// server/sim/content/kits/ops/op-wisdel.js — 维什戴尔 (char_1035_wisdel) 自选 operator kit: 6★ 投掷手 (狙击), an owned-6★ pick // of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait, her module BOM-X “‘祖宗发射器’” at every form, and // the kit of her summon “魂灵之影” (token_10035_wisdel_wward). Kit contract and the 自选 rules: ../README.md ("How to add an // operator (自选)"). // // Forms (data/backups.json units.char_1035_wisdel, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module; // elite = E2 Lv60, rank 7, the module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Full potential // (the owner's decision of 2026-10-07). Sources: character_table / skill_table / battle_equip_table and the token record (zh_CN, as // built into backups.json); PRTS 维什戴尔, 魂灵之影 and 溅射半径一览 (the 备注 quoted below); the client's skill prefabs // ([uc]skills skchr_wisdel_1 / 2 / 3, sktok_wisdel_wward) and buff templates (wisdel_t_1[bomb] / [projectile_shock], // wisdel_token_t_1[bomb], token_wisdel_passive[to_host], token_wisdel_host[Camouflage], token_wisdel_skill_end, // wisdel_s_2[switch] / [overload_start], wisdel_s_3[trigger_spawn], wisdel_s_3_token[add_sp]). // - Trait (投掷手) "攻击对小范围的地面敌人造成两次物理伤害(第二次为余震,伤害降低至攻击力的一半)": the bombarder profile — a // ground-only splash of SPLASH (PRTS 溅射半径一览 投掷手 0.9) at full damage, then 余震 (aftershocks) on the same spot // SHOCK_GAP s apart (the engine's spacing [ASSUMED there]) at attack@append_atk_scale × the attack's ATK — her 3-9, // blocks 1, never targets air units (data canHitFly false), ground enemies target her. The kit replaces the profile's // aftershock (`afterHit`) to carry 好礼 and the skills' changes. Module BOM-X “‘祖宗发射器’” "三次物理伤害(后两次为余震…)" // (trait bb attack@enable_third_attack 1): two aftershocks; ATK / 攻击速度 in the stats; stage 3 changes 好礼 (below). // - T1 好礼 "攻击时对主目标的攻击力提升至115%并为其附着残影,残影受到维什戴尔的余震影响时有15%概率爆炸,对周围所有敌人造成 // 150%攻击力的物理伤害并使其晕眩1秒" (full potential: 160 %; BOM-X stage 3: 125 % / 185 %). PRTS 备注 "攻击倍率提升效果仅对普通攻击(含余震)生效", // "残影持续时间无限,不可叠加,维什戴尔退场后消失;每次余震独立判定残影爆炸,爆炸半径1.1(中点判定),爆炸效果可对空": every // main target of her attacks (each of S2's targets, each overload round) takes ×main_atk_scale on that hit and on her // aftershocks, and carries her 残影 (one per enemy, removed when she leaves the field — a knock-out too); each // aftershock hit on a marked enemy that survives it rolls `prob` (wisdel_t_1[projectile_shock]: Dice, then the AOE) — // on success the mark is spent and every targetable enemy within attack@range_radius of it, air units too, takes // bomb_atk_scale × ATK physical and is stunned attack@stun s. // - T2 死魂灵的余息 "部署后立刻在攻击范围内召唤一个魂灵之影,在魂灵之影周围时获得迷彩": each deployment summons one 魂灵之影 on a // free deployable tile of her range — PRTS 备注 "部署时优先在距离自身最近的>地图下方行>地图左侧列可部署位部署" (nearest to // her, then the lower row, then the left column; at once — the deploy animation is not modelled [ASSUMED]) — while fewer // than SHADOW_CAP stand ("最多存在3个"; beyond it nothing is summoned — S3_Spawn `_checkTokenMaxDeployCnt`, the talent's // summon read alike [ASSUMED]). A shadow coming in gives her 迷彩 while it // stays when she stands on its x-5 (token_wisdel_passive[to_host] + token_wisdel_host[Camouflage]: only the host keeps // it; PRTS "仅在登场时尝试给予维什戴尔迷彩…可受孤立干扰", "本天赋的迷彩不会因维什戴尔阻挡敌人而解除" — the engine's 迷彩 // never lifts by blocking). Shadows stay when she leaves [ASSUMED: no source withdraws them; their