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.
This commit is contained in:
1 parent
ede8e7e773
commit
ffdb1293c4
22 files changed
+607
-104
No files matched your search
@@ -165,6 +165,24 @@ test('炎国短刀: each skill activation ATK +5 % / +8 % (one multiplier), at m
|
||||
}
|
||||
});
|
||||
|
||||
test('炎国短刀: timed deployment skill adds one stack per deployment, including carry.skillActive', () => {
|
||||
const id = 'chess_char_1_19_a';
|
||||
for (const [item, per] of [[A('3_04'), 0.05], [B('3_04'), 0.08]]) {
|
||||
const h = makeBattle({ units: [{ chessId: id, row: 10, col: 4, skillIndex: 0, items: [item], carryState: { skillActive: true } }] });
|
||||
h.b.start();
|
||||
const u = h.unit(id);
|
||||
assert.equal(u.skill.activations, 1);
|
||||
close(u.s.atk, u.base.atk * (1 + per), 'one deployment stack');
|
||||
h.run(u.skill.duration + 1);
|
||||
close(u.s.atk, u.base.atk * (1 + per), 'no extra stack on end');
|
||||
h.b.retreat(u);
|
||||
assert.ok(h.b.redeploy(u, { free: true }));
|
||||
assert.equal(u.skill.activations, 2);
|
||||
close(u.s.atk, u.base.atk * (1 + per * 2), 'one more on redeployment');
|
||||
checkInvariants(h.b);
|
||||
}
|
||||
});
|
||||
|
||||
test('迅捷作战粮: on deploy SP +3 / +6, plus as much per other operator sharing a bond', () => {
|
||||
for (const [id, each] of [[A('3_05'), 3], [B('3_05'), 6]]) {
|
||||
const ops = { t_op: op('t_op', { bonds: ['swiftShip'] }), t_a: op('t_a', { bonds: ['swiftShip'] }), t_b: op('t_b', { bonds: ['yanShip'] }) };
|
||||
|
||||
Reference in new issue
Block a user