feedback5 K2: applyStatus stackAs — a 同名效果取最高 status can compete with another strength than its effect (Raidian S3's 虚弱, PRTS 备注 "在叠加时视为90%…的虚弱,仅影响叠加优先级"); no caller passes it yet, golden unchanged

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sganggs committed 2026-10-05 18:20:48 +08:00
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@@ -540,7 +540,7 @@ HEAL_FREE "受到的治疗量变为0"; DESIGN §22.7), `stealthOff` = an enemy
(`stealthOff:<source buff key>`, below), `camou` = 迷彩 (below)). `taunt: true` as a flag counts
as +1 taunt level (DESIGN §5.3).
**Statuses** — `battle.applyStatus(target, key, { duration, source, value, force, refresh, point })` (returns true if
**Statuses** — `battle.applyStatus(target, key, { duration, source, value, force, refresh, point, stackAs })` (returns true if
applied); a unit that is 无敌 and 无法选中 at once (flags `invulnerable` + `untargetable`: a 重生 in progress, a hovering or
永久无敌 leader part) takes no status from the other side, `force` included (PRTS 无敌 "无法被不同阵营选中" — so the status
a knocking-out hit carries, 妮芙 S2's fear say, does not land after the 重生's cleanse; since 0.1.1's QA); refused when
@@ -551,7 +551,9 @@ and the 浮空 weight rule, then `statusApplied { source, target, status, durati
= the target carried no buff of that status before (a refresh / a weaker "取最高" application is not an entry: "进入…时"). Effects follow the official term table
(`gamedata_const.termDescriptionDict`, `ba.*`). Same-key statuses refresh to the longer duration, except the
"同名效果取最高" ones marked *strongest* below: the strongest value wins, a weaker application never overrides it and,
if it outlasts it, resumes when the strong one expires (pass `refresh` to opt out).
if it outlasts it, resumes when the strong one expires (pass `refresh` to opt out); `stackAs` = the strength such an
application competes with instead of its `value`, which stays its effect (Raidian S3's 虚弱: PRTS 备注 "在叠加时视为90%…的
虚弱(仅影响叠加优先级,不影响实际效果)").
`battle.applyStrongest(target, key, { duration, value, mods: (v) => mods, source })` gives a content effect that is not a
catalogue status the same rule (one invisible buff `key` per target whatever applies it — no immunity, 抵抗, status hooks
or icon): the engine default for two same-named buffs (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"). 奥术 uses
@@ -755,7 +757,7 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
| helper | notes |
|---|---|
| `dealDamage(src, tgt, dmg)`, `heal(src, tgt, amount, opts)`, `loseHp(tgt, amount, {source, from, tags, sourceless})` | §4 |
| `applyStatus(tgt, key, {duration, source, value, force, point})`, `removeStatus(tgt, key)`, `resistOf(unit)` | §3 |
| `applyStatus(tgt, key, {duration, source, value, force, point, stackAs})`, `removeStatus(tgt, key)`, `resistOf(unit)` | §3 |
| `applyStrongest(tgt, key, {duration, value, mods, source})` | §3 — "同名效果取最高" for a non-catalogue effect |
| `addBuff(unit, buff)`, `removeBuff(unit, key)` | §3 |
| `spawnToken(ownerUnit | playerId, tokenId, row, col, { def, stats, hp, duration, untargetable, dir, kit, force, anySource })` | field tiles; def from data/tokens.json `variants[ownerChessId]` for the owner unit's selected skill / module (`tokenDef`); `dir` defaults to the owner unit's (else the player's: RIGHT, mirrored side LEFT; a legacy `facing` ±1 is still read); returns the token or null (tile busy; or the owner runs a **non-default** skill that does not produce the token — `producesToken` — unless `anySource`: kit install hooks written for the default skill run under every skill). `spawnDevice(key, row, col, { …, dir })` likewise |
+23 -16
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@@ -130,15 +130,17 @@ export class BattleStatus {
}
/**
* Apply a catalogue status. opts: { duration, source, value, force, refresh, point, resistApplied } — returns true
* when applied. Honours enemy immunities (stun/silence/sleep/frozen/levitate/feared) unless `force`. `beforeStatus`
* Apply a catalogue status. opts: { duration, source, value, force, refresh, point, resistApplied, stackAs } — returns
* true when applied. Honours enemy immunities (stun/silence/sleep/frozen/levitate/feared) unless `force`. `beforeStatus`
* handlers may cancel it or change `duration` / `value`. Official rules (buffs.js STATUS): 抵抗 (the `resist` status)
* shortens the RESIST_STATUSES by its value (default half; applied after `beforeStatus`; `resistApplied` skips that
* pass — the cold-on-cold 冻结 below already used post-抵抗 lengths). A second 寒冷 while 寒冷 remains applies 冻结 for
* max(remaining, this cold after 抵抗) (PRTS 术语释义 寒冷 「持续时间取双方之中最高」). 浮空 lasts half as long on units heavier
* than LEVITATE_HALF_WEIGHT (current massLevel); 冻结's RES cut hits enemies only; 麻痹 adds stacks; "同名效果取最高"
* statuses (`valued`) keep the strongest value — a weaker application only extends past the stronger one's end (it
* then resumes); other statuses refresh to the longer duration. 诱导 (`attract`) walks the enemy to `point`
* then resumes); `stackAs` = the value such an application competes with instead of its own (its effect stays
* `value`): an effect the game stacks as another strength — Raidian S3's 虚弱, PRTS 备注 "在叠加时视为90%(1级~6级)/80%
* (7级~专精二)…的虚弱(仅影响叠加优先级,不影响实际效果)"; other statuses refresh to the longer duration. 诱导 (`attract`) walks the enemy to `point`
* ([r, c] or {x, y}; default the source's tile — a new application moves the point); 恐惧 (`fear`) stamps where it
* was applied and from where (fear.js stampFear: the fan of 恐惧可达地块 its movement uses). A stunned/sleeping operator
* releases the enemies it blocks; a feared/levitated/unblockable/attracted enemy is released by its blocker.