skill needs her range]. // 魂灵之影 (shadowKit): its stats are the form's (token variant), 禁疗, no normal attack, no range of its own (PRTS 备注 "持有 // 禁疗 / 无视野范围 / 不进行普通攻击"); its skill (AUTO, 5 SP over time) "对一名在维什戴尔攻击范围内的敌人造成法术伤害,对其造成 // 1秒停顿并附着残影,之后获得0-2点技力" — PRTS "技能仅攻击维什戴尔攻击范围内的敌人,优先攻击未携带残影的敌人,不可对空" (prefab // SkillTrigger: `_fetchHost`, `_targetMotion` 1, `_withoutThisBuff` wisdel_t_1[bomb]): cast by this kit once ready with a // targetable ground enemy in her current range (the data's DEFAULT read on her range, which the engine's rule cannot see), // unmarked ones first, then the usual order: its ATK × 1 arts (`_atkScale` 1, `_damageType` magical), 停顿 `sluggish` s, // her 残影 (while she is on the field — wisdel_token_t_1[bomb] hangs it on her talent), then // sp_min … sp_max − 1 SP (token_wisdel_skill_end: RandomSetter, forced). It can be attacked (实体类型 默认). // - S1 定点清算 (AUTO, attack SP, data DEFAULT — the next attack): that attack splashes S1_SPLASH (PRTS 备注 "溅射半径1.1"; // its aftershocks too [ASSUMED]), makes 2 more aftershocks, each at append_atk_scale × ATK, and stuns every enemy it hits // (main, splash, aftershocks) stun_duration s. // - S2 饱和复仇 (MANUAL, 25 s, data DEFAULT): ATK +atk, attack interval +base_attack_time s (−0.5 / −0.7 on 2.1 s), 3 targets // at once. 过载 (ba.overdrive "技能持续拥有两段计量槽,技能进行到一半时触发额外效果": the second half, as 号角 S3 — // OVERLOAD_AT): every attack becomes OVERLOAD_SHOTS rounds of attack@atk_scale_ol × ATK, each on a random enemy of her // range (PRTS "过载模式下不再同时攻击3个目标,4次攻击分别随机索敌"; one draw per round, repeats allowed), the rounds of one // attack at once [ASSUMED], their aftershocks at append_atk_scale × that ATK (PRTS S3 备注 "攻击倍率提升效果仅对普通攻击 // 与余震生效" read for the overload rounds too [ASSUMED]). Manual close: N/A in the auto battle. // - S3 爆裂黎明 (MANUAL, 6 发弹药 — attack@trigger_time, data SP_FULL from the official ALWAYS row): at once max_cnt shadows // (the first one with `sp` SP: wisdel_s_3_token[add_sp] — PRTS "初始技力分别为3sp(优先召唤)与0sp"), then ATK +atk, attack // interval +base_attack_time s, each attack attack@atk_scale_3 × ATK with a splash of S3_SPLASH (PRTS 备注 "攻击溅射半径 // 2.5"), 好礼 at attack@prob (100 %). PRTS "施加锁定、普通攻击、溅射均可对空": she targets and splashes air units meanwhile; // the aftershocks stay on ground enemies [ASSUMED: PRTS names only the lock, the attack and its splash] on the 2.5 spot // [ASSUMED], at append_atk_scale × the boosted ATK (the same 备注). Its <爆裂锁定> picks the target her own selection // picks [ASSUMED: one 维什戴尔, no shared lock]. import { num, talentBb, traitBb, skillRec, up, batMod } from '../shared/tier1.js'; import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js'; import { hasHp } from '../../../damage.js'; import { COLS } from '../../../constants.js'; import { hypot } from '../../../detmath.js'; const S1 = 'skchr_wisdel_1'; const S2 = 'skchr_wisdel_2'; const S3 = 'skchr_wisdel_3'; /** Her summon “魂灵之影” (T2 死魂灵的余息, S3 爆裂黎明). */ export const SHADOW = 'token_10035_wisdel_wward'; /** PRTS 溅射半径一览: 投掷手 0.9 (the bombarder profile's). */ const SPLASH = 0.9; /** PRTS S1 备注 "溅射半径1.1" / S3 备注 "攻击溅射半径2.5". */ const S1_SPLASH = 1.1; const S3_SPLASH = 2.5; /** Seconds between two aftershocks (professions.js bombarder's spacing) [ASSUMED there]. */ const SHOCK_GAP = 0.3; /** "最多存在3个魂灵之影" (the token's maxDeployCount 3). */ const SHADOW_CAP = 3; /** 过载 from the second half of the