// server/sim/content/kits/ops/op-poca.js — 早露 (char_197_poca) 自选 operator kit: 6★ 攻城手 (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_197_poca, 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 早露 (备注 of // 深入骨髓, 学生楷模 and 雪崩击); PRTS 分支特性信息 攻城手 ("可对空。攻击范围不包含自身所在地块"). // - Trait (攻城手) "优先攻击重量最重的敌人": target priority 'heaviest' (targeting.js: the highest current 重量等级 first, then // the usual order); ranged physical arrows that hit air units (data canHitFly, PRTS "可对空"), range 4-3. // - Module SIE-X 攻城器械训练装置: trait "攻击重量较重(重量等级大于等于3)的敌人时,攻击力提升至115%" — the hidden module talent // (atk_scale / value, merged into 深入骨髓's blackboard): ×atk_scale on her attacks (normal attacks and the S3 strikes, the // profile dmgMul — the kits' "攻击…时攻击力提升至X%" convention, 斯卡蒂 DRE-X) on an enemy of 重量等级 ≥ value. Stage 2+ 深入骨髓 // "…并额外造成60%攻击力的物理伤害" (extra_atk_scale): every attack hit that lands on such an enemy is followed by a physical hit // of extra_atk_scale × ATK (which 深入骨髓's 物理穿透 also gets). // - Module SIE-Y “心”: trait "攻击越远的敌人造成的伤害越高(最高提升12%)" (trait bb min_dist / max_dist / damage_scale): her attack // damage × (1 + damage_scale × clamp((d − min_dist) / (max_dist − min_dist), 0, 1)), d = her distance to the target in tiles — // the kits' reading of these keys (远牙, 协律, 芳汀 modules) [ASSUMED linear: PRTS states no formula]. Stage 2+: 学生楷模 below. // - T1 深入骨髓 "攻击重量较重(重量等级大于等于3)的敌人时,无视其防御力的60%": every damage she deals to an enemy of 重量等级 ≥ value // ignores def_penetrate of its DEF (DamageInfo defIgnorePct, added — PRTS 备注 "临时获取永久的物理穿透(百分比)Buff(不可叠加, // 直接加算)"). // - T2 学生楷模 "编入队伍时,所有【乌萨斯学生自治团】干员攻击力+8%" (full potential: +10 %): every 【乌萨斯学生自治团】 operator of // her player's team ATK +atk for the whole battle, deployed or not (the kits' 编入队伍时 convention, 斯卡蒂 深海掠食者). SIE-Y // stage 3: +14 % and "每有一名【乌萨斯学生自治团】干员处于技能期间时,【乌萨斯学生自治团】干员的攻击力额外+15%(最多+45%)" // (hidden init_atk / max_atk): the number of those operators on the field whose skill runs, re-read every STUDENT_TICK s // and at every skill start (PRTS 备注 "每0.3秒及每次开启技能时更新一次自身的额外加成") [ASSUMED: her team's operators only, // as the base talent]. // - S1 攻击力强化·γ型 (30 s): ATK +atk. S2 分裂射击 (60 s): ATK +atk, attack@max_target targets. // - S3 雪崩击 (6 / 7 s): ATK +atk; at the cast, harpoons link the max_target heaviest enemies of her range (her own target // order); each linked enemy is 束缚 (bind) while linked and takes one attack every hit_interval s, hit_duration / // hit_interval attacks in all, the first as the harpoons land (the tick after the cast) [ASSUMED] — her own attacks (Battle.forceAttack: // every attack rider of hers applies), instant along the links; she makes no other attack meanwhile [ASSUMED: the // strikes are what "每秒受到一次攻击" names]. PRTS 备注: a link breaks when its enemy is knocked out, 离地 (OUT_OF_GROUND — // no enemy of the mode holds it) or 消失 (hidden), every link at once when she is stunned / frozen / silenced, and the // skill ends as soon as no link is left. The binds end with their links. import { num, talentBb, moduleBb, moduleOn, traitBb, skillRec, statBuff, onHitBy, enemiesInGrid, up } from '../shared/tier1.js'; import { hasHp } from '../../../damage.js'; import { hypot } from '../../../detmath.js'; const S1 = 'skcom_atk_up[3]'; const S2 = 'skchr_poca_2'; const S3 = 'skchr_poca_3'; /** 【乌萨斯学生自治团】: character_table teamId `student` (古米, 凛冬, 烈夏, 苦艾, 真理, 早露, 怒潮凛冬); data/chess.json has no team id. */ const STUDENTS = new Set(['char_196_sunbr', 'char_115_headbr', 'char_194_leto', 'char_405_absin', 'char_195_glassb', 'char_197_poca', 'char_1051_headb2']); /** PRTS 学生楷模 备注: the SIE-Y extra is re-read every 0.3 s (and at every skill start). */ const STUDENT_TICK = 0.3; const STUDENT_KEY = 'talent:poca:students'; const DRIVE_KEY = 'talent:poca:studentSkills'; const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; const count = (v, d) => Math.max(1, Math.floor(num(v, d))); const isStudent = (a) => !!a && a.kind === 'op' && STUDENTS.has(a.def?.charId); /** A running skill of `a` (a passive is no 技能期间). */ const inSkill = (a) => !!(a.skill && a.skill.active && a.skill.kind !