feedback5 WF: 纯烬艾雅法拉 S1 无声润物, an AUTO toggle that acts on her allies only, turns on as soon as its SP is full (the owner's decision of 2026-10-05)
The kit sets trigger SP_FULL on skchr_agoat2_1, like 浊心斯卡蒂 S2 and 引星棘刺 S1 (data unchanged: an AUTO skill takes no 技能策略 row, so its trigger stays DEFAULT there). Before, the DEFAULT heal rule kept it off until an ally of her range lost HP, so its 元素损伤 recovery never ran on a field without HP damage. Docs: DESIGN §5.6's SP_FULL list (AUTO skills on allies: 引星棘刺 S1, 浊心斯卡蒂 S2, 纯烬艾雅法拉 S1), PLAYING's 自动触发 sentence. Tests: kits_alt_t6 "6_20 纯烬艾雅法拉 S1 无声润物 (自动触发, effects on her allies only): on as soon as its SP is full …". Golden: roster-038 (纯烬艾雅法拉 elite with S1) — the snapshot chain from 40 s: the toggle comes on earlier.
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@@ -304,7 +304,7 @@ Engine helpers (content must use these, never touch internals): `battle.dealDama
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SP: `spType` `INCREASE_WITH_TIME` (+`spRecovery`/s), `INCREASE_WHEN_ATTACK` (+1 per attack), `INCREASE_WHEN_TAKEN_DAMAGE` (+1 per hit taken); starts at `initSp`; no SP gain while a duration skill is active. `maxChargeTime > 1` ⇒ charges.
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Auto-trigger rules (`skillTrigger.rule` in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §20.2): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range, or an enemy the unit blocks; with `trigger.allies` + `hpAtMost` an ally of the skill grid at or below that HP ratio — 塞雷娅 S1 急救, whose cast replaces that attack and is withdrawn with its charge if the ally recovers first), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own, not an attack-range change: any living enemy, stealthed ones included, on the skill range, checked every tick — "仅在技能范围内存在敌人(无视其不可选中)时释放技能"; 13 skills / 26 records by the official rule, 14 / 28 in the data with 余 S2's deviation, §22.10), `ACTIVE_RANGE` (the owner's deliberate deviation of 2026-10-05, 0.2.0: a MANUAL skill on the basic strategy — or, by the owner's further decisions of the same day, on the `SEARCH` row, and 深巡 S2 on top of its §21.29 DEFAULT — whose attack range while it runs strictly contains the operator's own range — its rangeId grid, or the own range grown by `ability_range_forward_extend` — checks the DEFAULT condition on that running range every tick, no attack needed; `customRangeGrid` = the running range, `rawRule` the official row (DEFAULT, SEARCH, 深巡's TAKE_DAMAGE); 39 skills / 78 records, of them 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2 and 安洁莉娜 S3 from SEARCH; 烛煌 S2 / S3, whose ranges do not contain her 3-1, keep DEFAULT), `TAKE_DAMAGE` (on taking damage — any damage, 无来源 included, never a 流失; every MANUAL 重装 skill, §21.12 — but the six of the deliberate deviation, §21.29: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT`, `rawRule` keeping the official TAKE_DAMAGE — 深巡 S2 then `ACTIVE_RANGE` on its 3-2; and 余 S2, `SKILL_RANGE` on its x-1 (§22.10)), `SP_FULL` (immediately — 执旗手 / 战术家 / 吟游者 MANUAL skills, and AUTO DP skills such as 伺夜 S1, 焰尾 S1, 凛御银灰 S1), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed; 解放者 / 阵法术师 MANUAL skills and 安洁莉娜 S2, those without a larger running range), `GDGLOW_SKILL_2` (a valid target anywhere on the field: 荒芜拉普兰德, 纯烬艾雅法拉 S3), special ids. The class rows cover **every MANUAL skill** of the class and never an AUTO skill (AUTO skills keep their own rule — an inference: PRTS names whole classes; the data's `skillIndex 0` / `-1` sentinel argues the other way, §20.2). **Operation cooldown**: the engine auto-casts a MANUAL skill no sooner than `AUTO_OP_COOLDOWN` (3 s) after its previous cast and after the unit's battle-start deployment ("自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"; `Battle._deploy` initial, `battle.flags.startOpCooldown`); kits with an automatic cast of their own check `skill.opCooling`; a pending "next attack" never takes a second charge. PASSIVE skills are always on.
