feedback5 WM: merge feedback4 (896dd5d, the coming 0.1.4) — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160 ported into the split layout
Ported by hand: - #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃 chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝 chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines are identical to #109's tier1/2/3/4/6 diffs. - #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the skill's own mods), and W5D's 冲锋号令 DP start effect is kept. - #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty name (the Chinese text is the PR's), plus its English line in public/i18n/en.json. - data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/ file changed. - docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are always on"), SIM §7.4 (both generic passive cases). - Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js / snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js / plan.mjs, #74 plan.mjs / docs. Where the PRs met feedback5 work: - 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a #109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so. - Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test (window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the generic:passive buff). Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed and fields the unit that explains it. - #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low, bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low, bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1, 琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype). - #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退): roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high, bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun. - #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted. - #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low, bond-visiShip-high. - #66 + #160: roster-008, roster-027. - #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06, coop2-HARD-4, coop2-NORMAL-14-standins. - all three: roster-010, roster-012, roster-031. 69 scenarios. Every other digest is unchanged.
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@@ -12,7 +12,6 @@ export default {
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// hp_recovery_per_sec_by_max_hp_ratio × max HP per second (the 生命回复速度 attribute: works under her 武者 no-heal).
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chess_char_1_18_a: (bb, chess) => {
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const t = talentBb(chess, 0);
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const buffKey = 'utage:s2';
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const s1 = skillBbOf(chess, 'skchr_utage_1');
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return {
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skills: {
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@@ -24,16 +23,16 @@ export default {
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},
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},
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skill: {
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kind: 'passive',
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kind: 'duration', activateOnDeploy: true, duration: num(bb.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
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mods: { atkPct: num(bb.atk) },
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onStart({ battle, unit }) {
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const loss = unit.hp * num(bb.hp_ratio);
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if (loss > 0 && unit.hp - loss >= 1) battle.loseHp(unit, loss, { source: unit });
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battle.addBuff(unit, { key: buffKey, duration: num(bb.duration), mods: { atkPct: num(bb.atk) }, tags: ['skill'], visible: true });
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battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1, id: unit.id, skill: 'breach' });
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},
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},
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talents: [{ install(battle, unit) {
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onHitBy(battle, unit, ({ dmg }) => { if (dmg.isAttack && dmg.type === 'phys' && unit.findBuff(buffKey)) dmg.type = 'arts'; });
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onHitBy(battle, unit, ({ dmg }) => { if (dmg.isAttack && dmg.type === 'phys' && unit.skill?.id === 'skchr_utage_2' && unit.skill.active) dmg.type = 'arts'; });
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const maxAs = num(t.min_attack_speed), minHp = num(t.min_hp_ratio);
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if (maxAs > 0 && minHp < 1) {
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battle.on('tick', () => {
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@@ -25,11 +25,8 @@ export default {
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return {
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skills: {
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skchr_wildmn_1: {
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kind: 'passive',
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onStart({ battle, unit }) {
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const d = num(r1?.duration);
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if (d > 0) battle.addBuff(unit, { key: 'wildmn:s1', duration: d, mods: { aspd: num(r1?.bb?.attack_speed) }, tags: ['skill'], visible: true });
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},
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kind: 'duration', activateOnDeploy: true, duration: num(r1?.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
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mods: { aspd: num(r1?.bb?.attack_speed) },
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},
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},
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skill: {
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@@ -15,7 +15,7 @@ export default {
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const t = talentBb(chess, 0);
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return {
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skill: {
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kind: 'passive',
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kind: 'duration', activateOnDeploy: true, duration: num(bb.duration, 10), spCost: 0, spType: 'none', trigger: 'NEVER',
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onStart({ battle, unit }) {
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const total = unit.s.maxHp * num(bb.hp_ratio);
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const dur = num(bb.duration, 10);
