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defeated during the battle phase: revive immediately in place at full HP [ASSUMED full HP] up to max_respawn_cnt times per battle.","note":null,"rangeGrid":[[0,0]],"flavor":"“她听懂了你说的那句谢谢,她很高兴能救下你。”"},"chess_item_5_01_e_a":{"id":"chess_item_5_01_e_a","baseId":"chess_item_5_01_e_a","goldenId":"chess_item_5_01_e_b","isGolden":false,"trapId":"trap_1058_acarm058","iconId":"trap_1058_acarm058","identifier":284,"name":"催泪瓦斯","itemType":"EQUIP","tier":5,"shopSortId":1,"price":2,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_01_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm058","effectName":"催泪瓦斯","desc":"攻击时有3%概率使目标获得一层麻痹","descRaw":"攻击时有3%概率使目标获得一层<$ba.palsy>麻痹","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.03},"bbStr":{"key":"act1autochess_equip_acarm058_global_buff"}}],"params":{"prob":0.03,"key":"act1autochess_equip_acarm058_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to add 1 layer of 麻痹(Paralysis: each layer interrupts one enemy normal attack, max 3 layers).","note":null,"rangeGrid":[[0,0]],"flavor":"“它能让目标痛到打滚,使用前一定要确认好风向。”"},"chess_item_5_01_e_b":{"id":"chess_item_5_01_e_b","baseId":"chess_item_5_01_e_a","goldenId":"chess_item_5_01_e_b","isGolden":true,"trapId":"trap_1058_acarm058","iconId":"trap_1058_acarm058","identifier":343,"name":"催泪瓦斯","itemType":"EQUIP","tier":5,"shopSortId":1,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm058","effectName":"催泪瓦斯","desc":"攻击时有5%概率使目标获得一层麻痹","descRaw":"攻击时有5%概率使目标获得一层<$ba.palsy>麻痹","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.05},"bbStr":{"key":"act1autochess_equip_acarm058_global_buff"}}],"params":{"prob":0.05,"key":"act1autochess_equip_acarm058_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to add 1 layer of 麻痹(Paralysis: each layer interrupts one enemy normal attack, max 3 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attack: prob chance to apply 寒冷(Cold: ASPD -30; cold again while cold -> Frozen) for `cold` s.","note":null,"rangeGrid":[[0,0]],"flavor":"\"一块曾在谢拉格的山峰上见证日月升落的不融冰。\n“让自己冷静下来,如同冰川,不可被撼动,却能摧毁一切。”\""},"chess_item_5_02_e_b":{"id":"chess_item_5_02_e_b","baseId":"chess_item_5_02_e_a","goldenId":"chess_item_5_02_e_b","isGolden":true,"trapId":"trap_1062_acarm062","iconId":"trap_1062_acarm062","identifier":347,"name":"谢拉格不融冰","itemType":"EQUIP","tier":5,"shopSortId":2,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"kjeragShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm062","effectName":"谢拉格不融冰","desc":"攻击时有20%概率对目标施加1.5秒的寒冷","descRaw":"攻击时有20%概率对目标施加1.5秒的<$ba.cold>寒冷","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.2,"cold":1.5},"bbStr":{"key":"act1vautochess_equip_acarm003_global_buff"}}],"params":{"prob":0.2,"cold":1.5,"key":"act1vautochess_equip_acarm003_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to apply 寒冷(Cold: ASPD -30; cold again while cold -> Frozen) for `cold` s.","note":null,"rangeGrid":[[0,0]],"flavor":"\"一块曾在谢拉格的山峰上见证日月升落的不融冰。\n“让自己冷静下来,如同冰川,不可被撼动,却能摧毁一切。”\""},"chess_item_5_03_e_a":{"id":"chess_item_5_03_e_a","baseId":"chess_item_5_03_e_a","goldenId":"chess_item_5_03_e_b","isGolden":false,"trapId":"trap_1067_acarm067","iconId":"trap_1067_acarm067","identifier":293,"name":"双模机械臂","itemType":"EQUIP","tier":5,"shopSortId":3,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm067","effectName":"双模机械臂","desc":"攻击力+30%,自身造成物理和法术伤害时,伤害类型转化为弱点伤害","descRaw":"攻击力<@ba.vup>+30%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{},"bbStr":{"key":"act1autochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.3},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.3},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"ATK% += atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's DEF/RES.","note":null,"rangeGrid":[[0,0]],"flavor":"“是的,这台设备能帮上你不小的忙,但要获得胜利,还是得靠你自己。”"},"chess_item_5_03_e_b":{"id":"chess_item_5_03_e_b","baseId":"chess_item_5_03_e_a","goldenId":"chess_item_5_03_e_b","isGolden":true,"trapId":"trap_1067_acarm067","iconId":"trap_1067_acarm067","identifier":352,"name":"双模机械臂","itemType":"EQUIP","tier":5,"shopSortId":3,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm067","effectName":"双模机械臂","desc":"攻击力+50%,自身造成物理和法术伤害时,伤害类型转化为弱点伤害","descRaw":"攻击力<@ba.vup>+50%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{},"bbStr":{"key":"act1autochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.5},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.5},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"ATK% += atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's 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Multiplayer: at next prep phase send 1 copy of the original operator to the teammate who has the most operators of that operator's bond(s) (tie -> random). Cannot target DIY(自编) operators. 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Multiplayer: at next prep phase send 1 copy of the original operator to the teammate who has the most operators of that operator's bond(s) (tie -> random). Cannot target DIY(自编) operators. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_5_05_e_a":{"id":"chess_item_5_05_e_a","baseId":"chess_item_5_05_e_a","goldenId":"chess_item_5_05_e_b","isGolden":false,"trapId":"trap_1069_acarm069","iconId":"trap_1069_acarm069","identifier":295,"name":"拟态物质","itemType":"EQUIP","tier":5,"shopSortId":5,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_05_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm069","effectName":"拟态物质","desc":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","descRaw":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","buffs":[{"key":"use_equip_reward_char_chess","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; if player owns >= 2 NORMAL copies of the target operator (field+hand), give 1 more normal copy (usually triggers 3->elite merge); else give 1 random normal operator sharing a bond with the target. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“这是一份礼物,你可以让它变成任何你想要的样子。”"},"chess_item_5_05_e_b":{"id":"chess_item_5_05_e_b","baseId":"chess_item_5_05_e_a","goldenId":"chess_item_5_05_e_b","isGolden":true,"trapId":"trap_1069_acarm069","iconId":"trap_1069_acarm069","identifier":354,"name":"拟态物质","itemType":"EQUIP","tier":5,"shopSortId":5,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm069","effectName":"拟态物质","desc":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","descRaw":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","buffs":[{"key":"use_equip_reward_char_chess","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; if player owns >= 2 NORMAL copies of the target operator (field+hand), give 1 more normal copy (usually triggers 3->elite merge); else give 1 random normal operator sharing a bond with the target. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“这是一份礼物,你可以让它变成任何你想要的样子。”"},"chess_item_5_06_e_a":{"id":"chess_item_5_06_e_a","baseId":"chess_item_5_06_e_a","goldenId":"chess_item_5_06_e_b","isGolden":false,"trapId":"trap_1071_acarm071","iconId":"trap_1071_acarm071","identifier":297,"name":"博士投影","itemType":"EQUIP","tier":5,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_06_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm071","effectName":"博士投影","desc":"任意干员可装备,下个回合开始时销毁,并使该干员晋升为精锐干员","descRaw":"任意干员可装备,下个回合开始时销毁,并使该干员晋升为精锐干员","buffs":[{"key":"equip_round_start_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip_or_delayed","family":null,"implFormula":"Normal: equip onto any normal operator (occupies a slot until next round start), at the start of the next round destroy item and promote the operator to elite(精锐/golden). Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","note":null,"rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_06_e_b":{"id":"chess_item_5_06_e_b","baseId":"chess_item_5_06_e_a","goldenId":"chess_item_5_06_e_b","isGolden":true,"trapId":"trap_1071_acarm071","iconId":"trap_1071_acarm071","identifier":356,"name":"博士投影","itemType":"EQUIP","tier":5,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm071","effectName":"博士投影","desc":"任意干员可装备,立即使该干员晋升为精锐干员","descRaw":"任意干员可装备,立即使该干员晋升为精锐干员","buffs":[{"key":"use_equip_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip_or_delayed","family":null,"implFormula":"Normal: equip onto any normal operator (occupies a slot until next round start), at the start of the next round destroy item and promote the operator to elite(精锐/golden). Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","note":null,"rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_07_e_a":{"id":"chess_item_5_07_e_a","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":false,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":300,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm074","effectName":"商业包装方案","desc":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":8},"bbStr":{}}],"params":{"count":8},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","note":null,"rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_07_e_b":{"id":"chess_item_5_07_e_b","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":true,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":359,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm074","effectName":"商业包装方案","desc":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":7},"bbStr":{}}],"params":{"count":7},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","note":null,"rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_08_e_a":{"id":"chess_item_5_08_e_a","baseId":"chess_item_5_08_e_a","goldenId":"chess_item_5_08_e_b","isGolden":false,"trapId":"trap_1072_acarm072","iconId":"trap_1072_acarm072","identifier":298,"name":"突变细胞","itemType":"EQUIP","tier":5,"shopSortId":8,"price":2,"hideInShop":false,"shopExcluded":true,"shopExcludedBy":"策略【不稳定要素】(昆图斯)","mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm072","effectName":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"post_battle_transform","family":null,"implFormula":"After the battle: the carrier is destroyed and replaced by a random NORMAL operator one tier higher (max 6; an elite carrier too) on its tile when legal; its equipment, the cell included, returns to the hand (the cell is not consumed). Never merges.","note":"生效时原干员销毁,获得一名高一阶的随机初始干员(最高6阶);突变细胞与其他装备退回整备区,可再次配发","rangeGrid":[[0,0]],"flavor":"“代价……”"},"chess_item_5_08_e_b":{"id":"chess_item_5_08_e_b","baseId":"chess_item_5_08_e_a","goldenId":"chess_item_5_08_e_b","isGolden":true,"trapId":"trap_1072_acarm072","iconId":"trap_1072_acarm072","identifier":357,"name":"突变细胞","itemType":"EQUIP","tier":5,"shopSortId":8,"price":5,"hideInShop":false,"shopExcluded":true,"shopExcludedBy":"策略【不稳定要素】(昆图斯)","mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm072","effectName":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"post_battle_transform","family":null,"implFormula":"After the battle: the carrier is destroyed and replaced by a random NORMAL operator one tier higher (max 6; an elite carrier too) on its tile when legal; its equipment, the cell included, returns to the hand (the cell is not consumed). 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If carrier also holds 天马之枪 (either quality): regen hp_recovery_per_sec_by_max_hp_ratio * maxHP per second.","note":null,"rangeGrid":[[0,0]],"flavor":"“见证过无数勇士与英豪的诞生。”"},"chess_item_5_09_e_b":{"id":"chess_item_5_09_e_b","baseId":"chess_item_5_09_e_a","goldenId":"chess_item_5_09_e_b","isGolden":true,"trapId":"trap_1118_acarm118","iconId":"trap_1118_acarm118","identifier":373,"name":"天马之盔","itemType":"EQUIP","tier":5,"shopSortId":9,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm118","effectName":"天马之盔","desc":"生命值+75%,若与“天马之枪”一起装备,每秒回复8%最大生命值。","descRaw":"生命值<@ba.vup>+75%,若与“天马之枪”一起装备,每秒回复<@ba.vup>8%最大生命值。","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.75},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"hp_recovery_per_sec_by_max_hp_ratio":0.08},"bbStr":{"key":"act2autochess_equip_acarm118_global_buff","equip_chess_id":"chess_item_6_01_e"}}],"params":{"max_hp":0.75,"key":"attr_common_global_buff","hp_recovery_per_sec_by_max_hp_ratio":0.08,"equip_chess_id":"chess_item_6_01_e"},"category":"SET","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. 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If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","note":null,"rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_e_b":{"id":"chess_item_6_01_e_b","baseId":"chess_item_6_01_e_a","goldenId":"chess_item_6_01_e_b","isGolden":true,"trapId":"trap_1117_acarm117","iconId":"trap_1117_acarm117","identifier":372,"name":"天马之枪","itemType":"EQUIP","tier":6,"shopSortId":1,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm117","effectName":"天马之枪","desc":"攻击力+60%,若与“天马之盔”一起装备,造成伤害时额外造成30%的真实伤害","descRaw":"攻击力<@ba.vup>+60%,若与“天马之盔”一起装备,造成伤害时额外造成<@ba.vup>30%的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_scale":0.3},"bbStr":{"key":"act2autochess_equip_acarm117_global_buff","equip_chess_id":"chess_item_5_09_e"}}],"params":{"atk":0.6,"key":"attr_common_global_buff","atk_scale":0.3,"equip_chess_id":"chess_item_5_09_e"},"category":"SET","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","note":null,"rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_m":{"id":"chess_item_6_01_m","baseId":"chess_item_6_01_m","goldenId":null,"isGolden":false,"trapId":"trap_1108_acdisney","iconId":"trap_1108_acdisney","identifier":322,"name":"“神秘顾客”","itemType":"MAGIC","tier":6,"shopSortId":1,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acdisney","effectName":"“神秘顾客”","desc":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","descRaw":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}},{"key":"trap_disney_special","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"choice_event":"hunter_band_1","count":1},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field: choose a special bounty (hunter_band_1). When actively destroyed: +1 fund and the item passes to the next player. UNUSED in act2 (no band/garrison grants it) - implement last or skip.