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Auto-trigger rules (`skillTrigger.rule` in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §20.2): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range, or an enemy the unit blocks; with `trigger.allies` + `hpAtMost` an ally of the skill grid at or below that HP ratio — 塞雷娅 S1 急救, whose cast replaces that attack and is withdrawn with its charge if the ally recovers first), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own, not an attack-range change: any living enemy, stealthed ones included, on the skill range, checked every tick — "仅在技能范围内存在敌人(无视其不可选中)时释放技能"; 13 skills / 26 records by the official rule, 14 / 28 in the data with 余 S2's deviation, §22.10), `ACTIVE_RANGE` (the owner's deliberate deviation of 2026-10-05, 0.2.0: a MANUAL skill on the basic strategy — or, by the owner's further decisions of the same day, on the `SEARCH` row, and 深巡 S2 on top of its §21.29 DEFAULT — whose attack range while it runs strictly contains the operator's own range — its rangeId grid, or the own range grown by `ability_range_forward_extend` — checks the DEFAULT condition on that running range every tick, no attack needed; `customRangeGrid` = the running range, `rawRule` the official row (DEFAULT, SEARCH, 深巡's TAKE_DAMAGE); 39 skills / 78 records, of them 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2 and 安洁莉娜 S3 from SEARCH; 烛煌 S2 / S3, whose ranges do not contain her 3-1, keep DEFAULT), `TAKE_DAMAGE` (on taking damage — any damage, 无来源 included, never a 流失; every MANUAL 重装 skill, §21.12 — but the six of the deliberate deviation, §21.29: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT`, `rawRule` keeping the official TAKE_DAMAGE — 深巡 S2 then `ACTIVE_RANGE` on its 3-2; and 余 S2, `SKILL_RANGE` on its x-1 (§22.10)), `SP_FULL` (immediately — 执旗手 / 战术家 / 吟游者 MANUAL skills, AUTO DP skills such as 伺夜 S1, 焰尾 S1, 凛御银灰 S1, and, by their kits, AUTO skills whose effects act on allies only: 引星棘刺 S1, 浊心斯卡蒂 S2, 纯烬艾雅法拉 S1 — the owner's decision of 2026-10-05 for the last), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed; 解放者 / 阵法术师 MANUAL skills and 安洁莉娜 S2, those without a larger running range), `GDGLOW_SKILL_2` (a valid target anywhere on the field: 荒芜拉普兰德, 纯烬艾雅法拉 S3), special ids. The class rows cover **every MANUAL skill** of the class and never an AUTO skill (AUTO skills keep their own rule — an inference: PRTS names whole classes; the data's `skillIndex 0` / `-1` sentinel argues the other way, §20.2). **Operation cooldown**: the engine auto-casts a MANUAL skill no sooner than `AUTO_OP_COOLDOWN` (3 s) after its previous cast and after the unit's battle-start deployment ("自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"; `Battle._deploy` initial, `battle.flags.startOpCooldown`); kits with an automatic cast of their own check `skill.opCooling`; a pending "next attack" never takes a second charge. PASSIVE skills are always on.