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@@ -34,10 +34,11 @@ export default {
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});
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battle.fx('shield', { x: unit.x, y: unit.y, id: unit.id });
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},
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onEnd({ battle, unit }) { battle.removeBuff(unit, 'gravel:rats'); },
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},
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skills: {
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skchr_gravel_1: {
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kind: 'passive',
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kind: 'duration', activateOnDeploy: true, duration: num(bb.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
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onStart({ battle, unit }) {
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const v = num(bb.def), dur = num(bb.duration);
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if (!(v > 0) || !(dur > 0)) return;
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@@ -52,6 +53,7 @@ export default {
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});
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battle.fx('buff', { x: unit.x, y: unit.y, id: unit.id, kind: 'def' });
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},
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onEnd({ battle, unit }) { battle.removeBuff(unit, 'gravel:shadow'); },
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},
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},
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talents: [{ install(battle, unit) {
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@@ -20,10 +20,8 @@ export default {
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skills: altSkills(chess, d, bb, {
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'skcom_quickattack[3]': statSkill,
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skchr_skadi_2: (s) => ({
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kind: 'passive',
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onStart({ battle, unit }) { // "部署后N秒内攻击力+X" (a passive starts at every deployment)
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battle.addBuff(unit, { key: 'skill:skadi_wave', duration: num(s.bb.duration, 20), mods: { atkPct: num(s.bb.atk) }, visible: true });
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},
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kind: 'duration', activateOnDeploy: true, duration: num(s.bb.duration, 20), spCost: 0, spType: 'none', trigger: 'NEVER',
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mods: { atkPct: num(s.bb.atk) },
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}),
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}),
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talents: [
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@@ -39,21 +39,9 @@ export default withDefaults({
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},
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}),
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skchr_ines_3: () => ({
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kind: 'passive',
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kind: 'duration', duration: s3Dur, spCost: 0, spType: 'none', trigger: 'NEVER',
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onStart({ battle, unit }) {
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if (!unit.mem.inesS3Placed) {
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// 首次部署: place a 影哨 (her talent's sentry, left on retreat) and leave; 立刻刷新再部署时间 — the redeploy
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// (auto, paying her DP cost like every redeploy) follows as soon as it is affordable
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unit.mem.inesS3Placed = true;
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battle.after(0, () => {
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if (!unit.alive || !unit.deployed) return;
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battle.retreat(unit, { reason: 'retreat' });
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unit.respawnAt = battle.time;
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battle.fx('sentry', { x: unit.x, y: unit.y, id: unit.id });
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}, { owner: unit });
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return;
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}
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battle.addBuff(unit, { key: 'ines:s3', duration: s3Dur, mods: { atkPct: num(bb.atk) }, visible: true });
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battle.addBuff(unit, { key: 'ines:s3', mods: { atkPct: num(bb.atk) }, visible: true });
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// 立刻收回影哨: the sentry flies back to her and hits ≤ max_target enemies on its way (within
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// projectile_range of the segment, [ASSUMED] nearest to its start first)
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const from = unit.mem.inesSentryAt;
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@@ -77,6 +65,7 @@ export default withDefaults({
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}
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battle.fx('beam', { x: ax, y: ay, tx: bx, ty: by, id: unit.id });
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},
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onEnd({ battle, unit }) { battle.removeBuff(unit, 'ines:s3'); },
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}),
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}),
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skill: {
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@@ -146,11 +135,27 @@ export default withDefaults({
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],
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install(battle, unit) {
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if (S3) {
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battle.on('deploy', (c) => {
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if (c.unit !== unit || c.move) return;
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if (unit.mem.inesS3Placed) {
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unit.skill.activate('deploy');
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return;
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}
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// 首次部署 only places a 影哨 and retreats; it is not a skill activation.
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// 立刻刷新再部署时间: redeploy as soon as its DP cost is affordable.