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_6_02_e_a":{"id":"chess_item_6_02_e_a","baseId":"chess_item_6_02_e_a","goldenId":"chess_item_6_02_e_b","isGolden":false,"trapId":"trap_1076_acarm076","iconId":"trap_1076_acarm076","identifier":303,"name":"铳骑之威","itemType":"EQUIP","tier":6,"shopSortId":2,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_02_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"lateranoShip","effectId":"eff_acarm076","effectName":"铳骑之威","desc":"攻击力+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.4},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.4},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier has bond Laterano: on each attack, prob chance to fire an extra bullet at 1 enemy in range dealing atk_scale_1 * ATK physical damage; if carrier also holds 拉特兰桥夹 -> atk_scale_2 * ATK.","note":null,"rangeGrid":[[0,0]],"flavor":"“拉特兰人从不曾怀疑过铳骑的威严。”"},"chess_item_6_02_e_b":{"id":"chess_item_6_02_e_b","baseId":"chess_item_6_02_e_a","goldenId":"chess_item_6_02_e_b","isGolden":true,"trapId":"trap_1076_acarm076","iconId":"trap_1076_acarm076","identifier":362,"name":"铳骑之威","itemType":"EQUIP","tier":6,"shopSortId":2,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"lateranoShip","effectId":"eff_acgarm076","effectName":"铳骑之威","desc":"攻击力+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.6},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier has bond Laterano: on each attack, prob chance to fire an extra bullet at 1 enemy in range dealing atk_scale_1 * ATK physical damage; if carrier also holds 拉特兰桥夹 -> atk_scale_2 * ATK.","note":null,"rangeGrid":[[0,0]],"flavor":"“拉特兰人从不曾怀疑过铳骑的威严。”"},"chess_item_6_02_m":{"id":"chess_item_6_02_m","baseId":"chess_item_6_02_m","goldenId":null,"isGolden":false,"trapId":"trap_1110_accopy","iconId":"trap_1110_accopy","identifier":323,"name":"画卷","itemType":"MAGIC","tier":6,"shopSortId":2,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_accopy","effectName":"画卷","desc":"拖拽至场上使用后,获得范围内的干员(包括精锐状态和装备!)","descRaw":"拖拽至场上使用后,获得范围内的干员(包括精锐状态和装备!)","buffs":[{"key":"trap_copy_front_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto a map tile during prep. Range 1-1 = the tile itself + the tile in front (facing). Gives the player a copy of 1 operator inside that range, INCLUDING elite status and equipped items (copies go to hand). Consumed.","note":null,"rangeGrid":[[0,0],[0,1]],"flavor":null},"chess_item_6_03_e_a":{"id":"chess_item_6_03_e_a","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":false,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":304,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acarm077","effectName":"天师古鼎","desc":"生命值+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.45},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.45,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","note":null,"rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_e_b":{"id":"chess_item_6_03_e_b","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":true,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":363,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acgarm077","effectName":"天师古鼎","desc":"生命值+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.7},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.7,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","note":null,"rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_m":{"id":"chess_item_6_03_m","baseId":"chess_item_6_03_m","goldenId":null,"isGolden":false,"trapId":"trap_1111_acchal","iconId":"trap_1111_acchal","identifier":324,"name":"教鞭","itemType":"MAGIC","tier":6,"shopSortId":3,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acchal","effectName":"教鞭","desc":"拖拽至场上使用后,选择一项悬赏任务进行挑战","descRaw":"拖拽至场上使用后,选择一项悬赏任务进行挑战","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}}],"params":{"choice_event":"hunter_band_1"},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field during prep: opens a personal bounty choice (choice event hunter_band_1). The chosen bounty adds extra enemies to your next battle; killing them / perfect defence grants funds (see ENEMY_GAIN '...悬赏' effects). Consumed.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_6_04_e_a":{"id":"chess_item_6_04_e_a","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":false,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":305,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_04_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acarm078","effectName":"海沟实验体","desc":"获得180点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>180点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":180},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":180},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","note":null,"rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_04_e_b":{"id":"chess_item_6_04_e_b","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":true,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":364,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acgarm078","effectName":"海沟实验体","desc":"获得300点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%的攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>300点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%的攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":300},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":300},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","note":null,"rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_05_e_a":{"id":"chess_item_6_05_e_a","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":false,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":306,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_05_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acarm079","effectName":"蒸汽之心","desc":"攻击速度+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","note":null,"rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_05_e_b":{"id":"chess_item_6_05_e_b","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":true,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":365,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acgarm079","effectName":"蒸汽之心","desc":"攻击速度+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":55},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","note":null,"rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_06_e_a":{"id":"chess_item_6_06_e_a","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":false,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":307,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_06_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":30},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":30},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","note":null,"rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_06_e_b":{"id":"chess_item_6_06_e_b","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":true,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":366,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acgarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":50},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":50},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","note":null,"rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_07_e_a":{"id":"chess_item_6_07_e_a","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":false,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":308,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acarm103","effectName":"黄沙罗盘","desc":"初始技力+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":30},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":30,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","note":null,"rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_07_e_b":{"id":"chess_item_6_07_e_b","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":true,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":367,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acgarm103","effectName":"黄沙罗盘","desc":"初始技力+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":50},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":50,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","note":null,"rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_08_e_a":{"id":"chess_item_6_08_e_a","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":false,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":296,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","note":null,"rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_08_e_b":{"id":"chess_item_6_08_e_b","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":true,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":355,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","note":null,"rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_09_e_a":{"id":"chess_item_6_09_e_a","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":false,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":299,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_09_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_09_e_b":{"id":"chess_item_6_09_e_b","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":true,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":358,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acgarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_10_e_a":{"id":"chess_item_6_10_e_a","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":false,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":316,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_10_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acarm120","effectName":"骑士戒律","desc":"再部署时间-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.4,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.4,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","note":null,"rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_10_e_b":{"id":"chess_item_6_10_e_b","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":true,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":375,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acgarm120","effectName":"骑士戒律","desc":"再部署时间-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.6,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.6,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","note":null,"rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_11_e_a":{"id":"chess_item_6_11_e_a","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":false,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":318,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_11_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.2},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.2,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","note":null,"rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"},"chess_item_6_11_e_b":{"id":"chess_item_6_11_e_b","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":true,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":377,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acgarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.35},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.35,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","note":null,"rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"}} \ No newline at end of file +{"chess_item_1_01_e_a":{"id":"chess_item_1_01_e_a","baseId":"chess_item_1_01_e_a","goldenId":"chess_item_1_01_e_b","isGolden":false,"trapId":"trap_1041_acarm041","iconId":"trap_1041_acarm041","identifier":267,"name":"维式重锤","itemType":"EQUIP","tier":1,"shopSortId":1,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_01_e_b","duration":-1,"giveBondId":"victoriaShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm041","effectName":"维式重锤","desc":"攻击力+15%","descRaw":"攻击力<@ba.vup>+15%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.15},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk":0.15,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"ATK% += atk (additive with other ATK% buffs)","note":null,"rangeGrid":[[0,0]],"flavor":"一柄曾在维多利亚的工厂内铸造和平的重锤。\n“用同样的铁与火,去终结那场战争。”"},"chess_item_1_01_e_b":{"id":"chess_item_1_01_e_b","baseId":"chess_item_1_01_e_a","goldenId":"chess_item_1_01_e_b","isGolden":true,"trapId":"trap_1041_acarm041","iconId":"trap_1041_acarm041","identifier":326,"name":"维式重锤","itemType":"EQUIP","tier":1,"shopSortId":1,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"victoriaShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm041","effectName":"维式重锤","desc":"攻击力+25%","descRaw":"攻击力<@ba.vup>+25%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.25},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk":0.25,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"ATK% += atk (additive with other ATK% buffs)","note":null,"rangeGrid":[[0,0]],"flavor":"一柄曾在维多利亚的工厂内铸造和平的重锤。\n“用同样的铁与火,去终结那场战争。”"