feedback5: merge K3 — stand-in kits 郁金香, Mechanist, Touch (Touch shares the 外勤医疗 code; every skill on every form)

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#	server/sim/content/kits/index.js
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// server/sim/content/kits/ops/standin-acfend.js — Mechanist (char_610_acfend) 补位 stand-in kit: 4 星熊 (S2), 5 号角 /
// 6 余 (S3 + module PRO-X on the elite). Stand-in contract and rules: ../README.md "Stand-in kits".
import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff, up } from '../shared/tier1.js';
const S1 = 'skchr_acfend_1', S2 = 'skchr_acfend_2', S3 = 'skchr_acfend_3';
/** 反馈装甲 on an enemy she blocks, and its S2 version (×talent_mult): one buff per target whatever applies it (同名). */
const FEEDBACK_KEY = 'acfend:feedback';
const FEEDBACK_S2_KEY = 'acfend:feedback2';
/** PRTS Mechanist(卫戍协议) 天赋备注: 精研材料's HP ratio and 反馈装甲's block are checked every 0.1 s. */
const CHECK_INTERVAL = 0.1;
/** S3 应力倒置 "每秒…": one pulse per second of the skill, the first 1 s after the cast [ASSUMED: no pulse at the cast]. */
const STRESS_INTERVAL = 1;
export default {
// Mechanist (铁卫, blocks 3) — numbers from data/backups.json (normal E2 Lv1 rank 4, elite E2 Lv60 rank 7; skill_table and
// PRTS Mechanist(卫戍协议) agree):
// 精研材料: DEF +def; below hp_ratio HP another +`acfend_t_1[extra].def` (module PRO-X Lv3: 0.2) — PRTS 备注 "生命比例每0.1秒
// 检测一次".
// 反馈装甲: enemies she blocks ASPD `attack_speed` (−7). PRTS 备注: applied every 0.1 s to the enemies she blocks; then the
// TARGET checks every 0.1 s whether anyone still blocks it — it lasts until nobody blocks it (whoever blocked it), her
// S2 starts, or her S2 ends (a buff with its own 0.1 s check here, so it outlives her knock-out the same way).
// S1 结构稳定 (40 s): max HP +max_hp, DEF +def.
// S2 不变性原理 (20 s): DEF +def, 反馈装甲 ×talent_mult (−14 / −21). PRTS 备注: at the cast the talent's effect on the
// enemies she blocks ends and the enhanced one is applied; at the end every enhanced one she applied ends (the
// 0.1 s talent check then gives the enemies she still blocks the plain one again).
// S3 应力倒置 (30 s): DEF +def, block +block_cnt, every second ATK × atk_scale arts damage to each enemy she blocks.
// Module PRO-X (elite, trait addition): "阻挡敌人时防御力+20%" — DEF +def (trait blackboard) while she blocks.
// Triggers (data, nothing set here): every skill DEFAULT with the official TAKE_DAMAGE as rawRule — the owner's 重装
// exception for the stand-ins (tools/build-data.mjs STANDIN_TRIGGER_DEVIATIONS): she casts with an enemy in range.
char_610_acfend: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1), tb = traitBb(chess);
const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3);
const fbAspd = num(t1.attack_speed, 0);
const fbMult = num(r2?.bb?.talent_mult, 1);
/** Her S2 runs (the enhanced 反馈装甲). */
const s2On = (unit) => !!(unit.skill && unit.skill.active && unit.skill.id === S2);
/** A 反馈装甲 buff: it ends at the first 0.1 s check of its target that finds nobody blocking it. */
const feedback = (battle, unit, e, key, aspd) => battle.addBuff(e, {
key, mods: { aspd }, source: unit, data: { v: aspd }, tags: ['talent'], interval: CHECK_INTERVAL,
onTick({ battle: b, unit: t, buff }) { if (!t.blockedBy) b.removeBuff(t, buff); },
});
/** Apply 反馈装甲 (its S2 version while S2 runs) to every enemy she blocks — the talent's 0.1 s application. */
const applyFeedback = (battle, unit) => {
if (!fbAspd || !up(unit)) return;
const enhanced = s2On(unit);
