// server/sim/content/kits/ops/standin-acspec.js — Misery (char_615_acspec, 卫戍协议 6★ 特种·处决者) 补位 stand-in kit. // Stands in for 缄默德克萨斯 (tier 4, S2), 山 (tier 5, S3 + EXE-X) and 新约能天使 / 锏 (tier 6, S3 + EXE-X): // data/backups.json `units.char_615_acspec.standsIn`. Kit contract: ../README.md "Stand-in kits". // Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table); what the data // does not carry: PRTS Misery(卫戍协议), cited where used. import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js'; import { lonely } from '../shared/tier4.js'; import { absoluteRangeKeys } from '../../../targeting.js'; import { bodyInKeys } from '../../../body.js'; const S1 = 'skchr_acspec_1'; const S2 = 'skchr_acspec_2'; const S3 = 'skchr_acspec_3'; const PULL_TAG = 'acspec:pull'; /** A 被动 ON_DEPLOY skill with a duration: a duration skill every deployment starts (no SP, never cast otherwise). */ const ON_DEPLOY = Object.freeze({ kind: 'duration', activateOnDeploy: true, spCost: 0, spType: 'none', trigger: 'NEVER' }); const s1On = (unit) => !!(unit.skill && unit.skill.active && unit.skill.id === S1); /** * 四维分离's "周围四格": her tile and the four tiles beside it [ASSUMED: her own tile counts — an enemy she blocks stands * on it, and the talent is about her being alone with one enemy]. */ const AROUND4 = Object.freeze([[0, 0], [-1, 0], [1, 0], [0, -1], [0, 1]]); /** 空间的归依's area when the record has none: range x-4, her tile and the eight around it. */ const RING_X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]); /** Living enemies whose body is on her tile or the four beside it, targetable or not (flyers too). */ function enemiesAround4(battle, unit) { const keys = new Set(absoluteRangeKeys(AROUND4, unit.tileR, unit.tileC, unit.dir, 0)); let n = 0; for (const e of battle.enemies) if (e.alive && e.deployed && !e.hidden && bodyInKeys(e, keys)) n++; return n; } /** * 空间的归依 at a deployment: atk_scale × ATK physical damage to every ground enemy around her (技能范围 x-4), then each * enemy of that area nobody blocks is dragged to her front with 力度 `force` (0 = 小力: Battle.pullToFront, 力度 − 重量) * and slowed (停顿) for `sluggish` s. PRTS 备注: "※不可对空" and "施加拖动与停顿效果的实际方式为:对目标进行一次0%攻击力 * 的近战攻击,此次附带了拖拽与停顿效果" — so the drag and the 停顿 ride a 0-damage physical hit, and an enemy that dodges it * (or is out of reach of a hit: invulnerable, asleep) keeps its place. [ASSUMED] that hit is not a normal attack (no * isAttack procs); the drag area is the damage area (the text names no other). */ function spaceBurst(battle, unit, rec) { const sb = rec?.bb ?? {}; const grid = Array.isArray(rec?.rangeGrid) && rec.rangeGrid.length ? rec.rangeGrid : RING_X4; const keys = absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0); const around = battle.enemiesInKeys(keys, unit, { canHitFly: false, groundOnly: true }); for (const e of around) battle.dealDamage(unit, e, { amount: unit.s.atk * num(sb.atk_scale, 0), type: 'phys', isSkill: true, tags: ['skill', 'acspec:burst'] }); const landed = new Set(); const h = battle.on('damaged', (c) => { if (c.source === unit && c.dmg?.tags?.includes(PULL_TAG)) landed.add(c.target); }, { owner: unit, priority: 1000 }); try { for (const e of around) if (e.alive && !e.blockedBy) battle.dealDamage(unit, e, { amount: 0, type: 'phys', isSkill: true, tags: ['skill', PULL_TAG] }); } finally { battle.off(h); } for (const e of around) { if (!landed.has(e) || !e.alive) continue; battle.pullToFront(e, unit, num(sb.force, 0)); if (e.alive) battle.applyStatus(e, 'sluggish', { duration: num(sb.sluggish, 2.5), source: unit }); } } export default { // Misery — trait 再部署时间大幅度减少: the data's respawnTime (18 s). Talent 1 二象命末: each attack is a double hit with // attack@prob (PRTS 备注: it is her normal attack's basic logic; EXE-X levels 2 / 3 make it +atk ATK and a higher // chance). Talent 2 四维分离: ATK +atk while exactly `cnt` enemy stands on her tile or the four beside it. // All three skills are 被动, ON_DEPLOY — they start at every deployment (the battle-start one included, when no enemy // is on the field yet: S3 then hits nothing, as in the official mode; it matters on a redeploy). S1 / S2 last the // skill's duration (10 s): duration skills started by the deployment (`activateOnDeploy`, the deploy-timed skill // contract of PR #109 — their own skillStart / skillEnd and the client's skill on / off), not a passive holding a timed // buff: // S1 物理的服从: while it runs the talent-1 chance is attack@prob and physical dodge prob. // S2 战争的恭顺: while it runs ATK +atk, ASPD +attack_speed. // S3 空间的归依: spaceBurst above (ground only), right after each deployment (install). // Module EXE-X (trait atk): ATK +atk while no ally stands on the four tiles beside her (PRTS: unlike the usual EXE-X; // shared/tier4.js lonely, as 缄默德克萨斯's module of the same text). // [ASSUMED] PRTS's 存疑 note on talent 1 — a 1 s trigger cooldown that would make her wait 1 s after each attack — is not // modelled: her attack interval is the data's (0.93 s base). // Ground only, ground-targetable (data canHitFly false, no flag). char_615_acspec: (bb, chess) => { const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); const moduleAtk = num(traitBb(chess).atk, 0); const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3); const b1 = r1?.bb ?? {}, b2 = r2?.bb ?? {}; const talentProb = num(t0['attack@prob'], 0), s1Prob = num(b1['attack@prob'], talentProb); const cnt = Math.max(1, Math.floor(num(t1.cnt, 1))); return { skills: { [S1]: { ...ON_DEPLOY, duration: num(r1?.duration, 10), mods: { dodgePhys: num(b1.prob) } }, [S2]: { ...ON_DEPLOY, duration: num(r2?.duration, 10), mods: { atkPct: num(b2.atk), aspd: num(b2.attack_speed) } }, [S3]: { kind: 'passive' }, }, trait: { hitsFn: (battle, unit) => (battle.rng.chance(s1On(unit) ? s1Prob : talentProb) ? 2 : 1) }, talents: [ { install(battle, unit) { statBuff(battle, unit, 'acspec:t1', { atkPct: num(t0.atk) }); } }, { install(battle, unit) { toggleBuff(battle, unit, 'acspec:t2', () => enemiesAround4(battle, unit) === cnt, { atkPct: num(t1.atk) }); } }, ], install(battle, unit) { if (moduleAtk > 0) toggleBuff(battle, unit, 'acspec:module', () => lonely(battle, unit), { atkPct: moduleAtk }); // 空间的归依 "部署后立即": at the `deploy` of every deployment, after the deploy-time buffs (module / talent-2 // toggles, priority 0) are on — a passive's onStart runs earlier, inside skill.reset; a 【移动】 (move: true) // restarts no passive, as everywhere in the engine if (unit.skill?.id === S3) { battle.on('deploy', (c) => { if (c.unit === unit && !c.move && unit.alive && unit.deployed) spaceBurst(battle, unit, r3); }, { owner: unit, priority: -10 }); } }, }; }, };