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).
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@@ -337,7 +337,7 @@ test('坎诺特 利滚利: leftover funds are kept; ≥ 5 left ⇒ +1 at round s
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cover('band_cannot');
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});
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test('鸭爵 “神秘顾客”: from R5, 0–2 normal ground enemies in the last 40 % of every teammate\'s wave become 鸭爵 & co. worth 1 fund to the killer', () => {
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test('鸭爵 “神秘顾客”: from R5, 0–2 ground enemies in the last 40 % of every teammate\'s wave become 鸭爵 & co. worth 1 fund to the killer', () => {
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const p = DATA.bands.band_ducklord.buffs[0];
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const ducks = p.bbStr.enemylist.split(',');
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const normalKey = Object.values(DATA.enemies).find((e) => e.rank === 'NORMAL' && e.stats.motion === 'WALK').key;
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@@ -360,8 +360,9 @@ test('鸭爵 “神秘顾客”: from R5, 0–2 normal ground enemies in the las
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assert.ok(ev.spawns.some((sp) => sp.enemyKey === flyKey), 'flyers are never replaced');
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}
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assert.deepEqual(Object.keys(counts).map(Number).sort(), [0, 1, 2]);
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// before R5, in boss rounds, or when nobody holds the band: nothing
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for (const [r, kind, band] of [[4, 'normal', 'band_ducklord'], [5, 'boss', 'band_ducklord'], [5, 'normal', null]]) {
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// before R5, in the 联防 phase (its enemies are leaks), or when nobody holds the band: nothing (the Final Assault and
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// the Hidden Core swap too: test/match/feedback1-ducklord.test.js)
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for (const [r, kind, band] of [[4, 'normal', 'band_ducklord'], [5, 'unite', 'band_ducklord'], [5, 'normal', null]]) {
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h.ps('p_1').bandId = band;
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m.round = r;
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const ev = { input: p0.battleInput({ side: 'L', colOffset: 0 }), kind, round: r, spawns: wave() };
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@@ -1088,14 +1088,18 @@ for (const key of ['enemy_1501_demonk', 'enemy_10018_sgrobh']) {
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}
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for (const key of ['enemy_2001_duckmi', 'enemy_2001_duckmi_2']) {
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test(`${nm(key)}: unblockable; runs ×${tb(key, 'run.attack@move_speed')} once hit`, () => {
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// PRTS 鸭爵 "移动速度+400%" (run 4); the 鸭爵 strategy's version "受伤后移动速度+300%" (run 3): ×(1 + run)
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test(`${nm(key)}: unblockable, no attack; runs ×${1 + tb(key, 'run.attack@move_speed')} once hit`, () => {
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const h = arena();
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h.step();
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const e = put(h, key, [10, 7], { move: true });
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const v = e.s.moveSpeed;
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assert.ok(e.s.flags.unblockable);
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assert.ok(e.profile.noAttack);
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h.b.dealDamage(null, e, { amount: 1, type: 'true' });
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approx(e.s.moveSpeed, v * tb(key, 'run.attack@move_speed'));
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approx(e.s.moveSpeed, v * (1 + tb(key, 'run.attack@move_speed')));
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h.b.dealDamage(null, e, { amount: 1, type: 'true' });
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approx(e.s.moveSpeed, v * (1 + tb(key, 'run.attack@move_speed')), 1e-6, 'once');
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});
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}
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@@ -1622,6 +1626,20 @@ test(`${nm('enemy_10097_crshd')} / ${nm('enemy_2085_skzjxd')}: physical / arts d
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approx(h.b.dealDamage(back, y, { amount: 1000, type: 'true' }), 1000, 1e-6, 'true damage is never reduced');
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});
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for (const key of ['enemy_2085_skzjxd', 'enemy_2085_skzjxd_2']) {
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test(`${nm(key)}: 无法攻击/被阻挡 (PRTS 天赋) — walks through a blocker, never attacks`, () => {
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const h = arena({ units: [{ chessId: 't_wall', row: 10, col: 5 }], hooks: ['blocked'] });
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h.step();
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const e = put(h, key, [10, 7], { move: true, route: { motion: 'WALK', start: [10, 7], end: [10, 2], checkpoints: [] } });
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assert.ok(e.s.flags.unblockable);
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assert.ok(e.profile.noAttack);
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h.runUntil(() => e.x < 4, 60);
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assert.ok(e.x < 4, `passed the wall (x ${e.x})`);
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assert.equal(h.hooksOf('blocked').length, 0);
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assert.equal(e.stats.attacks, 0);
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});
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}
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test(`${nm('enemy_10098_crhro')}: 重生 once after ${tb('enemy_10098_crhro', 'reborn.duration')} s at full HP`, () => {
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const h = arena();
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h.step();
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