feedback5 K3: the Mechanist stand-in kit (standin-acfend.js) — 精研材料 / 反馈装甲 with PRTS's 0.1 s checks (the ASPD cut lasts while anyone blocks the enemy), S1 结构稳定, S2 不变性原理 (×2 / ×3 反馈装甲), S3 应力倒置 (per-second arts to the enemies she blocks), module PRO-X; the data's 重装 trigger kept

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sganggs committed 2026-10-05 18:26:49 +08:00
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@@ -64,7 +64,7 @@ export const KIT_FILES = Object.freeze([
* A stand-in without a file fights with the generic kit (content/generic.js) plus its unconditional stat talents
* (genericTalents) — the eight 预备干员 need no file.
*/
export const STANDIN_KIT_FILES = Object.freeze(['standin-acmedc.js']);
export const STANDIN_KIT_FILES = Object.freeze(['standin-acmedc.js', 'standin-acfend.js']);
async function loadKitFile(file) {
try {
@@ -0,0 +1,116 @@
// 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 });
},
};
},
};