Deploy-timed skills run the normal duration lifecycle: one charge on deployment, a duration bar, a real end, again on the next deployment (#109)
宴 S2, 斯卡蒂 S2, 野鬃 S1, 砾 S1 / S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 used a separate timed buff while the skill stayed active; equipment and bond effects that read the skill state now see it end. 伊内丝's first sentry placement starts no skill. Contributed by @Sukvii.
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@@ -901,7 +901,6 @@ export default {
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// hp_recovery_per_sec_by_max_hp_ratio × max HP per second (the 生命回复速度 attribute: works under her 武者 no-heal).
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chess_char_1_18_a: (bb, chess) => {
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const t = talentBb(chess, 0);
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const buffKey = 'utage:s2';
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const s1 = skillBbOf(chess, 'skchr_utage_1');
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return {
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skills: {
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@@ -913,16 +912,16 @@ export default {
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},
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},
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skill: {
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kind: 'passive',
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kind: 'duration', activateOnDeploy: true, duration: num(bb.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
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mods: { atkPct: num(bb.atk) },
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onStart({ battle, unit }) {
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const loss = unit.hp * num(bb.hp_ratio);
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if (loss > 0 && unit.hp - loss >= 1) battle.loseHp(unit, loss, { source: unit });
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battle.addBuff(unit, { key: buffKey, duration: num(bb.duration), mods: { atkPct: num(bb.atk) }, tags: ['skill'], visible: true });
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battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1, id: unit.id, skill: 'breach' });
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},
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},
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talents: [{ install(battle, unit) {
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onHitBy(battle, unit, ({ dmg }) => { if (dmg.isAttack && dmg.type === 'phys' && unit.findBuff(buffKey)) dmg.type = 'arts'; });
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onHitBy(battle, unit, ({ dmg }) => { if (dmg.isAttack && dmg.type === 'phys' && unit.skill?.id === 'skchr_utage_2' && unit.skill.active) dmg.type = 'arts'; });
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const maxAs = num(t.min_attack_speed), minHp = num(t.min_hp_ratio);
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if (maxAs > 0 && minHp < 1) {
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battle.on('tick', () => {
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@@ -965,11 +964,8 @@ export default {
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return {
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skills: {
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skchr_wildmn_1: {
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kind: 'passive',
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onStart({ battle, unit }) {
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const d = num(r1?.duration);
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if (d > 0) battle.addBuff(unit, { key: 'wildmn:s1', duration: d, mods: { aspd: num(r1?.bb?.attack_speed) }, tags: ['skill'], visible: true });
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},
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kind: 'duration', activateOnDeploy: true, duration: num(r1?.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
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mods: { aspd: num(r1?.bb?.attack_speed) },
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},
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},
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skill: {
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