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unit.mem.inesS3Placed = true;
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battle.after(0, () => {
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if (!unit.alive || !unit.deployed) return;
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battle.retreat(unit, { reason: 'retreat' });
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unit.respawnAt = battle.time;
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battle.fx('sentry', { x: unit.x, y: unit.y, id: unit.id });
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}, { owner: unit });
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}, { owner: unit });
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// where the talent's 影哨 stays (every leave but an expiry), for the recall of the next deployment
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battle.on('death', (c) => { if (c.unit === unit && c.reason !== 'expired') unit.mem.inesSentryAt = { x: unit.x, y: unit.y }; }, { owner: unit, priority: 5 });
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// 技能期间每对一个敌人造成伤害就获得1点部署费用
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battle.on('damaged', (c) => {
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if (c.source !== unit || c.target.side !== 'enemy' || !(c.amount > 0) || c.type === 'element' || !unit.findBuff('ines:s3')) return;
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if (c.source !== unit || c.target.side !== 'enemy' || !(c.amount > 0) || c.type === 'element' || !unit.skill?.active || !(unit.skill.timeLeft > 0)) return;
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battle.addDp(unit.ownerId, num(bb.cost, 1));
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}, { owner: unit });
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}
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@@ -18,17 +18,12 @@ export default withDefaults({
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const g = grid(def.skill?.rangeGrid) || [[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 0], [0, 1], [1, -1], [1, 0], [1, 1]];
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const S1 = isSel(def, 'skchr_texas2_1'), S2 = isSel(def, 'skchr_texas2_2');
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const dur = num(def.skill?.duration, S1 ? 11 : S2 ? 8 : 6);
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const talentAtk = (battle, unit) => battle.addBuff(unit, { key: 'texas2:rainAtk', duration: dur, mods: { atkPct: num(t0.atk, 0.2) } });
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const castS1 = (battle, unit) => {
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if (!unit.alive || !unit.deployed) return;
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talentAtk(battle, unit);
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battle.addBuff(unit, { key: 'texas2:drizzle', duration: dur, mods: { atkPct: num(bb.atk) }, visible: true });
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battle.fx('swordRain', { x: unit.x, y: unit.y, id: unit.id });
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};
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const castS2 = (battle, unit) => {
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if (!unit.alive || !unit.deployed) return;
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talentAtk(battle, unit);
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battle.addBuff(unit, { key: 'texas2:shower', duration: dur, mods: { atkPct: num(bb.atk) }, visible: true });
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const mr = num(bb.magic_resistance, 0);
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for (const e of targetsInGrid(battle, unit, g)) {
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battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale, 1.5), type: 'arts', isSkill: true, tags: ['skill', 'burst'] });
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@@ -39,16 +34,14 @@ export default withDefaults({
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};
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const castS3 = (battle, unit) => {
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if (!unit.alive || !unit.deployed) return;
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talentAtk(battle, unit);
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for (const e of targetsInGrid(battle, unit, g)) {
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for (let i = 0; i < 2 && e.alive; i++) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb['appear.atk_scale'], 1.15), type: 'arts', isSkill: true, tags: ['skill', 'burst'] });
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if (e.alive) battle.applyStatus(e, 'stun', { duration: num(bb['appear.stun'], 1.5), source: unit });
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}
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battle.fx('swordStorm', { x: unit.x, y: unit.y, id: unit.id });
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unit.mem.rainUntil = battle.time + dur;
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unit.mem.rainTimer?.cancel();
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unit.mem.rainTimer = battle.every(Math.max(0.1, num(bb['texas2_s_3[sword].interval'], 1)), (b, sched) => {
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if (!unit.alive || !unit.deployed || b.time > unit.mem.rainUntil + 1e-9) { sched.cancel(); return; }
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if (!unit.alive || !unit.deployed || !unit.skill?.active) { sched.cancel(); return; }
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const list = targetsInGrid(b, unit, g);
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sortEnemyTargets(b, unit, list, null);
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for (const e of list.slice(0, Math.max(1, Math.floor(num(bb.max_target, 2))))) {
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@@ -57,28 +50,62 @@ export default withDefaults({
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b.fx('swordRain', { x: e.x, y: e.y, id: e.id });
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}
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}, { owner: unit });
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// Duration advances by dt in the ally phase; align the rain with that clock so the final wave lands before end.
