// server/sim/content/kits/ops/chess_char_4_18-mudrok.js — 泥岩 (char_311_mudrok) kit, tier 4. // Conventions of the tier-4 kits: ../shared/tier4.js; kit contract and rules: ../README.md. import { AURA, num, tbb, grid, batFlat, enemyHasTag, targetsInGrid, whileDeployed, pulse, toggleBuff, alt, lonely, withDefaults, } from '../shared/tier4.js'; export default withDefaults({ // ===== 泥岩 (unyield) S2 岩崩锤 — next attack: heal 4 %, 190 % phys to all ground enemies around, 30 % stun; talents // S1 防御力强化·γ型 (TAKE_DAMAGE); S3 秽壤的血脉 (10 s dormant — cannot act, takes no damage, keeps blocking — // with enemies around −60 % speed; then ground enemies around stunned 3 s/3.5 s and for the rest of the skill // BAT −0.3 s, ATK/DEF up, attacks every blocked enemy); module UNY-Y (沃土的愿景): ATK/DEF +8 % with no ally // on the 8 tiles around chess_char_4_18_a: (bb, chess, def) => { const t0 = tbb(def, 0), t1 = tbb(def, 1); const tb = def.traitBb || {}; const g = grid(def.skill?.rangeGrid) || [[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 0], [0, 1], [1, -1], [1, 0], [1, 1]]; const sleep = num(bb.sleep, 10); return { skills: alt(def, { 'skcom_def_up[3]': () => ({ kind: 'duration', mods: { defPct: num(bb.def) } }), skchr_mudrok_3: () => ({ kind: 'duration', attack: { hitAllBlocked: true }, onStart({ battle, unit }) { unit.mem.mudS3 = { awake: false, t: 0 }; battle.addBuff(unit, { key: 'mudrok:dormant', duration: sleep + 1, flags: { invulnerable: true, disarm: true }, visible: true }); battle.fx('stone', { x: unit.x, y: unit.y, id: unit.id }); }, onTick({ battle, unit, dt }) { const M = unit.mem.mudS3; if (!M || M.awake) return; M.t += dt; for (const e of targetsInGrid(battle, unit, g)) pulse(battle, e, `mudrok:slow:${unit.id}`, { moveMul: Math.max(0, 1 + num(bb.move_speed, -0.6)) }); if (M.t + 1e-9 < sleep) return; M.awake = true; battle.removeBuff(unit, 'mudrok:dormant'); for (const e of targetsInGrid(battle, unit, g)) if (!e.isFlying && e.alive) battle.applyStatus(e, 'stun', { duration: num(bb.stun, 3), source: unit }); battle.addBuff(unit, { key: 'mudrok:awake', mods: { atkPct: num(bb.atk), defPct: num(bb.def), batPct: batFlat(def, bb.base_attack_time) } }); battle.fx('rockfall', { x: unit.x, y: unit.y, id: unit.id }); }, onEnd({ battle, unit }) { unit.mem.mudS3 = null; battle.removeBuff(unit, 'mudrok:dormant'); battle.removeBuff(unit, 'mudrok:awake'); }, }), }), skill: { kind: 'instant', targeting: { rangeGrid: g, allInRange: true, canHitFly: false }, attack: { atkScale: num(bb.atk_scale, 1.9), groundOnly: true, onHit({ battle, unit, target }) { if (target && target.alive && battle.rng.chance(num(bb.buff_prob, 0.3))) battle.applyStatus(target, 'stun', { duration: num(bb.stun, 0.5), source: unit }); }, }, onStart({ battle, unit }) { battle.heal(unit, unit, unit.s.maxHp * num(bb.hp_ratio, 0.04), { self: true }); battle.fx('rockslide', { x: unit.x, y: unit.y, id: unit.id }); }, }, talents: [ { install(battle, unit) { // 沃土予身: a hit-negating layer every 9 s (≤ 3, 1 on deploy); each broken layer heals 20 % const setLayers = (n) => { unit.mem.layers = n; if (n > 0) battle.addBuff(unit, { key: 'mudrok:layers', shieldHits: n, visible: true }); else battle.removeBuff(unit, 'mudrok:layers'); }; battle.on('deploy', (c) => { if (c.unit !== unit) return; setLayers(Math.min(num(t0.max_times, 3), num(t0.times, 1))); unit.mem.layerTimer?.cancel(); unit.mem.layerTimer = whileDeployed(battle, unit, num(t0.interval, 9), () => { if ((unit.mem.layers ?? 0) < num(t0.max_times, 3)) setLayers(Math.min(num(t0.max_times, 3), (unit.mem.layers ?? 0) + num(t0.times, 1))); }); }, { owner: unit }); battle.on('damaged', (c) => { if (c.target !== unit || !unit.alive) return; const left = unit.findBuff('mudrok:layers')?.shieldHits ?? 0; const broken = (unit.mem.layers ?? 0) - left; if (broken <= 0) return; unit.mem.layers = left; battle.heal(unit, unit, unit.s.maxHp * num(t0.hp_ratio, 0.2) * broken, { self: true }); battle.fx('shieldBreak', { x: unit.x, y: unit.y, id: unit.id }); }, { owner: unit }); } }, { install(battle, unit) { // 手足相惜: −30 % damage from 萨卡兹 enemies battle.on('hit', (c) => { if (c.target === unit && enemyHasTag(c.source, 'sarkaz')) c.dmg.mul *= 1 - num(t1.damage_resistance, 0.3); }, { owner: unit }); } }, ], install(battle, unit) { const ds = num(tb.damage_scale, 0); // module (elite): −15 % damage from enemies it blocks if (ds > 0) battle.on('hit', (c) => { if (c.target === unit && c.source && c.source.blockedBy === unit) c.dmg.mul *= ds; }, { owner: unit }); const ma = num(tb.atk, 0), md = num(tb.def, 0); // module UNY-Y: 周围8格没有友方干员时攻击力和防御力+8% if (ma || md) whileDeployed(battle, unit, AURA, () => toggleBuff(battle, unit, 'mudrok:module', lonely(battle, unit, true), { atkPct: ma, defPct: md })); }, }; }, });