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**SkillSpec** (authored per chess in `sim/content/kits/tierN.js`; values come from the chess's skill blackboard at its level — normal Lv4, elite Lv7 — so a spec is a *function of the blackboard*):
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```js
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@@ -71,7 +71,7 @@
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- 作战中:海嗣、狼群、流形、支援装置开战时就在摆放的位置部署;医疗探机、诅咒娃娃开战时也在摆放的位置免费部署一次(持续 10 / 15 秒,和官方一样不需要先开技能),之后所属干员每次发动技能时再次在原位出现;所属干员被击倒、再部署回场时,技能给的那一个如果还没出现,会立刻出现。巫恋退场时诅咒娃娃随之撤退,赫默退场时已出现的医疗探机不受影响。医疗探机、诅咒娃娃、支援装置、海嗣没有摆放就不会出现;狼群、流形(战术家的援军)没有摆放时会在战术点出现。
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- **阻挡**看接触:干员阻挡中心距离约 0.7 格以内、与它接触的敌人(地面干员挡不住飞行和近地悬浮的敌人)。敌人卡在两名干员之间时,阻挡它的干员倒下、撤退或被晕眩后,另一名仍与它接触、还有空余阻挡数的干员会**立刻接替阻挡**;都没有空位时敌人才会走掉。迎面走来的敌人会停在干员格子前面。**阻挡了就一定能打到**:任何干员(包括站在近战位的远程干员和召唤物)总能攻击自己阻挡的敌人,不管它在不在攻击范围内、在干员哪一侧,并且优先攻击它(医疗干员除外:咒愈师以外的医疗挡住敌人时照常治疗队友,不会攻击它;「停止攻击」类技能期间也除外;技能原文另有限制的也按原文:普罗旺斯二技能开启时不以生命值高于 80% 的敌人为目标,寒檀二技能的冰凌随机落在攻击范围内的地块上)。
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- 开战时干员按**逐列从左到右、每列从上到下**的顺序部署(最左一列最先,与阿戈尔吞噬「更靠左和靠上」的顺序相同),召唤物在所有干员之后。被阻挡的敌人先打阻挡它的干员;没被阻挡的远程敌人先打嘲讽等级高的,同级时打最后部署的(召唤物、最右一列靠下的干员和刚再部署的干员更容易挨打)。隐匿的干员只会被它阻挡的敌人攻击,没被它挡住的敌人的溅射、爆炸、范围技能、留下的伤害区域(包括假想敌:蚀裂被击倒后喷出的毒雾)以及深池伙友卫队、扎罗的减攻速光环也落不到它身上(和官方一样;写明「无视无法选择」的效果如污染秽蚀照常能打到,寒霜的减攻速光环和“墓碑”这类地图效果照常生效);**迷彩**(如忍冬三技能期间击倒敌人后、寒芒克洛丝一技能)同样只会被它阻挡的敌人攻击,也显示为半透明,但躲不开溅射、爆炸和范围伤害(同时打范围内所有单位的普通攻击——如“斩胄之剑”“破胄之锤”“灵幛”——打不到它),也不算隐匿(不触发叙拉古等「隐匿时」效果)。叙拉古的隐匿按时(32 秒 + 每层 0.4 秒)结束;忍冬的迷彩按官方持续到她下一次开技能。**蒂比起飞**期间只挡飞行敌人,地面敌人不会选她为目标(普通攻击、溅射、技能范围、燃烧区域和要选中目标的减益都落不到她身上);飞行和悬浮敌人、写明「无视无法选择」的效果(如污染秽蚀)照常能打到她;地面敌人的光环和全场效果(如“墓碑”让全场攻击力、防御力减半)、她攻击敌人时招来的反制(如重装侦察兵的暴露)照常生效,起飞前已挂上的持续伤害也照常跳。
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- **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**开启后攻击范围比平时大**的手动技能(如莫斯提马「序时之匙」、银灰「真银斩」、史尔特尔「黄昏」、白面鸮「脑啡肽」)在**开启后的攻击范围内出现敌人**(治疗技能:有受伤的队友)时就释放,不必等敌人走进平时的攻击范围,这是本作按玩家反馈有意与官方不同的地方;**重装干员**的手动技能在受到伤害时释放(例外:深巡、雷蛇的二技能,号角的二、三技能,灰毫的一、二技能按玩家反馈改为攻击范围内有敌人时就释放(深巡二技能按开启后更远的攻击范围判断),余的二技能「厚礼上宾」改为周围两格(技能范围)内有敌人时就释放,这是本作有意与官方不同的地方;深巡一技能仍要受到伤害);执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放(开启后攻击范围扩大的技能——薄绿「风语」、蜜蜡「沙暴扩散」、卡涅利安「食噬之印」、玛恩纳「未宽解的悲哀」,以及安洁莉娜「秘杖·反重力模式」——同样按开启后的攻击范围判断)。**自动触发**的技能按其本身规则,例如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。