},"chess_item_1_02_e_a":{"id":"chess_item_1_02_e_a","baseId":"chess_item_1_02_e_a","goldenId":"chess_item_1_02_e_b","isGolden":false,"trapId":"trap_1047_acarm047","iconId":"trap_1047_acarm047","identifier":273,"name":"坚守盾牌","itemType":"EQUIP","tier":1,"shopSortId":2,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_02_e_b","duration":-1,"giveBondId":"steadShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm047","effectName":"坚守盾牌","desc":"防御力+20%","descRaw":"防御力<@ba.vup>+20%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"def":0.2},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"def":0.2,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"DEF% += def","note":null,"rangeGrid":[[0,0]],"flavor":"一面属于坚守之人的盾牌。\n“推击、拨挡、压制,主动防御的基础在于对盾的运用。”"},"chess_item_1_02_e_b":{"id":"chess_item_1_02_e_b","baseId":"chess_item_1_02_e_a","goldenId":"chess_item_1_02_e_b","isGolden":true,"trapId":"trap_1047_acarm047","iconId":"trap_1047_acarm047","identifier":332,"name":"坚守盾牌","itemType":"EQUIP","tier":1,"shopSortId":2,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"steadShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm047","effectName":"坚守盾牌","desc":"防御力+35%","descRaw":"防御力<@ba.vup>+35%","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"def":0.35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"def":0.35,"key":"attr_common_global_buff"},"category":"STAT","kind":"passive","family":null,"implFormula":"DEF% += def","note":null,"rangeGrid":[[0,0]],"flavor":"一面属于坚守之人的盾牌。\n“推击、拨挡、压制,主动防御的基础在于对盾的运用。”"},"chess_item_1_03_e_a":{"id":"chess_item_1_03_e_a","baseId":"chess_item_1_03_e_a","goldenId":"chess_item_1_03_e_b","isGolden":false,"trapId":"trap_1066_acarm066","iconId":"trap_1066_acarm066","identifier":292,"name":"盟约之币","itemType":"EQUIP","tier":1,"shopSortId":3,"price":1,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_1_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm066","effectName":"盟约之币","desc":"装备时销毁,并获得1资金","descRaw":"装备时销毁,并获得<@ba.vup>1资金","buffs":[{"key":"equip_destory_gain_random_coin","countType":"NONE","bb":{"min":1,"max":1},"bbStr":{}}],"params":{"min":1,"max":1},"category":"ECONOMY","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item, player.funds += randInt(min,max) (normal 1, golden 2). 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add 1 layer of 麻痹(Paralysis: each layer interrupts one enemy normal attack, max 3 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麻痹(Paralysis: each layer interrupts one enemy normal attack, max 3 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attack: prob chance to apply 寒冷(Cold: ASPD -30; cold again while cold -> Frozen) for `cold` s.","note":null,"rangeGrid":[[0,0]],"flavor":"\"一块曾在谢拉格的山峰上见证日月升落的不融冰。\n“让自己冷静下来,如同冰川,不可被撼动,却能摧毁一切。”\""},"chess_item_5_02_e_b":{"id":"chess_item_5_02_e_b","baseId":"chess_item_5_02_e_a","goldenId":"chess_item_5_02_e_b","isGolden":true,"trapId":"trap_1062_acarm062","iconId":"trap_1062_acarm062","identifier":347,"name":"谢拉格不融冰","itemType":"EQUIP","tier":5,"shopSortId":2,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"kjeragShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm062","effectName":"谢拉格不融冰","desc":"攻击时有20%概率对目标施加1.5秒的寒冷","descRaw":"攻击时有20%概率对目标施加1.5秒的<$ba.cold>寒冷","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.2,"cold":1.5},"bbStr":{"key":"act1vautochess_equip_acarm003_global_buff"}}],"params":{"prob":0.2,"cold":1.5,"key":"act1vautochess_equip_acarm003_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to apply 寒冷(Cold: ASPD -30; cold again while cold -> Frozen) for `cold` s.","note":null,"rangeGrid":[[0,0]],"flavor":"\"一块曾在谢拉格的山峰上见证日月升落的不融冰。\n“让自己冷静下来,如同冰川,不可被撼动,却能摧毁一切。”\""},"chess_item_5_03_e_a":{"id":"chess_item_5_03_e_a","baseId":"chess_item_5_03_e_a","goldenId":"chess_item_5_03_e_b","isGolden":false,"trapId":"trap_1067_acarm067","iconId":"trap_1067_acarm067","identifier":293,"name":"双模机械臂","itemType":"EQUIP","tier":5,"shopSortId":3,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm067","effectName":"双模机械臂","desc":"攻击力+30%,自身造成物理和法术伤害时,伤害类型转化为弱点伤害","descRaw":"攻击力<@ba.vup>+30%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{},"bbStr":{"key":"act1autochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.3},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.3},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"ATK% += atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's 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+= atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's 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Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","note":null,"rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_06_e_b":{"id":"chess_item_5_06_e_b","baseId":"chess_item_5_06_e_a","goldenId":"chess_item_5_06_e_b","isGolden":true,"trapId":"trap_1071_acarm071","iconId":"trap_1071_acarm071","identifier":356,"name":"博士投影","itemType":"EQUIP","tier":5,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm071","effectName":"博士投影","desc":"任意干员可装备,立即使该干员晋升为精锐干员","descRaw":"任意干员可装备,立即使该干员晋升为精锐干员","buffs":[{"key":"use_equip_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip_or_delayed","family":null,"implFormula":"Normal: equip onto any normal operator (occupies a slot until next round start), at the start of the next round destroy item and promote the operator to elite(精锐/golden). Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","note":null,"rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_07_e_a":{"id":"chess_item_5_07_e_a","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":false,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":300,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm074","effectName":"商业包装方案","desc":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":8},"bbStr":{}}],"params":{"count":8},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","note":null,"rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_07_e_b":{"id":"chess_item_5_07_e_b","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":true,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":359,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm074","effectName":"商业包装方案","desc":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":7},"bbStr":{}}],"params":{"count":7},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","note":null,"rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_08_e_a":{"id":"chess_item_5_08_e_a","baseId":"chess_item_5_08_e_a","goldenId":"chess_item_5_08_e_b","isGolden":false,"trapId":"trap_1072_acarm072","iconId":"trap_1072_acarm072","identifier":298,"name":"突变细胞","itemType":"EQUIP","tier":5,"shopSortId":8,"price":2,"hideInShop":false,"shopExcluded":true,"shopExcludedBy":"策略【不稳定要素】(昆图斯)","mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm072","effectName":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"post_battle_transform","family":null,"implFormula":"After the battle: the carrier is destroyed and replaced by a random NORMAL operator one tier higher (max 6; an elite carrier too) on its tile when legal; its equipment, the cell included, returns to the hand (the cell is not consumed). 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If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","note":null,"rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_e_b":{"id":"chess_item_6_01_e_b","baseId":"chess_item_6_01_e_a","goldenId":"chess_item_6_01_e_b","isGolden":true,"trapId":"trap_1117_acarm117","iconId":"trap_1117_acarm117","identifier":372,"name":"天马之枪","itemType":"EQUIP","tier":6,"shopSortId":1,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm117","effectName":"天马之枪","desc":"攻击力+60%,若与“天马之盔”一起装备,造成伤害时额外造成30%的真实伤害","descRaw":"攻击力<@ba.vup>+60%,若与“天马之盔”一起装备,造成伤害时额外造成<@ba.vup>30%的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_scale":0.3},"bbStr":{"key":"act2autochess_equip_acarm117_global_buff","equip_chess_id":"chess_item_5_09_e"}}],"params":{"atk":0.6,"key":"attr_common_global_buff","atk_scale":0.3,"equip_chess_id":"chess_item_5_09_e"},"category":"SET","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","note":null,"rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_m":{"id":"chess_item_6_01_m","baseId":"chess_item_6_01_m","goldenId":null,"isGolden":false,"trapId":"trap_1108_acdisney","iconId":"trap_1108_acdisney","identifier":322,"name":"“神秘顾客”","itemType":"MAGIC","tier":6,"shopSortId":1,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acdisney","effectName":"“神秘顾客”","desc":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","descRaw":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}},{"key":"trap_disney_special","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"choice_event":"hunter_band_1","count":1},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field: choose a special bounty (hunter_band_1). When actively destroyed: +1 fund and the item passes to the next player. UNUSED in act2 (no band/garrison grants it) - implement last or skip.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_6_02_e_a":{"id":"chess_item_6_02_e_a","baseId":"chess_item_6_02_e_a","goldenId":"chess_item_6_02_e_b","isGolden":false,"trapId":"trap_1076_acarm076","iconId":"trap_1076_acarm076","identifier":303,"name":"铳骑之威","itemType":"EQUIP","tier":6,"shopSortId":2,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_02_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"lateranoShip","effectId":"eff_acarm076","effectName":"铳骑之威","desc":"攻击力+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.4},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.4},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ATK% += atk. 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If carrier has bond Laterano: on each attack, prob chance to fire an extra bullet at 1 enemy in range dealing atk_scale_1 * ATK physical damage; if carrier also holds 拉特兰桥夹 -> atk_scale_2 * ATK.","note":null,"rangeGrid":[[0,0]],"flavor":"“拉特兰人从不曾怀疑过铳骑的威严。”"},"chess_item_6_02_m":{"id":"chess_item_6_02_m","baseId":"chess_item_6_02_m","goldenId":null,"isGolden":false,"trapId":"trap_1110_accopy","iconId":"trap_1110_accopy","identifier":323,"name":"画卷","itemType":"MAGIC","tier":6,"shopSortId":2,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_accopy","effectName":"画卷","desc":"拖拽至场上使用后,获得范围内的干员(包括精锐状态和装备!)","descRaw":"拖拽至场上使用后,获得范围内的干员(包括精锐状态和装备!)","buffs":[{"key":"trap_copy_front_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto a map tile during prep. Range 1-1 = the tile itself + the tile in front (facing). Gives the player a copy of 1 operator inside that range, INCLUDING elite status and equipped items (copies go to hand). Consumed.","note":null,"rangeGrid":[[0,0],[0,1]],"flavor":null},"chess_item_6_03_e_a":{"id":"chess_item_6_03_e_a","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":false,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":304,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acarm077","effectName":"天师古鼎","desc":"生命值+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.45},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.45,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","note":null,"rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_e_b":{"id":"chess_item_6_03_e_b","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":true,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":363,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acgarm077","effectName":"天师古鼎","desc":"生命值+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.7},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.7,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","note":null,"rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_m":{"id":"chess_item_6_03_m","baseId":"chess_item_6_03_m","goldenId":null,"isGolden":false,"trapId":"trap_1111_acchal","iconId":"trap_1111_acchal","identifier":324,"name":"教鞭","itemType":"MAGIC","tier":6,"shopSortId":3,"price":2,"hideInShop":true,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acchal","effectName":"教鞭","desc":"拖拽至场上使用后,选择一项悬赏任务进行挑战","descRaw":"拖拽至场上使用后,选择一项悬赏任务进行挑战","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}}],"params":{"choice_event":"hunter_band_1"},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field during prep: opens a personal bounty choice (choice event hunter_band_1). The chosen bounty adds extra enemies to your next battle; killing them / perfect defence grants funds (see ENEMY_GAIN '...