// server/sim/content/kits/ops/op-narant.js — 娜仁图亚 (char_4138_narant) 自选 operator kit: 6★ 回环射手 (狙击), an owned-6★ pick // of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form. // Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)"). // // Forms (data/backups.json units.char_4138_narant, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module; // elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Full potential (the owner's decision of 2026-10-07). // Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json); PRTS 娜仁图亚 (备注 of 旋刃 // and 恶魇); PRTS 分支特性信息 回环射手; gamedata_const ba.steal 偷取; PRTS 命中率. // - Trait (回环射手) "持有回旋投射物时才能够攻击(投射物需要时间回收)": the profession's boomerang (professions.js loopshooter, // ai.js throwBoomerang: out 15, back 3.75 tiles/s; she attacks again once every boomerang is caught); hits air units. // - Module LPS-X “吹尽狂沙”: trait "攻击周围8格的敌人时攻击力提升至110%" (trait bb atk_scale; the hidden module talent repeats it): // ×atk_scale on her attack hits on an enemy within one tile (3 × 3, as 跃跃's LPS-X). Stage 2+ “我见,我得” (below). // - Module LPS-Y “致我们的老大”: trait "每回收5次回旋投射物时获得1点技力" (come_back_cnt / sp): every come_back_cnt boomerangs caught // (hook boomerangCaught; an S3 flight carries cnt) give sp SP — none while a skill of hers runs (the AK rule: giveSp) // [ASSUMED: the catches count all the same]. Stage 2+ 婀娜虚影 (below). // - T1 “我见,我得” "在场时,每次攻击到敌人偷取其25点攻击力(最高250点)与20点防御力(最高200点)" (full potential: 27 (at most // 270) / 21 (210)): every attack hit of hers that lands (normal attacks, S1 bounces, S2 hits and its way back, each S3 // boomerang — not S3's recall blast [ASSUMED]) steals: the enemy loses steal_atk ATK / steal_def DEF of its base (flat, at // most steal_atk_max / steal_def_max in all) and she gains as much (flat, the same caps) — ba.steal "减少目标的基础属性作为 // 自身加成,目标减少和自身加成的属性不超过指定上限(同类属性取最高)": one loss per enemy, the largest of the 娜仁图亚 that stole // from it. Both last while she is on the field (在场时) [ASSUMED: they end when she leaves]; each steal adds to both sides, // each capped on its own [ASSUMED]. LPS-X stage 2+ (caps 297 / 231 → 324 / 252) "攻击到周围8格的敌人时偷取触发2次": the count // is parsed from the talent text (no blackboard key). // - T2 婀娜虚影 "获得35%的物理与法术闪避,周围8格内敌人的物理与法术命中率-20%" (full potential: 38 %): dodgePhys / dodgeArts // +prob; every physical / arts attack of an enemy within one tile of her misses with damage_hitrate_* (PRTS 命中率: one // roll when the attack's first damage instance comes — as Raidian's 诱引, standin-acsupo.js —, a miss cancels every // instance and its riders; two 娜仁图亚 never add up). LPS-Y stage 3 −30 % and "6秒内未受到伤害时,攻击力+15%" (hidden atk / // interval): ATK +atk while she has taken no damage (流失 aside) for `interval` s — from her deployment on, as 远牙's 专注 // [ASSUMED]. // - S1 旋刃 (切换: a toggle that stays on until she leaves — the kits' reading, 银灰 S2 [ASSUMED]): her range loses its far // column (攻击距离-1: ability_range_forward_extend −1; the engine's rangeExtend only grows), her boomerang hits for // attack@atk_scale × ATK and then bounces up to attack@times times (PRTS 备注: radius BOUNCE_RADIUS from the boomerang, // an enemy this attack has not hit first, then the nearest; BOUNCE_SPEED tiles/s), each bounce a hit of the same attack; // then it flies back. The data's DEFAULT trigger (the running range is smaller). // - S2 恶魇 (30 s, attack SP): each hit attack@atk_scale × ATK + 停顿 attack@sluggish s; the boomerang then flies on // move_ahead_time s at DASH_SPEED tiles/s (PRTS 备注 "抵达目标所在位置后以1.0的速度再向前运动0.5s,随后返回") and on its way // back hits every enemy within attack@projectile_range (备注 "投射物碰撞半径1.0") once for attack@atk_scale_comeback × ATK. // - S3 吞日 (20 s): each attack throws cnt boomerangs at the target (each attack@atk_scale × ATK; they fly together, as // 跃跃's S2 [ASSUMED: the text names no other targets]); when they are caught she deals atk_scale_aoe × ATK physical to at // most attack@aoe.max_target enemies within one tile (her order) and 停顿 `sluggish` s — a skill hit, not an attack. import { num, talentBb, moduleBb, traitBb, skillRec, statBuff, toggleBuff, onHitBy, enemiesInGrid, cheb, up, giveSp } from '../shared/tier1.js'; import { canTargetEnemy } from '../../../targeting.js'; import { isHpLoss } from '../../../damage.js'; import { hypot } from '../../../detmath.js'; const S1 = 'skchr_narant_1'; const S2 = 'skchr_narant_2'; const S3 = 'skchr_narant_3'; /** PRTS 旋刃 备注: "弹射半径1.7…弹射期间投射物移动速度6.0". */ const BOUNCE_RADIUS = 1.7; const BOUNCE_SPEED = 6; /** PRTS 恶魇 备注: "以1.0的速度再向前运动0.5s" (the time is the blackboard's move_ahead_time). */ const DASH_SPEED = 1; /** "周围8格": her tile and the eight around it. */ const AROUND = Object.freeze([[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 0], [0, 1], [1, -1], [1, 0], [1, 1]].map(Object.freeze)); /** 婀娜虚影's battle-wide `hit` handler runs before the enemy content's own riders (200), as Raidian's 诱引. */ const MISS_PRIORITY = 300; const LOOT_KEY = 'talent:narant:loot'; const STOLEN_KEY = 'narant:stolen'; const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; const count = (v, d) => Math.max(1, Math.floor(num(v, d))); /** The named talent record `i` (data index ≥ 0) of the composed record. */ const talentRec = (chess, i) => (chess?.talents ?? []).filter((t) => t && t.index !== -1)[i] ?? null; /** A range grid whose rows lose their `n` farthest tiles ("攻击距离-n"). */ function shortenGrid(grid, n) { const far = new Map(); for (const [dr, dc] of grid) far.set(dr, Math.max(far.get(dr) ?? -Infinity, dc)); return grid.filter(([dr, dc]) => dc <= far.get(dr) - n).map(([dr, dc]) => [dr, dc]); } // ---- T1 偷取: the losses of the enemies, one battle-wide table (同类属性取最高 over several thieves) ---------------------- /** battle → Map(enemy → Map(thief id → { a, d })). */ const STOLEN = new WeakMap(); const stolenOf = (battle) => { let m = STOLEN.get(battle); if (!m) STOLEN.set(battle, (m = new Map())); return m; }; function applyLoss(battle, e, per) { let a = 0, d = 0; for (const v of per.values()) { a = Math.max(a, v.a); d = Math.max(d, v.d); } if (!(a > 0) && !(d > 0)) { battle.removeBuff(e, STOLEN_KEY); return; } battle.addBuff(e, { key: STOLEN_KEY, mods: { atkFlat: -a, defFlat: -d }, tags: ['steal'] }); } // ---- T2 命中率: one battle-wide handler over every 娜仁图亚 of the battle ------------------------------------------------- /** battle → { srcs: [{ unit, phys, arts }], last: WeakMap(enemy → { id, miss }) }. */ const MISS = new WeakMap(); function missCut(st, e, type) { let cut = 0; for (const s of st.srcs) { const v = type === 'arts' ? s.arts : s.phys; if (v > cut && up(s.unit) && cheb(s.unit, e) <= 1) cut = v; } return Math.min(1, cut); } function missHit(battle, st, ctx) { const e = ctx.source, d = ctx.dmg; if (!e || e.side !== 'enemy' || !d || !d.isAttack || d.cancel || (d.type !== 'phys' && d.type !== 'arts')) return; // one roll per attack: every damage instance of it shares the first instance's result const prev = d.attackId ? st.last.get(e) : null; let miss; if (prev && prev.id === d.attackId) miss = prev.miss; else { const cut = missCut(st, e, d.type); miss = cut > 0 && battle.rng() < cut; if (d.attackId) st.last.set(e, { id: d.attackId, miss }); } if (!miss) return; d.cancel = true; ctx.stopPropagation = true; if (ctx.target) battle.fx('dodge', { x: ctx.target.x, y: ctx.target.y, id: ctx.target.id }); } function installMiss(battle, unit, phys, arts) { if (!(phys > 0) && !