a","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":false,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":306,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_05_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acarm079","effectName":"蒸汽之心","desc":"攻击速度+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","note":null,"rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_05_e_b":{"id":"chess_item_6_05_e_b","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":true,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":365,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acgarm079","effectName":"蒸汽之心","desc":"攻击速度+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":55},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","note":null,"rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_06_e_a":{"id":"chess_item_6_06_e_a","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":false,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":307,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_06_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":30},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":30},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","note":null,"rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_06_e_b":{"id":"chess_item_6_06_e_b","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":true,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":366,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acgarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":50},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":50},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","note":null,"rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_07_e_a":{"id":"chess_item_6_07_e_a","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":false,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":308,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acarm103","effectName":"黄沙罗盘","desc":"初始技力+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":30},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":30,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","note":null,"rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_07_e_b":{"id":"chess_item_6_07_e_b","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":true,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":367,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acgarm103","effectName":"黄沙罗盘","desc":"初始技力+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":50},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":50,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","note":null,"rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_08_e_a":{"id":"chess_item_6_08_e_a","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":false,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":296,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","note":null,"rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_08_e_b":{"id":"chess_item_6_08_e_b","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":true,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":355,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","note":null,"rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_09_e_a":{"id":"chess_item_6_09_e_a","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":false,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":299,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_09_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_09_e_b":{"id":"chess_item_6_09_e_b","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":true,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":358,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acgarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_10_e_a":{"id":"chess_item_6_10_e_a","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":false,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":316,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_10_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acarm120","effectName":"骑士戒律","desc":"再部署时间-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.4,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.4,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","note":null,"rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_10_e_b":{"id":"chess_item_6_10_e_b","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":true,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":375,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acgarm120","effectName":"骑士戒律","desc":"再部署时间-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.6,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.6,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","note":null,"rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_11_e_a":{"id":"chess_item_6_11_e_a","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":false,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":318,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_11_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.2},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.2,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","note":null,"rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"},"chess_item_6_11_e_b":{"id":"chess_item_6_11_e_b","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":true,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":377,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acgarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.35},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.35,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","note":null,"rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"}} \ No newline at end of file +{"chess_item_1_01_e_a":{"id":"chess_item_1_01_e_a","baseId":"chess_item_1_01_e_a","goldenId":"chess_item_1_01_e_b","isGolden":false,"trapId":"trap_1041_acarm041","iconId":"trap_1041_acarm041","identifier":267,"name":"维式重锤","itemType":"EQUIP","tier":1,"shopSortId":1,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_01_e_b","duration":-1,"giveBondId":"victoriaShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm041","effectName":"维式重锤","desc":"攻击力+15%","descRaw":"攻击力<@ba.vup>+15%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.15},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk":0.15,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"ATK% += atk (additive with other ATK% buffs)","note":null,"rangeGrid":[[0,0]],"flavor":"一柄曾在维多利亚的工厂内铸造和平的重锤。\n“用同样的铁与火,去终结那场战争。”"},"chess_item_1_01_e_b":{"id":"chess_item_1_01_e_b","baseId":"chess_item_1_01_e_a","goldenId":"chess_item_1_01_e_b","isGolden":true,"trapId":"trap_1041_acarm041","iconId":"trap_1041_acarm041","identifier":326,"name":"维式重锤","itemType":"EQUIP","tier":1,"shopSortId":1,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"victoriaShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm041","effectName":"维式重锤","desc":"攻击力+25%","descRaw":"攻击力<@ba.vup>+25%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.25},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk":0.25,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"ATK% += atk (additive with other ATK% buffs)","note":null,"rangeGrid":[[0,0]],"flavor":"一柄曾在维多利亚的工厂内铸造和平的重锤。\n“用同样的铁与火,去终结那场战争。”"},"chess_item_1_02_e_a":{"id":"chess_item_1_02_e_a","baseId":"chess_item_1_02_e_a","goldenId":"chess_item_1_02_e_b","isGolden":false,"trapId":"trap_1047_acarm047","iconId":"trap_1047_acarm047","identifier":273,"name":"坚守盾牌","itemType":"EQUIP","tier":1,"shopSortId":2,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_02_e_b","duration":-1,"giveBondId":"steadShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm047","effectName":"坚守盾牌","desc":"防御力+20%","descRaw":"防御力<@ba.vup>+20%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"def":0.2},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"def":0.2,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"DEF% += def","note":null,"rangeGrid":[[0,0]],"flavor":"一面属于坚守之人的盾牌。\n“推击、拨挡、压制,主动防御的基础在于对盾的运用。”"},"chess_item_1_02_e_b":{"id":"chess_item_1_02_e_b","baseId":"chess_item_1_02_e_a","goldenId":"chess_item_1_02_e_b","isGolden":true,"trapId":"trap_1047_acarm047","iconId":"trap_1047_acarm047","identifier":332,"name":"坚守盾牌","itemType":"EQUIP","tier":1,"shopSortId":2,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"steadShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm047","effectName":"坚守盾牌","desc":"防御力+35%","descRaw":"防御力<@ba.vup>+35%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"def":0.35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"def":0.35,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"DEF% += def","note":null,"rangeGrid":[[0,0]],"flavor":"一面属于坚守之人的盾牌。\n“推击、拨挡、压制,主动防御的基础在于对盾的运用。”"},"chess_item_1_03_e_a":{"id":"chess_item_1_03_e_a","baseId":"chess_item_1_03_e_a","goldenId":"chess_item_1_03_e_b","isGolden":false,"trapId":"trap_1066_acarm066","iconId":"trap_1066_acarm066","identifier":292,"name":"盟约之币","itemType":"EQUIP","tier":1,"shopSortId":3,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm066","effectName":"盟约之币","desc":"装备时销毁,并获得1资金","descRaw":"装备时销毁,并获得<@ba.vup>1资金","buffs":[{"key":"equip_destory_gain_random_coin","countType":"NONE","bb":{"min":1,"max":1},"bbStr":{}}],"params":{"min":1,"max":1},"category":"ECONOMY","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item, player.funds += randInt(min,max) (normal 1, golden 2). 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add 1 layer of 麻痹(Paralysis: each layer interrupts one enemy normal attack, max 3 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麻痹(Paralysis: each layer interrupts one enemy normal attack, max 3 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attack: prob chance to apply 寒冷(Cold: ASPD -30; cold again while cold -> Frozen) for `cold` s.","note":null,"rangeGrid":[[0,0]],"flavor":"\"一块曾在谢拉格的山峰上见证日月升落的不融冰。\n“让自己冷静下来,如同冰川,不可被撼动,却能摧毁一切。”\""},"chess_item_5_02_e_b":{"id":"chess_item_5_02_e_b","baseId":"chess_item_5_02_e_a","goldenId":"chess_item_5_02_e_b","isGolden":true,"trapId":"trap_1062_acarm062","iconId":"trap_1062_acarm062","identifier":347,"name":"谢拉格不融冰","itemType":"EQUIP","tier":5,"shopSortId":2,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"kjeragShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm062","effectName":"谢拉格不融冰","desc":"攻击时有20%概率对目标施加1.5秒的寒冷","descRaw":"攻击时有20%概率对目标施加1.5秒的<$ba.cold>寒冷","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.2,"cold":1.5},"bbStr":{"key":"act1vautochess_equip_acarm003_global_buff"}}],"params":{"prob":0.2,"cold":1.5,"key":"act1vautochess_equip_acarm003_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to apply 寒冷(Cold: ASPD -30; cold again while cold -> Frozen) for `cold` s.","note":null,"rangeGrid":[[0,0]],"flavor":"\"一块曾在谢拉格的山峰上见证日月升落的不融冰。\n“让自己冷静下来,如同冰川,不可被撼动,却能摧毁一切。”\""},"chess_item_5_03_e_a":{"id":"chess_item_5_03_e_a","baseId":"chess_item_5_03_e_a","goldenId":"chess_item_5_03_e_b","isGolden":false,"trapId":"trap_1067_acarm067","iconId":"trap_1067_acarm067","identifier":293,"name":"双模机械臂","itemType":"EQUIP","tier":5,"shopSortId":3,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm067","effectName":"双模机械臂","desc":"攻击力+30%,自身造成物理和法术伤害时,伤害类型转化为弱点伤害","descRaw":"攻击力<@ba.vup>+30%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{},"bbStr":{"key":"act1autochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.3},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.3},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"ATK% += atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's 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+= atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's 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Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","note":null,"rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_06_e_b":{"id":"chess_item_5_06_e_b","baseId":"chess_item_5_06_e_a","goldenId":"chess_item_5_06_e_b","isGolden":true,"trapId":"trap_1071_acarm071","iconId":"trap_1071_acarm071","identifier":356,"name":"博士投影","itemType":"EQUIP","tier":5,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm071","effectName":"博士投影","desc":"任意干员可装备,立即使该干员晋升为精锐干员","descRaw":"任意干员可装备,立即使该干员晋升为精锐干员","buffs":[{"key":"use_equip_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip_or_delayed","family":null,"implFormula":"Normal: equip onto any normal operator (occupies a slot until next round start), at the start of the next round destroy item and promote the operator to elite(精锐/golden). Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","note":null,"rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_07_e_a":{"id":"chess_item_5_07_e_a","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":false,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":300,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm074","effectName":"商业包装方案","desc":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":8},"bbStr":{}}],"params":{"count":8},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","note":null,"rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_07_e_b":{"id":"chess_item_5_07_e_b","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":true,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":359,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm074","effectName":"商业包装方案","desc":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":7},"bbStr":{}}],"params":{"count":7},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","note":null,"rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_08_e_a":{"id":"chess_item_5_08_e_a","baseId":"chess_item_5_08_e_a","goldenId":"chess_item_5_08_e_b","isGolden":false,"trapId":"trap_1072_acarm072","iconId":"trap_1072_acarm072","identifier":298,"name":"突变细胞","itemType":"EQUIP","tier":5,"shopSortId":8,"price":2,"hideInShop":false,"shopExcluded":true,"shopExcludedBy":"策略【不稳定要素】(昆图斯)","mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm072","effectName":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"post_battle_transform","family":null,"implFormula":"After the battle: the carrier is destroyed wherever it stands (a board tile is freed); its equipment, the cell included, returns to the hand first (overflow temp; the cell is not consumed); then a random NORMAL operator one tier higher (max 6; an elite carrier too) is gained like any gained operator: the hand, overflow temp, a completed merge as usual (the elite on a consumed deployed copy's tile, never the carrier's). Never merges.","note":"生效时原干员销毁,突变细胞与其他装备退回整备区,可再次配发;随后获得一名高一阶的随机初始干员(最高6阶),进入整备区,需要重新部署","rangeGrid":[[0,0]],"flavor":"“代价……”"},"chess_item_5_08_e_b":{"id":"chess_item_5_08_e_b","baseId":"chess_item_5_08_e_a","goldenId":"chess_item_5_08_e_b","isGolden":true,"trapId":"trap_1072_acarm072","iconId":"trap_1072_acarm072","identifier":357,"name":"突变细胞","itemType":"EQUIP","tier":5,"shopSortId":8,"price":5,"hideInShop":false,"shopExcluded":true,"shopExcludedBy":"策略【不稳定要素】(昆图斯)","mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm072","effectName":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"post_battle_transform","family":null,"implFormula":"After the battle: the carrier is destroyed wherever it stands (a board tile is freed); its equipment, the cell included, returns to the hand first (overflow temp; the cell is not consumed); then a random NORMAL operator one tier higher (max 6; an elite carrier too) is gained like any gained operator: the hand, overflow temp, a completed merge as usual (the elite on a consumed deployed copy's tile, never the carrier's). Never merges.","note":"生效时原干员销毁,突变细胞与其他装备退回整备区,可再次配发;随后获得一名高一阶的随机初始干员(最高6阶),进入整备区,需要重新部署","rangeGrid":[[0,0]],"flavor":"“代价……”"},"chess_item_5_09_e_a":{"id":"chess_item_5_09_e_a","baseId":"chess_item_5_09_e_a","goldenId":"chess_item_5_09_e_b","isGolden":false,"trapId":"trap_1118_acarm118","iconId":"trap_1118_acarm118","identifier":314,"name":"天马之盔","itemType":"EQUIP","tier":5,"shopSortId":9,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_09_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm118","effectName":"天马之盔","desc":"生命值+50%,若与“天马之枪”一起装备,每秒回复8%最大生命值。","descRaw":"生命值<@ba.vup>+50%,若与“天马之枪”一起装备,每秒回复<@ba.vup>8%最大生命值。","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.5},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"hp_recovery_per_sec_by_max_hp_ratio":0.08},"bbStr":{"key":"act2autochess_equip_acarm118_global_buff","equip_chess_id":"chess_item_6_01_e"}}],"params":{"max_hp":0.5,"key":"attr_common_global_buff","hp_recovery_per_sec_by_max_hp_ratio":0.08,"equip_chess_id":"chess_item_6_01_e"},"category":"SET","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier also holds 天马之枪 (either quality): regen hp_recovery_per_sec_by_max_hp_ratio * maxHP per second.","note":null,"rangeGrid":[[0,0]],"flavor":"“见证过无数勇士与英豪的诞生。”"},"chess_item_5_09_e_b":{"id":"chess_item_5_09_e_b","baseId":"chess_item_5_09_e_a","goldenId":"chess_item_5_09_e_b","isGolden":true,"trapId":"trap_1118_acarm118","iconId":"trap_1118_acarm118","identifier":373,"name":"天马之盔","itemType":"EQUIP","tier":5,"shopSortId":9,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm118","effectName":"天马之盔","desc":"生命值+75%,若与“天马之枪”一起装备,每秒回复8%最大生命值。","descRaw":"生命值<@ba.vup>+75%,若与“天马之枪”一起装备,每秒回复<@ba.vup>8%最大生命值。","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.75},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"hp_recovery_per_sec_by_max_hp_ratio":0.08},"bbStr":{"key":"act2autochess_equip_acarm118_global_buff","equip_chess_id":"chess_item_6_01_e"}}],"params":{"max_hp":0.75,"key":"attr_common_global_buff","hp_recovery_per_sec_by_max_hp_ratio":0.08,"equip_chess_id":"chess_item_6_01_e"},"category":"SET","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. 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If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","note":null,"rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_e_b":{"id":"chess_item_6_01_e_b","baseId":"chess_item_6_01_e_a","goldenId":"chess_item_6_01_e_b","isGolden":true,"trapId":"trap_1117_acarm117","iconId":"trap_1117_acarm117","identifier":372,"name":"天马之枪","itemType":"EQUIP","tier":6,"shopSortId":1,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm117","effectName":"天马之枪","desc":"攻击力+60%,若与“天马之盔”一起装备,造成伤害时额外造成30%的真实伤害","descRaw":"攻击力<@ba.vup>+60%,若与“天马之盔”一起装备,造成伤害时额外造成<@ba.vup>30%的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_scale":0.3},"bbStr":{"key":"act2autochess_equip_acarm117_global_buff","equip_chess_id":"chess_item_5_09_e"}}],"params":{"atk":0.6,"key":"attr_common_global_buff","atk_scale":0.3,"equip_chess_id":"chess_item_5_09_e"},"category":"SET","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","note":null,"rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_m":{"id":"chess_item_6_01_m","baseId":"chess_item_6_01_m","goldenId":null,"isGolden":false,"trapId":"trap_1108_acdisney","iconId":"trap_1108_acdisney","identifier":322,"name":"“神秘顾客”","itemType":"MAGIC","tier":6,"shopSortId":1,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acdisney","effectName":"“神秘顾客”","desc":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","descRaw":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}},{"key":"trap_disney_special","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"choice_event":"hunter_band_1","count":1},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field: choose a special bounty (hunter_band_1). When actively destroyed: +1 fund and the item passes to the next player. UNUSED in act2 (no band/garrison grants it) - implement last or skip.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_6_02_e_a":{"id":"chess_item_6_02_e_a","baseId":"chess_item_6_02_e_a","goldenId":"chess_item_6_02_e_b","isGolden":false,"trapId":"trap_1076_acarm076","iconId":"trap_1076_acarm076","identifier":303,"name":"铳骑之威","itemType":"EQUIP","tier":6,"shopSortId":2,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_02_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"lateranoShip","effectId":"eff_acarm076","effectName":"铳骑之威","desc":"攻击力+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.4},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.4},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier has bond Laterano: on each attack, prob chance to fire an extra bullet at 1 enemy in range dealing atk_scale_1 * ATK physical damage; if carrier also holds 拉特兰桥夹 -> atk_scale_2 * ATK.","note":null,"rangeGrid":[[0,0]],"flavor":"“拉特兰人从不曾怀疑过铳骑的威严。”"},"chess_item_6_02_e_b":{"id":"chess_item_6_02_e_b","baseId":"chess_item_6_02_e_a","goldenId":"chess_item_6_02_e_b","isGolden":true,"trapId":"trap_1076_acarm076","iconId":"trap_1076_acarm076","identifier":362,"name":"铳骑之威","itemType":"EQUIP","tier":6,"shopSortId":2,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"lateranoShip","effectId":"eff_acgarm076","effectName":"铳骑之威","desc":"攻击力+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.6},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier has bond Laterano: on each attack, prob chance to fire an extra bullet at 1 enemy in range dealing atk_scale_1 * ATK physical damage; if carrier also holds 拉特兰桥夹 -> atk_scale_2 * ATK.","note":null,"rangeGrid":[[0,0]],"flavor":"“拉特兰人从不曾怀疑过铳骑的威严。”"},"chess_item_6_02_m":{"id":"chess_item_6_02_m","baseId":"chess_item_6_02_m","goldenId":null,"isGolden":false,"trapId":"trap_1110_accopy","iconId":"trap_1110_accopy","identifier":323,"name":"画卷","itemType":"MAGIC","tier":6,"shopSortId":2,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_accopy","effectName":"画卷","desc":"拖拽至场上使用后,获得范围内的干员(包括精锐状态和装备!)","descRaw":"拖拽至场上使用后,获得范围内的干员(包括精锐状态和装备!)","buffs":[{"key":"trap_copy_front_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto a map tile during prep. Range 1-1 = the tile itself + the tile in front (facing). Gives the player a copy of 1 operator inside that range, INCLUDING elite status and equipped items (copies go to hand). Consumed.","note":null,"rangeGrid":[[0,0],[0,1]],"flavor":null},"chess_item_6_03_e_a":{"id":"chess_item_6_03_e_a","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":false,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":304,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acarm077","effectName":"天师古鼎","desc":"生命值+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.45},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.45,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","note":null,"rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_e_b":{"id":"chess_item_6_03_e_b","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":true,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":363,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acgarm077","effectName":"天师古鼎","desc":"生命值+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.7},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.7,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","note":null,"rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_m":{"id":"chess_item_6_03_m","baseId":"chess_item_6_03_m","goldenId":null,"isGolden":false,"trapId":"trap_1111_acchal","iconId":"trap_1111_acchal","identifier":324,"name":"教鞭","itemType":"MAGIC","tier":6,"shopSortId":3,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acchal","effectName":"教鞭","desc":"拖拽至场上使用后,选择一项悬赏任务进行挑战","descRaw":"拖拽至场上使用后,选择一项悬赏任务进行挑战","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}}],"params":{"choice_event":"hunter_band_1"},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field during prep: opens a personal bounty choice (choice event hunter_band_1). The chosen bounty adds extra enemies to your next battle; killing them / perfect defence grants funds (see ENEMY_GAIN '...悬赏' effects). Consumed.