悬赏' effects). Consumed.","note":null,"rangeGrid":[[0,0]],"flavor":null},"chess_item_6_04_e_a":{"id":"chess_item_6_04_e_a","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":false,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":305,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_04_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acarm078","effectName":"海沟实验体","desc":"获得180点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>180点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":180},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":180},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","note":null,"rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_04_e_b":{"id":"chess_item_6_04_e_b","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":true,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":364,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acgarm078","effectName":"海沟实验体","desc":"获得300点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%的攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>300点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%的攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":300},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":300},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","note":null,"rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_05_e_a":{"id":"chess_item_6_05_e_a","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":false,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":306,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_05_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acarm079","effectName":"蒸汽之心","desc":"攻击速度+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","note":null,"rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_05_e_b":{"id":"chess_item_6_05_e_b","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":true,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":365,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acgarm079","effectName":"蒸汽之心","desc":"攻击速度+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":55},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","note":null,"rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_06_e_a":{"id":"chess_item_6_06_e_a","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":false,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":307,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_06_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":30},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":30},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","note":null,"rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_06_e_b":{"id":"chess_item_6_06_e_b","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":true,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":366,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acgarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":50},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":50},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","note":null,"rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_07_e_a":{"id":"chess_item_6_07_e_a","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":false,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":308,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acarm103","effectName":"黄沙罗盘","desc":"初始技力+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":30},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":30,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","note":null,"rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_07_e_b":{"id":"chess_item_6_07_e_b","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":true,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":367,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acgarm103","effectName":"黄沙罗盘","desc":"初始技力+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":50},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":50,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","note":null,"rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_08_e_a":{"id":"chess_item_6_08_e_a","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":false,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":296,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","note":null,"rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_08_e_b":{"id":"chess_item_6_08_e_b","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":true,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":355,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","note":null,"rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_09_e_a":{"id":"chess_item_6_09_e_a","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":false,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":299,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":3,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_09_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_09_e_b":{"id":"chess_item_6_09_e_b","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":true,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":358,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acgarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","note":null,"rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_10_e_a":{"id":"chess_item_6_10_e_a","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":false,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":316,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_10_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acarm120","effectName":"骑士戒律","desc":"再部署时间-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.4,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.4,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","note":null,"rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_10_e_b":{"id":"chess_item_6_10_e_b","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":true,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":375,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acgarm120","effectName":"骑士戒律","desc":"再部署时间-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.6,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.6,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","note":null,"rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_11_e_a":{"id":"chess_item_6_11_e_a","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":false,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":318,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":4,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_11_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.2},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.2,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","note":null,"rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"},"chess_item_6_11_e_b":{"id":"chess_item_6_11_e_b","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":true,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":377,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":5,"hideInShop":false,"shopExcluded":false,"shopExcludedBy":null,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acgarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.35},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.35,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","note":null,"rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"}} \ No newline at end of file diff --git a/docs/SIM.md b/docs/SIM.md index 054239c2..f2c7e684 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -243,7 +243,10 @@ tick, damage-taken modifiers scale it and it counts for 受击回复 SP and TAKE excepted). 【污染秽蚀】 (萨卡兹枯朽战车's 秽蚀轰击, 萨卡兹枯朽战士's death) is **true** damage, 50 / 25 per second on low / high ground (PRTS "每秒受到50/25点真实普通伤害 … 同名效果不叠加", user playtest #6): a unit covered by several zones takes one tick per second (`unit.mem.pollutedAt`), so -a crowd of dying 萨卡兹枯朽战士 totals 50 / s, not 50 × n. +a crowd of dying 萨卡兹枯朽战士 totals 50 / s, not 50 × n. An activated 孽罪奇美拉's aura (`kitChimera`, PRTS "自身半径1.2 +范围内的所有单位持续视为受到源石污染区影响,技力自然回复速度倍率-80%,每0.5秒受到50真实持续伤害(同类效果取最高)") is the same +kind of damage — 无来源 true (like the terrain it stands for [ASSUMED]), the chimera credited — not a 流失 (player report +D1 audit): radius 1.2, a tick every 0.5 s, one tick per unit per 0.5 s however many chimeras reach it (`mem.chimeraAt`). **Knock-outs that are not deaths** (`content/enemies.js`; player reports after 0.1.0): a `killed` ability that keeps the enemy alive hides the knock-out from every later `kill` handler, the kill count, kill credit and the bounty — they all @@ -297,6 +300,9 @@ recorded for the player whose half contains the goal it reached, with `sourcePla - `battleEnd {result}` fires before the result is frozen: handlers may still call `addLayers`/`addCoins`. - `layerGains` holds what `addLayers` actually added — never more than a bond's room under `BOND_LAYER_CAP` (999) from its starting layers; `bossDamage` / `damageDealt` never include a leader hit cancelled by 限伤 (§4). +- `damageDealt` and `unitStats[].dmg` count only HP removed from the other side: a unit's own drain or 流失 (源石溶剂, + 史尔特尔 S3 …) and friendly damage (the drain on 炎佑) count as the target's `taken`, never as damage dealt; the kill + credit is unchanged (`damage.js applyHpLoss`). ### 1.4 Robustness @@ -541,8 +547,22 @@ unit at ≥ 1 HP) → **`damaged`** → SP-on-hurt / TAKE_DAMAGE → `kill` + `d × source `healingDealtMul` × target `healingTakenMul`; **`heal`** hook (mutable amount); capped at max HP; `overheal` turns the excess into an `overheal` shield. `battle.loseHp(target, amount, { source, from, tags, silent, sourceless })` = HP loss ignoring DEF/RES/shields/dodge (流失); `sourceless: true` makes it 无来源 ("受到等量的无来源生命流失": hooks see no source, -`source` keeps the credit — stats and the per-player shared-pool tally), as does a 无来源 `from`. On a leader in a boss / -hidden battle a loss of ≥ `BOSS_HIT_LIMIT` (a part's 传递, a drone's death) is cancelled like a hit. Every HP-damage kind +`source` keeps the credit — stats and the per-player shared-pool tally), as does a 无来源 `from`. A 流失 skips the damage +events (PRTS 作战机制 "生命流失不会触发反伤、受击回复等受到攻击触发的时点"): no `hit`, no 受击回复 SP, no TAKE_DAMAGE; its +`damaged` ctx carries the tag `'hpLoss'` (and `noSp`; `damage.js isHpLoss`), and "受到伤害时" content skips it (信仰搅拌机 S3 +counters, 雷蛇 战术防御, 乌尔比安 本性的坚守, 录武官's guard, 远牙's 未受伤害 timer, 伪装服, 坚守 thorn chances, 机变 自愈) — +while it counts every real damage instance, 无来源 ones included (a zone tick, the 源石溶剂 drain; 蒂比 S2 "受到伤害前 +触发"). Use it only for what the official calls 流失 — operator skill / trait 流失 (华法琳, 史尔特尔, 瑰盐 …), 阿戈尔's 物理流失, +a leader part's 传递 and the 胄 drone link ("无来源生命流失") — and, [ASSUMED] for want of an official word, 心烛's transfer +and 扎罗's 溶血骇惧; "受到N真实伤害" over time is damage (PRTS 伤害分类: BUFF damage, "自残类型" included) — the official +`periodic_damage` template (源石溶剂: PRTS 盟约记录 修正 "并非流失", "造成无来源真实持续环境伤害"; 狂暴宿主 "自身每秒受到N无来源 +真实伤害"), 码头水手's drowning ("每秒受到1000点无来源真实伤害"), 弧光锋卫's 失衡 bleed (修正 "失衡移动时持续受到真实伤害") and +孽罪奇美拉's aura are `dealDamage(credit, target, damage.js periodicDamage(n))`: 无来源 true, `canDodge: false`, tags +`'dot'` / `'periodic'` (player report D1). The 源石溶剂 drain also ticks on every 敌人类我方单位 of the field (炎佑, a +partner's too: PRTS 备注 "全场范围内的所有敌人类我方单位也会获得此装备的…效果…无视目标可选性"), credited to nobody, once per +second however many carriers (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"), while a carrier is on the field +[ASSUMED]. On a leader +in a boss / hidden battle a loss of ≥ `BOSS_HIT_LIMIT` (a part's 传递, a drone's death) is cancelled like a hit. Every HP-damage kind meets the limit (phys / arts / true / 元素伤害 incl. element bursts, DoT ticks); element 损伤 (the gauge, `type: 'element'`) removes no HP and never does. diff --git a/docs/research/04-items.json b/docs/research/04-items.json index 00b0e7ec..8887e21f 100644 --- a/docs/research/04-items.json +++ b/docs/research/04-items.json @@ -1670,7 +1670,7 @@ ], "flavor": "“经典的工业材料军事化应用案例。”", "talentNotes": [], - "implFormula": "ATK% += atk; in battle carrier loses `damage` HP per second (periodic self-damage, true/unmitigated [ASSUMED], can kill the carrier [ASSUMED]).", + "implFormula": "ATK% += atk; in battle the carrier takes `damage` true damage per second — 无来源 持续 damage, not a 流失 (PRTS 盟约记录 修正 \"并非流失\", 备注 \"造成无来源真实持续环境伤害\"): shields and damage-taken modifiers apply, it counts as 受到伤害 (受击回复 SP, the 重装 skill trigger, 信仰搅拌机 S3 counters); can kill the carrier. Every 敌人类我方单位 of the field (炎佑, a partner's too) takes the same tick while a carrier is on the field — once per second however many carriers (PRTS 备注 \"全场范围内的所有敌人类我方单位也会获得此装备的…效果\").", "normal": { "chessId": "chess_item_1_05_e_a", "isGolden": false, diff --git a/docs/research/04-items.md b/docs/research/04-items.md index 681c09ed..fb4fdb6b 100644 --- a/docs/research/04-items.md +++ b/docs/research/04-items.md @@ -155,7 +155,7 @@ Param names below are the keys of `items[].normal.params` / `items[].golden.para params: `atk=0.15/0.25`; buff keys: `env_gbuff_new_with_verify` - **坚守盾牌** (`chess_item_1_02_e_a`, TI, 1) - DEF% += def params: `def=0.2/0.35`; buff keys: `env_gbuff_new_with_verify` -- **源石溶剂** (`chess_item_1_05_e_a`, TI, 1) - ATK% += atk; in battle carrier loses `damage` HP per second (periodic self-damage, true/unmitigated [ASSUMED], can kill the carrier [ASSUMED]). +- **源石溶剂** (`chess_item_1_05_e_a`, TI, 1) - ATK% += atk; in battle the carrier takes `damage` true damage per second — 无来源 持续 damage, not a 流失 (PRTS 盟约记录 修正 "并非流失", 备注 "造成无来源真实持续环境伤害"): shields and damage-taken modifiers apply, it counts as 受到伤害 (受击回复 SP, the 重装 skill trigger, 信仰搅拌机 S3 counters); can kill the carrier. Every 敌人类我方单位 of the field (炎佑, a partner's too) takes the same tick while a carrier is on the field — once per second however many carriers (PRTS 备注 "全场范围内的所有敌人类我方单位也会获得此装备的…效果"). params: `atk=0.4/0.6, damage=60.0`; buff keys: `env_gbuff_new_with_verify, env_gbuff_new_with_verify` - **不屈弹射器** (`chess_item_2_01_e_a`, TII, 1) - respawnTime *= (1 + respawn_time) (i.e. -30%/-50%); maxHP% += max_hp (-30%). params: `respawn_time=-0.3/-0.5, max_hp=-0.3`; buff keys: `env_gbuff_new_with_verify` diff --git a/server/sim/content/bonds/addon/battle.js b/server/sim/content/bonds/addon/battle.js index aa86ed86..d3eadc53 100644 --- a/server/sim/content/bonds/addon/battle.js +++ b/server/sim/content/bonds/addon/battle.js @@ -19,7 +19,8 @@ // instances multiplied (×5.4 × ×5.6 on a leader at ~250 layers, DESIGN §20.10) // 坚守 steadShip all operators max HP +(base + per·L); tier 2: 40 % of a non-member operator's damage is borne by // the members on the field (split evenly, sourceless true damage — already mitigated), members’ thorns -// (base + per·L arts, sourceless but credited to the member hit, ≤ 1 per cd_duration per member) +// (base + per·L arts, sourceless but credited to the member hit, ≤ 1 per cd_duration per member; +// 无来源 damage uses the chance and hits nobody, a 流失 never does — PRTS 备注 / 作战机制) // + 脆弱 ×damage_scale for weak[limit] s // 助力 deputShip all operators DEF +(base + per·L), redeploy time ×(1 + respawn_time) // 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready) with no enemy in range → "保留技力立即再部署" @@ -43,6 +44,7 @@ import { absoluteRangeKeys, canTargetEnemy } from '../../../targeting.js'; import { localOrder, localBefore } from '../../../dir.js'; +import { isHpLoss } from '../../../damage.js'; import { num, bondRecord, buffParams, bondTier, bondLayers, isMember, isElite, isGroundOp, onField, playerOps, passiveBuff, fxOn, N4, N8, bodyInKeys, directMods, @@ -442,7 +444,9 @@ export function install(battle) { } return; } - if (dmg.steadShare || dmg.steadThorn || c.type === 'element' || !st.members[ID.stead].has(t)) return; + // a 流失 never uses a thorn chance (PRTS 作战机制 "生命流失不会触发反伤"); 无来源 damage does, hitting nobody (备注 + // "可被无来源伤害消耗反伤机会") + if (dmg.steadShare || dmg.steadThorn || c.type === 'element' || isHpLoss(dmg) || !st.members[ID.stead].has(t)) return; const bb = st.bb[ID.stead]; const last = t.mem[STEAD_CD] ?? -Infinity; if (battle.time - last < num(bb.cd_duration) - 1e-9) return; diff --git a/server/sim/content/choices.js b/server/sim/content/choices.js index 67f7d22a..df5a4fc2 100644 --- a/server/sim/content/choices.js +++ b/server/sim/content/choices.js @@ -60,6 +60,7 @@ import { gameData, num, buffsOf, passiveBuff, effectRecord, directMods } from './support/index.js'; import { isShopItem } from '../simdata.js'; +import { isHpLoss } from '../damage.js'; // ===================================================================================================================== // data helpers @@ -472,7 +473,7 @@ export function install(battle) { if (!t || t.side !== 'ally' || (t.kind !== 'op' && t.kind !== 'token')) return; // 自愈: every damage instance an own unit takes (not HP loss 流失, not element gauge fills, not under 禁疗) const amt = heal.get(t.ownerId); - if (amt > 0 && ctx.amount > 0 && ctx.type !== 'element' && !(ctx.dmg && Array.isArray(ctx.dmg.tags) && ctx.dmg.tags.includes('hpLoss')) + if (amt > 0 && ctx.amount > 0 && ctx.type !== 'element' && !isHpLoss(ctx.dmg) && t.alive && t.deployed && t.hp > 0 && !t.s.flags.noHeal) { battle.heal(null, t, amt, { self: true }); } diff --git a/server/sim/content/enemies.js b/server/sim/content/enemies.js index f3f081f9..c358d469 100644 --- a/server/sim/content/enemies.js +++ b/server/sim/content/enemies.js @@ -70,7 +70,7 @@ import { TICK, MOVE_SCALE, ELEMENT, ATTACK_PAUSE, PROJECTILE_SPEEDS } from '../constants.js'; import { canTargetAlly, sortAllyTargets, aggroCmp } from '../targeting.js'; -import { mitigate } from '../damage.js'; +import { mitigate, periodicDamage } from '../damage.js'; // --------------------------------------------------------------------------------------------------------------- // constants (numbers that exist nowhere in the data) @@ -120,8 +120,9 @@ const SHELL_FLIGHT = 3, SHELL_RADIUS = 1.2; /** 假想敌:黑云 抓取: the blackboard radius counts ×2.5 (PRTS "2.5倍可变半径": range_radius 1.5 → 3.75), at most 3 prey, * "短暂延迟后" the 延迟吞噬 lands (delay [ASSUMED] 0.5 s); its SP (= 全弹发射 hits) caps at the data's spData.maxSp. */ const GRAB_RADIUS_SCALE = 2.5, GRAB_MAX_PREY = 3, GRAB_DELAY = 0.5; -/** 源石污染区 aura radius of an activated 奇美拉 [ASSUMED]. */ -const CHIMERA_AURA_RADIUS = 1; +/** 孽罪奇美拉 污染模式 aura (PRTS 天赋 "自身半径1.2范围内的所有单位…每0.5秒受到50真实持续伤害(同类效果取最高)"): radius, + * damage period (s). */ +const CHIMERA_AURA_RADIUS = 1.2, CHIMERA_AURA_EVERY = 0.5; /** Bombardments per 自行炮 Cannon cast ("数次") [ASSUMED]. */ const CANNON_SHOTS = 3; /** 枯朽之种 summoned per BornBugs cast ("数个") [ASSUMED]. */ @@ -1074,7 +1075,9 @@ function kitDeepsea(ab, { swim = false, drown = false }) { if (!wet && a.wet) b.removeBuff(e, 'ab:swim'); if (wet) b.removeBuff(e, 'terrain:deepsea'); // 免疫水蚀: drop devices.js' deep-water debuff } - if (drown && wet) { const v = T(ab, 'Drown.damage') ?? 0; if (v > 0) b.loseHp(e, v * dt, { source: null }); } + // PRTS 码头水手 "水蚀状态下或处于清澈水域时,每秒受到1000点无来源真实伤害" (伤害分类: 深水区/涨潮水蚀 is BUFF damage): + // damage, not a 流失 — 脆弱 scales it (player report D1 audit) + 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; }, @@ -1101,11 +1104,16 @@ function kitChimera(ab) { activate(b, e, a); if (!a.on) return; a.acc = (a.acc ?? 0) + 0.25; - const pulse = a.acc >= 1 - 1e-9; - if (pulse) a.acc -= 1; + const pulse = a.acc >= CHIMERA_AURA_EVERY - 1e-9; + if (pulse) a.acc -= CHIMERA_AURA_EVERY; for (const u of b.alliesInRadius(e.x, e.y, CHIMERA_AURA_RADIUS)) { auraBuff(b, u, 'ab:originium', 0.25, { spRecoveryMul: Math.max(0, 1 + spr) }, null, true); - if (pulse && dmg > 0) b.loseHp(u, dmg, { source: e }); + // PRTS "持续视为受到源石污染区影响…每0.5秒受到50真实持续伤害": a damage instance (受击回复, the 重装 trigger), not a + // 流失 — 无来源 like the 源石污染区 terrain it stands for [ASSUMED], the chimera keeps the credit; "同类效果取最高": one + // tick per unit per period however many chimeras reach it (`mem.chimeraAt`; every chimera's is 50) + if (!pulse || !(dmg > 0) || b.time - (u.mem.chimeraAt ?? -Infinity) < CHIMERA_AURA_EVERY - 1e-6) continue; + u.mem.chimeraAt = b.time; + b.dealDamage(e, u, { ...periodicDamage(dmg), tags: ['dot', 'pollution'] }); } }, }]; @@ -2493,7 +2501,7 @@ export const KITS = Object.freeze({ enemy_1067_snslime: (ab, e) => [deathBoom({ scale: T(ab, 'boom.atk_scale') ?? 0, r: (e.def.raw.stats && e.def.raw.stats.rawRangeRadius) || BOOM_RADIUS, status: { key: 'cold', dur: T(ab, 'boom.freeze') ?? 0 } })], // 冰爆源石虫 · death: phys blast + cold enemy_1069_icebrk_2: (ab) => [{ hitOut(c, b, e) { if (c.dmg.isAttack && c.target.s.flags.freeze) c.dmg.amount *= T(ab, 'atkup.atk_scale') ?? 1; } }], // 雪怪小队破冰者 · ×3 vs frozen enemy_1026_aghost: () => [unblockable()], // 幽灵组长 · unblockable - enemy_1062_rager_2: (ab) => [{ iv: 1, tick(b, e) { b.loseHp(e, T(ab, 'periodic_damage.damage') ?? 0, { source: null }); } }], // 狂暴宿主组长 · loses HP over time + enemy_1062_rager_2: (ab) => [{ iv: 1, tick(b, e) { const v = T(ab, 'periodic_damage.damage') ?? 0; if (v > 0) b.dealDamage(null, e, periodicDamage(v)); } }], // 狂暴宿主组长 · "自身每秒受到500无来源真实伤害" (damage, not 流失) enemy_1183_mlasrt: (ab) => [ep('erosion', T(ab, 'EpDamage.attack@ep_damage_ratio') ?? 0), nthAttackPower(nthOf(ab.sk.PowerAttack), (ab.sk.PowerAttack && ab.sk.PowerAttack.bb.atk_scale) || 1)], // 无胄盟清扫小队 · erosion; every 4th attack ×1.5 enemy_1273_stmgun_2: (ab) => [skill(ab.sk.Cannon, (b, e) => { // 高准度伦蒂尼姆城防自行炮 · locks the highest max-HP unit, bombards the highest HP% around it const lock = allTargets(b, e).sort((p, q) => q.s.maxHp - p.s.maxHp)[0]; @@ -2672,9 +2680,11 @@ export const KITS = Object.freeze({ enemy_2085_skzjxd: (ab) => [unblockable(), frontGuard(T(ab, 'Weakness.damage_resistance') ?? 0, faceCrowd)], enemy_2085_skzjxd_2: (ab) => [unblockable(), frontGuard(T(ab, 'Weakness.damage_resistance') ?? 0, faceCrowd)], // (鸭爵 strategy) same // 失衡 (pushed / pulled by operators) - enemy_1328_cbjedi: (ab) => [unbalanced((b, e, a, d) => { // 弧光锋卫 · loses HP in proportion to the distance moved while unbalanced + enemy_1328_cbjedi: (ab) => [unbalanced((b, e, a, d) => { // 弧光锋卫 · takes damage in proportion to the distance moved while unbalanced + // PRTS 修正 "失衡移动时持续受到真实伤害", "处于失衡状态时,每0.066s受到400点无来源真实持续伤害" (伤害分类: 弧光锋卫失衡状态下的自残 + // 伤害 is BUFF damage): damage, not a 流失 (player report D1 audit) const v = T(ab, 'unbalanced_bleed.damage') ?? 0, iv = T(ab, 'unbalanced_bleed.interval') ?? 1; - if (v > 0 && iv > 0) b.loseHp(e, (v * d) / (iv * UNBALANCE_SPEED), { source: null, tags: ['unbalanced'] }); + if (v > 0 && iv > 0) b.dealDamage(null, e, { ...periodicDamage((v * d) / (iv * UNBALANCE_SPEED)), tags: ['dot', 'periodic', 'unbalanced'] }); })], enemy_10112_ymgds: (ab) => [unbalanced((b, e) => { // 冒失的小弟 · stunned after being unbalanced const st = T(ab, 'StunAfterUnbalance.stun') ?? 0; diff --git a/server/sim/content/items/battle.js b/server/sim/content/items/battle.js index efa4b14a..6dc7319b 100644 --- a/server/sim/content/items/battle.js +++ b/server/sim/content/items/battle.js @@ -36,7 +36,7 @@ import { num, itemRecord, itemKeyOf, buffsOf, isOp, onField, unitBonds, isMember, bondActive, isGroundOp, frontTile, alliesAround, passiveBuff, fxOn, battleStore, contentInfo, itemsOf, directMods, } from '../support/index.js'; -import { mitigate, hasHp } from '../../damage.js'; +import { mitigate, hasHp, periodicDamage, isHpLoss } from '../../damage.js'; // ===================================================================================================================== // data helpers @@ -56,6 +56,8 @@ function partnerOf(p) { const isProc = (dmg) => !!(dmg && dmg.tags && dmg.tags.indexOf('item') >= 0); const procTags = (k) => ['item', `item:${k}`]; const chance = (battle, p) => p > 0 && (p >= 1 || battle.rng() < p); +/** An ally built from an enemy record — PRTS's 敌人类我方单位 (炎佑 enemy_9012_acloon). */ +const ENEMY_RECORD = /^enemy_/; /** 'fatal' priorities (see header). */ export const PRIO_REVIVE = -100; const PRIO_FREE_UNDYING = 20; @@ -315,11 +317,27 @@ function onAttackEnemies(S, u, fn) { /** Generic buff-key behaviours (shared by several items). */ const BY_BUFF = { - // 源石溶剂: 每秒流失 damage 点生命值 (HP loss, may kill) + // 源石溶剂: the text's "每秒流失 damage 点生命值" is officially 每秒受到 damage 点真实伤害 (PRTS 盟约记录 修正 "并非流失", 备注 + // "造成无来源真实持续环境伤害"; the `periodic_damage` template — also 狂暴宿主 "自身每秒受到N无来源真实伤害"): a damage instance, + // not a 流失 — shields, damage-taken modifiers and the target-side `hit` effects apply, and it is a "受到伤害" for 受击回复 + // SP, the 重装 TAKE_DAMAGE trigger and 信仰搅拌机 S3's counters (player report D1). 无来源: hooks see no source; the carrier + // keeps the credit (a carrier the drain finishes off is its own kill, as before). May kill. + // The same 备注: "携带后,全场范围内的所有敌人类我方单位也会获得此装备的“每秒受到60真实伤害”效果(该效果的付与为我方阵营索敌, + // 可对空,无视目标可选性)" — every enemy-record unit on our side of the whole field (炎佑 enemy_9012_acloon, a partner's + // too; flying, 孤立) takes the same tick, credited to nobody, while a carrier is on the field [ASSUMED: it ends with its + // carriers]; one effect per unit however many carriers (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"). periodic_damage(battle, u, p, S) { const d = num(p.damage); if (!(d > 0)) return; - S.stat('drain', null, { interval: 1, onTick: ({ unit }) => { if (unit.deployed) battle.loseHp(unit, d, { source: unit }); } }); + S.stat('drain', null, { interval: 1, onTick: ({ unit }) => { + if (!unit.deployed) return; + battle.dealDamage(unit, unit, periodicDamage(d)); + for (const a of battle.allies()) { + if (a === unit || !ENEMY_RECORD.test(a.defId ?? '') || battle.time - (a.mem.solventAt ?? -Infinity) < 1 - 1e-6) continue; + a.mem.solventAt = battle.time; + battle.dealDamage(null, a, periodicDamage(d)); + } + } }); }, // 奥术法阵: 攻击使目标失去特殊能力 silence s silence_attachment(battle, u, p, S) { @@ -439,14 +457,14 @@ const BY_ITEM = { S.buff(u, { key, mods, refresh: 'stack', stacks: 1, maxStacks: cap, persist: true, allowDead: true }); }); }, - // 伪装服: first damage taken in the battle ⇒ 隐匿 `duration` s + // 伪装服: first damage taken in the battle ⇒ 隐匿 `duration` s (a 流失 is not 受到伤害: damage.js isHpLoss) chess_item_4_04_e(battle, u, rec, S) { const p = bp(rec, 'act2autochess_equip_acarm055_global_buff'); const d = p ? num(p.duration) : 0; if (!(d > 0)) return; let used = false; S.on('damaged', (c) => { - if (used || c.target !== u || !(c.amount > 0) || !u.alive) return; + if (used || c.target !== u || !(c.amount > 0) || !u.alive || isHpLoss(c.dmg)) return; used = true; battle.applyStatus(u, 'stealth', { duration: d, source: u }); fxOn(battle, 'camouflage', u, 'item:chess_item_4_04_e', rec.id, { duration: d }); diff --git a/server/sim/content/kits/tier1.js b/server/sim/content/kits/tier1.js index 23536c47..cf48b6db 100644 --- a/server/sim/content/kits/tier1.js +++ b/server/sim/content/kits/tier1.js @@ -61,6 +61,11 @@ export const cheb = (a, b) => (b.hitArea ? bodyTileReach(b, Math.round(a.y), Mat export const isMainHit = (dmg) => !!dmg && dmg.isAttack && !dmg.isSplash && !(dmg.tags && dmg.tags.includes('chain')); /** Damage ctx caused by an enemy's attack. */ export const byEnemyAttack = (ctx) => !!ctx.source && ctx.source.side === 'enemy' && !!ctx.dmg && ctx.dmg.isAttack; +/** + * `damaged` ctx of a damage that removed HP and can give 受击回复 SP — the engine's rule (damage.js applyHpLoss: not a 流失 + * (`noSp`, Battle.loseHp), not an element 损伤), whatever its source: an attack, a zone, the 无来源 源石溶剂 tick. + */ +export const hurtSpDamage = (ctx) => !!ctx.dmg && !ctx.dmg.noSp && ctx.type !== 'element' && ctx.amount > 0; /** A timed skill is running (no SP may be gained). */ export const skillBusy = (u) => !!