feedback2 WD: 深水区's tick is 无来源 true 持续伤害, not 环境伤害 (tags dot / periodic / deepsea): 纠缠藤蔓 no longer turns fragile in water, 锡人's 凋敝魂灵 raises it

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sganggs committed 2026-10-04 00:07:34 +08:00
1 parent 3502027ff2
commit a4d69b6ba3
5 files changed
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+16 -5
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@@ -14,7 +14,8 @@
// (fractions are ×100 ASPD) and move speed × (1 + moveMulPerStack × layers), an operator 1 layer of the
// ASPD part only; at most maxStacks layers; cleared on leaving
// 烟雾 g operators on it cannot be targeted by enemy ranged attacks (stealth flag: blocked enemies still hit them)
// 深水 d ground enemies on it: sea_drown[enemy].damage true dmg/s, ASPD attack_speed (×100), move × move_speed
// 深水 d ground enemies on it: sea_drown[enemy].damage dmg/s (无来源 true 持续伤害, not 环境伤害: tags dot /
// periodic / deepsea), ASPD attack_speed (×100), move × move_speed
// 活性源石 i a unit on it (allies and ground enemies) gets a timed effect: damage true dmg/s, ATK + atk, ASPD +
// attack_speed for `duration` s from its last contact — an enemy keeps it after walking off; one effect
// per unit, its time starts again while the unit is on the tile; the tiles never switch off
@@ -333,10 +334,20 @@ function buildTerrain(battle, st) {
}
}
const terrainDamage = (battle, amount) => (ctx) => {
/** 活性源石's tick: true damage no unit deals (无来源), tagged 'terrain' = 环境伤害 ("受到来自自然环境的伤害" content reads it). */
const infectionDamage = (battle, amount) => (ctx) => {
if (amount > 0 && ctx.unit.alive) battle.dealDamage(null, ctx.unit, { amount, type: 'true', canDodge: false, tags: ['terrain'] });
};
/**
* 深水区's 【水蚀】 tick (PRTS 涨潮控制 技能3 深水: "每秒受到40点无来源真实持续伤害(不属于环境伤害,不会触发受击回复)"; PRTS 伤害分类
* lists 深水区/涨潮水蚀 as BUFF damage): 无来源 true 持续伤害 — tags 'dot' (锡人's 凋敝魂灵 raises it), 'periodic' and
* 'deepsea' (the 免疫水蚀 swimmers cancel it), no 'terrain' (not 环境伤害), no 受击回复 (noSp).
*/
const deepWaterDamage = (battle, amount) => (ctx) => {
if (amount > 0 && ctx.unit.alive) battle.dealDamage(null, ctx.unit, { amount, type: 'true', canDodge: false, sourceless: true, noSp: true, tags: ['dot', 'periodic', 'deepsea'] });
};
function enterTerrain(battle, st, u, code) {
const m = u.mem;
if (m.terrain === code) return;
@@ -350,7 +361,7 @@ function enterTerrain(battle, st, u, code) {
if (code === TERRAIN.smog) battle.addBuff(u, { key: BUFF[code], flags: { stealth: true } });
else if (code === TERRAIN.deepsea) {
const D = st.deepsea;
battle.addBuff(u, { key: BUFF[code], mods: { aspd: D.aspd, moveMul: D.moveMul }, interval: 1, onTick: terrainDamage(battle, D.damage) });
battle.addBuff(u, { key: BUFF[code], mods: { aspd: D.aspd, moveMul: D.moveMul }, interval: 1, onTick: deepWaterDamage(battle, D.damage) });
}
// mire layers are applied by tickMire, 活性源石 by touchInfection (every tick on the tile)
}
@@ -365,7 +376,7 @@ function enterTerrain(battle, st, u, code) {
* extra tick [ASSUMED: the time counts from the last contact — so an operator deployed on it, always in contact, drains
* past `duration`]. An operator moved off the tile (Battle.relocate: 乌尔比安 S3, 夕's 小自在 …) keeps it for its time;
* leaving the field drops it with every buff; a 重生 clears it (enemies.js rebirthCleanse: PRTS 特殊机制 §重生 "清空自身
* 身上除白名单外所有Buff") and contact gives it again while the unit is on the tile [ASSUMED]. The tick (terrainDamage)
* 身上除白名单外所有Buff") and contact gives it again while the unit is on the tile [ASSUMED]. The tick (infectionDamage)
* is true damage no unit deals (无来源), tagged 'terrain' = 环境伤害 (PRTS 自然环境 lists 活性源石), not 'dot' [ASSUMED:
* PRTS 伤害分类's list of BUFF damage does not name it].
*/
@@ -374,7 +385,7 @@ function touchInfection(battle, st, u) {
const key = BUFF[TERRAIN.infection];
const b = u.findBuff(key);
if (b) { if (b.timeLeft < I.duration) b.timeLeft = I.duration; return; }
battle.addBuff(u, { key, duration: I.duration, mods: { atkPct: I.atk, aspd: I.aspd }, interval: 1, onTick: terrainDamage(battle, I.damage) });
battle.addBuff(u, { key, duration: I.duration, mods: { atkPct: I.atk, aspd: I.aspd }, interval: 1, onTick: infectionDamage(battle, I.damage) });
}
/** Layers an enemy gains per 【陷入沼泽】 trigger at 重量 ≥ heavyWeight (PRTS 沼泽控制: "若其重量大于等于3,改为获得2层"). */
+2 -1
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@@ -1122,7 +1122,8 @@ function kitDeepsea(ab, { swim = false, drown = false }) {
if (drown && wet) { const v = T(ab, 'Drown.damage') ?? 0; if (v > 0) b.dealDamage(null, e, { ...periodicDamage(v * dt), tags: ['dot', 'periodic', 'drown'] }); }
a.wet = wet;
},
hitIn(c, b, e, a) { if (swim && a.wet && c.dmg.tags && c.dmg.tags.some((t) => t === 'terrain' || t === 'deepsea' || t === 'drown')) c.dmg.cancel = true; },
// 免疫水蚀: the deep-water tick (devices.js, tag 'deepsea') and drowning — not 环境伤害 ('terrain', e.g. 活性源石)
hitIn(c, b, e, a) { if (swim && a.wet && c.dmg.tags && c.dmg.tags.some((t) => t === 'deepsea' || t === 'drown')) c.dmg.cancel = true; },
}];
}