feedback1 WE: 鸭爵 strategy enemies follow the official rules

- 圆仔 is unblockable (PRTS 天赋 "无法攻击/被阻挡"); it was blocked like any
  ground enemy because its kit only had the front guard.
- 鸭爵 runs at move speed x(1 + run.attack@move_speed) once hurt: +300 % for
  the strategy version, +400 % for the original (PRTS); it was x3 / x4.
- The swap also applies in the Final Assault and the Hidden Core (PRTS
  下半/PRTS盟约记录 鸭爵 备注 "在最终回合和隐秘核心回合中仍然生效"): any
  ground wave enemy but the leader, its parts, bounties and uncounted units
  can be swapped (the leader rounds' escorts are elites); each player of a
  boss field gets its own 0-2.
- The four swapped-in enemies cost 1 LP at the protection point
  ("但进入保护目标点将减少1点目标生命值"): build-data sets their lpr to 1
  instead of the database's roguelike 0 (Final Assault LP, detail card).
This commit is contained in:
sganggs committed 2026-10-03 01:45:54 +08:00
1 parent 7f134737ce
commit f1e7f7da1a
10 files changed
+262 -19

No files matched your search

+11 -4
View File
@@ -516,6 +516,11 @@ const onTerrain = (b, u, terrain) => { const [r, c] = tileOf(u); return b.grid.t
const stealth = () => ({ spawn(b, e) { b.addBuff(e, { key: 'ab:stealth', flags: { stealth: true }, persist: true }); } });
/** 无法被阻挡. */
const unblockable = () => ({ spawn(b, e) { b.addBuff(e, { key: 'ab:unblockable', flags: { unblockable: true }, persist: true }); } });
/**
* "受到伤害时开始奔跑,移动速度+N%" (鸭爵 `run.attack@move_speed`): the first damage it takes ⇒ move speed ×(1 + v) for good —
* PRTS 鸭爵 天赋 "移动速度+400%" for v 4, PRTS 卫戍协议:盟约 下半/PRTS盟约记录 鸭爵 备注 "受伤后移动速度+300%" for the act2 v 3.
*/
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); } });
/** "只能被阻挡数大于等于N的单位阻挡". */
@@ -2327,8 +2332,8 @@ export const KITS = Object.freeze({
}],
enemy_1501_demonk: () => [maxTargets(2)], // 萨卡兹百夫长 · attacks 2 targets
enemy_10018_sgrobh: () => [maxTargets(2)], // “独轮车玩具” · attacks 2 targets
enemy_2001_duckmi: (ab) => [unblockable(), { taken(c, b, e, a) { if (a.on) return; a.on = true; b.addBuff(e, { key: 'ab:duckRun', persist: true, mods: { moveMul: T(ab, 'run.attack@move_speed') ?? 1 } }); } }], // 鸭爵 · unblockable; runs once hit
enemy_2001_duckmi_2: (ab) => [unblockable(), { taken(c, b, e, a) { if (a.on) return; a.on = true; b.addBuff(e, { key: 'ab:duckRun', persist: true, mods: { moveMul: T(ab, 'run.attack@move_speed') ?? 1 } }); } }], // 鸭爵 · same
enemy_2001_duckmi: (ab) => [unblockable(), runWhenHit(T(ab, 'run.attack@move_speed') ?? 0)], // 鸭爵 · unblockable, no attack; runs +400 % once hurt
enemy_2001_duckmi_2: (ab) => [unblockable(), runWhenHit(T(ab, 'run.attack@move_speed') ?? 0)], // 鸭爵 (鸭爵 strategy) · same, +300 %
enemy_10159_mntrjn: () => [unblockable()], // 伊利昂的木驮兽 · unblockable (passengers n/a)
enemy_2009_csaudc: kitEp('neural', 'combat.attack@ep_damage_ratio'), // 骇笑看客 · neural on hit
enemy_2010_csdcr: (ab) => [ep('neural', T(ab, 'attack.attack@ep_damage_ratio') ?? 0), { // 绯红歌伶 · neural on hit; every 20 hits taken: global enemy ASPD up
@@ -2468,8 +2473,10 @@ export const KITS = Object.freeze({
enemy_1535_wlfmster: kitWolfLord, // 扎罗 · −30 % damage, 溶血骇惧 ⇒ 远古威慑 rebirth ⇒ ranged double hits
enemy_10081_mpplai: kitTranslator, // 转译基底·α · 4 phys / 4 arts hits or being blocked ⇒ one of three forms
enemy_10144_xdelk_2: kitElk, // 乌顶巨角卢鲁 · 角力对决 charge on its blocker (push fails ⇒ damage + stun)
enemy_2085_skzjxd: (ab) => [frontGuard(T(ab, 'Weakness.damage_resistance') ?? 0, faceCrowd)], // 圆仔 · faces the bigger crowd, front damage −80 %
enemy_2085_skzjxd_2: (ab) => [frontGuard(T(ab, 'Weakness.damage_resistance') ?? 0, faceCrowd)], // 圆仔 · same
// 圆仔 · PRTS 天赋 "无法攻击/被阻挡;受到来源于正面的物理和法术伤害-80%;自身始终朝向我方干员数量最多的方向" (no attack: applyWay
// NONE; its 倒走 / 【炫耀】 is "仅用于演出,无额外效果"): unblockable, faces the bigger crowd, front damage −80 %
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
const v = T(ab, 'unbalanced_bleed.damage') ?? 0, iv = T(ab, 'unbalanced_bleed.interval') ?? 1;