@@ -199,7 +201,7 @@ export class BattleStatus {
if (tpl.palsy) {
this.addBuff(target, { ...palsyBuff(value ?? 1), duration, source });
} else if (tpl.valued != null && typeof tpl.mods === 'function' && opts.refresh == null) {
this._applyValuedStatus(target, key, tpl, duration, value ?? tpl.valued, source);
this._applyValuedStatus(target, key, tpl, duration, value ?? tpl.valued, source, opts.stackAs);
} else {
const mods = tpl.enemyOnlyMods && target.side !== 'enemy' ? null : typeof tpl.mods === 'function' ? tpl.mods(value) : (tpl.mods || null);
const b = this.addBuff(target, { key, duration, refresh: opts.refresh ?? 'extend', mods, flags: tpl.flags || null, status: key, visible: true, source });
@@ -257,33 +259,38 @@ export class BattleStatus {
/**
* "同名效果取最高": keep the strongest value; a weaker one that outlasts it resumes afterwards (buff.data.tail). A
* `plain` template (applyStrongest) is an ordinary invisible buff, not a status.
* `plain` template (applyStrongest) is an ordinary invisible buff, not a status. `stackAs` (finite): the strength this
* application competes with instead of its value (applyStatus opts.stackAs); kept in `data.stackAs` / the tail.
*/
_applyValuedStatus(target, key, tpl, duration, value, source) {
const strength = (v) => Math.abs(Number.isFinite(v) ? v : tpl.valued);
const make = (v, dur, tail) => ({
_applyValuedStatus(target, key, tpl, duration, value, source, stackAs = null) {
const as = Number.isFinite(stackAs) ? stackAs : null;
const strength = (v, s = null) => Math.abs(Number.isFinite(s) ? s : Number.isFinite(v) ? v : tpl.valued);
// (no stackAs: the very objects of before — data { value, tail }, tails { value, until })
const entry = (v, s, extra) => (Number.isFinite(s) ? { value: v, stackAs: s, ...extra } : { value: v, ...extra });
const make = (v, dur, tail, s = null) => ({
...(tpl.buff || null), // extra buff fields of the status (抵抗: the 麻痹 decay tick)
key, duration: dur, refresh: 'replace', mods: tpl.mods(v), flags: tpl.flags || null, status: tpl.plain ? null : key,
visible: !tpl.plain, source,
data: { value: v, tail },
data: entry(v, s, { tail }),
onExpire: ({ battle, unit, buff }) => {
const t = buff.data.tail;
if (t && t.until - battle.time > 1e-6 && unit.alive) battle.addBuff(unit, make(t.value, t.until - battle.time, null));
if (t && t.until - battle.time > 1e-6 && unit.alive) battle.addBuff(unit, make(t.value, t.until - battle.time, null, t.stackAs));
},
});
const old = target.buffs.find((b) => b.key === key && (tpl.plain || b.status === key));
if (!old) { this.addBuff(target, make(value, duration, null)); return; }
if (!old) { this.addBuff(target, make(value, duration, null, as)); return; }
const oldV = old.data && Number.isFinite(old.data.value) ? old.data.value : tpl.valued;
const oldAs = old.data && Number.isFinite(old.data.stackAs) ? old.data.stackAs : null;
const oldEnd = this.time + old.timeLeft, newEnd = this.time + duration;
const oldTail = old.data && old.data.tail;
const longerTail = (a, b) => (!a ? b : !b ? a : (b.until > a.until ? b : a));
if (strength(value) > strength(oldV) + 1e-12) {
if (strength(value, as) > strength(oldV, oldAs) + 1e-12) {
// stronger: takes over now; the weaker old one (or its tail) resumes if it lasts longer
const tail = longerTail(oldEnd > newEnd ? { value: oldV, until: oldEnd } : null, oldTail && oldTail.until > newEnd ? oldTail : null);
this.addBuff(target, make(value, duration, tail));
} else if (strength(value) < strength(oldV) - 1e-12) {
const tail = longerTail(oldEnd > newEnd ? entry(oldV, oldAs, { until: oldEnd }) : null, oldTail && oldTail.until > newEnd ? oldTail : null);
this.addBuff(target, make(value, duration, tail, as));
} else if (strength(value, as) < strength(oldV, oldAs) - 1e-12) {
// weaker: never overrides; remembered as the tail when it outlasts the running one
if (newEnd > oldEnd && (!oldTail || newEnd > oldTail.until)) old.data = { ...old.data, value: oldV, tail: { value, until: newEnd } };
if (newEnd > oldEnd && (!oldTail || newEnd > oldTail.until)) old.data = { ...old.data, value: oldV, tail: entry(value, as, { until: newEnd }) };
} else if (duration > old.timeLeft) {
old.timeLeft = duration;
old.duration = Math.max(old.duration, duration);