skill (ba.overdrive). */ const OVERLOAD_AT = 0.5; /** "4连发". */ const OVERLOAD_SHOTS = 4; /** The shadow's x-5 (PRTS 魂灵之影 备注 "登场时给予自身及周围4格的其他我方单位迷彩"). */ const X5 = Object.freeze([[1, 0], [0, -1], [0, 0], [0, 1], [-1, 0]]); const GROUND = Object.freeze({ canHitFly: false }); const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; /** Buff key of 维什戴尔 `host`'s 残影 on an enemy (one per enemy: "不可叠加"). */ const markKey = (host) => `wisdel:mark:${host.id}`; /** Buff key of the 迷彩 a shadow gave its host. */ const camoKey = (t) => `wisdel:camou:${t.id}`; const isShadowOf = (t, host) => !!t && t.kind === 'token' && t.defId === SHADOW && t.ownerUnit === host; const shadowsOf = (battle, host) => battle.allyUnits.filter((t) => t.alive && isShadowOf(t, host)); /** Hang `host`'s 残影 on enemy `e` (while she is on the field). */ function markOf(battle, host, e) { if (!e || !e.alive || e.side !== 'enemy' || !up(host)) return; const key = markKey(host); if (!e.findBuff(key)) battle.addBuff(e, { key, source: host, tags: ['wisdel:mark'] }); } /** 好礼's explosion on marked enemy `e` (the mark is spent). */ function detonate(battle, unit, e, bomb) { battle.removeBuff(e, markKey(unit)); const x = e.x, y = e.y; battle.fx('aoe', { x, y, radius: bomb.radius, id: unit.id, skill: 'wisdel:bomb' }); for (const v of battle.foesInRadius(x, y, bomb.radius, true)) { // 爆炸效果可对空 battle.dealDamage(unit, v, { amount: unit.s.atk * bomb.scale * unit.s.atkScaleMul, type: 'phys', isSplash: true, tags: ['wisdel:bomb'] }); if (bomb.stun > 0 && hasHp(v)) battle.applyStatus(v, 'stun', { duration: bomb.stun, source: unit }); } } /** * The aftershocks of one hit (the profile's `afterHit`): `count` shocks SHOCK_GAP s apart on the hit's spot, each * hitting every targetable ground enemy within `radius` for `atkScale` × `shockScale` × ATK (×`mainScale` on the main * target), stunning them `stun` s, and rolling 好礼 on each marked survivor (`prob`). */ function shocks({ count, atkScale, shockScale, radius, prob, stun, mainScale, bomb }) { return (battle, unit, target, hctx) => { for (let i = 1; i <= count; i++) { battle.after(SHOCK_GAP * i, () => { for (const e of battle.foesInRadius(hctx.x, hctx.y, radius, true)) { if (e.isFlying) continue; // 余震: 地面敌人 const boost = e === target ? mainScale : 1; battle.dealDamage(unit, e, { amount: unit.s.atk * atkScale * shockScale * boost * unit.s.atkScaleMul, type: 'phys', isSplash: true, isSkill: !!hctx.isSkill, tags: ['aftershock', 'wisdel:shock'] }); if (!hasHp(e)) continue; if (stun > 0) battle.applyStatus(e, 'stun', { duration: stun, source: unit }); if (prob > 0 && e.findBuff(markKey(unit)) && (prob >= 1 || battle.rng.chance(prob))) detonate(battle, unit, e, bomb); } }); } }; } /** The free deployable tile of her range a shadow takes (PRTS: nearest to her > lower row > left column), or null. */ function shadowTile(battle, host) { let best = null, bd = Infinity; for (const k of host.rangeKeys ?? []) { const r = Math.floor(k / COLS), c = k % COLS; if (!battle.grid.inRect(r, c) || !battle.grid.canStand(r, c, { ranged: true }) || battle.isReservedTile(r, c)) continue; const d = hypot(r - host.tileR, c - host.tileC); if (d < bd - 1e-9 || (Math.abs(d - bd) <= 1e-9 && (r < best[0] || (r === best[0] && c < best[1])))) { bd = d; best = [r, c]; } } return best; } /** The enemy a shadow strikes: a targetable ground enemy of `host`'s