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unit.mem.rainTimer.due -= battle.dt;
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};
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const cast = S1 ? castS1 : S2 ? castS2 : castS3;
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const skill = {
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kind: 'duration', activateOnDeploy: true, duration: dur, spCost: 0, spType: 'none', trigger: 'NEVER',
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mods: { atkPct: num(t0.atk, 0.2) + (S1 || S2 ? num(bb.atk) : 0) },
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onStart({ battle, unit, reason }) {
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if (reason === 'kill' && unit.mem.texasRecastPending) {
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unit.mem.texasRecastPending = false; // the synchronous burst already performed this recast
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return;
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}
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unit.mem.texasCasting = true;
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cast(battle, unit);
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unit.mem.texasCasting = false;
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},
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onEnd({ unit, reason }) {
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if (reason === 'recast' && unit.mem.texasRecastPending) return;
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unit.mem.rainTimer?.cancel();
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},
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};
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return {
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skill: { kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } },
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skill,
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skills: alt(def, {
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skchr_texas2_1: () => ({ kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } }),
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skchr_texas2_2: () => ({ kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } }),
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skchr_texas2_1: () => skill,
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skchr_texas2_2: () => skill,
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}),
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// S2: 攻击变为二连击 while the passive lasts
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trait: S2 ? { hitsFn: (b, u) => (u.findBuff('texas2:shower') ? 2 : 1) } : undefined,
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trait: S2 ? { hitsFn: (b, u) => (u.skill?.active ? 2 : 1) } : undefined,
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talents: [
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{ install(battle, unit) { // 德克萨斯传统 (2nd half): first kill of each deployment ⇒ full heal + recast
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// (the passive's deploy burst runs inside skill.reset, BEFORE the `deploy` hook: the per-deployment state is
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// therefore reset when she leaves the field, so a kill by the deploy burst itself counts)
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battle.on('death', (c) => { if (c.unit === unit) unit.mem.texasKilled = false; }, { owner: unit });
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battle.on('death', (c) => {
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if (c.unit !== unit) return;
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unit.mem.texasKilled = unit.mem.texasCasting = unit.mem.texasRecastPending = false;
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}, { owner: unit });
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battle.on('kill', (c) => {
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if (c.killer !== unit || !unit.alive || c.victim.side !== 'enemy' || unit.mem.texasKilled) return;
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unit.mem.texasKilled = true;
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battle.removeBuff(unit, 'texas2:swordplay');
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battle.heal(unit, unit, unit.s.maxHp * num(t0.hp_ratio, 1), { self: true });
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cast(battle, unit);
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if (unit.mem.texasCasting) {
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unit.mem.texasRecastPending = true;
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cast(battle, unit); // preserve the burst's synchronous reentry and damage order
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} else {
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unit.skill.end('recast');
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unit.skill.activate('kill', { free: true });
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}
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}, { owner: unit });
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battle.on('skillStart', (c) => {
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if (c.unit !== unit || !unit.mem.texasRecastPending) return;
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// Complete the lifecycle after observers received the outer start; the burst already recast above.