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- **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**开启后攻击范围比平时大**的手动技能(如莫斯提马「序时之匙」、银灰「真银斩」、史尔特尔「黄昏」、白面鸮「脑啡肽」)在**开启后的攻击范围内出现敌人**(治疗技能:有受伤的队友)时就释放,不必等敌人走进平时的攻击范围,这是本作按玩家反馈有意与官方不同的地方;**重装干员**的手动技能在受到伤害时释放(例外:深巡、雷蛇的二技能,号角的二、三技能,灰毫的一、二技能按玩家反馈改为攻击范围内有敌人时就释放(深巡二技能按开启后更远的攻击范围判断),余的二技能「厚礼上宾」改为周围两格(技能范围)内有敌人时就释放,这是本作有意与官方不同的地方;深巡一技能仍要受到伤害);执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放(开启后攻击范围扩大的技能——薄绿「风语」、蜜蜡「沙暴扩散」、卡涅利安「食噬之印」、玛恩纳「未宽解的悲哀」,以及安洁莉娜「秘杖·反重力模式」——同样按开启后的攻击范围判断)。**自动触发**的技能按其本身规则:只作用于队友的(如引星棘刺「度算浪波」、浊心斯卡蒂「同葬无光之愿」、纯烬艾雅法拉「无声润物」)技力满就释放,不用等敌人或伤员;又如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。
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- **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
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- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
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- **敌人**:远程敌人的射程按官方从干员的碰撞体积(半径 0.25 格)算起,比数据上的攻击范围半径远 0.25 格——例如萨卡兹枯朽战车(射程 2.2)能打到中心 2.45 格以内、站在低地的干员。没被阻挡的远程敌人每次攻击都会站定、播完攻击动作,两次攻击之间才继续前进。它的第一下攻击就是「秽蚀轰击」(在目标处留下半径 1.7、持续 10 秒的污染区:低地每秒 50、高台 25 点真实伤害,同名不叠加),被阻挡时普通攻击伤害翻倍。“萨科塔之翼”等血量第一次低于一半时会在原地小范围乱飞 5 秒(官方叫「恐惧」);叙拉古、妮芙等干员造成的恐惧会让敌人朝远离干员的方向逃跑。隐匿的敌人只有被阻挡(或被揭示)时才能被选为攻击目标,溅射、技能的圆形范围伤害也打不到没被挡住的隐匿敌人(和官方一样);阻挡解除后 3 秒内它仍然可以被选中(官方页面注明 0 秒或 1 秒的敌人按页面),之后才重新隐匿:深池逐火战士每次被击倒后先重生 1 秒,然后变成继续往前走的隐匿「余烬」(需要 5 次伤害击倒,护卫的「火灰」10 次),一般要用干员挡住它才能选中(挡住时它不再半透明;被阻挡时被击倒的,重生结束后约 2 秒内也能用远程或范围伤害补刀),10 秒内没打掉就满血站起来;敌人重生时身上的减速、恐惧等状态会被清空、技能冷却从头开始,被恐惧的逐火战士变成余烬后也能被挡住;转译基底·α 原始形态受到的伤害全部无效,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时花 2 秒变成寻仇者、特战术师或幽灵,之后才能被击倒。
|
||||
|
||||
@@ -14,10 +14,13 @@ function agoat2(bb, chess, def) {
|
||||
const elemLoad = (a) => (a.elem ? a.elem.burn + a.elem.neural + a.elem.necrosis + a.elem.apoptosis + a.elem.erosion : 0);
|
||||
const skills = {
|
||||
// S1 无声润物 (toggle, heal): ATK +atk, one extra heal target, every ally of her range recovers ep_heal_ratio × ATK
|
||||
// 元素损伤 per second
|
||||
// 元素损伤 per second. 自动触发 with effects on allies only (nothing to target): on as soon as its SP is full (SP_FULL,
|
||||
// the owner's decision of 2026-10-05, like 浊心斯卡蒂 S2 / 引星棘刺 S1); until 0.2.0 the data's DEFAULT heal rule kept
|
||||
// it off until an ally of her range was injured, so its 元素损伤 recovery never ran on a field without HP damage
|
||||
skchr_agoat2_1: {
|
||||
kind: 'toggle',
|
||||
heal: true,
|
||||
trigger: 'SP_FULL',
|
||||
mods: { atkPct: num(bb.atk) },
|
||||
targeting: { maxTargets: 2 },
|
||||
onStart({ unit }) { unit.mem.agoatAcc = 0; },
|
||||
|
||||
@@ -1165,6 +1165,26 @@ test('6_20 纯烬艾雅法拉 S1 无声润物: toggle heal; ATK +, 2 heal target
|
||||
}
|
||||
});
|
||||
|
||||
