feedback6 R21H: the round's enemy effects reach the 频次 器物 and the leaders' mid-fight summons (PR #272, 感谢 @CXUtk); golden: 74 moved

器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III
leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude,
data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data
writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15
only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it
(waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it
counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹,
“裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js,
golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on
top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment
unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent
prop_max_hp).

Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物
extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo
(俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final
Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo,
hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged.
This commit is contained in:
sganggs committed 2026-10-07 18:05:42 +08:00
1 parent 783bd30afd
commit e33ee3db8f
20 files changed
+1491 -1324

No files matched your search

+15 -2
View File
@@ -34,8 +34,21 @@ const unblockable = () => ({ spawn(b, e) { b.addBuff(e, { key: 'ab:unblockable',
*/
const runWhenHit = (v) => ({ taken(c, b, e, a) { if (a.on || !(v > 0)) return; a.on = true; b.addBuff(e, { key: 'ab:duckRun', persist: true, mods: { moveMul: 1 + v } }); } });
/** 频次: maxHp = hits. */
const times = (artsOnly = false) => ({ spawn(b, e) { setHits(e, e.def.maxHp); hitCount(b, e, true, artsOnly); } });
/**
* 频次 (the 14 器物 keys, kitTimes): maxHp = hits = the data's max HP × the spawn's HP multiplier. The round effects reach
* these units like any enemy (攻坚装备 / II / III leave out only 炎佑), but not 补给线 / 补给线II, whose `enemy_exclude` lists
* exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2, data/effects.json): that share (`mods.supplyHpMul`, co-op
* 终极 R5–R15) comes out again — a 频次 enemy's death spawn inherits the parent's mods, so it travels with them. Whole hits:
* setHits rounds [ASSUMED: no source says how a fractional count rounds]. Until 0.2.1 the count was the data's whatever
* the difficulty (PR #272).
*/
const times = (artsOnly = false) => ({
spawn(b, e) {
const s = Number(e.mods && e.mods.supplyHpMul);
setHits(e, e.base.maxHp / (Number.isFinite(s) && s > 0 ? s : 1));
hitCount(b, e, true, artsOnly);
},
});
/** "只能被阻挡数大于等于N的单位阻挡". */
const blockWeight = (n) => ({ spawn(b, e) { e.blockWeight = n; } });
+1 -1
View File
@@ -302,7 +302,7 @@ export function stepToward(u, tx, ty, dist) {
return false;
}
/** Set a 频次 unit's hits (maxHp := hits, full). */
/** Set a 频次 unit's hits (maxHp := hits, full): `n` rounded to a whole count, at least 1. */
export function setHits(e, n) {
const h = Math.max(1, Math.round(n));
e.base.maxHp = h;