// server/sim/content/kits/ops/chess_char_2_10-rockr.js — 洛洛 (char_4040_rockr) kit, tier 2. // Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md. import { canTargetEnemy, sortEnemyTargets } from '../../../targeting.js'; import { num, talentBb, up } from '../shared/tier1.js'; export const DRONE_TAG = 'rockr:drone'; const firstTarget = (battle, unit) => { const prof = unit.profile; const candidates = battle.enemiesInKeys(unit.rangeKeys, unit, prof); for (const e of battle.blockedTargets(unit, prof)) if (!candidates.includes(e)) candidates.push(e); sortEnemyTargets(battle, unit, candidates, prof.priority); return candidates[0] ?? null; }; export default { // --------------------------------------------------------------------------------------------------------------- // 2_10 洛洛 自负此轭: ASPD +attack_speed. The skill releases its drone, which keeps the lock after the target leaves // her range and returns only when that enemy dies or the skill ends (docs/research/03-operators.md, skchr_rockr_2). // While it is out, the unreleased drone's additional damage is off and the drone's own hits are skill damage. // 过载 (term ba.overdrive "技能进行到一半时触发额外效果"): the second half of the duration — ATK +atk and the funnel cap // ×scale; when the skill ends she is stunned as long as the overload lasted. 立于磐石: ATK +atk per `interval` s on the // field, up to max_stack_cnt stacks. // S1 战术咏唱·γ型 (alt): ASPD +attack_speed; the target lock belongs to 自负此轭 only. chess_char_2_10_a: (bb, chess) => { const t = talentBb(chess, 0); const endOverload = (battle, unit) => { if (unit.mem.rockFunnel) { unit.profile.funnel = unit.mem.rockFunnel; unit.mem.rockFunnel = null; } battle.removeBuff(unit, 'rockr:overload'); }; return { skill: { kind: 'duration', mods: { aspd: num(bb.attack_speed) }, onStart({ battle, unit, skill }) { unit.mem.rockOverAt = battle.time + skill.duration / 2; unit.mem.rockOver = false; // The released drone inherits the trait's ramp; the body still attacks only inside its own range. // `funnelMul` separates the addition; older profiles fold it into `dmgMul`. Keep launched shots unchanged. const key = typeof unit.profile.funnelMul === 'function' ? 'funnelMul' : 'dmgMul'; const mul = unit.profile[key]; unit.profile = { ...unit.profile, [key]: null }; const lock = firstTarget(battle, unit); unit.mem.rockDrone = { lock, cd: 0, key, mul, target: unit.trait.funnelTarget, scale: unit.trait.funnelScale }; unit.mem.rockLock = lock; }, onTick({ battle, unit, dt }) { if (!unit.mem.rockOver && battle.time + 1e-9 >= unit.mem.rockOverAt) { unit.mem.rockOver = true; const f = unit.profile.funnel; if (f) { unit.mem.rockFunnel = f; unit.profile.funnel = { ...f, max: f.max * num(bb.scale, 1) }; } battle.addBuff(unit, { key: 'rockr:overload', mods: { atkPct: num(bb.atk) }, visible: true, tags: ['skill'] }); battle.fx('overload', { x: unit.x, y: unit.y, id: unit.id }); } const d = unit.mem.rockDrone; if (!d || !unit.alive || !unit.skill.active) return; d.cd = Math.max(0, d.cd - dt); // [ASSUMED] A newly unselectable lock is dropped and the drone retargets. No flight delay, and body control // (stun and the like) does not pause the released drone — same as the other independent skill drones. if (d.lock && !canTargetEnemy(unit, d.lock, unit.profile)) d.lock = null; if (!d.lock) d.lock = firstTarget(battle, unit); unit.mem.rockLock = d.lock; if (!d.lock || d.cd > 1e-9) return; d.cd = unit.s.interval; // Official S2 releases one drone (1 + attack@cnt = 1 at both ranks). The ramp lives on the drone, so a // pre-skill projectile that lands later cannot change it. const f = unit.profile.funnel; d.scale = d.target === d.lock.id ? Math.min(f.max, (d.scale ?? f.init) + f.delta) : f.init; d.target = d.lock.id; battle.fx('drone', { x: d.lock.x, y: d.lock.y, id: unit.id }); battle.dealDamage(unit, d.lock, { amount: unit.s.atk * unit.s.atkScaleMul * d.scale, type: 'arts', isSkill: true, isAttack: false, tags: ['skill', 'drone', DRONE_TAG] }); }, onEnd({ battle, unit, reason }) { const over = unit.mem.rockOver ? battle.time - unit.mem.rockOverAt : 0; const d = unit.mem.rockDrone; unit.mem.rockDrone = null; endOverload(battle, unit); if (d) { unit.trait.funnelTarget = d.target; unit.trait.funnelScale = d.scale; unit.profile = { ...unit.profile, [d.key]: d.mul }; } unit.mem.rockOver = false; unit.mem.rockLock = null; if (over > 0 && reason !== 'death' && unit.alive) battle.applyStatus(unit, 'stun', { duration: over, source: unit }); }, }, skills: { 'skcom_magic_rage[3]': { kind: 'duration', mods: { aspd: num(bb.attack_speed) } } }, talents: [{ install(battle, unit) { const iv = num(t.interval), max = Math.floor(num(t.max_stack_cnt)), v = num(t.atk); if (!(iv > 0) || !(max > 0) || !v) return; battle.on('tick', () => { if (!up(unit)) return; const n = Math.min(max, Math.floor((battle.time - unit.deployedAt + 1e-9) / iv)); const cur = unit.findBuff('rockr:rock'); if ((cur ? cur.stacks : 0) === n) return; if (n > 0) battle.addBuff(unit, { key: 'rockr:rock', mods: { atkPct: v }, stacks: n, maxStacks: max, tags: ['talent'] }); else battle.removeBuff(unit, 'rockr:rock'); }, { owner: unit }); } }], }; }, };