for (const e of unit.blocking) {
if (!e.alive || e.blockedBy !== unit) continue;
if (enhanced) {
if (e.findBuff(FEEDBACK_S2_KEY)) continue;
battle.removeBuff(e, FEEDBACK_KEY);
feedback(battle, unit, e, FEEDBACK_S2_KEY, fbAspd * fbMult);
} else if (!e.findBuff(FEEDBACK_S2_KEY) && !e.findBuff(FEEDBACK_KEY)) {
feedback(battle, unit, e, FEEDBACK_KEY, fbAspd);
}
}
};
const skills = {};
if (r1) skills[S1] = { kind: 'duration', mods: { hpPct: num(r1.bb?.max_hp), defPct: num(r1.bb?.def) } };
if (r2) {
skills[S2] = {
kind: 'duration',
mods: { defPct: num(r2.bb?.def) },
onStart({ battle, unit }) { applyFeedback(battle, unit); },
onEnd({ battle, unit }) {
for (const e of battle.enemies) {
const b = e.findBuff(FEEDBACK_S2_KEY);
if (b && b.source === unit) battle.removeBuff(e, b);
}
},
};
}
if (r3) {
const scale = num(r3.bb?.atk_scale, 0);
skills[S3] = {
kind: 'duration',
mods: { defPct: num(r3.bb?.def), blockCnt: num(r3.bb?.block_cnt) },
onStart({ unit }) { unit.mem.acfendStress = 0; },
onTick({ battle, unit, dt }) {
unit.mem.acfendStress = (unit.mem.acfendStress ?? 0) + dt;
while (unit.mem.acfendStress + 1e-6 >= STRESS_INTERVAL) {
unit.mem.acfendStress -= STRESS_INTERVAL;
const v = battle.blockedTargets(unit, { canHitFly: true });
if (v.length) battle.fx('aoe', { x: unit.x, y: unit.y, id: unit.id, radius: 0.5, skill: S3 });
for (const e of v) battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'arts', isSkill: true, tags: ['skill', 'stress'] });
}
},
onEnd({ unit }) { unit.mem.acfendStress = 0; },
};
}
return {
skills,
talents: [
{ install(battle, unit) { // 精研材料
statBuff(battle, unit, 'acfend:t1', { defPct: num(t0.def) });
const extra = num(t0['acfend_t_1[extra].def']), ratio = num(t0.hp_ratio, 0);
if (!extra || !(ratio > 0)) return;
const check = () => {
const want = up(unit) && unit.hpRatio < ratio - 1e-9;
const has = !!unit.findBuff('acfend:t1:extra');
if (want && !has) battle.addBuff(unit, { key: 'acfend:t1:extra', mods: { defPct: extra }, tags: ['talent'] });
else if (!want && has) battle.removeBuff(unit, 'acfend:t1:extra');
};
battle.every(CHECK_INTERVAL, check, { owner: unit });
} },
{ install(battle, unit) { // 反馈装甲
if (fbAspd) battle.every(CHECK_INTERVAL, () => applyFeedback(battle, unit), { owner: unit });
} },
],
install(battle, unit) {
const md = num(tb.def, 0); // module PRO-X: 阻挡敌人时防御力+20%
if (md) toggleBuff(battle, unit, 'acfend:pro', () => unit.blocking.length > 0, { defPct: md });
},
};
},
};
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// server/sim/content/kits/ops/standin-acmedc.js — Touch (char_613_acmedc) 补位 stand-in kit: 5 塞雷娅, 6 塑心 / 纯烬艾雅法拉
// (all S3 恳切福音 + module PHY-X on the elite). Stand-in contract and rules: ../README.md "Stand-in kits".
import { num, traitBb, skillRec } from '../shared/tier1.js';
import { mapCharTalents, touchGospel } from '../../tokens.js';
const S1 = 'skchr_acmedc_1', S2 = 'skchr_acmedc_2', S3 = 'skchr_acmedc_3';
/** S2 宛如天启's "所有医疗干员攻击力+X%" on every medic operator of hers while the skill runs (one per target: 同名 buff). */
const APOCALYPSE_KEY = 'acmedc:apocalypse';
const isMedicOp = (a) => a.kind === 'op' && a.alive && a.deployed && !a.hidden && a.def?.profession === 'MEDIC';
export default {
// Touch (医师) — skills from data/backups.json (normal E2 Lv1 skill rank 4, elite E2 Lv60 rank 7; skill_table and PRTS
// Touch(卫戍协议) agree):
// S1 慨赠 (20 s): ATK +atk, each heal has an `attack@prob` chance of one extra heal [ASSUMED: of the same target, the
// same amount — the text names no other target].