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unit.skill.end('recast');
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unit.skill.activate('kill', { free: true });
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}, { owner: unit, priority: -2000 });
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} },
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{ install(battle, unit) { // 德克萨斯剑术: until her first kill after each deployment: ASPD +8, −25 % damage taken
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battle.on('deploy', (c) => {
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@@ -94,7 +121,7 @@ export default withDefaults({
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const dot = num(bb['attack@texas2_s_1[dot].dot_damage'], 260), dotIv = Math.max(0.1, num(bb['attack@texas2_s_1[dot].interval'], 1));
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battle.on('damaged', (c) => {
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const e = c.target;
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if (c.source !== unit || !c.dmg?.isAttack || e.side !== 'enemy' || !e.alive || !unit.findBuff('texas2:drizzle')) return;
|
||||
if (c.source !== unit || !c.dmg?.isAttack || e.side !== 'enemy' || !e.alive || !unit.skill?.active) return;
|
||||
battle.applyStatus(e, 'silence', { duration: sil, source: unit });
|
||||
battle.addBuff(e, { key: `texas2:drizzleDot:${unit.id}`, duration: dotDur + 1e-6, interval: dotIv, source: unit, refresh: 'extend', // a re-hit refreshes it, the per-second ticks keep their rhythm
|
||||
onTick: ({ unit: t }) => battle.dealDamage(unit, t, { amount: dot, type: 'arts', isSkill: true, tags: ['skill', 'dot'] }) });
|
||||
@@ -103,7 +130,7 @@ export default withDefaults({
|
||||
if (S2) {
|
||||
// 攻击…造成法术伤害 while the passive lasts (the double hit is the kit trait's hitsFn)
|
||||
battle.on('hit', (c) => {
|
||||
if (c.source === unit && c.dmg.isAttack && c.dmg.type === 'phys' && unit.findBuff('texas2:shower')) c.dmg.type = 'arts';
|
||||
if (c.source === unit && c.dmg.isAttack && c.dmg.type === 'phys' && unit.skill?.active) c.dmg.type = 'arts';
|
||||
}, { owner: unit, priority: 50 });
|
||||
}
|
||||
const a = num(tb.atk, 0); // module (elite): ATK +10 % with no ally on the 4 adjacent tiles
|
||||
|
||||
@@ -46,23 +46,24 @@ function nearl2(bb, chess, def) {
|
||||
// (whole hits negated); then she withdraws and this redeploy time is ×respawn_time (×1 when the operator deployed
|
||||
// right before her is 【卡西米尔】)
|
||||
skchr_nearl2_2: {
|
||||
kind: 'passive',
|
||||
kind: 'duration', activateOnDeploy: true, duration: num(def?.skill?.duration, 22), spCost: 0, spType: 'none', trigger: 'NEVER',
|
||||
mods: { atkPct: num(bb.atk) },
|
||||
onStart({ battle, unit, skill }) {
|
||||
const dur = num(skill.duration, num(def?.skill?.duration, 22));
|
||||
if (!(dur > 0)) return;
|
||||
const prev = lastOps.map?.get(unit.ownerId);
|
||||
const combo = !!prev && prev !== unit && hasBond(prev, 'kazimierzShip');
|
||||
battle.addBuff(unit, { key: 'nearl2:night', mods: { atkPct: num(bb.atk) }, duration: dur, visible: true });
|
||||
unit.mem.nearl2Combo = !!prev && prev !== unit && hasBond(prev, 'kazimierzShip');
|
||||
const hits = Math.floor(num(bb.times));
|
||||
if (hits > 0) battle.addBuff(unit, { key: 'nearl2:shield', shieldHits: hits, duration: dur, visible: true });
|
||||
const seq = unit.deploySeq;
|
||||
battle.after(dur, () => {
|
||||
if (!live(unit) || unit.deploySeq !== seq) return;
|
||||
battle.retreat(unit, { reason: 'retreat' });
|
||||
const mul = combo ? num(bb['nearl2_s_2[withdraw][combo].respawn_time'], 1) : num(bb.respawn_time, 1);
|
||||
if (Number.isFinite(unit.respawnAt) && mul !== 1) unit.respawnAt = battle.time + (unit.respawnAt - battle.time) * mul;
|
||||
battle.fx('disappear', { x: unit.x, y: unit.y, id: unit.id, combo });
|
||||
}, { owner: unit });
|
||||
},
|
||||
onEnd({ battle, unit, reason }) {
|
||||
battle.removeBuff(unit, 'nearl2:shield');
|
||||
if (reason !== 'duration' || !live(unit)) return;
|
||||
const combo = unit.mem.nearl2Combo;
|
||||
battle.retreat(unit, { reason: 'retreat' });
|
||||
const mul = combo ? num(bb['nearl2_s_2[withdraw][combo].respawn_time'], 1) : num(bb.respawn_time, 1);
|
||||
if (Number.isFinite(unit.respawnAt) && mul !== 1) unit.respawnAt = battle.time + (unit.respawnAt - battle.time) * mul;
|
||||
battle.fx('disappear', { x: unit.x, y: unit.y, id: unit.id, combo });
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
Reference in new issue
Block a user