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_6_04_e_a":{"id":"chess_item_6_04_e_a","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":false,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":305,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_04_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acarm078","effectName":"海沟实验体","desc":"获得180点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>180点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":180},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":180},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","note":null,"rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_04_e_b":{"id":"chess_item_6_04_e_b","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":true,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":364,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acgarm078","effectName":"海沟实验体","desc":"获得300点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%的攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>300点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%的攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":300},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":300},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","note":null,"rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_05_e_a":{"id":"chess_item_6_05_e_a","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":false,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":306,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_05_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acarm079","effectName":"蒸汽之心","desc":"攻击速度+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","note":null,"rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_05_e_b":{"id":"chess_item_6_05_e_b","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":true,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":365,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acgarm079","effectName":"蒸汽之心","desc":"攻击速度+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":55},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","note":null,"rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_06_e_a":{"id":"chess_item_6_06_e_a","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":false,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":307,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_06_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":30},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":30},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","note":null,"rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_06_e_b":{"id":"chess_item_6_06_e_b","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":true,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":366,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acgarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":50},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":50},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","note":null,"rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_07_e_a":{"id":"chess_item_6_07_e_a","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":false,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":308,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acarm103","effectName":"黄沙罗盘","desc":"初始技力+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":30},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":30,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","note":null,"rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_07_e_b":{"id":"chess_item_6_07_e_b","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":true,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":367,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acgarm103","effectName":"黄沙罗盘","desc":"初始技力+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":50},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":50,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","note":null,"rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_08_e_a":{"id":"chess_item_6_08_e_a","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":false,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":296,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","note":null,"rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_08_e_b":{"id":"chess_item_6_08_e_b","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":true,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":355,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","note":null,"rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_09_e_a":{"id":"chess_item_6_09_e_a","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":false,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":299,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_09_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_09_e_b":{"id":"chess_item_6_09_e_b","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":true,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":358,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acgarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_10_e_a":{"id":"chess_item_6_10_e_a","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":false,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":316,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_10_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acarm120","effectName":"骑士戒律","desc":"再部署时间-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.4,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.4,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","note":null,"rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_10_e_b":{"id":"chess_item_6_10_e_b","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":true,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":375,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acgarm120","effectName":"骑士戒律","desc":"再部署时间-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.6,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.6,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","note":null,"rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_11_e_a":{"id":"chess_item_6_11_e_a","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":false,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":318,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_11_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.2},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.2,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","note":null,"rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"},"chess_item_6_11_e_b":{"id":"chess_item_6_11_e_b","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":true,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":377,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acgarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.35},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.35,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","note":null,"rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"}} \ No newline at end of file diff --git a/server/match/PlayerState.js b/server/match/PlayerState.js index 716ce469..e3f972d7 100644 --- a/server/match/PlayerState.js +++ b/server/match/PlayerState.js @@ -33,9 +33,12 @@ // * Per-piece round counters (pieceRoundCount, piece.meta.round): an operator's own counts of the current round // (拉普兰德: the manual refreshes she witnessed — player feedback after 0.1.0); a new piece starts at 0, an elite // merged this round keeps the highest of its copies' [ASSUMED]. -// * Transformations (transformChess, 突变细胞): the new chess keeps the tile when legal; `returnItems` sends the old -// piece's equipment to the hand (overflow temp) like a destroyed operator's — before the new piece's summon stack, -// as in a merge, so a summon card never pushes the returned 突变细胞 into temp. +// * Transformations (transformChess, 突变细胞 — PRTS 备注 "生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy +// followed by a gain. The carrier leaves wherever it stands (a board tile is freed, the deploy count drops), its +// equipment — the cell included — returns to the hand first (overflow temp), then the new chess is gained like any +// other (acquireChess: hand, overflow temp, the no-room rule; a merge it completes puts the elite on a consumed +// deployed copy's tile — never the carrier's —, else in the hand). Official footage: the tile is empty at the next +// prep and the new operator waits in the 整备区 (pointed out in PR #2). // * Items: equip max 2 (a 3rd replaces the equipped item the player picks — g.equip replaceUid, the oldest when // absent; equipped items are otherwise locked: g.destroy refuses them), // 2 identical normal items (hand/temp/equipped) merge into the golden item in the hand, items are never sold @@ -58,9 +61,9 @@ // the next round start (grantTokensFor) — no out-of-range placement reaches the battle. // * Facing (DESIGN §3, research 09 §1.2): every board piece has `dir` ∈ UP|RIGHT|DOWN|LEFT (server/sim/dir.js), set // by g.move {…, dir} (absent ⇒ RIGHT) and kept across rounds. g.move onto the piece's OWN tile re-orients it in -// place; a swap keeps the occupant's dir; pieces put on the board by effects (a merge elite taking a consumed -// copy's tile, a transformation keeping the tile) keep that tile's dir, anything else defaults to RIGHT -// (`pieceDir`). g.art {…, dir} rotates the Art's range (画卷 1-1: its tile + the tile in front). +// place; a swap keeps the occupant's dir; a piece put on the board by an effect (a merge elite taking a consumed +// copy's tile) keeps that tile's dir, anything else defaults to RIGHT (`pieceDir`). g.art {…, dir} rotates the +// Art's range (画卷 1-1: its tile + the tile in front). // * Operator loadout (DESIGN §16): the human's checked `seat.loadout` ({ [baseChessId]: { skill, module } }, entries // equal to the defaults dropped) is re-checked against this match's data (shared/protocol.js checkLoadout; a // mismatch falls back to the defaults) and kept frozen; bots always use the defaults. Match.setLoadout may replace @@ -507,10 +510,10 @@ export class PlayerState { * the elite — PRTS 卫戍协议/帮助 §干员的获得与精锐化: "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员, * 则发送至作战区对应位置)" (the user's playtest #6 follow-up confirms it). The tile (`mergeTile`): when a consumed copy * stood on the board the elite takes its tile and facing — of several, the one that deploys first (board reading - * order: top → bottom, then left → right) [ASSUMED]; `fromKey` / `fromDir` = the tile the incoming piece stood on (a - * transformation of a deployed operator) counts as such a copy. It replaces a deployed copy, so the deploy count never - * grows. Otherwise the elite goes to the hand, overflow temp — outside PREP too (a SETTLE merge's elite waits in temp - * through the next prep, tempDue). The copies' equipment returns to the hand ("干员晋级后已配发装备会回收至整备区"; + * order: top → bottom, then left → right) [ASSUMED]. The incoming copy is never deployed (a 突变细胞 transformation + * destroyed its carrier before the gain: that tile is no copy's). It replaces a deployed copy, so the deploy count + * never grows. Otherwise the elite goes to the hand, overflow temp — outside PREP too (a SETTLE merge's elite waits in + * temp through the next prep, tempDue). The copies' equipment returns to the hand ("干员晋级后已配发装备会回收至整备区"; * overflow temp; with both full it stays on the elite, up to its equipPerChess (2) slots — any further item is * destroyed with a log warning, as before the official rule) and an identical normal pair among it merges like any gain * (checkItemMerges); their summons are removed, and an elite on the board @@ -518,15 +521,14 @@ export class PlayerState { * the elite could not be stored). * @param {string} baseId * @param {any} incoming the acquired, not yet stowed copy (null: only owned copies) - * @param {{ fromKey?: string|null, fromDir?: string }} [opts] */ - _mergeChess(baseId, incoming, { fromKey = null, fromDir = undefined } = {}) { + _mergeChess(baseId, incoming) { const need = this.gd.mergeCount(baseId); const goldenId = this.gd.goldenIdOf(baseId); if (!