(arts > 0)) return; let st = MISS.get(battle); if (!st) { st = { srcs: [], last: new WeakMap() }; MISS.set(battle, st); // no owner: it serves every 娜仁图亚 of the battle, whichever is on the field battle.on('hit', (ctx) => missHit(battle, st, ctx), { priority: MISS_PRIORITY }); } st.srcs.push({ unit, phys, arts }); } export default { char_4138_narant: (bb, chess) => { const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); const tb = traitBb(chess); const hidden = moduleBb(chess); const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); const cnt = count(b3.cnt, 3); /** S1: the boomerang bounces from (ctx.x, ctx.y) — at most attack@times jumps — then flies back. */ const bounce = (ctx) => { const { battle, unit } = ctx; const hit = new Set(ctx.target ? [ctx.target] : []); let on = ctx.target, x = ctx.x, y = ctx.y, left = count(b1['attack@times'], 3); const next = () => { if (left <= 0 || !ctx.home()) { ctx.comeBack(x, y); return; } const cands = battle.foesInRadius(x, y, BOUNCE_RADIUS).filter((e) => e !== on && canTargetEnemy(unit, e, ctx.profile)); if (!cands.length) { ctx.comeBack(x, y); return; } const d2 = (e) => (e.x - x) * (e.x - x) + (e.y - y) * (e.y - y); cands.sort((a, b) => (hit.has(a) ? 1 : 0) - (hit.has(b) ? 1 : 0) || d2(a) - d2(b) || a.spawnSeq - b.spawnSeq); const tgt = cands[0]; left--; battle.addProjectile({ from: { x, y }, target: tgt, speed: BOUNCE_SPEED, visual: 'boomerang', source: unit, hitDead: true, onHit: (c) => { x = c.x; y = c.y; on = c.target; if (c.target) { hit.add(c.target); ctx.hit(c.target, c.x, c.y); } next(); } }); battle.fx('bounce', { x, y, id: unit.id, target: tgt.id }); }; next(); }; /** S2: the boomerang dashes on, then hits every enemy it passes on its way back (once each). */ const dash = (ctx) => { const { battle, unit } = ctx; let dx = ctx.x - unit.x, dy = ctx.y - unit.y; const len = hypot(dx, dy); if (len > 1e-9) { dx /= len; dy /= len; } else { const [fr, fc] = unit.fwd; dx = fc; dy = fr; } const ahead = DASH_SPEED * Math.max(0, num(b2['attack@move_ahead_time'], 0.5)); battle.addProjectile({ from: { x: ctx.x, y: ctx.y }, to: { x: ctx.x + dx * ahead, y: ctx.y + dy * ahead }, speed: DASH_SPEED, visual: 'boomerang', source: unit, hitDead: true, onHit: (c) => { const back = ctx.comeBack(c.x, c.y); if (!back) return; const r = num(b2['attack@projectile_range'], 1), scale = num(b2['attack@atk_scale_comeback'], 1); const passed = new Set(); const h = battle.on('tick', () => { for (const e of battle.foesInRadius(back.x, back.y, r)) { if (passed.has(e) || !canTargetEnemy(unit, e, ctx.profile)) continue; passed.add(e); battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'phys', isAttack: true, isSkill: true, attackId: ctx.attackId, tags: ['skill', 'narant:comeback'] }); } if ((back.x === back.tx && back.y === back.ty) || !ctx.home()) battle.off(h); }, { owner: unit }); } }); }; /** S3: the recall blast on at most attack@aoe.max_target enemies around her. */ const blast = (battle, unit) => { if (!up(unit)) return; const n = count(b3['attack@aoe.max_target'], 3), scale = num(b3.atk_scale_aoe, 1), slug = num(b3.sluggish); battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1, id: unit.id, skill: 'narant:sunswallower' }); for (const e of enemiesInGrid(battle, unit, AROUND, { n, canHitFly: true })) { battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'phys', isSkill: true, tags: ['skill', 'narant:blast'] }); if (e.alive && slug > 0) battle.applyStatus(e, 'sluggish', { duration: slug, source: unit }); } }; return { skills: { [S1]: { kind: 'toggle', targeting: { rangeGrid: shortenGrid(chess.rangeGrid ?? [[0, 1]], Math.max(0, -Math.round(num(b1.ability_range_forward_extend, -1)))) }, attack: { atkScale: num(b1['attack@atk_scale'], 1), boomerangOnward: bounce }, }, [S2]: { kind: 'duration', attack: { atkScale: num(b2['attack@atk_scale'], 1), onHitStatus: { key: 'sluggish', duration: num(b2['attack@sluggish'], 1) }, boomerangOnward: dash }, }, [S3]: { kind: 'duration', attack: { atkScale: num(b3['attack@atk_scale'], 1), hits: cnt } }, }, talents: [ { install(battle, unit) { // “我见,我得”: each landing attack hit steals ATK / DEF (LPS-X stage 2+: twice within one tile) const sa = num(t0['attack@steal_atk']), sd = num(t0['attack@steal_def']); if (!