feedback5 WV: 忍冬, 深靛 and 阿 settled by the sources with no rule change — PRTS's "无法选中被自身阻挡而没有位于技能范围内的敌人" is 忍冬 S2's 备注 (its kit selects on the 3-12 only; S3 has no such note), 深靛 S1's 攻击倍率 applies to her stored energies (PRTS S1 备注, the client's ChargeAttackS1 atk_scale), 阿 S2 / S3 keep the data's DEFAULT (no trigger row, the skill prefabs cast with no target and keep the SP); kit comments and two pin tests, golden unchanged

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sganggs committed 2026-10-06 18:22:44 +08:00
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@@ -11,7 +11,8 @@ export default {
// 柔光缚目: attacks bind the target `duration` s with `prob`; bound enemies are never chosen as targets.
// Alternate S1 灯塔守卫者: for `duration` s the skill range (4-1), attack interval ×(1 + base_attack_time) (PRTS:
// "大幅度缩短(-80%)" ⇒ ×0.2 — a flat −0.8 s on 3 s would be less than S2's "略微缩短 ×0.7"), every attack hits for
// attack@atk_scale × ATK arts. Elite module MSC-X (store 4) is the mystic profile of the module trait (TUNE.mystic);
// attack@atk_scale × ATK arts — its stored energies too (PRTS S1 备注 "该技能的"每次攻击的攻击倍率"会实时应用在特性积攒的"攻击
// 能量"抛射物上"; the client's ChargeAttackS1 reads the same atk_scale), not the branch's general 100 %. Elite module MSC-X (store 4) is the mystic profile of the module trait (TUNE.mystic);
// the store itself is the shared 秘术师 profile (professions.js installMystic: at the attack check, PRTS 分支特性信息).
chess_char_1_17_a: (bb, chess, def) => {
const t = talentBb(chess, 0);
@@ -20,7 +20,9 @@ export default {
// regen; 精锐 module SOL-X: ATK/DEF + while blocking
// S1 小施惩戒 (charges): next attack + extra_damage_ratio × ATK arts and +cost DP; S2 坠刃拷问 (charges, the data rule
// SKILL_RANGE: fires once an enemy is inside its own range 3-12, charges 3 s apart): +cost DP, ≤ max_target enemies of that range take atk_scale arts and
// 停顿 — the ones already 停顿 are also stunned. (SOL-Y "首次部署时部署费用-4": the initial deployment is free.)
// 停顿 — the ones already 停顿 are also stunned; its targets come from the 3-12 only (PRTS S2 备注 "可对空;无法选中被自身
// 阻挡而没有位于技能范围内的敌人" — an S2 note, not S3's: S3 隐狐之艺 has none, its client selector is the standard
// 「同时攻击阻挡的所有敌人」 one). (SOL-Y "首次部署时部署费用-4": the initial deployment is free.)
chess_char_3_18_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0), t1 = talentBb(d, 1);
+3 -1
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@@ -43,7 +43,9 @@
// +attack_speed (S3) for the skill's duration (per 阿 on the target: independentCharacterSource). [ASSUMED] the volley
// lands at once (its 0.42 s of shots and flight are not modelled); with no ally in his range the cast does nothing (the
// client's sequence stops when its attack finds no target) — his skill still runs and spends its SP: the data's DEFAULT
// trigger needs an enemy, not an ally (reported as an open question).
// trigger needs an enemy, not an ally — settled by the sources in 0.2.0 WV: no skillTriggerDataList row names 阿 or 怪杰
// (the basic strategy), the skill prefabs cast with no target and keep the SP spent (skchr_haak_2 / _3 `_allowNoTarget`
// 1, `_checkHasTargetBeforeDoCast` 0, `_recoverSpIfNoTarget` 0) and PRTS 阿 has no note on it.
import { num, talentBb, moduleBb, moduleOn, skillRec, statBuff, toggleBuff, up } from '../shared/tier1.js';
import { toLocal } from '../../../dir.js';