// S2 宛如天启 (30 s): her range becomes the 3-10 grid (PRTS 修正: "攻击距离+1" means 攻击范围扩大), she heals
// `attack@max_target` targets, every 医疗 operator of hers ATK +`attack@atk` herself included [ASSUMED: her own
// player's operators, as 余's "全场所有干员"; summons not].
// S3 恳切福音 (40 s): content/tokens.js touchGospel — the one implementation the 外勤医疗 strategy's Touch runs too
// (5-2 grid, ATK +atk, 2 targets, an extra heal of 30 % of the main one on the target or an orthogonal neighbour,
// ×heal_scale on allies at ≤ hp_ratio HP).
// Talents 攫升 / 超脱: content/tokens.js mapCharTalents (the strategy's Touch too); the module's 超脱 upgrade (8 SP at
// module Lv3) comes with the record's talents.
// Module PHY-X (elite, trait addition): "治疗生命值低于50%的友方单位时治疗量提升15%" — every heal of hers on an ally
// below `hp_ratio` HP (strictly: "低于") ×`heal_scale` (the trait blackboard). With S3's ×1.35 / ×1.40 it
// multiplies (×1.61 at Lv7): both are `heal_scale` blackboards, the 治疗倍率, and PRTS 游戏数据基础 §倍率 says "同种
// 倍率间叠乘" — no Touch-specific note or buff template exists. It runs before S3's hook, so S3's 30 % extra heal is
// a share of the main heal with both bonuses and, like S3's ×1.35 / ×1.40 in touchGospel, never multiplies that
// share again [ASSUMED].
// Triggers (data, nothing set here): S1 DEFAULT (an injured ally in her range); S2 / S3 ACTIVE_RANGE — the owner's
// rule of 2026-10-05 read for a heal skill: an injured ally inside the running 3-10 / 5-2 range casts.
char_613_acmedc: (bb, chess, def) => {
const tb = traitBb(chess);
const phyScale = num(tb.heal_scale, 1), phyRatio = num(tb.hp_ratio, 0);
const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3);
const gospel = r3 ? touchGospel(r3.bb ?? {}, r3) : null;
const skills = {};
if (r1) {
const b1 = r1.bb ?? {};
const p = num(b1['attack@prob'], 0);
skills[S1] = {
kind: 'duration', heal: true,
mods: { atkPct: num(b1.atk) },
onHit({ battle, unit, target, heal }) {
if (!(p > 0) || !target || !(heal > 0) || !battle.rng.chance(p)) return;
battle.heal(unit, target, heal);
battle.fx('heal', { x: target.x, y: target.y, id: unit.id });
},
};
}
if (r2) {
const b2 = r2.bb ?? {};
const v = num(b2['attack@atk'], 0);
const grant = (battle, unit) => {
for (const a of battle.alliesFor(unit, unit.ownerId)) {
if (!isMedicOp(a)) continue;
const cur = a.findBuff(APOCALYPSE_KEY);
if (cur && (cur.source === unit || (cur.data?.v ?? 0) >= v)) continue; // another Touch's equal or stronger one
battle.addBuff(a, { key: APOCALYPSE_KEY, mods: { atkPct: v }, source: unit, data: { v }, tags: ['skill'] });
}
};
skills[S2] = {
kind: 'duration', heal: true,
targeting: { rangeGrid: r2.rangeGrid, maxTargets: Math.max(1, Math.floor(num(b2['attack@max_target'], 2))) },
onStart({ battle, unit }) { if (v) grant(battle, unit); },
// medics deployed (or redeployed) while it runs get it too
onTick({ battle, unit }) { if (v) grant(battle, unit); },
onEnd({ battle, unit }) {
for (const a of battle.allyUnits) if (a.findBuff(APOCALYPSE_KEY)?.source === unit) battle.removeBuff(a, APOCALYPSE_KEY);
},
};
}
if (gospel) skills[S3] = gospel.skill;
return {
skills,
talents: mapCharTalents(def),
install(battle, unit) {
if (phyScale !== 1 && phyRatio > 0) {
battle.on('heal', (ctx) => {
// (S3's extra heal is a share of the main heal, which already carries it: touchGospel's `touchExtra`)
if (ctx.source !== unit || !ctx.target || ctx.opts?.regen || unit.mem.touchExtra) return;
if (ctx.target.hpRatio < phyRatio - 1e-9) ctx.amount *= phyScale;
}, { owner: unit, priority: 10 });
}
if (gospel && def?.skill?.id === S3) gospel.install(battle, unit);
},
};
},
};
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// server/sim/content/kits/ops/standin-acpion.js — 郁金香 (char_608_acpion) 补位 stand-in kit: 3 瑕光 (S3), 4 焰尾 (S2),
// 5 凛御银灰 / 6 圣聆初雪 / 缪尔赛思 / 耀骑士临光 (S3 + module SOL-X on the elite). Stand-in contract: ../README.md.