(sa > 0) && !(sd > 0)) return; const capA = num(t0['attack@steal_atk_max'], Infinity), capD = num(t0['attack@steal_def_max'], Infinity); const m = /周围8格的敌人时偷取触发(\d+)次/.exec(String(talentRec(chess, 0)?.desc ?? '')); const nearTimes = m ? Math.max(1, +m[1]) : 1; const losses = stolenOf(battle); const victims = new Set(); const reset = () => { unit.mem.narantLoot = { a: 0, d: 0 }; }; reset(); battle.on('deploy', (c) => { if (c.unit === unit) reset(); }, { owner: unit }); battle.on('damaged', (c) => { const e = c.target; if (c.source !== unit || !c.dmg?.isAttack || !e || e.side !== 'enemy' || !up(unit)) return; const times = nearTimes > 1 && cheb(unit, e) <= 1 ? nearTimes : 1; const me = unit.mem.narantLoot; let per = losses.get(e); if (!per) losses.set(e, (per = new Map())); const loss = per.get(unit.id) ?? { a: 0, d: 0 }; for (let i = 0; i < times; i++) { me.a = Math.min(capA, me.a + sa); me.d = Math.min(capD, me.d + sd); loss.a = Math.min(capA, loss.a + sa); loss.d = Math.min(capD, loss.d + sd); } per.set(unit.id, loss); victims.add(e); battle.addBuff(unit, { key: LOOT_KEY, mods: { atkFlat: me.a, defFlat: me.d }, tags: ['talent'] }); if (e.alive) applyLoss(battle, e, per); }, { owner: unit }); // 在场时: off the field she keeps nothing (her buff goes with the removal) and the enemies get back what she took battle.on('death', (c) => { if (c.unit !== unit) return; for (const e of victims) { const per = losses.get(e); if (!per || !per.delete(unit.id)) continue; if (e.alive) applyLoss(battle, e, per); } victims.clear(); }, { owner: unit }); } }, { install(battle, unit) { // 婀娜虚影: dodge; enemies within one tile miss; LPS-Y stage 3: ATK + while unhurt const p = num(t1.prob); statBuff(battle, unit, 'talent:narant:dodge', { dodgePhys: p, dodgeArts: p }); installMiss(battle, unit, Math.abs(num(t1.damage_hitrate_physical)), Math.abs(num(t1.damage_hitrate_magical))); const atk = num(hidden.atk), iv = num(hidden.interval); if (!(atk > 0) || !(iv > 0)) return; unit.mem.narantHurt = -Infinity; battle.on('damaged', (c) => { if (c.target === unit && c.amount > 0 && !isHpLoss(c.dmg)) unit.mem.narantHurt = battle.time; }, { owner: unit }); battle.on('deploy', (c) => { if (c.unit === unit) unit.mem.narantHurt = -Infinity; }, { owner: unit }); toggleBuff(battle, unit, 'talent:narant:calm', () => battle.time - unit.mem.narantHurt >= iv - 1e-9, { atkPct: atk }); } }, ], install(battle, unit) { // LPS-X: ×atk_scale on attack hits within one tile const near = num(tb.atk_scale, 1); if (near !== 1) onHitBy(battle, unit, ({ target, dmg }) => { if (dmg.isAttack && cheb(unit, target) <= 1) dmg.amount *= near; }); // LPS-Y: sp SP every come_back_cnt boomerangs caught; S3: the recall blast const every = Math.floor(num(tb.come_back_cnt)), sp = num(tb.sp); const s3 = unit.skill?.id === S3; if (!(every > 0 && sp > 0) && !s3) return; unit.mem.narantCaught = 0; battle.on('boomerangCaught', (c) => { if (c.unit !== unit) return; const flightS3 = s3 && c.isSkill; if (every > 0 && sp > 0) { unit.mem.narantCaught += flightS3 ? cnt : 1; while (unit.mem.narantCaught >= every) { unit.mem.narantCaught -= every; giveSp(unit, sp, 'module'); } } if (flightS3) blast(battle, unit); }, { owner: unit }); }, }; }, };