(u.skill && u.skill.active && u.skill.isTimed); /** Give SP unless a timed skill is running (AK: no SP gain during a skill). */ @@ -1039,8 +1044,10 @@ export default { talents: [{ install(battle, unit) { const sp = num(t.sp); if (sp > 0) { + // PRTS 备注 "仅伤害量不为0且能够触发受击回复的伤害才能触发此天赋": any such damage, not only an enemy attack + // (a zone tick, the 源石溶剂 drain — player report D1 audit) onDamagedOn(battle, unit, (ctx) => { - if (!byEnemyAttack(ctx) || !up(unit)) return; + if (!hurtSpDamage(ctx) || !up(unit)) return; giveSp(unit, sp); const mates = alliesInGridOf(battle, unit, grid ?? [[1, 0], [0, -1], [0, 1], [-1, 0]]).filter((a) => a !== unit && a.skill && !a.skill.noSkill); const m = battle.rng.pick(mates); diff --git a/server/sim/content/kits/tier2.js b/server/sim/content/kits/tier2.js index 964a04b7..0428d383 100644 --- a/server/sim/content/kits/tier2.js +++ b/server/sim/content/kits/tier2.js @@ -592,11 +592,13 @@ export default { }, // --------------------------------------------------------------------------------------------------------------- - // 2_13 蒂比 紧急赶场通知 (AUTO): "受到攻击后触发" — any incoming enemy attack sets it off (the kit is the only - // trigger: the engine rule is disabled so non-attack damage never fires it) and a physical/arts one is dodged; takes - // off for the duration: skill range, ATK +atk, attacks become 3 shots, blocks flying (not ground) enemies. Trait - // "起飞后能够阻挡2个飞行敌人": flying enemies are blocked only while airborne. 片场工作指南: if not attacked for - // stack_time s, the next physical/arts attack is dodged (prob); every attack restarts that timer. + // 2_13 蒂比 紧急赶场通知 (AUTO): "受到攻击后触发" is officially "受到伤害前触发" (PRTS 修正 原因 6; 备注 "在受到伤害前自动 + // 触发技能…若本次伤害为物理或法术,再将本次伤害闪避") — any incoming damage instance (an attack, a zone tick, the 源石溶剂 + // drain; never a 流失, which has no `hit`) sets it off (the kit is the only trigger: the engine rule is disabled) and a + // physical/arts one is dodged; takes off for the duration: skill range, ATK +atk, attacks become 3 shots, blocks flying + // (not ground) enemies. Trait "起飞后能够阻挡2个飞行敌人": flying enemies are blocked only while airborne. 片场工作指南 + // ("若最近N秒内未受伤害" — 修正 原文 攻击): if no damage for stack_time s, the next physical/arts damage is dodged (prob); + // every damage instance restarts that timer (dodged or not; a 流失 does not — PRTS 备注). // S1 专业喷绘技巧 (alt, DEFAULT trigger from data): takes off at once for its duration — skill range, ATK +atk, blocks // flyers only; no triple shot, and incoming attacks never set it off. chess_char_2_13_a: (bb, chess, def) => { @@ -627,7 +629,7 @@ export default { battle.on('deploy', ({ unit: u }) => { if (u === unit) last = battle.time - st; }, { owner: unit }); onHitOn(battle, unit, (ctx) => { const { dmg } = ctx; - if (!byEnemyAttack(ctx) || dmg.cancel || !up(unit)) return; + if (!dmg || dmg.cancel || !up(unit)) return; const dodgeable = dmg.type === 'phys' || dmg.type === 'arts'; const sk = unit.skill; let dodged = false; diff --git a/server/sim/content/kits/tier4.js b/server/sim/content/kits/tier4.js index a55983ad..2441c2bf 100644 --- a/server/sim/content/kits/tier4.js +++ b/server/sim/content/kits/tier4.js @@ -31,6 +31,7 @@ import { absoluteRangeKeys, canTargetEnemy, sortEnemyTargets } from '../../targe import { normalizeChess } from '../../simdata.js'; import { aggregateMods } from '../../buffs.js'; import { CAT_SHIELD_KEY } from '../tokens.js'; +import { isHpLoss } from '../../damage.js'; const TICK_EPS = 0.01; // minimal status duration (s) const AURA = 0.2; // aura refresh period (s) @@ -286,18 +287,27 @@ const kits = { // module SPT-X (elite default): 攻击范围内敌人的隐匿效果失效 if (moduleIs(def, 'uniequip_002_rmixer')) whileDeployed(battle, unit, AURA, () => reveal(battle, enemiesOnRange(battle, unit))); if (!S3) return; - // S3 counter: when hit, fire one volley at ≤ 3 enemies in range (min interval = interval × ratio) + // S3 counter (PRTS 备注 "反击受到任何伤害后均可触发,无需目标,视为普通攻击,受各类无法触发普通攻击效果的影响"): ANY damage + // she takes — an enemy's attack, a zone, the 无来源 源石溶剂 tick (items/battle.js periodic_damage) — fires one volley at + // ≤ 3 enemies in range (the attacker first), at most once per actual interval × ratio. With no enemy in range the + // counter still happens and spends its bullet (无需目标: the drain alone empties the skill — 莫斯提马's 特质 turns those + // bullets into 拉特兰 layers, player report D1). A 流失 (Battle.loseHp, tag 'hpLoss': it skips every damage event — + // PRTS 作战机制) and an element 损伤 never counter; stunned / disarmed: no counter battle.on('damaged', (c) => { - if (c.target !== unit || !unit.canAct || !skillActive(unit) || !c.source || c.source.side !== 'enemy' || !c.dmg?.isAttack) return; + const d = c.dmg; + if (c.target !== unit || !unit.canAct || unit.s.flags.disarm || !skillActive(unit) || !d || c.type === 'element') return; + if (isHpLoss(d)) return; if (battle.time < (unit.mem.counterReady ?? -Infinity) - 1e-9) return; const list = targetsInRange(battle, unit); - const i = list.indexOf(c.source); + const i = c.source ? list.indexOf(c.source) : -1; if (i > 0) { list.splice(i, 1); list.unshift(c.source); } const targets = list.slice(0, counterMax); - if (!targets.length) return; unit.mem.counterReady = battle.time + unit.s.interval * counterRatio; unit.mem.inCounter = true; - try { battle.forceAttack(unit, targets); } finally { unit.mem.inCounter = false; } + try { + if (targets.length) battle.forceAttack(unit, targets); + else { unit.stats.attacks++; unit.skill.onAttackPerformed([], true); } // a counter into nothing: its bullet goes + } finally { unit.mem.inCounter = false; } battle.fx('counter', { x: unit.x, y: unit.y, id: unit.id, n: targets.length }); }, { owner: unit }); }, @@ -1151,7 +1161,7 @@ const kits = { install(battle, unit) { battle.on('damaged', (c) => { const t = c.target; - if (t.side !== 'ally' || !t.alive || !(c.amount > 0) || !t.findBuff(`reckpr:guard:${unit.id}`)) return; + if (t.side !== 'ally' || !t.alive || !(c.amount > 0) || isHpLoss(c.dmg) || !t.findBuff(`reckpr:guard:${unit.id}`)) return; battle.heal(unit, t, num(bb['attack@fixed_heal_value'], 80)); }, { owner: unit }); installLowHpHealBonus(battle, unit, tb); @@ -1544,7 +1554,7 @@ const kits = { onStart({ battle, unit }) { battle.fx('featherArrow', { x: unit.x, y: unit.y, id: unit.id }); } }, talents: [ { install(battle, unit) { // 凝神: ATK +15 % when not hurt for 10 s - battle.on('damaged', (c) => { if (c.target === unit && c.amount > 0) unit.mem.lastHurt = battle.time; }, { owner: unit }); + battle.on('damaged', (c) => { if (c.target === unit && c.amount > 0 && !isHpLoss(c.dmg)) unit.mem.lastHurt = battle.time; }, { owner: unit }); // (a 流失 is not 受伤害) battle.on('deploy', (c) => { if (c.unit === unit) unit.mem.lastHurt = -Infinity; }, { owner: unit }); whileDeployed(battle, unit, 0.1, () => toggleBuff(battle, unit, 'fartth:focus', battle.time - (unit.mem.lastHurt ?? -Infinity) >= num(t0.delay, 10) - 1e-9, { atkPct: num(t0.atk, 0.15) })); } }, diff --git a/server/sim/content/kits/tier5.js b/server/sim/content/kits/tier5.js index 9e1080df..48e40ec8 100644 --- a/server/sim/content/kits/tier5.js +++ b/server/sim/content/kits/tier5.js @@ -35,7 +35,7 @@ import { COLS } from '../../constants.js'; import { bodyInKeys, bodyInRadius, bodyKeys } from '../../body.js'; import { absoluteRangeKeys, sortEnemyTargets } from '../../targeting.js'; import { frontOf, rotateOffset, toLocal } from '../../dir.js'; -import { mitigate, hasHp } from '../../damage.js'; +import { mitigate, hasHp, isHpLoss } from '../../damage.js'; // ---- text-only constants (the official blackboards carry no key for these) -------------------------------------- /** 华法琳 S1 "只当目标生命值不满一半时才会触发"; 塞雷娅 S1 "血量小于等于一半"; 山 module "生命值高于50%时". */ @@ -834,7 +834,7 @@ const KITS = { talents: [ { install(battle, unit) { // 本性的坚守 battle.on('damaged', (c) => { - if (c.target !== unit || !on(unit) || unit.hp <= 0 || !(c.amount > 0) || c.type === 'element') return; + if (c.target !== unit || !on(unit) || unit.hp <= 0 || !(c.amount > 0) || c.type === 'element' || isHpLoss(c.dmg)) return; // (not a 流失) const v = (unit.hpRatio < num(t0.hp_ratio, 0.5) ? num(t0.value2) : num(t0.value1)) * (unit.skill?.active ? t0Scale : 1); if (v > 0) battle.heal(unit, unit, v, { self: true }); }, { owner: unit }); @@ -2496,7 +2496,7 @@ const KITS = { install(battle, unit) { battle.on('damaged', (c) => { const a = c.target; - if (a.side !== 'ally' || !(c.amount > 0) || a.hp <= 0 || c.type === 'element') return; + if (a.side !== 'ally' || !(c.amount > 0) || a.hp <= 0 || c.type === 'element' || isHpLoss(c.dmg)) return; // (not a 流失) const b = a.findBuff('reckpr:guard'); if (b && b.data.src === unit) battle.heal(unit, a, num(b.data.value)); }, { owner: unit }); diff --git a/server/sim/damage.js b/server/sim/damage.js index 249eb4dc..c4849db4 100644 --- a/server/sim/damage.js +++ b/server/sim/damage.js @@ -6,6 +6,8 @@ // → 限伤 (leaders in boss / hidden battles: a hit of ceil(final) ≥ BOSS_HIT_LIMIT is cancelled, see leaderHitCancelled) // → shields (hit-negating barriers first, then HP shields) → HP loss (boss pool routing) → 'damaged' hook // → SP-on-hurt / TAKE_DAMAGE trigger → fatal/kill. +// Damage-dealt stats (the source's `stats.dmg`, the player's `damageDealt`) count only HP removed from the other side: +// self and friendly damage (a 源石溶剂 drain, an operator's own 流失) is the target's `taken` and keeps the kill credit. // Phys: max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 5 %·A); Arts: max(A×(1 − R′/100), 5 %·A) with // R′ = max(0, R×(1−resIgnorePct) − resIgnoreFlat); True: A; Elemental (元素伤害): max(A×(1 − 元素抗性/100), 5 %·A) // (PRTS 游戏数据基础 DMG_e; 元素抗性 = the target's data `epDamageResistance`: 0 on every enemy in data/enemies.json). @@ -87,6 +89,27 @@ export function makeDamageInfo(d = {}) { }; } +/** + * DamageInfo of the official `periodic_damage` template — 源石溶剂 (PRTS 盟约记录: "受到60真实伤害", 修正 "并非流失", 备注 + * "造成无来源真实持续环境伤害"), 狂暴宿主组长 ("自身每秒受到500无来源真实伤害"): 无来源 true 持续 damage (PRTS 伤害分类: attack + * type BUFF, "自残类型"). A damage instance, not a 流失 (Battle.loseHp skips every damage event — PRTS 作战机制 "生命流失不会 + * 触发反伤、受击回复"): shields, damage-taken multipliers and target-side `hit` effects apply, and it is a "受到伤害" for + * 受击回复 SP and the 重装 TAKE_DAMAGE trigger. Tagged 'dot' (a fixed-value DoT: ATK multipliers skip it; 锡人's 持续伤害 + * boost takes it) and 'periodic'. The caller passes the credit (the carrier / null) as the dealDamage source. + */ +export function periodicDamage(amount) { + return makeDamageInfo({ amount, type: 'true', canDodge: false, sourceless: true, tags: ['dot', 'periodic'] }); +} + +/** + * Is this the DamageInfo of a 流失 (Battle.loseHp, tag 'hpLoss')? Its `damaged` hook still runs (stats, leader parts, + * HP thresholds), but a 流失 is not "受到伤害": "受到伤害时" content (heals, counters, 未受伤害 timers, 反伤 chances) + * skips it — PRTS 作战机制 "生命流失…跳过所有结算与伤判效果…不会触发反伤、受击回复等受到攻击触发的时点". + */ +export function isHpLoss(dmg) { + return !!dmg && Array.isArray(dmg.tags) && dmg.tags.includes('hpLoss'); +} + /** 沉睡 (ba.sleep "无敌且无法行动"): only attackers whose profile has `hitSleep` (or `ignoreSleep` damage) reach a sleeper. */ function sleepBlocks(target, source, dmg) { return !!target.s.flags.sleep && !dmg.ignoreSleep && !(source && source.profile && source.profile.hitSleep); @@ -256,7 +279,9 @@ export function applyHpLoss(battle, source, target, amount, dmg) { } dealt = Math.max(0, before - Math.max(0, target.hp)); } - if (source) { + // damage dealt (unit stats, the results screen's 造成伤害) never counts a unit's own side — its own drain or 流失 (源石溶剂, + // 史尔特尔 S3 …), friendly damage; `taken` and the kill credit do + if (source && source.side !== target.side) { source.stats.dmg += dealt; if (source.side === 'ally' && source.ownerId != null) { const pp = battle._pp(source.ownerId); if (pp) pp.damageDealt += dealt; } } diff --git a/test/content/feedback1d-solvent.test.js b/test/content/feedback1d-solvent.test.js new file mode 100644 index 00000000..153a9601 --- /dev/null +++ b/test/content/feedback1d-solvent.test.js @@ -0,0 +1,485 @@ +// Player report D1 (community, after 0.1.0): "干员信仰搅拌机原版装备源石溶剂的装备带来的自动扣血会触发3技能的释放,这样配合 +// 莫斯提马能自动叠层". Official (PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 源石溶剂): the item's "每秒流失60点生命值" is corrected to +// "受到60真实伤害" (修正 原因 6, "并非流失"), 备注 "造成无来源真实持续环境伤害" — a damage instance, not a 生命流失 (PRTS +// 作战机制: a 流失 skips every damage event — 反伤, 受击回复 …). So the drain is a "受到伤害" for the 重装 技能策略 (PRTS +// 卫戍协议/帮助 "受到伤害时释放技能"), and 信仰搅拌机 S3's counter (PRTS 备注 "反击受到任何伤害后均可触发,无需目标,视为普通 +// 攻击") fires on every drain tick, spending a bullet even with no enemy in range — next to 莫斯提马 (特质 "自身周围4格的干员 +// 每消耗6发弹药,使已激活的【拉特兰】层数+1/+2") that is 拉特兰 layers with no enemy involved. +// The same `periodic_damage` template drives 狂暴宿主组长 (PRTS "自身每秒受到500无来源真实伤害"), and 孽罪奇美拉's pollution aura +// on operators is "受到…真实持续伤害" (PRTS) — both damage too. Operator 生命流失 (华法琳, 史尔特尔, 号角 …) stays a 流失. +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { makeMatch, give, giveItem, DATA } from '../match/harness.js'; +import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js'; +import { getDefaultSource } from '../../server/sim/simdata.js'; +import { spawnYanyou } from '../../server/sim/content/tokens.js'; + +const ds = getDefaultSource(); +const SOLVENT = 'chess_item_1_05_e_a', SOLVENT_B = 'chess_item_1_05_e_b'; +const MIXER = 'chess_char_4_01_a', MOSTIMA = 'chess_char_4_02_a', INSIDE = 'chess_char_1_01_a', YAK = 'chess_char_1_02_a'; +const gold = (id) => id.replace(/_a$/, '_b'); +const DRAIN = DATA.items[SOLVENT].params.damage; // 60 +const isMixer = (u) => !!u && u.defId.startsWith('chess_char_4_01_'); +const approx = (a, b, eps = 1e-6, msg = '') => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg} ${a} ≈ ${b}`); +const dummy = (o = {}) => enemyRec({ key: 'enemy_dummy', hp: 1e8, atk: 0, speed: 0, ...o }); +const hpLoss = (c) => !!