import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js';
import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff, up } from '../shared/tier1.js';
const S1 = 'skchr_acpion_1', S2 = 'skchr_acpion_2', S3 = 'skchr_acpion_3';
/**
* S3 只余芬芳's slashes: her Spine `Skill` clip (char_608_acpion.skel, 1.567 s) carries 8 OnAttack events — one per
* slash, `times` 8 — at 0.400 s and then every 1/6 s (0.567 … 1.567 s); the `Skill_End` clip adds 0.233 s. The skill
* holds its effects (below) from the cast to the end of `Skill_End` [ASSUMED: the clips play at 1×, the effects last the
* two clips].
*/
const SLASH_FIRST = 0.4;
const SLASH_GAP = 1 / 6;
const SLASH_END_CLIP = 0.233;
/** S3's buff while it plays: 无敌, 无法阻挡, no normal attack (the skill clip plays) — stun / freeze refused by a hook. */
const FRAGRANCE_KEY = 'acpion:fragrance';
/** Enemies S3 slashes: every selectable enemy on the x-1 skill range, air units included (PRTS 备注 "※可对空"). */
const SLASH_PROFILE = Object.freeze({ canHitFly: true });
export default {
// 郁金香 (尖兵, blocks 2) — numbers from data/backups.json (normal E2 Lv1 rank 4, elite E2 Lv60 rank 7; skill_table and
// PRTS 郁金香(卫戍协议) agree). DP (部署费用) is the player's redeploy currency here (DESIGN §5.5 "DP").
// 无垠之心: from each deployment until her 2nd skill activation of it, SP recovery +sp_recovery_per_sec (module SOL-X Lv3:
// +1/s) — `cnt` 2.
// 浪潮之心: ATK +atk; each enemy she kills +cost DP.
// S1 钻心 (instant): +cost DP, then ATK × atk_scale physical damage to up to max_target enemies of her attack range
// (the enemies she blocks included, ground only like her attack) [ASSUMED: at the cast — her S1 clip `Skill_2`
// carries no hit event].
// S2 迅瞬 (10 s): ASPD +attack_speed, ignores def_penetrate of the target's DEF, and "逐渐获得" trig_cnt × cost DP: one
// every `interval` s from the cast (6 × 1.6 s / 7 × 1.4 s, all inside the 10 s) [ASSUMED: none at the cast, and the
// DP not yet given is lost if the skill ends early].
// S3 只余芬芳 (instant): +cost DP, then `times` slashes on the enemies around her (the x-1 skill range), each ATK ×
// atk_scale physical ignoring def_penetrate (50 %) of DEF, timed by her Spine clip (SLASH_*). PRTS 郁金香 (the 集成战略
// character char_513_apionr, whose S1 只余芬芳 has the same text, blackboard and x-1 range) 备注: "※可对空" and
// "※技能生效期间,持有效果:无敌,无法阻挡,眩晕免疫,冻结免疫" [ASSUMED: the 卫戍 copy skchr_acpion_3 behaves the same].
// Module SOL-X (elite, trait override): "阻挡敌人时攻击力和防御力各+8%" — while she blocks (none during S3: 无法阻挡).
// Triggers (data, nothing set here): S1 / S2 DEFAULT; S3 SKILL_RANGE on its x-1 (any enemy in it, air units too).