== 'passive'); export default { char_197_poca: (bb, chess) => { const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); const heavyAt = num(t0.value, 3); const heavy = (e) => !!e && e.side === 'enemy' && e.weight >= heavyAt; // SIE-X (hidden part on 深入骨髓's index: atk_scale / value; stage 2+ extra_atk_scale), SIE-Y (trait bb; hidden // init_atk / max_atk at stage 3) — chess is the loadout-resolved record, so no module ⇒ none of these keys const xScale = moduleOn(chess) ? num(t0.atk_scale, 1) : 1; const extra = num(t0.extra_atk_scale); const tb = traitBb(chess); const hidden = moduleBb(chess); const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); /** S3: the links of the running cast (unit.mem.pocaS3 = { links: Set, left, timer }). */ const unbind = (battle, unit, e) => { const b = e.findBuff('bind'); if (b && b.source === unit) battle.removeBuff(e, b); }; const linkBroken = (e) => !e.alive || !e.deployed || e.hidden || !!e.s.flags.outOfGround; const strike = (battle, unit, st) => { const targets = [...st.links].filter((e) => !linkBroken(e)); if (!targets.length || !unit.canAct || st.left <= 0) return; st.left--; battle.forceAttack(unit, targets); }; return { skills: { [S1]: { kind: 'duration', mods: { atkPct: num(b1.atk) } }, [S2]: { kind: 'duration', mods: { atkPct: num(b2.atk) }, targeting: { maxTargets: count(b2['attack@max_target'], 2) } }, [S3]: { kind: 'duration', mods: { atkPct: num(b3.atk) }, // no attack of her own while the links hold; the strikes are instant along them ('beam') attack: { noAttack: true, projectile: 'beam' }, onStart({ battle, unit, skill }) { const links = enemiesInGrid(battle, unit, null, { n: count(b3.max_target, 3), priority: 'heaviest', canHitFly: true }); const st = { links: new Set(links), left: count(num(b3.hit_duration, skill.duration) / Math.max(0.1, num(b3.hit_interval, 1)), 6), timer: null }; unit.mem.pocaS3 = st; for (const e of links) { battle.applyStatus(e, 'bind', { duration: skill.timeLeft, source: unit }); battle.fx('harpoon', { x: e.x, y: e.y, id: unit.id, target: e.id }); } // the harpoons land on the next tick (after the cast's skillStart handlers — 学生楷模's re-read), then every // hit_interval s st.timer = battle.after(0, () => { if (unit.mem.pocaS3 !== st) return; strike(battle, unit, st); st.timer = battle.every(Math.max(0.1, num(b3.hit_interval, 1)), (b, sc) => { if (unit.mem.pocaS3 !== st || st.left <= 0) { sc.cancel(); return; } strike(battle, unit, st); }, { owner: unit }); }, { owner: unit }); }, onTick({ battle, unit, skill }) { const st = unit.mem.pocaS3; if (!st) return; const f = unit.s.flags; if (f.stun || f.freeze || f.silence) { skill.end('interrupted'); return; } for (const e of [...st.links]) if (linkBroken(e)) { st.links.delete(e); unbind(battle, unit, e); } if (!st.links.size) skill.end('unlinked'); }, onEnd({ battle, unit }) { const st = unit.mem.pocaS3; unit.mem.pocaS3 = null; if (!st) return; if (st.timer) st.timer.cancel(); for (const e of st.links) unbind(battle, unit, e); }, }, }, talents: [ { install(battle, unit) { // 深入骨髓: +def_penetrate 物理穿透 on heavy enemies; SIE-X stage 2+: the extra physical hit const pen = num(t0.def_penetrate); if (pen > 0) onHitBy(battle, unit, ({ target, dmg }) => { if (heavy(target)) dmg.defIgnorePct += pen; }); if (extra > 0) { battle.on('damaged', (c) => { if (c.source !== unit || !c.dmg?.isAttack || !heavy(c.target) || !hasHp(c.target)) return; battle.dealDamage(unit, c.target, { amount: unit.s.atk * extra, type: 'phys', tags: ['talent', 'poca:extra'] }); }, { owner: unit }); } } }, { install(battle, unit) { // 学生楷模: every student of her team ATK +atk; SIE-Y stage 3: +init_atk per student in skill const team = battle.allyUnits.filter((a) => a.ownerId === unit.ownerId && isStudent(a)); for (const a of team) statBuff(battle, a, STUDENT_KEY, { atkPct: num(t1.atk) }); const per = num(hidden.init_atk), cap = num(hidden.max_atk, Infinity); if (!(per > 0)) return; const update = () => { const v = Math.min(cap, per * team.filter((a) => up(a) && inSkill(a)).length); for (const a of team) { const cur = a.findBuff(DRIVE_KEY); if (!(v > 0)) { if (cur) battle.removeBuff(a, cur); continue; } if (!cur || cur.mods?.atkPct !== v) battle.addBuff(a, { key: DRIVE_KEY, mods: { atkPct: v }, persist: true, allowDead: true, tags: ['talent'], source: unit }); } }; battle.every(STUDENT_TICK, update, { owner: unit, immediate: true }); battle.on('skillStart', (c) => { if (team.includes(c.unit)) update(); }, { owner: unit }); } }, ], // 攻城手: heaviest first; SIE-X ×atk_scale on her attacks against heavy enemies trait: { priority: 'heaviest', ...(xScale !== 1 ? { dmgMul: (b, u, target) => (heavy(target) ? xScale : 1) } : null) }, install(battle, unit) { // SIE-Y: the farther the target, the more damage (attacks only) const ds = num(tb.damage_scale), lo = num(tb.min_dist, 1), hi = num(tb.max_dist, 4.5); if (ds > 0) { onHitBy(battle, unit, ({ target, dmg }) => { if (!dmg.isAttack) return; const d = hypot(target.x - unit.x, target.y - unit.y); dmg.mul *= 1 + ds * Math.max(0, Math.min(1, (d - lo) / Math.max(1e-6, hi - lo))); }); } }, }; }, };