(c.dmg && (c.dmg.tags || []).includes('hpLoss')); + +/** + * The real match path: a solo NORMAL match at PREP R3, 信仰搅拌机 (default S3) carrying 源石溶剂 with 莫斯提马 on the tile + * above (her 周围4格) and 隐现 as the third 拉特兰 (3 distinct ⇒ 拉特兰 active), the BattleSpec of that board + * (Match._normalOpts → buildBattleSpec → createBattleFromSpec — what the server and the browser run). `noEnemies`: the + * wave's spawns are dropped and the field runs to its time limit, so whatever happens comes from the drain alone. + */ +function realBattle({ elite = false, noEnemies = false, item = SOLVENT } = {}) { + const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed: 5 }).start(); + const m = h.m; + h.toPrep(3); + const ps = h.ps('p_0'); + for (const p of [...ps.board.values()]) ps.returnCopies(p); + ps.board.clear(); + const mixId = elite ? gold(MIXER) : MIXER, mosId = elite ? gold(MOSTIMA) : MOSTIMA; + const mix = give(m, ps, mixId, 'board', [9, 4]); + give(m, ps, mosId, 'board', [10, 4]); + give(m, ps, INSIDE, 'board', [11, 4]); + const it = giveItem(m, ps, item); + assert.deepEqual(ps.equip(it.uid, mix.uid), { ok: true }); + ps.recompute(); + const spec = buildBattleSpec(m._normalOpts(ps)); + assert.ok(spec.players[0].units.find((u) => u.chessId === mixId).items.includes(item), 'the BattleSpec carries the item'); + if (noEnemies) { spec.spawns = []; spec.timeLimit = 150; } + const b = createBattleFromSpec(spec, m.ds); + if (noEnemies) b.autoFinish = false; + const rec = { casts: [], ammo: [], enemyHits: [], layers: [], counters: 0 }; + b.on('skillStart', ({ unit, reason }) => { if (isMixer(unit)) rec.casts.push({ t: b.time, reason, enemies: b.enemies.filter((e) => e.alive).length }); }); + b.on('ammoUsed', ({ unit }) => { if (isMixer(unit)) rec.ammo.push({ t: b.time, enemies: b.enemies.filter((e) => e.alive).length }); }); + b.on('damaged', (c) => { if (isMixer(c.target) && c.source && c.source.side === 'enemy') rec.enemyHits.push(b.time); }); + b.on('layerGain', (c) => { if (c.bondId === 'lateranoShip') rec.layers.push({ t: b.time, n: c.n }); }); + return { h, m, ps, b, rec, mixId, mosId }; +} + +test('D1 real path, drain alone: 信仰搅拌机 S3 fires on a 源石溶剂 tick (重装 "受到伤害时") and spends its bullets on target-less counters; 莫斯提马 turns them into 拉特兰 layers', () => { + for (const elite of [false, true]) { + const { m, b, rec, mixId, mosId } = realBattle({ elite, noEnemies: true }); + const u = b.allyUnits.find(isMixer); + const sk = ds.getChess(mixId).skill; + assert.equal(sk.id, 'skchr_rmixer_3', 'S3 is her default loadout'); + const res = b.runToEnd(400); + assert.equal(b.errorCount, 0, JSON.stringify(b.errors)); + assert.equal(b.enemies.length, 0, 'no enemy ever entered the field'); + // the cast: the first drain tick once the SP (initSp → spCost at 1/s) is full — not "never" (v0.1.0: the 流失 skipped + // the 重装 trigger, she drained to death with a full SP bar) + assert.ok(rec.casts.length >= 1, `${mixId}: S3 cast from the drain alone`); + const first = rec.casts[0]; + assert.equal(first.reason, 'TAKE_DAMAGE'); + const ready = sk.spCost - sk.initSp; + assert.ok(first.t >= ready - 1e-6 && first.t <= ready + 1 + 1e-6, `${mixId}: cast at the first tick after ${ready} s (${first.t})`); + // counters with nobody in range: one bullet per drain tick, every one with no enemy on the field + assert.ok(rec.ammo.length >= 6, `${mixId}: bullets spent (${rec.ammo.length})`); + assert.ok(rec.ammo.every((a) => a.enemies === 0)); + const gaps = rec.ammo.slice(1).map((a, i) => a.t - rec.ammo[i].t); + assert.ok(gaps.every((g) => g > 1 - 1e-6), `${mixId}: at most one counter per drain tick`); + // 莫斯提马's 特质 (garrison_22): +bond_add_count 拉特兰 per 6 bullets of the operators on her 4 tiles + const gar = DATA.garrisons[DATA.chess[mosId].garrisonIds[0]].bb; + const expected = Math.floor(rec.ammo.length / gar.consume_count) * gar.bond_add_count; + assert.ok(expected >= gar.bond_add_count); + assert.equal(res.perPlayer.p_0.layerGains.lateranoShip, expected, `${mixId}: ${rec.ammo.length} bullets → ${expected} layers`); + assert.ok(u.stats.attacks >= rec.ammo.length, 'each counter counts as an attack (视为普通攻击)'); + checkInvariants(b); + m.dispose?.(); + } +}); + +test('D1 real path, the round-3 wave: the drain casts S3 before any enemy touched her; the counters and 莫斯提马 add 拉特兰 layers', () => { + const { m, b, rec } = realBattle(); + const res = b.runToEnd(400); + assert.equal(b.errorCount, 0, JSON.stringify(b.errors)); + assert.ok(rec.casts.length >= 1, 'S3 cast'); + const firstHit = rec.enemyHits.length ? rec.enemyHits[0] : Infinity; + assert.ok(rec.casts[0].t < firstHit, `the first cast (${rec.casts[0].t}) came before any enemy hit her (${firstHit})`); + assert.equal(rec.casts[0].reason, 'TAKE_DAMAGE'); + assert.ok(rec.ammo.length >= 6, `bullets spent (${rec.ammo.length})`); + assert.ok((res.perPlayer.p_0.layerGains.lateranoShip ?? 0) >= 1, JSON.stringify(res.perPlayer.p_0.layerGains)); + m.dispose?.(); +}); + +test('源石溶剂 drain = 无来源 true damage each second (not 流失): hooks see no source, the carrier keeps the credit; shields absorb it, 脆弱 scales it', () => { + for (const item of [SOLVENT, SOLVENT_B]) { + const h = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: [item], skillIndex: 1 }], timeLimit: 60, hooks: ['hit', 'damaged', 'kill'], captureNoisy: true }); + h.step(); + const u = h.unit(YAK); + u.skill.sp = 0; // keep 角峰's own skill out of the way + const hp0 = u.hp; + h.run(1.02); + const ticks = h.hooksOf('damaged').filter((c) => c.target === u); + assert.equal(ticks.length, 1, `${item}: one tick per second`); + const c = ticks[0]; + assert.equal(c.source, null, 'no source (无来源)'); + assert.equal(c.credit, u, 'the carrier keeps the credit'); + assert.equal(c.type, 'true'); + assert.ok(!hpLoss(c), 'a damage instance, not a 流失'); + assert.ok(h.hooksOf('hit').some((x) => x.target === u && x.source === null), "the 'hit' hook runs (伤判 effects apply)"); + approx(hp0 - u.hp, DRAIN, 1e-9, `${item}: −${DRAIN}`); + // a shield takes the tick + h.b.addBuff(u, { key: 'test:shield', shield: 1000 }); + const hp1 = u.hp; + h.run(1); + approx(u.hp, hp1, 1e-9, 'absorbed by the shield'); + approx(u.findBuff('test:shield').shield, 1000 - DRAIN, 1e-9); + h.b.removeBuff(u, 'test:shield'); + // 脆弱 (受到的物理、法术、真实伤害提升) scales it + h.b.applyStatus(u, 'fragile', { duration: 30, value: 0.5 }); + const hp2 = u.hp; + h.run(1); + approx(hp2 - u.hp, DRAIN * 1.5, 1e-9, 'fragile ×1.5'); + // lethal: the carrier's own kill (credit untouched) + u.hp = 10; + h.run(1); + assert.ok(!u.alive); + const k = h.hooksOf('kill').find((x) => x.victim === u); + assert.ok(k && k.killer === u, 'killed by the drain: credited to the carrier'); + checkInvariants(h.b); + } +}); + +test('the drain feeds 受击回复 SP and the 重装 TAKE_DAMAGE trigger with no enemy around; a 流失 (Battle.loseHp) feeds neither', () => { + // 信仰搅拌机 S1 铳骑主考官: 受击回复 (+1 per hit taken) + const h = makeBattle({ units: [{ chessId: MIXER, row: 10, col: 4, items: [SOLVENT], skillIndex: 0 }], timeLimit: 60, hooks: ['spGain'], captureNoisy: true }); + h.step(); + const u = h.unit(MIXER); + assert.equal(u.skill.spType, 'hurt'); + const sp0 = u.skill.sp; + h.run(3.02); + approx(u.skill.sp - sp0, 3, 1e-9, 'three drain ticks → +3 SP'); + h.b.loseHp(u, 50); + approx(u.skill.sp - sp0, 3, 1e-9, 'a 流失 gives no 受击回复 SP'); + // 角峰 S1 (MANUAL, 重装 ⇒ TAKE_DAMAGE): ready, no enemy — the drain casts it; a 流失 does not + for (const drain of [true, false]) { + const g = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: drain ? [SOLVENT] : [], skillIndex: 0 }], timeLimit: 60, hooks: ['skillStart'] }); + g.step(); + const y = g.unit(YAK); + assert.equal(y.skill.rule, 'TAKE_DAMAGE'); + y.skill.gainSp(1000); + if (!drain) g.b.every(1, () => { if (y.alive) g.b.loseHp(y, DRAIN); }); + g.run(1.5); + const cast = g.hooksOf('skillStart').filter((c) => c.unit === y); + if (drain) assert.equal(cast.length && cast[0].reason, 'TAKE_DAMAGE', 'the drain is a 受到伤害'); + else assert.equal(cast.length, 0, '生命流失 skips the 重装 trigger'); + } +}); + +test('信仰搅拌机 S3 counter: any damage (an attack, a sourceless zone tick) counters, with no target it still spends a bullet; 流失, element 损伤, stun and the min interval do not', () => { + for (const id of [MIXER, gold(MIXER)]) { + const bb = ds.getChess(id).skill.bb; + const h = makeBattle({ defs: { enemies: { enemy_dummy: dummy() } }, units: [{ chessId: id, row: 10, col: 4 }], timeLimit: 120, hooks: ['ammoUsed', 'attack', 'damaged'], captureNoisy: true }); + h.step(); + const u = h.unit(id); + assert.ok(u.skill.activate('test', { free: true })); + const left0 = u.skill.ammoLeft; + const used = () => h.hooksOf('ammoUsed').filter((c) => c.unit === u).length; + const zone = (amount = 10) => h.b.dealDamage(null, u, { amount, type: 'true', canDodge: false, tags: ['zone'] }); + // no enemy anywhere: a sourceless tick still counters (无需目标) — one bullet, no attack hook + zone(); + assert.equal(used(), 1, `${id}: target-less counter spends a bullet`); + assert.equal(u.skill.ammoLeft, left0 - 1); + // within the min interval (actual interval × ratio): nothing + zone(); + assert.equal(used(), 1, 'min interval'); + const gap = u.s.interval * bb.base_attack_time; + h.run(gap + 0.05); + // 流失 and element 损伤 never counter + h.b.loseHp(u, 10); + h.b.dealDamage(null, u, { amount: 10, type: 'element', element: 'burn' }); + assert.equal(used(), 1, '流失 / element 损伤: no counter'); + // stunned: no counter + h.b.applyStatus(u, 'stun', { duration: 0.5 }); + zone(); + assert.equal(used(), 1, 'stunned: no counter'); + h.run(0.6); + // with an enemy in range: the counter hits it (a real attack) and spends a bullet + const e = h.spawn('enemy_dummy', { pos: [10, 5] }); + h.step(); + zone(); + assert.equal(used(), 2); + h.run(0.5); // (her shot is a projectile) + const atk = h.hooksOf('attack').filter((c) => c.attacker === u); + assert.equal(atk.length, 1, 'one counter attack'); + assert.deepEqual(atk[0].targets, [e]); + assert.ok(h.hooksOf('damaged').some((c) => c.source === u && c.target === e && c.dmg.isAttack), 'the counter hit the enemy'); + assert.equal(h.b.errorCount, 0, JSON.stringify(h.b.errors)); + checkInvariants(h.b); + } +}); + +test('狂暴宿主组长 (periodic_damage, PRTS "自身每秒受到500无来源真实伤害"): sourceless true damage per second, scaled by 脆弱', () => { + const key = 'enemy_1062_rager_2'; + const h = makeBattle({ units: [], timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false }); + h.step(); + const e = h.spawn(key, { pos: [10, 8] }); + h.b.applyStatus(e, 'stun', { duration: 30 }); + h.run(2.05); + const ticks = h.hooksOf('damaged').filter((c) => c.target === e); + assert.ok(ticks.length >= 2, `ticks ${ticks.length}`); + for (const c of ticks) { assert.equal(c.source, null); assert.equal(c.type, 'true'); assert.ok(!hpLoss(c), 'damage, not 流失'); } + const per = ticks[0].amount; + assert.ok(per > 0); + h.b.applyStatus(e, 'fragile', { duration: 30, value: 0.3 }); + const n = ticks.length; + h.run(1); + const t2 = h.hooksOf('damaged').filter((c) => c.target === e).slice(n); + assert.ok(t2.length >= 1); + approx(t2[0].amount, per * 1.3, 1e-9, '脆弱 scales it'); +}); + +test('孽罪奇美拉 pollution aura on operators is 真实持续伤害 (not 流失): 受击回复 SP and the 重装 trigger respond to it', () => { + // act1 m04: the chimera switches to 污染模式 on its infection tiles (10,6) / (11,6); stunned, it never attacks + const h = makeBattle({ + stageId: 'act1autochess_m04', units: [{ chessId: YAK, row: 10, col: 5, skillIndex: 0 }, { chessId: MIXER, row: 10, col: 7, skillIndex: 0 }], + timeLimit: 60, hooks: ['damaged', 'skillStart'], captureNoisy: true, autoFinish: false, + }); + h.step(); + const y = h.unit(YAK), mx = h.unit(MIXER); + const e = h.spawn('enemy_1425_lrcmra', { pos: [10, 6] }); + h.b.applyStatus(e, 'stun', { duration: 60 }); + y.skill.gainSp(1000); + const sp0 = mx.skill.sp; + h.run(3); + const aura = h.hooksOf('damaged').filter((c) => c.target === y && c.credit === e); + assert.ok(aura.length >= 1, 'aura ticks on 角峰'); + for (const c of aura) { assert.equal(c.type, 'true'); assert.ok(!hpLoss(c), 'damage, not 流失'); } + assert.ok(h.hooksOf('skillStart').some((c) => c.unit === y && c.reason === 'TAKE_DAMAGE'), '角峰 S1 cast from the aura'); + assert.ok(mx.skill.sp > sp0, '受击回复 SP from the aura'); + assert.equal(h.b.errorCount, 0, JSON.stringify(h.b.errors)); +}); + +test('audit — 雷蛇 战术防御 (PRTS "仅伤害量不为0且能够触发受击回复的伤害"): the drain gives him and a neighbour SP; a 流失 or a shielded tick does not', () => { + const LISKAM = 'chess_char_1_20_a'; + const h = makeBattle({ units: [{ chessId: LISKAM, row: 10, col: 4, items: [SOLVENT] }, { chessId: YAK, row: 10, col: 5, skillIndex: 1 }], timeLimit: 60, hooks: ['spGain'], captureNoisy: true }); + h.step(); + const u = h.unit(LISKAM), y = h.unit(YAK); + const gains = (who, reason) => h.hooksOf('spGain').filter((c) => c.unit === who && c.reason === reason).reduce((s, c) => s + c.amount, 0); + const tsp = ds.getChess(LISKAM).talents[0].bb.sp; + h.run(2.02); + approx(gains(u, 'hurt'), 2, 1e-9, 'two ticks: 受击回复'); + approx(gains(u, 'talent'), 2 * tsp, 1e-9, 'two ticks: 战术防御 on himself'); + approx(gains(y, 'talent'), 2 * tsp, 1e-9, 'the neighbour (the only one on his 4 tiles) +1 per tick'); + h.b.loseHp(u, 10); + approx(gains(u, 'talent') + gains(u, 