char_608_acpion: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1), tb = traitBb(chess);
const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3);
const dp = (battle, unit, n) => {
if (!(n > 0)) return;
battle.addDp(unit.ownerId, n);
battle.fx('dp', { x: unit.x, y: unit.y, id: unit.id, n });
};
const skills = {};
if (r1) {
const b1 = r1.bb ?? {};
skills[S1] = {
kind: 'instant',
onStart({ battle, unit }) {
dp(battle, unit, num(b1.cost));
const prof = unit.profile;
const foes = battle.enemiesInKeys(unit.rangeKeys || [], unit, prof);
for (const e of battle.blockedTargets(unit, prof)) if (!foes.includes(e)) foes.push(e);
sortEnemyTargets(battle, unit, foes, prof?.priority ?? null);
const v = foes.slice(0, Math.max(1, Math.floor(num(b1.max_target, 2))));
if (v.length) battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length });
for (const e of v) battle.dealDamage(unit, e, { amount: unit.s.atk * num(b1.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] });
},
};
}
if (r2) {
const b2 = r2.bb ?? {};
const total = Math.max(0, Math.floor(num(b2.trig_cnt, 0))), iv = Math.max(0.1, num(b2.interval, 1)), per = num(b2.cost, 1);
skills[S2] = {
kind: 'duration',
mods: { aspd: num(b2.attack_speed), defIgnorePct: num(b2.def_penetrate) },
onStart({ unit }) { unit.mem.acpionDp = { acc: 0, n: 0 }; },
onTick({ battle, unit, dt }) {
const m = unit.mem.acpionDp;
if (!m) return;
m.acc += dt;
while (m.acc + 1e-9 >= iv && m.n < total) { m.acc -= iv; m.n++; dp(battle, unit, per); }
},
onEnd({ unit }) { unit.mem.acpionDp = null; },
};
}
if (r3) {
const b3 = r3.bb ?? {};
const times = Math.max(1, Math.floor(num(b3.times, 8))), scale = num(b3.atk_scale, 1), pen = num(b3.def_penetrate, 0);
const grid = r3.rangeGrid?.length ? r3.rangeGrid : null;
const lastAt = SLASH_FIRST + (times - 1) * SLASH_GAP;
const slash = (battle, unit) => {
const keys = grid ? absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0) : unit.rangeKeys || [];
const v = battle.enemiesInKeys(keys, unit, SLASH_PROFILE);
if (v.length) battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length });
for (const e of v) battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'phys', defIgnorePct: pen, isSkill: true, tags: ['skill', 'slash'] });
};
skills[S3] = {
kind: 'instant',
onStart({ battle, unit }) {
dp(battle, unit, num(b3.cost));
const seq = unit.deploySeq;
battle.addBuff(unit, {
key: FRAGRANCE_KEY, duration: lastAt + SLASH_END_CLIP,
flags: { invulnerable: true, noBlock: true, disarm: true }, visible: true, source: unit, tags: ['skill'],
});
battle.releaseBlocked(unit);
for (let i = 0; i < times; i++) {
battle.after(SLASH_FIRST + i * SLASH_GAP, () => {
if (up(unit) && unit.deploySeq === seq) slash(battle, unit);
}, { owner: unit });
}
},
};
}
return {
skills,
talents: [
{ install(battle, unit) { // 无垠之心
const per = num(t0.sp_recovery_per_sec), cnt = Math.max(1, Math.floor(num(t0.cnt, 2)));
if (!(per > 0)) return;
battle.on('deploy', ({ unit: u }) => {
if (u !== unit) return;
unit.mem.acpionCasts = 0;
battle.addBuff(unit, { key: 'acpion:boundless', mods: { spRecoveryFlat: per }, tags: ['talent'] });
}, { owner: unit });
battle.on('skillStart', ({ unit: u }) => {
if (u !== unit) return;
unit.mem.acpionCasts = (unit.mem.acpionCasts ?? 0) + 1;
if (unit.mem.acpionCasts >= cnt) battle.removeBuff(unit, 'acpion:boundless');
}, { owner: unit });
} },
{ install(battle, unit) { // 浪潮之心
statBuff(battle, unit, 'acpion:tide', { atkPct: num(t1.atk) });
const n = num(t1.cost);
if (n > 0) battle.on('kill', ({ killer, victim }) => { if (killer === unit && victim?.side === 'enemy') dp(battle, unit, n); }, { owner: unit });
} },
],
install(battle, unit) {
const ma = num(tb.atk, 0), md = num(tb.def, 0); // module SOL-X: 阻挡敌人时攻击力和防御力各+8%
if (ma || md) toggleBuff(battle, unit, 'acpion:sol', () => unit.blocking.length > 0, { atkPct: ma, defPct: md });
// S3: 眩晕免疫, 冻结免疫 while its effects last
if (r3) battle.on('beforeStatus', (c) => {
if (c.target === unit && (c.status === 'stun' || c.status === 'freeze') && unit.findBuff(FRAGRANCE_KEY)) c.cancel = true;
}, { owner: unit });
},
};
},
};