range, unmarked first, then the usual order. */ function shadowTarget(battle, host, t) { const pool = battle.enemiesInKeys(host.rangeKeys, t, GROUND); if (!pool.length) return null; const key = markKey(host); const fresh = pool.filter((e) => !e.findBuff(key)); const list = fresh.length ? fresh : pool; sortEnemyTargets(battle, t, list, null); return list[0]; } /** 魂灵之影's kit (header); `host` = 维什戴尔. */ function shadowKit(host) { return { skill: { kind: 'instant', trigger: 'NEVER', // cast by the install below on her range onStart({ battle, unit, bb }) { const e = unit.mem.wisdelTarget; unit.mem.wisdelTarget = null; if (e && e.alive) { battle.fx('strike', { x: e.x, y: e.y, id: unit.id, target: e.id }); battle.dealDamage(unit, e, { amount: unit.s.atk * unit.s.atkScaleMul, type: 'arts', isSkill: true, tags: ['skill', 'wisdel:shadow'] }); if (hasHp(e)) { const slug = num(bb.sluggish); if (slug > 0) battle.applyStatus(e, 'sluggish', { duration: slug, source: unit }); markOf(battle, host, e); } } // token_wisdel_skill_end: 之后获得0-2点技力 (an integer of [sp_min, sp_max), forced) const lo = Math.floor(num(bb.sp_min)), hi = Math.floor(num(bb.sp_max, lo + 1)); const add = lo + battle.rng.int(Math.max(1, hi - lo)); if (add > 0) unit.skill.gainSp(add, 'init'); }, }, trait: { noAttack: true }, install(battle, t) { battle.addBuff(t, { key: 'trait:abnormal', flags: { noHeal: true }, persist: true, allowDead: true }); // 持有禁疗 battle.on('tick', () => { const sk = t.skill; if (!t.alive || !t.deployed || !sk || !sk.ready || sk.active || !t.canAct || t.s.flags.silence || !up(host)) return; const e = shadowTarget(battle, host, t); if (!e) return; t.mem.wisdelTarget = e; sk.activate('DEFAULT'); }, { owner: t }); battle.on('death', (ctx) => { if (ctx.unit === t && host.findBuff(camoKey(t))) battle.removeBuff(host, camoKey(t)); }, { owner: t }); }, }; } /** A shadow coming in: 迷彩 for its host while it stays, when she stands on its x-5 and may be selected by it. */ function grantCamo(battle, host, t) { if (!up(host) || !battle.allySelectable(host, t)) return; if (!absoluteRangeKeys(X5, t.tileR, t.tileC, t.dir, 0).includes(host.tileR * COLS + host.tileC)) return; battle.addBuff(host, { key: camoKey(t), flags: { camou: true }, source: t, tags: ['talent'], visible: true }); battle.fx('camouflage', { x: host.x, y: host.y, id: host.id }); } /** Summon up to `n` shadows for `host` (never beyond SHADOW_CAP); the first one starts with `firstSp` SP. */ function summonShadows(battle, host, n, firstSp = 0) { for (let i = 0; i < n; i++) { if (shadowsOf(battle, host).length >= SHADOW_CAP) return; const tile = shadowTile(battle, host); if (!tile) return; const t = battle.spawnToken(host, SHADOW, tile[0], tile[1], { kit: shadowKit(host) }); if (!t) return; if (i === 0 && firstSp > 0 && t.skill) t.skill.gainSp(firstSp, 'init'); battle.fx('summon', { x: t.x, y: t.y, id: host.id, token: SHADOW }); grantCamo(battle, host, t); } } export default { char_1035_wisdel: (bb, chess) => { const tb = traitBb(chess); const shockScale = num(tb['attack@append_atk_scale'], 0.5); const count = num(tb['attack@enable_third_attack']) > 0 ? 