'hurt'), 2 + 2 * tsp, 1e-9, 'a 流失: nothing'); + h.b.addBuff(u, { key: 'test:shield', shield: 1000 }); + h.run(1); + approx(gains(u, 'hurt'), 3, 1e-9, 'a tick the shield took still gives 受击回复'); + approx(gains(u, 'talent'), 2 * tsp, 1e-9, '…but no 战术防御 ("伤害量不为0")'); +}); + +test('audit — 蒂比 紧急赶场通知 (PRTS 修正 "受到伤害前触发"): a drain tick sets the skill off; a true-damage tick is not dodged', () => { + const TIPPI = 'chess_char_2_13_a'; + const h = makeBattle({ units: [{ chessId: TIPPI, row: 10, col: 4, items: [SOLVENT] }], timeLimit: 60, hooks: ['skillStart'] }); + h.step(); + const u = h.unit(TIPPI); + u.skill.gainSp(1000); + h.run(1.02); + const c = h.hooksOf('skillStart').filter((x) => x.unit === u); + assert.equal(c.length, 1, 'the drain tick popped S2'); + assert.equal(c[0].reason, 'TAKE_DAMAGE'); + approx(u.s.maxHp - u.hp, DRAIN, 1e-9, 'a true-damage tick is not dodged (物理或法术 only)'); +}); + +test('audit — "受到伤害时" content counts the drain and never a 流失: 乌尔比安 本性的坚守, 伪装服, 远牙 未受伤害, 坚守 thorn chances', () => { + const ULPIAN = 'chess_char_5_05_a', FARTOOTH = 'chess_char_4_20_a', DISGUISE = 'chess_item_4_04_e_a'; + // 乌尔比安: heals on each drain tick, not on a 流失 + { + const h = makeBattle({ units: [{ chessId: ULPIAN, row: 10, col: 4 }], timeLimit: 60, hooks: ['heal'], captureNoisy: true }); + h.step(); + const u = h.unit(ULPIAN); + u.hp = u.s.maxHp * 0.9; + h.b.loseHp(u, 100); + assert.equal(h.hooksOf('heal').filter((c) => c.target === u).length, 0, 'a 流失 is not 受到伤害'); + h.b.dealDamage(null, u, { amount: 100, type: 'true', canDodge: false }); + assert.equal(h.hooksOf('heal').filter((c) => c.target === u).length, 1, 'real damage heals'); + } + // 伪装服: a 流失 does not use it up; the first drain tick does + { + const h = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, skillIndex: 1, items: [DISGUISE] }], timeLimit: 60, hooks: [] }); + h.step(); + const u = h.unit(YAK); + h.b.loseHp(u, 100); + assert.ok(!u.s.flags.stealth, 'no 隐匿 from a 流失'); + h.b.dealDamage(null, u, { amount: 100, type: 'true', canDodge: false }); + assert.ok(u.s.flags.stealth, '隐匿 after the first damage'); + } + // 远牙 "最近10秒内未受伤害时,攻击力+15%": a 流失 keeps the bonus, a drain tick resets the timer + { + const h = makeBattle({ units: [{ chessId: FARTOOTH, row: 11, col: 4 }], timeLimit: 60, hooks: [] }); + h.step(); + const u = h.unit(FARTOOTH); + h.run(10.5); + assert.ok(u.findBuff('fartth:focus'), 'bonus after 10 s'); + h.b.loseHp(u, 50); + h.run(0.3); + assert.ok(u.findBuff('fartth:focus'), 'a 流失 does not reset it'); + h.b.dealDamage(null, u, { amount: 50, type: 'true', canDodge: false }); + h.run(0.3); + assert.ok(!u.findBuff('fartth:focus'), 'damage resets it'); + } + // 坚守 thorns (3 members): a 流失 leaves the 0.2 s chance; 无来源 damage uses it up and hits nobody (PRTS 备注) + { + const stead = DATA.bonds.steadShip; + const members = ['chess_char_1_02_a', 'chess_char_1_10_a', 'chess_char_2_08_a']; + for (const m of members) assert.ok(stead.members.includes(m), m); + const h = makeBattle({ + defs: { enemies: { enemy_dummy: dummy({ atk: 10, bat: 1 }) } }, + units: members.map((id, i) => ({ chessId: id, row: 10, col: 3 + i, skillIndex: 0 })), + bonds: { steadShip: { count: 3, active: true, tier: 2, layers: 0 } }, + timeLimit: 60, hooks: [], + }); + h.step(); + const u = h.unit(members[0]); + h.b.loseHp(u, 10); + assert.equal(u.mem['bond:steadShip:cd'], undefined, 'a 流失 used no thorn chance'); + h.b.dealDamage(null, u, { amount: 10, type: 'true', canDodge: false }); + approx(u.mem['bond:steadShip:cd'], h.b.time, 1e-9, '无来源 damage used it'); + } +}); + +// --------------------------------------------------------------------------------------------------------------- +// review follow-ups: 敌人类我方单位, the enemy-side BUFF damage, self-damage stats, the chimera aura numbers + +test('源石溶剂 also drains every 敌人类我方单位 on the field (炎佑): one 无来源 60 true-damage tick per second however many carriers; none once no carrier is on the field', () => { + // PRTS 盟约记录 源石溶剂 备注: "携带后,全场范围内的所有敌人类我方单位也会获得此装备的“每秒受到60真实伤害”效果(该效果的付与为 + // 我方阵营索敌,可对空,无视目标可选性)"; one effect per unit (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个") + for (const carriers of [1, 2]) { + const units = [{ chessId: YAK, row: 10, col: 4, items: [SOLVENT], skillIndex: 1 }]; + if (carriers > 1) units.push({ chessId: INSIDE, row: 11, col: 4, items: [SOLVENT_B] }); + const h = makeBattle({ units, timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false }); + h.step(); + const [y] = spawnYanyou(h.b, 'p1', { atk: 400, hp: 5000 }); + assert.ok(y && y.deployed && y.s.flags.isolated, '炎佑 on the field (孤立: "无视目标可选性")'); + const hp0 = y.hp; + h.run(3.02); + const ticks = h.hooksOf('damaged').filter((c) => c.target === y); + assert.equal(ticks.length, 3, `${carriers} carrier(s): one tick per second`); + for (const c of ticks) { + assert.equal(c.source, null, '无来源'); + assert.equal(c.credit, null, 'nobody is credited with damage to an ally'); + assert.equal(c.type, 'true'); + assert.ok(!hpLoss(c), 'damage, not 流失'); + } + approx(hp0 - y.hp, 3 * DRAIN, 1e-9); + // no carrier left on the field: no more ticks + for (const u of h.b.allyUnits.filter((a) => a.kind === 'op')) h.b.kill(u, null); + const n = ticks.length; + h.run(2.02); + assert.equal(h.hooksOf('damaged').filter((c) => c.target === y).length, n, 'the effect ends with its carriers'); + assert.equal(h.b.errorCount, 0, JSON.stringify(h.b.errors)); + } + // the 9-炎 炎佑 (受到的伤害 ×0.1) takes a tenth of it: a damage instance, damage-taken modifiers apply + const h = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: [SOLVENT], skillIndex: 1 }], timeLimit: 60, hooks: [], autoFinish: false }); + h.step(); + const [y] = spawnYanyou(h.b, 'p1', { atk: 400, hp: 5000, dmgTakenMul: 0.1 }); + const hp0 = y.hp; + h.run(1.02); + approx(hp0 - y.hp, DRAIN * 0.1, 1e-9); +}); + +test('a co-op field: a carrier drains the partner\'s 炎佑 too ("全场范围内…我方单位")', () => { + const h = makeBattle({ + kind: 'boss', autoFinish: false, timeLimit: 60, hooks: ['damaged'], captureNoisy: true, + players: [ + { playerId: 'p1', seat: 0, side: 'L', colOffset: 0, units: [{ uid: 1, kind: 'chess', chessId: YAK, row: 12, col: 3, items: [SOLVENT], skillIndex: 1 }], bonds: {} }, + { playerId: 'p2', seat: 1, side: 'R', colOffset: 0, units: [], bonds: {} }, + ], + }); + h.step(); + const [y] = spawnYanyou(h.b, 'p2', { atk: 400, hp: 5000 }); + assert.ok(y && y.ownerId === 'p2'); + h.run(2.02); + assert.equal(h.hooksOf('damaged').filter((c) => c.target === y).length, 2); +}); + +test('self / friendly damage is not damage dealt: the 源石溶剂 carrier\'s own drain counts as taken, never as its dmg or the player\'s damageDealt; the kill stays its own', () => { + const h = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: [SOLVENT], skillIndex: 1 }], timeLimit: 60, hooks: ['kill'], autoFinish: false }); + h.step(); + const u = h.unit(YAK); + u.skill.sp = 0; + const [y] = spawnYanyou(h.b, 'p1', { atk: 400, hp: 5000 }); + h.run(3.02); + approx(u.stats.taken, 3 * DRAIN, 1e-9, 'taken'); + assert.equal(u.stats.dmg, 0, 'its own drain is not damage it dealt'); + approx(y.stats.taken, 3 * DRAIN, 1e-9); + // an operator's own 流失 (Battle.loseHp with itself as the source) likewise + h.b.loseHp(u, 100, { source: u }); + assert.equal(u.stats.dmg, 0); + h.b.forceEnd?.('test'); + const r = h.b.result(); + assert.equal(r.perPlayer.p1.damageDealt, 0, 'the results screen 造成伤害'); + const st = r.perPlayer.p1.unitStats.find((s) => s.defId === YAK); + assert.equal(st.dmg, 0); + // the carrier finished off by its own drain is still its own kill (kill credit untouched) + const g = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: [SOLVENT], skillIndex: 1 }], timeLimit: 60, hooks: ['kill'], autoFinish: false }); + g.step(); + const v = g.unit(YAK); + v.skill.sp = 0; + v.hp = 10; + g.run(1.02); + assert.ok(!v.alive); + assert.equal(g.hooksOf('kill').find((c) => c.victim === v)?.killer, v); +}); + +test('enemy-side BUFF damage (PRTS 伤害分类 "深水区/涨潮水蚀", "弧光锋卫失衡状态下的自残伤害") is damage, not 流失: 码头水手 drowning, 弧光锋卫 失衡 bleed', () => { + // 码头水手 天赋 (PRTS): "水蚀状态下或处于清澈水域时,每秒受到1000点无来源真实伤害" + for (const key of ['enemy_1160_hvyslr', 'enemy_1160_hvyslr_2']) { + const h = makeBattle({ units: [], flat: { rows: { 11: '##hddddrrrfrrrrrrrf##' } }, timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false }); + h.step(); + const e = h.spawn(key, { pos: [11, 4], routeIndex: 0, mods: { speedMul: 0 } }); + // (the deep-water tiles' own terrain tick — devices.js, already damage — is left out: tag 'drown' only) + const drown = () => h.hooksOf('damaged').filter((c) => c.target === e && (c.dmg.tags || []).includes('drown')); + h.run(1); + assert.ok(drown().length >= 1); + for (const c of drown()) { assert.equal(c.source, null); assert.equal(c.type, 'true'); assert.ok(!hpLoss(c), `${key}: drowning is damage`); } + const per = DATA.enemies[key].talents.bb['Drown.damage']; + const sum = (l) => l.reduce((s, c) => s + c.amount, 0); + approx(sum(drown()), per, 0.02, 'Drown.damage per second'); + h.b.applyStatus(e, 'fragile', { duration: 30, value: 0.5 }); + const n = drown().length; + h.run(1); + approx(sum(drown().slice(n)), per * 1.5, 0.02, '脆弱 scales it'); + } + // 弧光锋卫 天赋 (PRTS 修正 "失衡移动时持续受到真实伤害"; "处于失衡状态时,每0.066s受到400点无来源真实持续伤害") + const h = makeBattle({ units: [], timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false }); + h.step(); + const j = h.spawn('enemy_1328_cbjedi', { pos: [10, 7], routeIndex: 0, mods: { speedMul: 0 } }); + h.step(2); + const hp0 = j.hp; + h.b.displace(j, { x: 1, y: 0 }, 1, { force: 3 }); + h.step(); + const bleed = h.hooksOf('damaged').filter((c) => c.target === j); + assert.ok(bleed.length >= 1 && hp0 > j.hp, 'bled'); + for (const c of bleed) { assert.equal(c.source, null); assert.equal(c.type, 'true'); assert.ok(!hpLoss(c), '失衡 bleed is damage'); } +}); + +test('孽罪奇美拉 污染模式 (PRTS "自身半径1.2范围内的所有单位…每0.5秒受到50真实持续伤害(同类效果取最高)"): radius 1.2, a tick every 0.5 s, never stacked by two chimeras', () => { + const run = (chimeras, dx = 0) => { + const h = makeBattle({ + stageId: 'act1autochess_m04', units: [{ chessId: INSIDE, row: 10, col: 5 }], + timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false, + }); + h.step(); + const u = h.unit(INSIDE); + const es = chimeras.map((pos) => { const e = h.spawn('enemy_1425_lrcmra', { pos }); h.b.applyStatus(e, 'stun', { duration: 60 }); e.x += dx; return e; }); + h.run(0.3); // both activated on their infection tile + assert.ok(es.every((e) => e.mem.ab.atkType === 'arts'), 'activated (污染模式)'); + const t0 = h.b.time; + h.run(2); + return h.hooksOf('damaged').filter((c) => c.target === u && es.includes(c.credit) && c.t > t0 + 1e-9); + }; + const aura = DATA.enemies.enemy_1425_lrcmra.talents.bb['OrigAura.damage']; + // one chimera beside her: 4 ticks in 2 s, 0.5 s apart + const one = run([[10, 6]]); + assert.equal(one.length, 4, `ticks every 0.5 s (${one.map((c) => c.t.toFixed(2))})`); + for (let i = 1; i < one.length; i++) approx(one[i].t - one[i - 1].t, 0.5, 1e-6); + for (const c of one) approx(c.amount, aura, 1e-9); + // two chimeras in reach (both on the infection tile beside her): still one tick per 0.5 s (同类效果取最高) + assert.equal(run([[10, 6], [10, 6]]).length, 4, 'not stacked'); + // 1.15 tiles away (inside 1.2, outside the old radius 1) + assert.equal(run([[10, 6]], 0.15).length, 4, 'radius 1.2'); +}); diff --git a/test/content/items.test.js b/test/content/items.test.js index da5187a2..bcea52f0 100644 --- a/test/content/items.test.js +++ b/test/content/items.test.js @@ -96,7 +96,7 @@ test('stat equipment: percentages are 直接乘算 — additive with each other checkInvariants(h2.b); }); -test('源石溶剂: −60 HP per second on the field (流失), ATK +40 %', () => { +test('源石溶剂: −60 HP per second on the field (无来源真实伤害, not 流失 — feedback1d-solvent.test.js), ATK +40 %', () => { for (const id of [A('1_05'), B('1_05')]) { const h = fight({ units: [{ chessId: 't_op', row: 10, col: 4, items: [id] }] }); h.step(1); diff --git a/test/content/kits_t1t2.test.js b/test/content/kits_t1t2.test.js index ae0bf8ef..80a3d39e 100644 --- a/test/content/kits_t1t2.test.js +++ b/test/content/kits_t1t2.test.js @@ -1292,14 +1292,22 @@ test('2_11 风丸: while substituted she fights with the <替身> ATK/DEF (+modu } }); -test('2_13 蒂比: only enemy attacks set off 紧急赶场通知; a true-damage attack triggers it but is not dodged', () => { +test('2_13 蒂比: any damage instance sets off 紧急赶场通知 (PRTS 修正 "受到伤害前触发") and a physical one is dodged; a 流失 does not; a true-damage attack triggers it but is not dodged', () => { const id = 'chess_char_2_13_a'; + const g = run({ units: [{ chessId: id, row: 9, col: 5, carryState: READY }] }); + const v = g.unit(id); + g.step(); + g.b.loseHp(v, 50); + g.step(); + assert.equal(v.skill.active, false, 'a 流失 never triggers it'); + const hp = v.hp; + g.b.dealDamage(null, v, { amount: 50, type: 'phys' }); + assert.ok(v.skill.active, 'a non-attack (sourceless) damage instance triggers it'); + assert.equal(v.hp, hp, '…and the physical damage is dodged'); + done(g); const h = run({ defs: { enemies: { e: dummy('e', { atk: 300, bat: 1, dmgType: 'true' }) } }, units: [{ chessId: id, row: 9, col: 5, carryState: READY }] }); const u = h.unit(id); h.step(); - h.b.dealDamage(null, u, { amount: 50, type: 'phys' }); - h.step(); - assert.equal(u.skill.active, false, 'non-attack damage never triggers it'); h.spawn('e', { pos: [9, 5] }); h.runUntil(() => u.skill.active, 3); assert.ok(u.skill.active, 'the attack triggered it');