(need > 1) || !goldenId) return null; const locs = this._chessLocations().filter((l) => !this.gd.isGolden(l.piece.id) && this.gd.baseIdOf(l.piece.id) === baseId); const consumed = []; - if (incoming) consumed.push({ piece: incoming, area: 'new', key: fromKey || undefined, dir: fromDir }); + if (incoming) consumed.push({ piece: incoming, area: 'new' }); for (const l of locs) { if (consumed.length >= need) break; consumed.push(l); } if (consumed.length < need) return null; let copies = 0; @@ -545,7 +547,7 @@ export class PlayerState { const rc = l.piece.meta && l.piece.meta.round; if (rc && rc.r === this.m.round) for (const [k, v] of Object.entries(rc.n)) this.bumpPieceRoundCount(elite, k, Math.max(0, v - this.pieceRoundCount(elite, k))); } - const deployed = consumed.filter((l) => l.key && !this.board.has(l.key)).map((l) => ({ key: l.key, dir: l.area === 'new' ? l.dir : pieceDir(l.piece) })); + const deployed = consumed.filter((l) => l.key && !this.board.has(l.key)).map((l) => ({ key: l.key, dir: pieceDir(l.piece) })); const toTile = (t) => { elite.dir = parseDir(t.dir) || 'RIGHT'; this.board.set(t.key, elite); return 'board'; }; const tile = mergeTile(deployed, (r, c) => this._legal(elite, r, c)); let where = tile ? toTile(tile) : this.stow(elite, { allowTemp: true }); @@ -591,51 +593,43 @@ export class PlayerState { } /** - * Replace a chess piece by another chess (突变细胞 and similar). The new piece keeps the tile when legal (else goes - * to the hand/temp) and keeps the equipment — or, with `returnItems`, the equipment returns to the hand like the - * equipment of a destroyed / promoted operator (突变细胞: PRTS 备注 "生效时,原干员销毁,获得一名高一阶的随机初始干员"; the - * cell itself comes back, player feedback after 0.1.0), overflowing into temp; with both full an item stays on the new - * piece up to its equipPerChess slots (any further one is destroyed with a log warning, as in a merge). Pool copies are - * swapped; completes a merge when possible — a deployed piece's tile then counts as a consumed copy's for the elite - * (_mergeChess fromKey, when legal for it), and the merge returns the equipment itself. A new piece on the board gets - * its summon stack only after the equipment came back (like _mergeChess: a summon card must not push the returned - * equipment — 突变细胞 — into temp, where it would be lost at the deadline). - * @param {{ returnItems?: boolean }} [opts] + * Transformation (突变细胞 "战斗结束后,装备者替换为高一阶的随机干员"; PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注 "生效时,原 + * 干员销毁,获得一名高一阶的随机初始干员(最高六阶)"): a destroy followed by a gain. The carrier is destroyed wherever it + * stands — a board tile is freed (the deploy count drops), its summons are removed, its pool copies return. Its + * equipment, the cell included, comes off first (PRTS 卫戍协议/帮助 "在失去该干员(干员出售、销毁、合并等)…时自动卸除"): to + * the hand, overflowing into temp, auto-merging like any gain. Then `newId` is gained like any other gained operator + * (acquireChess, onGain source 'transform'): the hand, overflow temp ("被发送至手牌区的物资优先从右到左填充空位"), and with + * both full it goes back to the pool ("整备区已满,获得的干员已返还"); it gets no summon card in the hand (only a deployment + * brings one), and a merge it completes follows the ordinary rule (_mergeChess: the elite on a consumed deployed copy's + * tile, else the hand — the carrier's freed tile is no copy's). An item that found no slot takes one the gain freed (a + * merge consumes copies), else stays on the gained operator up to its equipPerChess slots, else it is destroyed with a + * log warning (as in a merge). Official footage (bilibili BV1vzyVBuEN9, BV1Qkw1zMEoR; pointed out in PR #2): at the + * next prep the carrier's tile is empty, one more deployment is left and the new operator waits in the 整备区. + * @param {any} piece the carrier (an owned chess piece) + * @param {string} newId chess id gained in its place + * @returns {any} the gained piece (the elite when it completed a merge) or null */ - transformChess(piece, newId, { returnItems = false } = {}) { + transformChess(piece, newId) { const loc = this.find(piece.uid); - const rec = this.gd.chess(newId); - if (!loc || loc.piece.kind !== 'chess' || !rec) return null; + if (!loc || loc.piece.kind !== 'chess' || !this.gd.chess(newId)) return null; + // 原干员销毁: off its tile / slot, its summons removed, its copies back to the pool this._detach(loc); this.removeTokensOf(piece.uid); const items = piece.items || []; piece.items = []; this.returnCopies(piece); - const base = this.gd.baseIdOf(newId); - const taken = this.m.pool.take(base, rec.isGolden ? this.gd.goldenCopies : 1); - let np = this.newPiece('chess', newId, { poolCopies: taken }); - const merging = !rec.isGolden && this.completesChessMerge(newId); - // a merge returns the consumed copies' equipment (this one's too) before the elite's summons (_mergeChess) - const pending = returnItems && !merging ? items : []; - np.items = returnItems && !merging ? [] : items; - let deployed = false; - if (merging) { - np = this._mergeChess(base, np, loc.area === 'board' ? { fromKey: loc.key, fromDir: pieceDir(piece) } : undefined); - } else if (loc.area === 'board') { - const [r, c] = parseKey(loc.key); - if (this._legal(np, r, c)) { np.dir = pieceDir(piece); this.board.set(loc.key, np); deployed = true; } else if (!this.stow(np, { allowTemp: true })) { this.returnCopies(np); np = null; } - } else if (!this._putBack(loc, np)) { this.returnCopies(np); np = null; } - // after the new piece took its place (a hand piece keeps its slot), its predecessor's equipment comes off - for (const it of pending) { + // its equipment comes off first (the returned pair auto-merges, which may free a slot for the gain) + const left = items.filter((it) => !this.stow(it, { allowTemp: true })); + this.checkItemMerges(); + // 获得一名…干员: gained like any other gained operator + const np = this.acquireChess(newId, { source: 'transform' }); + for (const it of left) { if (this.stow(it, { allowTemp: true })) continue; - if (np && np.items.length < this.gd.equipPerChess) { np.items.push(it); continue; } + if (np && this.find(np.uid) && np.items.length < this.gd.equipPerChess) { np.items.push(it); continue; } this.m.log.warn?.(`[match ${this.m.roomCode}] ${this.playerId}: returned item ${it.id} destroyed (no space)`); } - if (returnItems) this.checkItemMerges(); - // deployed in its predecessor's place: its manually deployable summons join the hand, after the returned equipment - if (deployed) this.grantTokensFor(np); + if (left.length) this.checkItemMerges(); this.recompute(); - if (np) this.m.dispatch(this, 'onGain', { piece: np, kind: 'chess', source: 'transform' }); return np; } diff --git a/server/match/audit.js b/server/match/audit.js index 1f4843bd..ce047c04 100644 --- a/server/match/audit.js +++ b/server/match/audit.js @@ -17,8 +17,9 @@ // prep handlers buy / sell / refresh / levelUp pay exactly price / +sell price / refresh price (free first) / level // price, the level rises by one and its price resets to the next base; Ready only with an empty temp // merges a merge consuming a deployed copy puts the elite on that copy's tile (of several, the first in deploy -// order legal for it — board.js mergeTile; a transformed piece's own tile counts) with its facing, else -// into the hand / temp; the deploy count never grows (PRTS 卫戍协议/帮助, user playtest #6 follow-up) +// order legal for it — board.js mergeTile; a 突变细胞 carrier destroyed before the gain is no copy) with +// its facing, else into the hand / temp; the deploy count never grows (PRTS 卫戍协议/帮助, user playtest +// #6 follow-up) // combat start nothing overdue in temp, everyone ready, funds lost (carry bands excepted), unfrozen shop cleared, // one field per alive player // drafts every seat holds an allowed band with LP = totalHp; 机变: one card per alive player, card ↔ picker @@ -227,15 +228,14 @@ export function attachAudit(m, { invariants = true, limit = 200 } = {}) { }); // merges (PRTS 卫戍协议/帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置", user playtest #6 follow-up): with a // deployed copy among the consumed ones the elite stands on the first such tile in deploy order that is legal for - // it (the incoming piece's own tile when a transformation merged it in place), with that copy's facing; else in the - // hand / temp. A merge never grows the deploy count. Every owned normal copy is consumed (merges are immediate). - wrap(ps, '_mergeChess', function (orig, baseId, incoming, opts) { + // it, with that copy's facing; else in the hand / temp (the incoming copy is never deployed: a 突变细胞 + // transformation destroyed its carrier before the gain, so that freed tile is no copy's). A merge never grows the + // deploy count. Every owned normal copy is consumed (merges are immediate). + wrap(ps, '_mergeChess', function (orig, baseId, incoming) { const tiles = new Map(); // tile key → facing of the copy standing there for (const [k, p] of ps.board) if (p.kind === 'chess' && !gd.isGolden(p.id) && gd.baseIdOf(p.id) === baseId) tiles.set(k, pieceDir(p)); - if (opts && opts.fromKey) tiles.set(opts.fromKey, pieceDir({ dir: opts.fromDir })); - // a transformation (transformChess) detached its deployed carrier before the merge: it still counts as deployed - const deployed0 = ps.deployCount + (opts && opts.fromKey ? 1 : 0); - const elite = orig(baseId, incoming, opts); + const deployed0 = ps.deployCount; + const elite = orig(baseId, incoming); if (elite) check('merge', () => { const id = ps.playerId; const loc = ps.find(elite.uid); diff --git a/server/match/bot.js b/server/match/bot.js index 0109b4f0..dca732b2 100644 --- a/server/match/bot.js +++ b/server/match/bot.js @@ -53,7 +53,8 @@ // 5. items by what they do (itemTarget): equipment on the strongest deployed damage dealers (survival items on // blockers, bond signature items on a member), 信标 on a bench single, 拟态物质 on a pair, 博士投影 (both // qualities) on the strongest normal operator, 突变细胞 on the least valuable normal single below 6阶 (cellTarget: -// never an elite or a pair member), bond items on a focus member; Arts (useArt): 画卷 copies the most valuable +// never an elite or a pair member; the operator its transformation gains joins the bench and steps 3–4 of the next +// prep deploy it like any owned unit), bond items on a focus member; Arts (useArt): 画卷 copies the most valuable // deployed operator, 教鞭 / “神秘顾客” are used after a perfect battle and kept otherwise (consume-on-equip items / // Arts only with a handler) // 6. resolve the temp slots (a 突变细胞 left there — it comes back after every transformation — gets a hand slot made @@ -1613,7 +1614,8 @@ const isMutationCell = (gd, itemId) => itemEffect(gd.item(itemId)) === 'char_che /** * Whom the bot injects with 突变细胞 (after the battle its carrier — deployed or on the bench: every owned carrier's item - * hooks run — becomes a random operator one tier higher; items meta char_chess_transformation_equip): the least + * hooks run — is destroyed and a random operator one tier higher joins the bench, PlayerState.transformChess; the next + * prep's lineup step deploys it like any owned unit, so a deployed carrier only costs a re-placement): the least * valuable normal operator below 6阶 with a free equip slot — never an elite, never one of a merge pair (the merge * progress would be lost), nobody already carrying a cell. null: the cell waits in the hand. */ diff --git a/server/match/builtinMeta.js b/server/match/builtinMeta.js index 184fae81..570706e4 100644 --- a/server/match/builtinMeta.js +++ b/server/match/builtinMeta.js @@ -17,9 +17,10 @@ // use_equip_recruit_new_char_and_give_char_to_player_most_bond {refresh_cnt} 信标 destroy target, offer N same-tier // chess, gift the original next prep // sell_char_count_gain_equip_owner_bond {count} 商业包装方案 every `count` sells → same-bond chess -// char_chess_transformation_equip 突变细胞 after battle: holder → random NORMAL tier+1 -// (max 6); its equipment, the cell included, -// returns to the hand (not consumed) +// char_chess_transformation_equip 突变细胞 after battle: holder destroyed, its equipment +// (the cell included — not consumed) back to +// the hand, then a random NORMAL tier+1 (max 6) +// operator gained into the hand // trap_copy_front_char 画卷 (Art) copy the chess on the tile / in front // trap_create_self_choice {choice_event} 教鞭 / 神秘顾客 (Art) add a random bounty to your next battle // [ASSUMED simplification, documented in docs/META.md: 教鞭/神秘顾客 pick the bounty for the player instead of opening @@ -177,12 +178,15 @@ const ITEM_HANDLERS = { } }, }, - // 突变细胞 "战斗结束后,装备者替换为高一阶的随机干员": the carrier is replaced by a random NORMAL operator one tier higher - // (at most 6; an elite carrier too — PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注 "生效时,原干员销毁,获得一名高一阶的随机 - // 初始干员(最高六阶)"); the destroyed operator's equipment, the cell included, returns to the hand (PRTS 卫戍协议/帮助 - // "佩戴的装备无法手动卸除,在失去该干员(干员出售、销毁、合并等)或装备合并为进阶品质时自动卸除"; the official text never - // says 销毁 for the cell — unlike every consumable item —, and players re-inject it every round: "之后就是一直打针,扎到 - // 核心卡…就换人扎", bilibili cv47000418; player feedback after 0.1.0). The new operator keeps the tile when legal. + // 突变细胞 "战斗结束后,装备者替换为高一阶的随机干员": PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注 "生效时,原干员销毁,获得 + // 一名高一阶的随机初始干员(最高六阶)" — the carrier (deployed or on the bench) is destroyed and a random NORMAL operator + // one tier higher (at most 6; an elite carrier too) is gained like any gained operator: into the 整备区 (overflow temp), + // never onto the carrier's tile — official footage (bilibili BV1vzyVBuEN9 ≈ 8:24, BV1Qkw1zMEoR ≈ 7:25): at the next + // prep the tile is empty, one more deployment is left and the new operator waits on the bench (pointed out in PR #2). + // The destroyed operator's equipment, the cell included, returns to the hand first (PRTS 卫戍协议/帮助 "佩戴的装备无法 + // 手动卸除,在失去该干员(干员出售、销毁、合并等)或装备合并为进阶品质时自动卸除"; the official text never says 销毁 for the + // cell — unlike every consumable item —, and players re-inject it every round: "之后就是一直打针,扎到核心卡…就换人扎", + // bilibili cv47000418; player feedback after 0.1.0). PlayerState.transformChess. char_chess_transformation_equip: { onBattleResult(ctx) { const { piece, holder } = ctx.source; @@ -190,7 +194,7 @@ const ITEM_HANDLERS = { const tier = Math.min(6, ctx.gd.tierOf(holder.id) + 1); const id = ctx.rollChess({ tier }); if (!id) return; - ctx.transform(holder.uid, ctx.gd.baseIdOf(id), { returnItems: true }); + ctx.transform(holder.uid, ctx.gd.baseIdOf(id)); }, }, trap_copy_front_char: { diff --git a/server/match/effectsMeta.js b/server/match/effectsMeta.js index b9dfadc7..2a1072b6 100644 --- a/server/match/effectsMeta.js +++ b/server/match/effectsMeta.js @@ -24,9 +24,9 @@ // Items: onEquip / onArt / onDestroy go to the item's own handler only; every other hook runs for items equipped on // owned chess (ev.source.holder). That step walks a snapshot — the owned chess and each holder's items as they stand // when it begins — and runs an item only if, when its turn comes, it is still equipped on that holder and the holder -// is still owned: handlers move and destroy pieces mid-walk (突变细胞 transforms its holder and returns the equipment -// to the hand; normal 博士投影 destroys itself, which splices holder.items), and a live walk skipped the next item or -// ran it with a holder that was gone. Pieces gained or equipped during the walk wait for the next dispatch. +// is still owned: handlers move and destroy pieces mid-walk (突变细胞 destroys its holder, returns the equipment to the +// hand and gains an operator; normal 博士投影 destroys itself, which splices holder.items), and a live walk skipped the +// next item or ran it with a holder that was gone. Pieces gained or equipped during the walk wait for the next dispatch. // Dispatch order per player: global → band → bonds → garrisons (board reading order, // then hand) → equipped items → effects (insertion order); onPrice runs the priced chess's own 特质 first (购买价格为N // sets the price the discounts and caps of bonds / strategies then act on — user playtest #5). Every call is @@ -515,9 +515,10 @@ export function makeCtx(m, ps, source, hook, ev = null) { return m.dispatcher.triggerGarrisons(ps, l.piece, eventType, { asPiece: as ? as.piece : null, triggeredBy: source.key || null }); }, promote: (uid) => { const l = ps.find(uid); return l ? ps.promote(l.piece) : false; }, - /** Replace a chess piece by another chess (keeps its tile when legal, keeps its equipment — `{ returnItems: true }`: - * the equipment returns to the hand instead, as from a destroyed operator; PlayerState.transformChess). */ - transform: (uid, chessId, opts = {}) => { const l = ps.find(uid); if (!l || l.piece.kind !== 'chess') return null; const p = ps.transformChess(l.piece, chessId, { returnItems: !!(opts && opts.returnItems) }); return p ? view(p) : null; }, + /** 突变细胞's transformation: destroy a chess piece wherever it stands (its equipment returns to the hand first), then + * gain `chessId` like any gained operator — hand, overflow temp, a completed merge as usual + * (PlayerState.transformChess). Returns the gained piece's view (the elite after a merge) or null. */ + transform: (uid, chessId) => { const l = ps.find(uid); if (!l || l.piece.kind !== 'chess') return null; const p = ps.transformChess(l.piece, chessId); return p ? view(p) : null; }, /** Normal item piece → its golden version in place. */ upgradeItem: (uid) => { const l = ps.find(uid); return l && l.piece.kind === 'item' ? ps.upgradeItem(l.piece) : false; }, /** Attach an owned hand/temp item to an owned chess without equip effects (copies, restores). */ diff --git a/server/sim/content/items/meta.js b/server/sim/content/items/meta.js index c64df1c4..df07541c 100644 --- a/server/sim/content/items/meta.js +++ b/server/sim/content/items/meta.js @@ -3,10 +3,10 @@ // The engine built-ins (server/match/builtinMeta.js) already implement most consume-on-equip items and Arts from the // concrete item's params; they are reviewed and kept (盟约之币, 骑士储蓄罐, 随身身份牌, 精打细算玩偶, 简易通讯机 (tier ≤ // shop level), 见钱眼开玩偶, 人事部文档 (cap 9), 博士投影 (golden now / normal at the next round start), 拟态物质, 信标, -// 商业包装方案 (count from the concrete record: 8 / golden 7), 突变细胞 (after the battle the carrier becomes a NORMAL -// random tier+1 operator, max 6; its equipment — the cell too, which is not consumed (player feedback after 0.1.0) — -// returns to the hand)). The Arts' rangeGrid (画卷 = placed tile + the tile in front) and the per-round limit are engine -// rules. +// 商业包装方案 (count from the concrete record: 8 / golden 7), 突变细胞 (after the battle the carrier is destroyed, its +// equipment — the cell too, which is not consumed (player feedback after 0.1.0) — returns to the hand, then a NORMAL +// random tier+1 operator, max 6, is gained into the hand, not onto the carrier's tile (PR #2)). The Arts' rangeGrid +// (画卷 = placed tile + the tile in front) and the per-round limit are engine rules. // Overridden / added here (a built-in, when present, is wrapped — never re-implemented): // 画卷 the copy keeps the target's items; a copied normal item that pairs with an owned one merges and the // golden stays in the hand (the built-in equipped the merged golden on the copy, and its live loop over diff --git a/test/content/items.test.js b/test/content/items.test.js index bcea52f0..7a4cca55 100644 --- a/test/content/items.test.js +++ b/test/content/items.test.js @@ -4,7 +4,7 @@ import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; -import { makeMatch, give, giveItem, DATA } from '../match/harness.js'; +import { makeMatch, give, giveItem, DATA, legalTileFor } from '../match/harness.js'; import { createRegistry } from '../../server/match/effectsMeta.js'; import { lendItemEffects, itemGrants, PRIO_REVIVE } from '../../server/sim/content/items/battle.js'; import { unitBonds } from '../../server/sim/content/support/index.js'; @@ -993,6 +993,24 @@ test('突变细胞: after a battle the carrier becomes a random NORMAL tier+1 op cover(A('5_08'), B('5_08')); }); +test('突变细胞: a DEPLOYED carrier leaves the field — the new operator is gained into the 整备区, the deploy slot comes back (PR #2)', () => { + // official footage (bilibili BV1vzyVBuEN9, BV1Qkw1zMEoR): the tile is empty at the next prep and the new operator waits + // on the bench; the case added by the closed PR #2, on the destroy-then-gain rule (DESIGN §21.1) + const { m, ps, equip } = setup({ seed: 3 }); + const cid = plain((c) => c.tier === 2)[0]; + const holder = give(m, ps, cid, 'board', legalTileFor(m, ps, cid)); + assert.deepEqual(equip(giveItem(m, ps, A('5_08')), holder), OK); + assert.equal(ps.deployCount, 1, 'the carrier is deployed'); + m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true }); + assert.equal(ps.board.size, 0, 'the carrier left the field'); + assert.equal(ps.deployCount, 0, 'the deploy slot came back'); + const chess = ps.hand.filter((p) => p && p.kind === 'chess'); + assert.equal(chess.length, 1, 'the new operator waits in the 整备区'); + assert.equal(DATA.chess[chess[0].id].tier, 3, 'the random tier+1 operator'); + assert.equal(DATA.chess[chess[0].id].isGolden, false); + assert.ok(handIds(ps, 'item').includes(A('5_08')), 'the cell back in the hand'); +}); + test('人事部文档: deploy cap becomes 9 (a second copy adds nothing)', () => { const { m, ps, equip } = setup(); const t = give(m, ps, plain((c) => c.tier === 1)[0], 'hand'); diff --git a/test/match/facing.test.js b/test/match/facing.test.js index 66a43cd9..763344bc 100644 --- a/test/match/facing.test.js +++ b/test/match/facing.test.js @@ -134,14 +134,16 @@ test('the dir persists across rounds and reaches the round\'s battle', () => { m.dispose(); }); -test('effect-placed pieces: a transformation / a merge elite taking a consumed copy\'s tile keep that tile\'s dir', () => { +test('effect-placed pieces: a transformation leaves the tile (the new operator waits in the hand); a merge elite taking a consumed copy\'s tile keeps that tile\'s dir', () => { const { m, ps } = prepMatch({ seed: 13 }); const [id, other] = meleeIds(m, 2); const a = give(m, ps, id, 'board', [9, 3]); a.dir = 'DOWN'; const np = ps.transformChess(a, other); - assert.ok(np && ps.board.get(tileKey(9, 3)) === np, 'kept the tile'); - assert.equal(np.dir, 'DOWN'); + // 突变细胞 (PRTS 备注 "原干员销毁,获得一名…干员"; official footage, PR #2): the tile is freed, nothing inherits its dir + assert.ok(np && !ps.board.has(tileKey(9, 3)), 'the tile is freed'); + assert.ok(ps.hand.includes(np), 'the new operator waits in the hand'); + assert.equal(ps.deployCount, 0, 'one deployment fewer'); // merge of deployed copies (PRTS: the elite goes to the consumed copy's board position), with its dir ps.board.clear(); ps.hand.fill(null); diff --git a/test/match/feedback1-meta.test.js b/test/match/feedback1-meta.test.js index 6b184ab9..d1a8ebe4 100644 --- a/test/match/feedback1-meta.test.js +++ b/test/match/feedback1-meta.test.js @@ -5,12 +5,16 @@ // (each copy counts the manual refreshes it witnessed this round), not the player's. // #4 昆图斯 突变细胞 "战斗结束后,装备者替换为高一阶的随机干员": the cell is not consumed — the original operator is // destroyed (PRTS 备注 "生效时,原干员销毁,获得一名高一阶的随机初始干员(最高六阶)") and its equipment, the cell -// included, returns to the hand, to be equipped again ("之后就是一直打针,扎到核心卡…就换人扎"). +// included, returns to the hand, to be equipped again ("之后就是一直打针,扎到核心卡…就换人扎"); then the new operator +// is gained like any gained operator — into the 整备区, never onto the carrier's tile (official footage: bilibili +// BV1vzyVBuEN9 ≈ 8:24, BV1Qkw1zMEoR ≈ 7:25 — the tile is empty at the next prep, one more deployment is left, the +// new operator waits on the bench; pointed out in PR #2). Bots / AI 托管 deploy it in their normal placement step. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeMatch, give, giveItem, legalTileFor, checkInvariants, DATA } from './harness.js'; import { createRegistry } from '../../server/match/effectsMeta.js'; import { botPrep, botPrepEnd, cellTarget } from '../../server/match/bot.js'; +import { mergeTile } from '../../server/match/board.js'; const QUIET = { warn() {}, error() {}, info() {} }; const REG = createRegistry({ log: QUIET }); @@ -164,37 +168,91 @@ const plainOf = (m, tier) => Object.values(DATA.chess) .map((c) => c.chessId).sort(); const ownedItems = (ps, id) => [...ps.hand, ...ps.temp].filter((p) => p && p.kind === 'item' && p.id === id); const equip = (m, item, target) => m.handle('p_0', { t: 'g.equip', itemUid: item.uid, targetUid: target.uid }); +const SWORD = 'chess_item_1_01_e_a'; // 维式重锤 +const PACK = 'chess_item_5_07_e_a'; // 商业包装方案 (counts sells per item: player counter `pack:`) +const VIGIL = 'chess_char_3_19_a'; // 伺夜 (Ⅲ) — a placeable 狼群 summon card +/** Distinct normal equipment ids (never merge with each other), the cell excluded. */ +const fillerItems = () => Object.values(DATA.items).filter((it) => it.itemType === 'EQUIP' && !it.isGolden && it.id !== CELL).map((it) => it.id).sort(); +const unusedFillers = (ps) => fillerItems().filter((id) => ![...ps.hand, ...ps.temp].some((p) => p && p.id === id)); +/** Fill every free hand slot but `leave` with distinct items. */ +const fillHand = (m, ps, leave = 1) => { + const ids = unusedFillers(ps); + while (ps.hand.filter((x) => x == null).length > leave) giveItem(m, ps, ids.shift()); +}; +/** Fill every free temp slot with distinct items. */ +const fillTemp = (m, ps) => { + const ids = unusedFillers(ps); + while (ps.temp.some((x) => x == null)) giveItem(m, ps, ids.shift(), 'temp'); +}; +/** Force the cell's roll (the random draw) of `tier` to `id`; everything else stays the real path. */ +const forceRoll = (m, tier, id) => { const roll = m.pool.roll.bind(m.pool); m.pool.roll = (rng, o = {}) => (o.tier === tier ? id : roll(rng, o)); }; +const where = (ps, pred) => (ps.hand.some((p) => p && pred(p)) ? 'hand' : ps.temp.some((p) => p && pred(p)) ? 'temp' : null); +const handIdx = (ps, pred) => ps.hand.findIndex((p) => p && pred(p)); +/** The round loop's SETTLE dispatch, alone. */ +const battleResult = (m, ps) => m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true }); -test('#4 players\' report: 突变细胞 is not used up — after each battle the carrier is replaced (normal, tier +1) and the cell returns to the hand', () => { +test('#4 players\' report and the official flow: after each battle the deployed carrier is destroyed — its tile empties, one more deployment is left —, its equipment (the cell too) comes back first, then a NORMAL tier+1 operator joins the hand', () => { const s = setup({ seed: 5 }); const { h, m, ps } = s; const t2 = plainOf(m, 2)[0]; const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); const tile = ps.find(carrier.uid).key; const cell = giveItem(m, ps, CELL); - const sword = giveItem(m, ps, 'chess_item_1_01_e_a'); // 维式重锤: other equipment returns too + const sword = giveItem(m, ps, SWORD); // other equipment returns too assert.deepEqual(equip(m, cell, carrier), OK); assert.deepEqual(equip(m, sword, carrier), OK); + assert.equal(ps.deployCount, 1); h.toPrep(2); assert.ok(!ps.find(carrier.uid), 'the original operator is gone (原干员销毁)'); - const next = ps.board.get(tile); - assert.ok(next && next.kind === 'chess', 'the new operator takes the tile'); + assert.ok(!ps.board.has(tile), 'its tile is empty (bilibili BV1vzyVBuEN9 ≈ 8:24, BV1Qkw1zMEoR ≈ 7:25)'); + assert.equal(ps.deployCount, 0, 'one more deployment is left'); + const next = ps.hand.find((p) => p && p.kind === 'chess'); + assert.ok(next, 'the new operator waits in the hand (整备区)'); assert.equal(m.gd.chess(next.id).tier, 3, 'one tier higher'); assert.ok(!m.gd.isGolden(next.id), 'an initial (normal) operator'); - assert.deepEqual(next.items, [], 'its equipment came off'); + assert.deepEqual(next.items, [], 'nothing equipped'); assert.equal(ownedItems(ps, CELL).length, 1, 'the cell is back in the hand, not consumed'); - assert.equal(ownedItems(ps, 'chess_item_1_01_e_a').length, 1, 'the other equipment too'); - // "一直打针": inject again — the same new operator here; it climbs once more + assert.equal(ownedItems(ps, SWORD).length, 1, 'the other equipment too'); + // the hand fills right → left ("被发送至手牌区的物资优先从右到左填充空位"): the equipment came off first, then the gain + assert.deepEqual([handIdx(ps, (p) => p.id === CELL), handIdx(ps, (p) => p.id === SWORD), ps.hand.indexOf(next)], [9, 8, 7]); + assert.ok(ps.tempEmpty); + // the player deploys it by hand, then "一直打针": inject again — it climbs once more and comes back to the bench + const [row, col] = legalTileFor(m, ps, next.id); + assert.deepEqual(m.handle('p_0', { t: 'g.move', uid: next.uid, to: { area: 'board', row, col } }), OK); + assert.equal(ps.deployCount, 1); assert.deepEqual(equip(m, ownedItems(ps, CELL)[0], next), OK); h.toPrep(3); - const third = ps.board.get(tile); - assert.equal(m.gd.chess(third.id).tier, 4, 'tier 4 after the second battle'); + assert.ok(!ps.find(next.uid) && !ps.board.has(`${row},${col}`), 'the second carrier is gone too, its tile empty'); + assert.equal(ps.deployCount, 0); + const third = ps.hand.find((p) => p && p.kind === 'chess'); + assert.equal(m.gd.chess(third.id).tier, 4, 'tier 4 after the second battle, on the bench'); assert.equal(ownedItems(ps, CELL).length, 1, 'and the cell is back again'); checkInvariants(m); m.dispose(); }); -test('#4 突变细胞 details: an elite carrier → a NORMAL operator one tier higher; 6阶 → another 6阶; no room → it stays on the new operator', () => { +test('#4 bench carriers transform too: a hand or temp carrier leaves its slot; the cell, then the new operator, fill the hand right → left', () => { + for (const area of ['hand', 'temp']) { + const s = setup({ seed: 6 }); + const { m, ps } = s; + const t1 = plainOf(m, 1)[0]; + const carrier = give(m, ps, t1, area); + assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); + battleResult(m, ps); + assert.ok(!ps.find(carrier.uid), `${area}: the carrier is destroyed`); + const got = ps.allChess(); + assert.equal(got.length, 1, `${area}: one operator gained`); + assert.equal(m.gd.chess(got[0].id).tier, 2, `${area}: one tier higher`); + assert.ok(!m.gd.isGolden(got[0].id)); + assert.deepEqual([handIdx(ps, (p) => p.id === CELL), ps.hand.indexOf(got[0])], [9, 8], `${area}: the cell first, then the gain`); + assert.ok(ps.tempEmpty, `${area}: nothing waits in temp`); + assert.equal(ps.deployCount, 0); + checkInvariants(m); + m.dispose(); + } +}); + +test('#4 突变细胞 details: an elite carrier → a NORMAL operator one tier higher; 6阶 → another 6阶', () => { { const s = setup({ seed: 9 }); const { h, m, ps } = s; @@ -222,23 +280,85 @@ test('#4 突变细胞 details: an elite carrier → a NORMAL operator one tier h assert.equal(ownedItems(ps, CELL).length, 1); m.dispose(); } - { - // hand and temp full: the cell cannot come off and stays on the new operator (nothing is lost) - const s = setup({ seed: 11 }); - const { m, ps } = s; - const t2 = plainOf(m, 2)[0]; - const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); - assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); - const at = ps.find(carrier.uid).key; - for (let i = 0; i < ps.hand.length; i++) if (!ps.hand[i]) giveItem(m, ps, 'chess_item_1_01_e_a', 'hand', i); - for (let i = 0; i < ps.temp.length; i++) if (!ps.temp[i]) giveItem(m, ps, 'chess_item_1_01_e_a', 'temp', i); - m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true }); - const next = ps.board.get(at); - assert.ok(next && next.uid !== carrier.uid && m.gd.chess(next.id).tier === 3); - assert.deepEqual(next.items.map((it) => it.id), [CELL], 'kept on the new operator'); - checkInvariants(m); - m.dispose(); - } +}); + +test('#4 hand full: the returned cell takes the last hand slot, the new operator overflows into temp — with no summon card until it is deployed', () => { + const s = setup({ seed: 31 }); + const { m, ps } = s; + forceRoll(m, 3, VIGIL); + const t2 = plainOf(m, 2)[0]; + const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); + const at = ps.find(carrier.uid).key; + assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); + fillHand(m, ps, 1); + battleResult(m, ps); + assert.ok(!ps.board.has(at), 'the carrier\'s tile is empty'); + assert.equal(ps.deployCount, 0); + assert.equal(where(ps, (p) => p.id === CELL), 'hand', 'the cell came back first, into the last hand slot'); + const vigil = ps.temp.find((p) => p && p.id === VIGIL); + assert.ok(vigil, '伺夜 overflows into temp like any gain with a full hand'); + assert.equal(where(ps, (p) => p.kind === 'token'), null, 'no 狼群 card yet: a summon card comes with a deployment'); + // deployed by hand from temp, it brings its card like any operator placed there + const [row, col] = legalTileFor(m, ps, VIGIL); + assert.deepEqual(m.handle('p_0', { t: 'g.move', uid: vigil.uid, to: { area: 'board', row, col } }), OK); + assert.ok(where(ps, (p) => p.kind === 'token' && p.ownerUid === vigil.uid), 'its 狼群 card arrived'); + checkInvariants(m); + m.dispose(); +}); + +test('#4 hand and temp full: the gained operator follows the no-room rule of every gain (back to the pool, the same toast); the carrier is destroyed all the same', () => { + const s = setup({ seed: 11 }); + const { h, m, ps } = s; + const t2 = plainOf(m, 2)[0]; + const t3 = plainOf(m, 3)[0]; + forceRoll(m, 3, t3); + const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); + const at = ps.find(carrier.uid).key; + assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); + fillHand(m, ps, 0); + fillTemp(m, ps); + const left0 = m.pool.left(t3); + const left2 = m.pool.left(t2); + const toasts = []; + const toast = m.toast.bind(m); + m.toast = (who, kind, text, ...rest) => { if (who === ps) toasts.push(text); return toast(who, kind, text, ...rest); }; + battleResult(m, ps); + assert.ok(!ps.board.has(at), 'the carrier is destroyed wherever it stands'); + assert.equal(ps.deployCount, 0); + assert.equal(m.pool.left(t2), left2 + 1, 'its copy went back to the pool'); + assert.ok(!ps.allChess().some((p) => p.id === t3), 'no slot anywhere: the gained operator is not kept'); + assert.equal(m.pool.left(t3), left0, 'its copy went back to the pool (PlayerState.acquireChess)'); + assert.ok(toasts.includes('整备区已满,获得的干员已返还'), 'the toast of any gained operator with no room'); + // the cell found no slot and no gained operator to stay on: destroyed with a log warning, as in a merge + assert.equal(ownedItems(ps, CELL).length, 0); + assert.ok(h.logs.warn.some((w) => w.includes(`returned item ${CELL} destroyed (no space)`)), 'logged'); + checkInvariants(m); + m.dispose(); +}); + +test('#4 per-piece state rides on the returned equipment: 商业包装方案 keeps its sell count through the transformation', () => { + const s = setup({ seed: 36 }); + const { m, ps } = s; + const t2 = plainOf(m, 2)[0]; + const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); + const pack = giveItem(m, ps, PACK); + assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); + assert.deepEqual(equip(m, pack, carrier), OK); + const [fodder] = plainOf(m, 1); + const sell = () => assert.deepEqual(m.handle('p_0', { t: 'g.sell', uid: give(m, ps, fodder, 'hand').uid }), OK); + for (let i = 0; i < 3; i++) sell(); + const key = `pack:${pack.uid}`; + assert.equal(ps.counters[key], 3, 'three sells counted while equipped'); + battleResult(m, ps); + const back = ownedItems(ps, PACK)[0]; + assert.ok(back && back.uid === pack.uid, 'the same item came back to the hand'); + assert.equal(ps.counters[key], 3, 'with its progress'); + const next = ps.hand.find((p) => p && p.kind === 'chess'); + assert.deepEqual(equip(m, back, next), OK); + sell(); + assert.equal(ps.counters[key], 4, 'it goes on counting on its next carrier'); + checkInvariants(m); + m.dispose(); }); test('#4 strategy 昆图斯 end to end: the R3 cell survives its first transformation; a bot injects its weakest single normal operator, never an elite', () => { @@ -281,59 +401,125 @@ test('#4 strategy 昆图斯 end to end: the R3 cell survives its first transform }); // --------------------------------------------------------------------------------------------------------------------- -// #4 follow-up: the returned cell must not be pushed into temp by the new operator's summon card (it would be lost at -// the deadline), and a bot never throws it away +// #4: a gain that completes a merge merges like any gained copy (DESIGN §20.11) — the elite goes to a consumed DEPLOYED +// copy's tile (board.js mergeTile), else to the hand; the destroyed carrier's tile is no copy's. The returned cell is +// stowed before the elite's summon card (it would be lost in temp at the deadline). -const VIGIL = 'chess_char_3_19_a'; // 伺夜 (Ⅲ) — a placeable 狼群 summon card -/** Distinct normal equipment ids (never merge with each other), the cell excluded. */ -const fillerItems = () => Object.values(DATA.items).filter((it) => it.itemType === 'EQUIP' && !it.isGolden && it.id !