2 : Math.max(1, Math.floor(num(tb['attack@times'], 2)) - 1); const t0 = talentBb(chess, 0); const mainScale = num(t0['attack@main_atk_scale'], 1); const bomb = { scale: num(t0['attack@bomb_atk_scale']), stun: num(t0['attack@stun']), radius: num(t0['attack@range_radius'], 1.1) }; const base = { count, atkScale: 1, shockScale, radius: SPLASH, prob: num(t0['attack@prob']), stun: 0, mainScale, bomb }; const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); const s1 = skillRec(chess, S1); const s3Scale = num(b3['attack@atk_scale_3'], 1); return { trait: { splashRadius: SPLASH, ...(mainScale !== 1 ? { dmgMul: () => mainScale } : null), // 好礼: 主目标 ×main_atk_scale (ai.js: the main target only) onEachHit(battle, unit, victim, hc) { if (hc.kind === 'main') markOf(battle, unit, victim); }, // 附着残影 afterHit: shocks(base), }, skills: { [S1]: { kind: num(s1?.maxChargeTime, 1) > 1 ? 'charges' : 'instant', attack: { splashRadius: S1_SPLASH, onEachHit({ battle, unit, target }) { const d = num(b1.stun_duration); if (d > 0 && target && target.side === 'enemy' && hasHp(target)) battle.applyStatus(target, 'stun', { duration: d, source: unit }); }, afterHit: shocks({ ...base, count: count + 2, shockScale: num(b1.append_atk_scale, shockScale), radius: S1_SPLASH, stun: num(b1.stun_duration) }), }, }, [S2]: { kind: 'duration', mods: { atkPct: num(b2.atk), batPct: batMod(b2.base_attack_time, chess) }, targeting: { maxTargets: 3 }, onStart({ unit }) { unit.mem.wisdelOverload = false; }, onTick({ battle, unit, skill }) { if (unit.mem.wisdelOverload || skill.timeLeft > skill.duration * (1 - OVERLOAD_AT) + 1e-9) return; unit.mem.wisdelOverload = true; battle.fx('overload', { x: unit.x, y: unit.y, id: unit.id }); }, onEnd({ unit }) { unit.mem.wisdelOverload = false; }, }, [S3]: { kind: 'ammo', ammo: Math.max(1, Math.floor(num(b3['attack@trigger_time'], 6))), mods: { atkPct: num(b3.atk), batPct: batMod(b3.base_attack_time, chess) }, targeting: { canHitFly: true }, attack: { atkScale: s3Scale, splashRadius: S3_SPLASH, groundOnly: false, afterHit: shocks({ ...base, atkScale: s3Scale, radius: S3_SPLASH, prob: num(b3['attack@prob'], 1) }), }, onStart({ battle, unit }) { summonShadows(battle, unit, Math.max(0, Math.floor(num(b3.max_cnt, 1))), num(b3.sp)); }, }, }, talents: [ { install(battle, unit) { // 好礼: her 残影 leave with her battle.on('death', (ctx) => { if (ctx.unit !== unit) return; const key = markKey(unit); for (const e of battle.enemies) if (e.findBuff(key)) battle.removeBuff(e, key); }, { owner: unit }); } }, { install(battle, unit) { // 死魂灵的余息: a shadow at each deployment battle.on('deploy', (ctx) => { if (ctx.unit === unit) summonShadows(battle, unit, 1); }, { owner: unit }); } }, ], install(battle, unit) { // 过载: every attack becomes 4 rounds at attack@atk_scale_ol, each on a random enemy of her range if (unit.skill?.id !== S2) return; const ol = num(b2['attack@atk_scale_ol'], 1); const olShock = shocks({ ...base, atkScale: ol }); battle.on('beforeAttack', (ctx) => { if (ctx.attacker !== unit || !unit.mem.wisdelOverload || !unit.skill?.active || !ctx.profile) return; const pool = battle.enemiesInKeys(unit.rangeKeys, unit, ctx.profile); for (const e of battle.blockedTargets(unit, ctx.profile)) if (!pool.includes(e)) pool.push(e); if (!pool.length) return; const picks = []; for (let i = 0; i < OVERLOAD_SHOTS; i++) picks.push(battle.rng.pick(pool)); ctx.targets = picks; // (a per-attack copy while the skill runs: its targeting override makes effectiveProfile copy the profile) ctx.profile.atkScale = ol; ctx.profile.afterHit = olShock; }, { owner: unit, priority: -100 }); }, }; }, };