// server/sim/content/kits/ops/chess_char_3_12-blemsh.js — 瑕光 (char_423_blemsh) kit, tier 3. // Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md. import { bodyOnTile } from '../../../body.js'; import { num, defOf, talentBb, traitBb, altSkills, instantKindOf, alive, onTiles, gridKeys, fx, copyGrid, NINE, isLeader, giveSp, } from '../shared/tier3.js'; /** Refresh period (s) of 瑕光 S2's 生命回复速度 buff (it lasts two periods, so it never lapses while the skill runs). */ const REGEN_IV = 0.25; export default { // ---- 3_12 瑕光 · 守护者 — S3 先贤化身: ATK/DEF +, bonus arts per hit, heals another nearby ally per attack; // 剑盾骑士: hurt-SP skills of the team also gain SP on attack; 仁慈: attacks sleeping enemies (first, ×atk_scale); // 精锐 module GUA-Y: damage taken −15 % // S1 光芒涌动 (自动触发 ⇒ DEFAULT, charges): next attack ×atk_scale phys + heals the most injured ally of the 3×3 (herself // included) for heal_scale × ATK; S2 慑敌辉光: ATK +, puts every ground enemy on her own tile and every enemy she // blocks to sleep (PRTS 备注; for the skill's duration: no own value in the data) and gives every ally of the // skill range 生命回复速度 +ATK × ratio while it runs (PRTS 技能2 备注 "生命恢复的提供方式为基于自己的攻击力,增加目标的 // “生命回复速度”属性,不受治疗加成和禁疗影响": an hpRegen buff, no heal — GitHub #137); // 精锐 module GUA-X: her heals on allies under hp_ratio HP × heal_scale chess_char_3_12_a: (bb, chess, def) => { const d = defOf(chess, def); const t0 = talentBb(d, 0), t1 = talentBb(d, 1); const tb = traitBb(d); const bonus = num(bb['attack@blemsh_s_3_extra_dmg[magic].atk_scale'], 0); const heal = num(bb.heal_scale, 0); const healGrid = copyGrid(d.skill?.rangeGrid) ?? NINE; const mercy = num(t1.atk_scale, 1); const sleepersInRange = (battle, unit) => { const set = unit.rangeKeySet; return set ? battle.enemies.filter((e) => e.alive && !e.hidden && e.s.flags.sleep && !e.s.flags.untargetable && !e.isFlying && onTiles(e, set)) : []; }; const kit = { trait: { hitSleep: true }, // 仁慈: 自身可以攻击…沉睡的目标 (沉睡 = 无敌 for everyone else) skill: { kind: 'duration', mods: { atkPct: num(bb.atk), defPct: num(bb.def) }, heal: false, attack: { onHit({ battle, unit, target }) { if (bonus > 0 && target && target.alive) battle.dealDamage(unit, target, { amount: unit.s.atk * bonus, type: 'arts', isSkill: true, tags: ['skill', 'blemshBonus'] }); } }, onAttack({ battle, unit }) { if (!(heal > 0)) return; const ally = battle.injuredAlliesInKeys(new Set(gridKeys(healGrid, unit)), unit).find((a) => a !== unit); if (ally) battle.heal(unit, ally, unit.s.atk * heal); }, }, skills: altSkills(chess, d, bb, { skchr_blemsh_1: (s) => { const grid = copyGrid(s.rangeGrid) ?? NINE; const hs = num(s.bb.heal_scale, 0); return { kind: instantKindOf(s), heal: false, attack: { atkScale: num(s.bb.atk_scale, 1), onHit({ battle, unit }) { // "恢复周围一名友方单位" const ally = hs > 0 ? battle.injuredAlliesInKeys(new Set(gridKeys(grid, unit)), unit)[0] : null; if (ally) battle.heal(unit, ally, unit.s.atk * hs); }, }, }; }, skchr_blemsh_2: (s) => { const grid = copyGrid(s.rangeGrid) ?? NINE; const ratio = num(s.bb['attack@atk_to_hp_recovery_ratio'], num(s.bb.atk_to_hp_recovery_ratio, 0)); // "周围的所有友方单位每秒恢复相当于攻击力N%的生命值": an hpRegen buff on every ally on the skill range's tiles (no // device, no 孤立 unit), refreshed every REGEN_IV while the skill runs and removed at its end [ASSUMED: from the // start of the skill — unlike 铃兰's, the note names no delay] const regenKey = (unit) => `blemsh:regen:${unit.id}`; const regen = (battle, unit) => { if (!