== CELL).map((it) => it.id).sort(); -/** Fill every free hand slot but `leave` with distinct items. */ -const fillHand = (m, ps, leave = 1) => { - const ids = fillerItems().filter((id) => ![...ps.hand, ...ps.temp].some((p) => p && p.id === id)); - while (ps.hand.filter((x) => x == null).length > leave) giveItem(m, ps, ids.shift()); -}; -/** Force the cell's roll (the random draw) to 伺夜 for tier 3; everything else stays the real path. */ -const forceVigil = (m) => { const roll = m.pool.roll.bind(m.pool); m.pool.roll = (rng, o = {}) => (o.tier === 3 ? VIGIL : roll(rng, o)); }; -const where = (ps, pred) => (ps.hand.some((p) => p && pred(p)) ? 'hand' : ps.temp.some((p) => p && pred(p)) ? 'temp' : null); - -test('#4 one free hand slot, the new operator brings a summon card: the returned cell takes the slot, the card waits in temp', () => { - const s = setup({ seed: 31 }); +test('#4 the gain completes a merge with deployed copies: the elite takes the first deployed copy\'s tile, never the carrier\'s; the cell is returned before the elite\'s summon card', () => { + const s = setup({ seed: 32 }); const { m, ps } = s; - forceVigil(m); + forceRoll(m, 3, VIGIL); + // the carrier deploys FIRST: its tile leads the deploy order (under the 0.1.1 WA rule the elite took it) const t2 = plainOf(m, 2)[0]; const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); - const at = ps.find(carrier.uid).key; + const ct = ps.find(carrier.uid).key; + const copies = [give(m, ps, VIGIL, 'board', legalTileFor(m, ps, VIGIL))]; + copies.push(give(m, ps, VIGIL, 'board', legalTileFor(m, ps, VIGIL))); + copies[0].dir = 'UP'; + copies[1].dir = 'DOWN'; + for (const c of copies) ps.removeTokensOf(c.uid); // keep the hand count exact + const copyTiles = copies.map((c) => ps.find(c.uid).key); + assert.equal(mergeTile([ct, ...copyTiles].map((key) => ({ key }))).key, ct, 'the carrier\'s tile is the first in deploy order'); assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); fillHand(m, ps, 1); - m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true }); - const next = ps.board.get(at); - assert.equal(next && next.id, VIGIL, '伺夜 takes the carrier\'s tile'); - assert.equal(where(ps, (p) => p.id === CELL), 'hand', 'the cell came back into the hand (it would be lost in temp at the deadline)'); - assert.equal(where(ps, (p) => p.kind === 'token' && p.ownerUid === next.uid), 'temp', 'the 狼群 card overflows into temp (it comes back at the next round start)'); + battleResult(m, ps); + const want = mergeTile(copyTiles.map((key) => ({ key }))); + const elite = ps.board.get(want.key); + assert.ok(elite && elite.id === m.gd.goldenIdOf(VIGIL), 'the elite 伺夜 stands on the first deployed copy\'s tile'); + assert.equal(elite.dir, want.key === copyTiles[0] ? 'UP' : 'DOWN', 'with that copy\'s facing'); + assert.ok(!ps.board.has(ct), 'the carrier\'s tile is empty'); + assert.equal(ps.deployCount, 1, 'carrier + two copies deployed → the elite alone'); + assert.equal(where(ps, (p) => p.id === CELL), 'hand', 'the cell came back first, into the last hand slot'); + assert.equal(where(ps, (p) => p.kind === 'token' && p.ownerUid === elite.uid), 'temp', 'the elite\'s 狼群 card overflows into temp'); + assert.equal(ps.stats.merges, 1); checkInvariants(m); m.dispose(); }); -test('#4 the transformation completes a merge on the board: the cell is returned before the elite\'s summon card', () => { - const s = setup({ seed: 32 }); +test('#4 the gain completes a merge with no deployed copy: the elite goes to the hand (no summon card); the carrier\'s tile stays empty', () => { + const s = setup({ seed: 35 }); const { m, ps } = s; - forceVigil(m); - const copies = [give(m, ps, VIGIL, 'board', legalTileFor(m, ps, VIGIL))]; - copies.push(give(m, ps, VIGIL, 'board', legalTileFor(m, ps, VIGIL))); - for (const c of copies) ps.removeTokensOf(c.uid); // keep the hand count exact + forceRoll(m, 3, VIGIL); const t2 = plainOf(m, 2)[0]; const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); + const ct = ps.find(carrier.uid).key; + const copies = [give(m, ps, VIGIL, 'hand'), give(m, ps, VIGIL, 'hand')]; assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); - fillHand(m, ps, 1); - m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true }); - const elite = [...ps.board.values()].find((p) => p.id === m.gd.goldenIdOf(VIGIL)); - assert.ok(elite, 'the elite 伺夜 is deployed on a consumed copy\'s tile'); - assert.equal(where(ps, (p) => p.id === CELL), 'hand', 'the cell is in the hand'); - assert.equal(where(ps, (p) => p.kind === 'token' && p.ownerUid === elite.uid), 'temp', 'the elite\'s 狼群 card in temp'); + battleResult(m, ps); + const elite = ps.allChess().find((p) => p.id === m.gd.goldenIdOf(VIGIL)); + assert.ok(elite, 'the gain completed the merge'); + assert.ok(copies.every((c) => !ps.find(c.uid)), 'both bench copies were consumed'); + assert.equal(ps.find(elite.uid).area, 'hand', 'no consumed copy was deployed (the carrier\'s tile is no copy\'s): the hand'); + assert.ok(!ps.board.has(ct), 'the carrier\'s tile is empty'); + assert.equal(ps.deployCount, 0); + assert.equal(where(ps, (p) => p.kind === 'token'), null, 'an elite on the bench brings no summon card'); + assert.equal(where(ps, (p) => p.id === CELL), 'hand'); + assert.equal(ps.stats.merges, 1); + assert.deepEqual(ps.offers.map((o) => o.source), ['merge'], 'the promotion reward as for any merge'); checkInvariants(m); m.dispose(); }); +test('#4 bots and AI 托管 deploy the gained operator in their normal placement step (a real co-op round: SETTLE → the next prep)', () => { + const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', humans: 1, bots: 1, seed: 41, registry: REG, fake: true }).start(); + const m = h.m; + h.toPrep(1); + const human = h.ps('p_0'); + const bot = h.ps('ai_0'); + h.run(() => bot.ready); // the bot's own R1 prep is done + // each seat: a small board — a tier-2 carrier of the cell and a tier-1 operator, nothing on the bench + const [t1a, t1b] = plainOf(m, 1); + const [t2a, t2b] = plainOf(m, 2); + const before = new Map(); + for (const [ps, t1, t2] of [[human, t1a, t2a], [bot, t1b, t2b]]) { + for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean), ...ps.temp.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p); + ps.board.clear(); + ps.hand.fill(null); + ps.temp.fill(null); + ps.offers.length = 0; + const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); + give(m, ps, t1, 'board', legalTileFor(m, ps, t1)); + carrier.items.push(ps.newPiece('item', CELL)); + ps.recompute(); + before.set(ps, { uids: new Set(ps.allChess().map((p) => p.uid)), carrier }); + } + // SETTLE: each carrier is destroyed and a tier-3 operator gained into the hand + const gained = new Map(); + const settle = m.settle.bind(m); + m.settle = (...a) => { + const r = settle(...a); + for (const [ps, b] of before) gained.set(ps, ps.allChess().find((p) => !b.uids.has(p.uid)) || null); + return r; + }; + // the layout each seat readies with in R2 (its bot prep ends with g.ready) + const atReady = new Map(); + for (const ps of [human, bot]) { + const setReady = ps.setReady.bind(ps); + ps.setReady = (on) => { + const g = gained.get(ps); + if (on && m.round === 2 && g && !atReady.has(ps)) atReady.set(ps, { area: ps.find(g.uid)?.area ?? null, deployed: ps.deployCount }); + return setReady(on); + }; + } + h.toPrep(2); + for (const [ps, b] of before) { + const g = gained.get(ps); + assert.ok(g && m.gd.chess(g.id).tier === 3 && !m.gd.isGolden(g.id), `${ps.playerId}: a NORMAL tier-3 operator was gained at SETTLE`); + assert.ok(!ps.find(b.carrier.uid), `${ps.playerId}: the carrier is gone`); + assert.notEqual(ps.find(g.uid)?.area, 'board', `${ps.playerId}: it starts the prep on the bench`); + } + assert.ok(!human.ready, 'the human has not readied yet'); + assert.deepEqual(m.handle('p_0', { t: 'g.autoplay', on: true }), OK); // AI 托管 plays the human seat from here + h.run(() => atReady.size === 2); + for (const ps of [bot, human]) { + const r = atReady.get(ps); + assert.ok(r, `${ps.playerId}: readied in R2`); + assert.equal(r.area, 'board', `${ps.playerId}: the gained operator was deployed by the placement step`); + assert.ok(r.deployed >= 2, `${ps.playerId}: the freed deployment is used (${r.deployed} deployed)`); + } + m.dispose(); +}); + test('#10 AI 托管 never destroys a human\'s item to clear temp: a bench operator is sold for its slot instead', () => { const s = setup({ seed: 34 }); const { m, ps } = s; diff --git a/test/match/merge.test.js b/test/match/merge.test.js index 7838033d..d1a995f7 100644 --- a/test/match/merge.test.js +++ b/test/match/merge.test.js @@ -296,7 +296,7 @@ test('item merge with a full hand AND a full temp: the golden item takes the equ m.dispose(); }); -test('a merge completed during SETTLE (突变细胞) keeps its reward offer for the next prep; the elite takes a deployed copy\'s tile (the carrier\'s counts) or goes to the hand', () => { +test('a merge completed during SETTLE (突变细胞) keeps its reward offer for the next prep; the elite takes a deployed copy\'s tile (never the carrier\'s) or goes to the hand', () => { const X = 'chess_char_2_04_a'; const fillers = Object.values(DATA.items).filter((i) => i.itemType === 'EQUIP' && !i.isGolden && !String(i.kind || '').startsWith('consume')).map((i) => i.itemId ?? i.id).filter(Boolean); // where the carrier of 突变细胞 and the two copies of X are: hand/hand, board/hand, board/board @@ -317,7 +317,9 @@ test('a merge completed during SETTLE (突变细胞) keeps its reward offer for const holder = carrierAt === 'board' ? give(m, ps, T, 'board', legalTileFor(m, ps, T)) : give(m, ps, T); holder.items.push(ps.newPiece('item', 'chess_item_5_08_e_a')); const copies = copiesAt === 'board' ? [0, 1].map(() => give(m, ps, X, 'board', legalTileFor(m, ps, X))) : [give(m, ps, X), give(m, ps, X)]; - const deployedTiles = [holder, ...copies].map((p) => ps.find(p.uid)).filter((l) => l.area === 'board').map((l) => l.key); + // the carrier is destroyed before its gain (PRTS 备注 "原干员销毁,获得一名…"): only the copies' tiles count + const holderTile = ps.find(holder.uid).key || null; + const deployedTiles = copies.map((p) => ps.find(p.uid)).filter((l) => l.area === 'board').map((l) => l.key); const deployed0 = ps.deployCount; for (let i = 0; ps.hand.some((x) => x == null); i++) giveItem(m, ps, fillers[i]); const fillers0 = ps.hand.filter((p) => p && p.kind === 'item').length; @@ -332,10 +334,10 @@ test('a merge completed during SETTLE (突变细胞) keeps its reward offer for assert.deepEqual(ps.offers.map((o) => o.source), ['merge'], 'the promotion reward waits for this prep'); assert.ok(ps.privateView().shop.rewardOffer, 'and is shown'); const loc = ps.find(elite.uid); + if (holderTile) assert.ok(!ps.board.has(holderTile), `${label}: the carrier's tile is empty`); if (deployedTiles.length) { - // PRTS 卫戍协议/帮助: a merge consuming a deployed copy sends the elite to that copy's tile — outside PREP too; the - // transformed carrier stood on the board, so its tile counts (when legal for the elite); of several, the first - // in deploy order (row desc, col asc) + // PRTS 卫戍协议/帮助: a merge consuming a deployed copy sends the elite to that copy's tile — outside PREP too; of + // several, the first in deploy order (row desc, col asc) const map = ps.deployMap(); const pos = positionClass(m.gd.chess(elite.id)); const legal = deployedTiles.map((k) => k.split(',').map(Number)).filter(([r, c]) => canPlace(map, pos, r, c)).sort((a, b) => b[0] - a[0] || a[1] - b[1]); @@ -346,6 +348,8 @@ test('a merge completed during SETTLE (突变细胞) keeps its reward offer for } else { assert.equal(loc.area, 'hand', `${label}: the consumed hand pieces freed the slots`); } + // the carrier's deployment is gone; deployed copies were replaced by at most the one elite + assert.equal(ps.deployCount, deployed0 - (holderTile ? 