feedback5 CB1: a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy — 砾's and 瑕光's 被击倒时 / 部署时 layers fire on every revive (community report 「卡西米尔和艾芒加德策略似乎有BUG:像砾和瑕光这种死亡和部署的叠层效果…无法触发」, items 9 / 37)
PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 埃芒加德 and M3茧甲 备注: "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的 再部署时间和费用归零". Both revived in place as `fatal` savers, so the operator was never knocked out nor deployed again: 砾 (<部署时> 卡西米尔 +1, <被击倒时> 不屈 +2), 瑕光 (<部署时> +4, 12 per battle), the 卡西米尔 bond's per-deployment ATK, 克莱门莎 / 卡莱莎 and every other 被击倒时 / 部署时 effect skipped the first 3 knock-outs (measured: only the 4th, real death stacked). Now items/battle.js reviveNow, a `death` hook (M3茧甲 PRIO_RESPAWN 13, 埃芒加德 PRIO_BAND_REVIVE 12, ahead of 阿戈尔 5 at 11 and 不屈 at 10): the knock-out stands and the operator redeploys at once, free, where it lies (full HP, SP reset, a new deployment for 坚固维式重锤's lock — revivedInPlace and the `revives` counter are gone). The ctx carries `revivedBy`, so 阿戈尔 5 still does not count such a knock-out as the member's first (the owner's decision of 2026-10-05: an operator's own revive uses no slot; 埃芒加德 [ASSUMED] alike, unchanged). 淬羽赫默 S3 keeps its place right after the hammer's lock (PRIO_REVIVE − 0.5). Tests: test/content/feedback5-revive-redeploy.test.js (fails on the parent); bands / bonds_core / feedback1f-hammer / op_lessng / op_zuole / docs-consistency updated to the redeploy. Docs: SIM.md (fatal, death), design/engine.md (fatal, death), PLAYING.md (复活), research 04 (M3茧甲). Golden: the battles with M3茧甲 or 埃芒加德 whose operators fell — a revive is now a knock-out (deaths count, kill events, redeploy, SP reset, 被击倒时 / 部署时 effects): roster-012 / 026 / 033 / 040 / 047, boss-boss_6-pair, hidden-boss_8-pair / boss_9-pair, standin-07; matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1.
This commit is contained in:
1 parent
4fd8d431e2
commit
a3a0ddd2be
19 files changed
+464
-344
No files matched your search
+2
-2
@@ -774,11 +774,11 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
|
||||
| `damaged` | `{ source, target, amount, type, dmg, credit }` | after application (`amount` may be 0 when shielded); element fills too (with their source); 无来源: `source` null, `credit` set |
|
||||
| `hpDamage` | `{ source, target, amount, dmg, credit }` | a damage instance after shields, before the HP loss (§4; not a 流失): lower `amount` only (a raise is ignored) — HP floors / reductions ordered after a barrier (kits/ops/op-huang.js, op-zuole.js) |
|
||||
| `heal` | `{ source, target, amount, opts }` | mutable `amount` |
|
||||
| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes and an in-place 复活 changes too; one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — the lock `PRIO_REVIVE` −100 after the substitutes (−100, registered first), the running windows `PRIO_UNDYING_HELD` −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → 淬羽赫默 S3's 不死 (−100.5: PRTS 衍生生命 "无畏者协议提供的不死效果仅在目标没有不死效果时才会触发"; its running windows held at −99 like the hammer's) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110); both 复活 revive in place and call `revivedInPlace` (a new deployment for the lock) |
|
||||
| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 items; the 复活 — M3茧甲, 埃芒加德 — and 不屈 are `death` hooks). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes (a 复活's redeploy too); one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — the lock `PRIO_REVIVE` −100 after the substitutes (−100, registered first), the running windows `PRIO_UNDYING_HELD` −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → 淬羽赫默 S3's 不死 (−100.5: PRTS 衍生生命 "无畏者协议提供的不死效果仅在目标没有不死效果时才会触发"; its running windows held at −99 like the hammer's). The 复活 act on the knock-out after this step (PRTS "复活" acts on a knock-out, which a 不死 prevents): `death`, below |
|
||||
| `dollSwitch` | `{ unit, reason, done }` | content switches a 傀儡师 to its <替身> now (归溟幽灵鲨 S2 "技能结束后立刻切换为<替身>": no lethal HP loss); its trait does it unless it already is one or is not on the field, and sets `done` |
|
||||
| `dollSwap` | `{ unit, form }` | a 傀儡师 starts a switch — to its <替身> (`form` `'doll'`) or back to its <本体> (`null`); not when it is knocked out as the 替身 (不屈 rolls on it: "切换<替身>与<本体>时") |
|
||||
| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) |
|
||||
| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer, dying }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1; `dying`: a `retreat` that plays the death animation — 史尔特尔's 余烬, 骑士戒律 + 竞技旗) |
|
||||
| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer, dying, revivedBy? }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1; `dying`: a `retreat` that plays the death animation — 史尔特尔's 余烬, 骑士戒律 + 竞技旗). Revives of a knock-out redeploy the operator inside it, free, where it lies — PRTS "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的再部署时间和费用归零", so the 被击倒时 and 部署时 effects both run: M3茧甲 (`PRIO_RESPAWN` 13) → 埃芒加德 (`PRIO_BAND_REVIVE` 12) — `items/battle.js reviveNow`, which sets `revivedBy` ('item' / 'band'; 阿戈尔 5 does not count such a knock-out as the member's first) — → 阿戈尔 5 (11) → 不屈 (10); until 0.2.0 the two 复活 were `fatal` savers that kept the unit standing |
|
||||
| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart (bullets added there raise `skill.ammoMax`, the ammo bar's full mark) |
|
||||
| `ammoUsed` | `{ unit, left, skill }` | per ammo consumed |
|
||||
| `spGain` | `{ unit, amount, reason:'time'|'attack'|'hurt'|'init'|…, skill }` | mutable `amount` (time gains fire every tick) |
|
||||
|
||||
Reference in new issue
Block a user