test('6_20 纯烬艾雅法拉 S1 无声润物 (自动触发, effects on her allies only): on as soon as its SP is full — nobody injured, no enemy (the owner\'s decision of 2026-10-05)', () => {
|
||||
for (const id of both('chess_char_6_20')) {
|
||||
const sid = 'skchr_agoat2_1', bb = bbOf(id, sid);
|
||||
const h = run({
|
||||
defs: { chess: { a1: plain('a1', { stats: { maxHp: 1e5 } }) } },
|
||||
units: [U(id, sid, 10, 3, { carryState: READY }), { chessId: 'a1', row: 10, col: 5 }],
|
||||
});
|
||||
const u = h.unit(id), a1 = h.unit('a1');
|
||||
usesSkill(u, sid);
|
||||
assert.equal(u.skill.rule, 'SP_FULL');
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2), 'on with every ally at full HP and no enemy (the data DEFAULT heal rule waited for an injured ally)');
|
||||
assert.equal(a1.hp, a1.s.maxHp);
|
||||
h.b.addBuff(u, { key: 'test:disarm', flags: { disarm: true } }); // (no heals: only the skill's 元素损伤 recovery)
|
||||
a1.elem.burn = 800;
|
||||
h.run(1.05);
|
||||
approx(800 - a1.elem.burn, u.s.atk * bb['agoat2_s_1[aura].ep_heal_ratio'], 'its 元素损伤 recovery runs at full HP', 1e-3);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('6_20 纯烬艾雅法拉 S2 云霭荫佑: one heal on every ally of her range, then a barrier absorbing atk_scale × ATK of 元素损伤 for `duration` s', () => {
|
||||
for (const id of both('chess_char_6_20')) {
|
||||
const sid = 'skchr_agoat2_2', bb = bbOf(id, sid);
|
||||
|
||||
@@ -2392,7 +2392,7 @@
|
||||
"hooks": [1,171,5928,875,875,4471,4472,570,160,160,28,22,57,16607,2339,99,157,0,1,162,2,0,0],
|
||||
"events": {"atk":1462,"bounty":4,"deploy":14,"die":160,"dmg":4472,"fx":109,"heal":476,"layer":2,"skill":50,"spawn":169,"status":484},
|
||||
"fx": {"aoe":13,"explode":1,"extraAttack":12,"garrison":2,"garrisonGrant":4,"overload":4,"reborn":2,"shieldBreak":60,"sleepGuard":3,"sunBurst":3,"talent":3,"undying":2},
|
||||
"snaps": "5650a99f 06b14bc4 3c7f90df cf359f4e 480510fd 8e81f273 ec14a81a 0825a60e e99490fb 7ad74476 4390230d b7c4e053 520f67e8 c3129ede 1c0767c5 ece8a0cf 9c740ad6 7ce51ab8 b1470a6b c5a3183e"
|
||||
"snaps": "5650a99f 06b14bc4 3c7f90df cf359f4e 7f409ef5 957fdbbb 569273e2 cb682916 c0778723 26f39f3e 59c6cbf5 1587263b 4a25f8a0 ccfcceb6 e38b8fdd 7df9d9d7 fefbca2e 276eab30 e0bc20b3 d59aebb6"
|
||||
},
|
||||
"roster-039": {
|
||||
"about": "pass 2 band 4: chess_char_3_12_a chess_char_3_12_b chess_char_3_18_a chess_char_3_18_b chess_char_3_04_a chess_char_3_05_a chess_char_3_04_b chess_char_3_05_b chess_char_3_01_a chess_char_3_19_a chess_char_3_21_a chess_char_3_01_b token_10028_vigil_wolf",
|
||||
|
||||
Reference in new issue
Block a user