1 : 0) - deployedTiles.length + (loc.area === 'board' ? 1 : 0), `${label}: deploy count`); const CELL = 'chess_item_5_08_e_a'; assert.equal(ps.hand.filter((p) => p && p.kind === 'item' && p.id !== CELL).length, fillers0, `${label}: the hand's equipment stays`); // the cell is not consumed (player feedback after 0.1.0): it came back to the hand — or temp, the hand being full diff --git a/test/match/playtest6-elite-to-board.test.js b/test/match/playtest6-elite-to-board.test.js index 68b54df6..467595e4 100644 --- a/test/match/playtest6-elite-to-board.test.js +++ b/test/match/playtest6-elite-to-board.test.js @@ -2,11 +2,11 @@ // official game): "官方就是合成精锐时,如果消耗了场上的干员,精锐会出现在场上那个位置". PRTS 卫戍协议/帮助 §干员的获得与精锐化: // "不获得第3名干员,销毁已有的2名初始干员,发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,则发送至作战区 // 对应位置)". Remake (server/match/PlayerState.js _mergeChess, board.js mergeTile): the elite takes the tile and facing of the -// consumed copy that deploys first (row desc, col asc — [ASSUMED] when several stood on the board); a transformed deployed -// piece's own tile counts; with no deployed copy it goes to the hand (overflow temp). Equipment returns to the hand -// ("干员晋级后已配发装备会回收至整备区"), the copies' summons are removed and the elite on the board gets its own stack -// (its loadout), the deploy count never grows, the reward offer is unchanged — for buys, rewards, effect grants, SETTLE -// merges and the boss-field prep alike. audit.js checks the rule in every audited match. +// consumed copy that deploys first (row desc, col asc — [ASSUMED] when several stood on the board); a 突变细胞 carrier is +// destroyed before its gain, so its tile never counts; with no deployed copy it goes to the hand (overflow temp). +// Equipment returns to the hand ("干员晋级后已配发装备会回收至整备区"), the copies' summons are removed and the elite on +// the board gets its own stack (its loadout), the deploy count never grows, the reward offer is unchanged — for buys, +// rewards, effect grants, SETTLE merges and the boss-field prep alike. audit.js checks the rule in every audited match. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { ERR, PHASE } from '../../shared/constants.js'; @@ -112,20 +112,22 @@ test('buy: two deployed copies → the copy that deploys first (row desc, then c } }); -test('three deployed copies (a deployed operator transformed into the third, 突变细胞-style) → the first of the three tiles in deploy order', () => { +test('a deployed operator transformed into the third copy (突变细胞) → the first deployed COPY\'s tile, never the carrier\'s (destroyed first)', () => { const { m, ps } = prep({ seed: 43 }); const [id, other] = meleeTier1(m); + // the carrier deploys first: under the 0.1.1 WA rule its tile won; the official destroy-then-gain frees it instead const carrier = deploy(m, ps, other, 'UP'); const c1 = deploy(m, ps, id, 'LEFT'); const c2 = deploy(m, ps, id, 'DOWN'); - const tiles = [carrier, c1, c2].map((p) => keyOf(ps, p)); - const dirOf = { [tiles[0]]: 'UP', [tiles[1]]: 'LEFT', [tiles[2]]: 'DOWN' }; + const [ct, t1, t2] = [carrier, c1, c2].map((p) => keyOf(ps, p)); + assert.equal(mergeTile([ct, t1, t2].map((key) => ({ key }))).key, ct, 'the carrier\'s tile is the first in deploy order'); const elite = ps.transformChess(carrier, id); - assert.ok(elite && elite.id === chess(id).goldenId, 'the transformation completed the merge'); - const want = mergeTile(tiles.map((key) => ({ key }))); - assert.equal(keyOf(ps, elite), want.key, 'the elite takes the first deployed tile'); - assert.equal(elite.dir, dirOf[want.key]); - assert.equal(ps.deployCount, 1, 'three deployed → one'); + assert.ok(elite && elite.id === chess(id).goldenId, 'the gain completed the merge'); + const want = mergeTile([t1, t2].map((key) => ({ key }))); + assert.equal(keyOf(ps, elite), want.key, 'the elite takes the first deployed copy\'s tile'); + assert.equal(elite.dir, want.key === t1 ? 'LEFT' : 'DOWN', 'with that copy\'s facing'); + assert.ok(!ps.board.has(ct), 'the carrier\'s tile is empty'); + assert.equal(ps.deployCount, 1, 'carrier + two copies deployed → the elite alone'); assert.equal(ps.stats.merges, 1); checkInvariants(m); m.dispose(); @@ -420,7 +422,7 @@ test('audit.js flags an elite that misses the deployed copy\'s tile (and passes m.dispose(); }); -test('audit.js passes transformations that complete a merge (突变细胞 ctx.transform; a deployed carrier is detached first), in PREP and SETTLE', () => { +test('audit.js passes transformations that complete a merge (突变细胞 ctx.transform: the carrier is destroyed before the gain, its tile no copy\'s), in PREP and SETTLE', () => { // carrier / the two copies: 'board' or 'hand' const layouts = [['board', 'hand', 'hand'], ['board', 'board', 'hand'], ['board', 'board', 'board'], ['hand', 'board', 'board'], ['hand', 'hand', 'hand']]; for (const phase of ['PREP', 'SETTLE']) { @@ -436,23 +438,26 @@ test('audit.js passes transformations that complete a merge (突变细胞 ctx.tr const [id, other] = meleeTier1(m); const place = (cid, at, dir) => (at === 'board' ? deploy(m, ps, cid, dir) : give(m, ps, cid)); const carrier = place(other, carrierAt, 'UP'); + const carrierTile = keyOf(ps, carrier); const copies = copiesAt.map((at, j) => place(id, at, j ? 'DOWN' : 'LEFT')); - const dirOf = new Map([carrier, ...copies].filter((p) => keyOf(ps, p)).map((p) => [keyOf(ps, p), p.dir])); + // only the copies' tiles count (PRTS: a destroy, then a gain — the carrier is no copy of the merge) + const dirOf = new Map(copies.filter((p) => keyOf(ps, p)).map((p) => [keyOf(ps, p), p.dir])); const before = ps.deployCount; if (phase === 'SETTLE') h.drive(() => m.phase === PHASE.SETTLE); assert.equal(m.phase, PHASE[phase]); const ctx = makeCtx(m, ps, { kind: 'item', key: 'item:test' }, phase === 'SETTLE' ? 'onSettle' : 'onBuy'); const got = ctx.transform(carrier.uid, id); - assert.ok(got && got.id === chess(id).goldenId, `${label}: the transformation completed the merge`); + assert.ok(got && got.id === chess(id).goldenId, `${label}: the gain completed the merge`); const want = mergeTile([...dirOf.keys()].map((key) => ({ key }))); const loc = ps.find(got.uid); + if (carrierTile) assert.ok(!ps.board.has(carrierTile), `${label}: the carrier's tile is empty`); if (want) { - assert.equal(loc.key, want.key, `${label}: the elite on the first deployed tile`); + assert.equal(loc.key, want.key, `${label}: the elite on the first deployed copy's tile`); assert.equal(loc.piece.dir, dirOf.get(want.key), `${label}: with that copy's facing`); assert.equal(ps.deployCount, 1, `${label}: ${before} deployed → 1`); } else { assert.equal(loc.area, 'hand', `${label}: no deployed copy → the hand`); - assert.equal(ps.deployCount, 0); + assert.equal(ps.deployCount, 0, `${label}: ${before} deployed → 0`); } assert.deepEqual(audit.violations, [], `${label}: no audit violation`); m.dispose(); diff --git a/test/ui/feedback1-cell.test.js b/test/ui/feedback1-cell.test.js index d390822d..9482f02f 100644 --- a/test/ui/feedback1-cell.test.js +++ b/test/ui/feedback1-cell.test.js @@ -1,6 +1,7 @@ // Player feedback after 0.1.0, #4 (workstream WA): the 突变细胞 item card says what the official text leaves out — the -// cell is not consumed, it returns to the hand with the destroyed operator's other equipment (items.json `note`, built -// by tools/build-data.mjs ITEM_RULES; server: builtinMeta char_chess_transformation_equip). +// cell is not consumed, it returns to the hand with the destroyed operator's other equipment, and the new operator joins +// the 整备区 to be deployed again (official footage; PR #2) (items.json `note`, built by tools/build-data.mjs ITEM_RULES; +// server: builtinMeta char_chess_transformation_equip). import { test } from 'node:test'; import assert from 'node:assert/strict'; import { readFileSync } from 'node:fs'; @@ -35,7 +36,7 @@ const textOf = (v) => { }; const hasClass = (v, c) => typeof v?.props?.class === 'string' && v.props.class.split(/\s+/).includes(c); -test('ItemDetail: 突变细胞 (both qualities) says it returns to the hand; an ordinary item has no rule line', async () => { +test('ItemDetail: 突变细胞 (both qualities) says it returns to the hand and the new operator joins the 整备区; an ordinary item has no rule line', async () => { await data.loadAll('items', 'assets'); const rule = (item) => [...walk(ItemDetail({ item, piece: null, editable: false }))].find((n) => hasClass(n, 'dhint--rule')); for (const id of ['chess_item_5_08_e_a', 'chess_item_5_08_e_b']) { @@ -44,6 +45,7 @@ test('ItemDetail: 突变细胞 (both qualities) says it returns to the hand; an const t = textOf(rule(cell)); assert.match(t, /原干员销毁/); assert.match(t, /突变细胞与其他装备退回整备区,可再次配发/); + assert.match(t, /高一阶的随机初始干员(最高6阶),进入整备区,需要重新部署/); } const plain = data.lookup('items', 'chess_item_1_01_e_a'); // 维式重锤 assert.equal(plain.note, null); diff --git a/tools/build-data.mjs b/tools/build-data.mjs index 1e4050d3..c6daf324 100644 --- a/tools/build-data.mjs +++ b/tools/build-data.mjs @@ -1367,14 +1367,18 @@ const SHOP_EXCLUDED_ITEMS = Object.freeze({ * 获得一名高一阶的随机初始干员(最高六阶)", and a destroyed operator's equipment comes off (PRTS 卫戍协议/帮助 "佩戴的 * 装备无法手动卸除,在失去该干员(干员出售、销毁、合并等)或装备合并为进阶品质时自动卸除"); the text never says 销毁 for * the cell (every consumable item's does), and players re-inject it every round ("之后就是一直打针,扎到核心卡或者叠层 - * 手干员就换人扎", bilibili cv47000418; "这个道具可以无限使用", cg.163.com guide 2025-11-15). + * 手干员就换人扎", bilibili cv47000418; "这个道具可以无限使用", cg.163.com guide 2025-11-15). The new operator is gained + * into the 整备区, never onto the carrier's tile — official footage (bilibili BV1vzyVBuEN9 ≈ 8:24, BV1Qkw1zMEoR ≈ 7:25): + * at the next prep the tile is empty, one more deployment is left and the new operator waits on the bench (PRTS 帮助: + * what a player gains goes to the 手牌区; pointed out in PR #2). */ const ITEM_RULES = Object.freeze({ chess_item_5_08_e_a: { - note: '生效时原干员销毁,获得一名高一阶的随机初始干员(最高6阶);突变细胞与其他装备退回整备区,可再次配发', - implFormula: 'After the battle: the carrier is destroyed and replaced by a random NORMAL operator one tier higher (max 6; ' - + 'an elite carrier too) on its tile when legal; its equipment, the cell included, returns to the hand (the cell is ' - + 'not consumed). Never merges.', + note: '生效时原干员销毁,突变细胞与其他装备退回整备区,可再次配发;随后获得一名高一阶的随机初始干员(最高6阶),进入整备区,需要重新部署', + implFormula: 'After the battle: the carrier is destroyed wherever it stands (a board tile is freed); its equipment, the ' + + 'cell included, returns to the hand first (overflow temp; the cell is not consumed); then a random NORMAL operator ' + + 'one tier higher (max 6; an elite carrier too) is gained like any gained operator: the hand, overflow temp, a ' + + 'completed merge as usual (the elite on a consumed deployed copy\'s tile, never the carrier\'s). Never merges.', }, });