feedback5 O11: 自选 operator kits 薇薇安娜, 怒潮凛冬 and 赫德雷 — every skill, talent, trait and module (stage 1 / 3) at every form
- kits/ops/op-vvana.js, op-headb2.js, op-hodrer.js (registered in OPERATOR_KIT_FILES), checked against the data, PRTS and the client's battle data (charpacks, [uc]skills / [uc]equips prefabs, buff templates, 怒潮凛冬's Skill_3 clip events). - Engine (additive): ai.js enemyAttack marks a shot that flies as a projectile isProjectile (远程途径: 薇薇安娜's 散华 护盾 blocks melee-path hits only); targeting.js priority 'elite' (薇薇安娜 S3 "优先攻击精英或领袖敌人"); docs/SIM.md §4 / §8. - Tests: test/content/op_vvana.test.js (13), op_headb2.test.js (10), op_hodrer.test.js (8). - Golden: only diy moved — diy-049 … 054 now field the three operators in every form × module × skill, the prototypes follow in diy-054 … 058 (same packing); diy-001 … 048 and every other family unchanged.
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@@ -655,7 +655,10 @@ HP left is refused (damage.js `hasHp`: a lethal hit's `damaged` hook runs before
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`battle.dealDamage(source, target, dmg)` → HP removed. `DamageInfo = { amount, type:'phys'|'arts'|'true'|'elemental'|'element',
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element?, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul=1, canDodge (phys/arts), isSkill, isSplash,
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isAttack, attackId, ignoreSleep, ignoreSelect, sourceless, tags[], cancel }` (`ignoreSelect`: no selection 无法选择
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isAttack, isProjectile, attackId, ignoreSleep, ignoreSelect, sourceless, tags[], cancel }` (`isProjectile`: 远程途径 — an
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enemy normal attack that flew as a projectile (ai.js enemyAttack; PRTS 作战机制 "有弹道的攻击固定为10,无弹道的攻击固定为01")
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and 怒潮凛冬's 高台 splash (PRTS "被视为远程途径伤害"); every other hit is 近战途径 — what only melee-path damage triggers
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reads it: 薇薇安娜's 散华 护盾, kits/ops/op-vvana.js; `ignoreSelect`: no selection 无法选择
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effects stop — an ability "无视无法选择", a direct pick such as a counter on the attacker, a flying unit's blast credited to
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a ground leader, the tick of a debuff already on the unit — it reaches an airborne 起飞 ally whatever its source;
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`sourceless`: 无来源 damage — the source's stats add nothing and the hooks get `source: null` plus `credit` = the source,
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@@ -1149,7 +1152,8 @@ S3 未照耀的荣光 — its CUSTOM_RANGE trigger also counts flyers). A stun /
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instant, and so are `'beam'` hits (a 锁定攻击范围 AoE without a projectile — `rangeAoe` profiles: "在攻击前摇结束时选取范围内的全体目标,同时造成伤害", PRTS 作战机制). Kit-settable profile flags beyond the
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table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡的敌人"), `onEachHit(b, u, victim, hctx)`, `dmgMul`,
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`afterHit`, `afterAttack`, `canAttack`, `hitsFn`, `priority` (targeting.js PRIORITY_FNS — `'heaviest'`: the 攻城手 trait
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"优先攻击重量最重的敌人", the highest current 重量等级 first: 早露 / 提丰), `blockFly`, `noHeal`, `skipEnemy(e)` (an enemy the unit never
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"优先攻击重量最重的敌人", the highest current 重量等级 first: 早露 / 提丰; `'elite'`: "优先攻击精英或领袖敌人", an ELITE / BOSS
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rank enemy or a leader first: 薇薇安娜 S3), `blockFly`, `noHeal`, `skipEnemy(e)` (an enemy the unit never
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selects — its attacks, the enemies it blocks and its skill-trigger targets: targeting.js canTargetEnemy; 嵯峨 "不攻击重伤
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单位"), `boomerang` (the projectile stays
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`'boomerang'` whatever the data's generic ranged projectile says), `boomerangOnward(ctx)` (a boomerang's flight after its
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