(ratio > 0)) return; const keys = new Set(gridKeys(grid, unit)); const v = unit.s.atk * ratio; for (const a of battle.allyUnits) { if (!a.alive || !a.deployed || a.hidden || a.kind === 'device' || !onTiles(a, keys) || !battle.allySelectable(a, unit)) continue; battle.addBuff(a, { key: regenKey(unit), duration: REGEN_IV * 2, source: unit, mods: { hpRegen: v } }); } }; return { kind: 'duration', heal: false, mods: { atkPct: num(s.bb.atk) }, onStart({ battle, unit, skill }) { const dur = skill.timeLeft > 0 ? skill.timeLeft : Math.max(0.1, num(s.duration, 10)); let n = 0; // PRTS 备注: "技能生效对象实际为“自身这格内的所有地面敌人及自身阻挡的敌人”,即使阻挡的是飞行敌人" — a blocked // enemy stands at the block radius, outside her tile (Battle._checkBlock) for (const e of battle.enemies) { if (!e.alive || e.hidden) continue; if (e.blockedBy !== unit && (e.isFlying || !bodyOnTile(e, unit.tileR, unit.tileC))) continue; if (battle.applyStatus(e, 'sleep', { duration: dur, source: unit })) n++; } fx(battle, 'aoe', unit, { radius: 0.5, skill: 'blemsh_2', status: 'sleep', n }); unit.mem.blemshRegen = 0; regen(battle, unit); }, onTick({ battle, unit, dt }) { unit.mem.blemshRegen = (unit.mem.blemshRegen ?? 0) + dt; if (unit.mem.blemshRegen < REGEN_IV - 1e-9) return; unit.mem.blemshRegen = 0; regen(battle, unit); }, onEnd({ battle, unit }) { for (const a of battle.allyUnits) if (a.findBuff(regenKey(unit))) battle.removeBuff(a, regenKey(unit)); }, }; }, }), talents: [ { install(battle, unit) { unit.mem.blemshKnight = true; battle.on('attack', (ctx) => { const a = ctx.attacker; if (!a || a.kind !== 'op' || a.ownerId !== unit.ownerId || a.skill?.spType !== 'hurt') return; if (!alive(unit) || !isLeader(battle, unit, 'blemshKnight')) return; giveSp(a, num(t0.sp, 1), 'talent'); }, { owner: unit }); } }, { install(battle, unit) { battle.on('beforeAttack', (ctx) => { if (ctx.attacker !== unit) return; const s = sleepersInRange(battle, unit); if (s.length) ctx.targets = [s[0], ...ctx.targets.filter((t) => t !== s[0])].slice(0, Math.max(1, ctx.targets.length)); }, { owner: unit }); battle.on('hit', (ctx) => { if (ctx.source === unit && ctx.target.side === 'enemy' && ctx.target.s.flags.sleep) ctx.dmg.mul *= mercy; }, { owner: unit }); // (a lone sleeper is found by the engine's own target search: `trait.hitSleep` makes sleepers targetable // and damageable for her only) } }, ], }; if (num(tb.damage_resistance) > 0) { kit.install = (battle, unit) => battle.addBuff(unit, { key: 'trait:blemsh_guard', mods: { dmgTakenMul: 1 - num(tb.damage_resistance) }, persist: true, allowDead: true }); } else if (num(tb.heal_scale) > 0) { // GUA-X "治疗生命值低于50%的友方单位时治疗量提升15%" (the HP before the heal; strictly below — the client's blemsh_e_trait // is set_heal_scale_by_hpratio, FilterByTargetHpRatio LT, unlike 黍's heal_scale_up[hpratio][LE]) kit.install = (battle, unit) => battle.on('heal', (ctx) => { if (ctx.source === unit && ctx.target && ctx.target.hpRatio < num(tb.hp_ratio, 0.5)) ctx.amount *= num(tb.heal_scale, 1); }, { owner: unit }); } return kit; }, };