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ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_5_07-surtr.js
T
sganggs 8b7316d93e feedback5 WL: Touch follows PRTS — S3's extra heal is 30 % of the base with its own recipient's boost, 「低于」 half HP, 攫升 on every heal she outputs, 超脱 on a dying forced exit
The shared code of the 外勤医疗 strategy's Touch and the Touch 补位 stand-in (content/tokens.js touchGospel /
mapCharTalents), against PRTS Touch(卫戍协议) and its 备注 / 修正:
- S3 恳切福音's extra heal: 30 % of the main heal's base (before the ×1.35 / ×1.40), a heal of its own — its recipient
  below half HP gets the boost (and the elite's PHY-X), 备注 「额外治疗可触发技能后半段的治疗量提高效果」; it goes to the
  lowest HP ratio of the main target and its 4 orthogonal neighbours, a full-HP unit included (x-5,
  「可治疗生命值已满单位」). The touchExtra / touchMainHeal block is gone.
- The boost needs HP strictly below half (修正 「低于」, was 「不高于」).
- 攫升: every heal she outputs gives SP — a heal on herself and one that restores nothing too (备注 「无需实际产生治疗量」);
  still no device, no unit without a skill, and not her own HP-regeneration tick.
- 超脱: a forced exit that plays the death animation counts like a knock-out (备注 「如史尔特尔的天赋效果」). Battle.retreat
  takes `dying` and the death hook carries it: 史尔特尔's 余烬 and 骑士戒律 + 竞技旗 set it; planned exits (耀骑士临光 S2,
  伊内丝 S3), the 商人's automatic 撤退 and the 突袭 jump do not. A battle has no player 撤退 command.

Golden moved: roster-041 (the strategy's Touch heals differently: S3 extra heal / boost), standin-03, standin-04,
standin-08, standin-09, standin-10 (Touch standing in for 塞雷娅 / 塑心 / 纯烬艾雅法拉), coop2-NORMAL-14-standins (the
human seat plays 外勤医疗, so its Touch takes part). Docs: SIM.md (death hook `dying`, retreat option, the forced-exit
paragraph).
2026-10-05 20:47:06 +08:00

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// server/sim/content/kits/ops/chess_char_5_07-surtr.js — 史尔特尔 (char_350_surtr) kit, tier 5.
// Conventions of the tier-5 kits: ../shared/tier5.js; kit contract and rules: ../README.md.
import { num, talent, traitBb, mods, selectedId, lazySkills, instantKind, whileOn, permBuff } from '../shared/tier5.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 史尔特尔 — S3 黄昏 (toggle, 持续时间无限): full heal, ATK +, range +2, 3 targets, max HP +5000 (flat), HP loss ramping
// to 20 % max HP/s over 60 s. T1 熔火: ignores 20 RES. T2 余烬: lethal damage keeps HP ≥ 1 for 8 s (不死 + 禁疗), then she
// withdraws.
// Module (elite): ASPD +8 while not blocking.
// S1 烈焰魔剑 (instant, attack SP): next attack atk_scale × ATK; a kill refills all SP at once.
// S2 熔核巨影 (duration): ATK +, range +1, 2 targets; an attack that hits a single enemy is ×critical atk_scale.
// Module AFT-Y (elite): the enemies she blocks are 法术脆弱 +10 %.
chess_char_5_07_a: (bb, chess, def) => {
const t0 = talent(chess, 0), t1 = talent(chess, 1), tb = traitBb(chess);
const sid = selectedId(chess, def);
const iv = Math.max(0.05, num(bb.interval, 0.2)), peak = num(bb.hp_ratio), ramp = Math.max(0.1, num(bb.duration, 60));
const maxHp = num(bb.max_hp);
return {
skills: lazySkills({
skchr_surtr_1: () => ({
kind: instantKind(chess, def),
attack: {
atkScale: num(bb.atk_scale, 1),
onHit({ unit, target }) {
// 将目标击倒则立即恢复所有技力 (the skill is still pending here: the refill is the next charge)
if (target && target.side === 'enemy' && !target.alive && unit.skill) unit.skill.gainSp(unit.skill.spCost, 'skill');
},
},
}),
skchr_surtr_2: () => ({
kind: 'duration', mods: mods({ atkPct: num(bb.atk) }),
targeting: mods({ rangeExtend: Math.round(num(bb.ability_range_forward_extend)), maxTargets: num(bb['attack@max_target']) }),
}),
}),
skill: {
kind: 'toggle',
mods: mods({ atkPct: num(bb.atk), ...(Math.abs(maxHp) > 5 ? { hpFlat: maxHp } : { hpPct: maxHp }) }),
targeting: mods({ rangeExtend: Math.round(num(bb.ability_range_forward_extend)), maxTargets: num(bb['attack@max_target']) }),
onStart({ battle, unit }) {
unit.mem.twilightT = 0;
unit.mem.twilightAcc = 0;
// "立即恢复所有生命" — PRTS 技能3 备注 "(无视禁疗)": it reaches her during 余烬 too
battle.heal(unit, unit, unit.s.maxHp, { self: true, ignoreHealFree: true });
battle.fx('aoe', { x: unit.x, y: unit.y, id: unit.id, r: 1, skill: 'surtr' });
},
onTick({ battle, unit, dt }) {
if (!(peak > 0)) return;
unit.mem.twilightT += dt;
unit.mem.twilightAcc += dt;
while (unit.mem.twilightAcc >= iv && unit.alive) {
unit.mem.twilightAcc -= iv;
const rate = peak * Math.min(1, unit.mem.twilightT / ramp);
if (rate > 0) battle.loseHp(unit, unit.s.maxHp * rate * iv, { source: unit, silent: true });
}
},
},
talents: [
{ install(battle, unit) { permBuff(battle, unit, 'surtr:magma', { resIgnoreFlat: num(t0.magic_resist_penetrate_fixed) }); } },
{ install(battle, unit) { // 余烬
// PRTS 天赋备注: "持有不死的情况下不会触发此天赋" (a 不死 that prevented the blow first: `c.prevented` — 坚固维式重锤's
// lock, PRIO_REVIVE −100, runs after this −60 on the same first lethal blow [ASSUMED order], so it never starts
// while 余烬 is unused). "触发本天赋后,获得禁疗与不死": 不死 = every later lethal blow is prevented (`mem.ember`);
// 禁疗 (异常效果 HEAL_FREE "无法成为治疗类能力的目标,且受到的治疗量变为0", an HP-regen attribute excepted) = flags
// noHeal (no heal pick, no heal from others) + healFree (her own heals too; S3's start heal "无视禁疗"), shown as
// the status 'healFree' until she leaves. "强制退出战场视为撤回干员": a retreat (Battle.retreat drops the buff) — she
// lies down where she stood and redeploys there, like every operator that leaves the field (PRTS 卫戍协议/帮助
// "干员退场后…原地留下一个“倒地干员”…自动部署至该位置"; Battle.isDown, GitHub #60). With her death animation
// (`dying`): PRTS Touch(卫戍协议) 超脱 备注 counts it as a knock-out ("如史尔特尔的天赋效果").
const wait = num(t1['surtr_t_2[withdraw].interval'], 8);
battle.on('deploy', (c) => { if (c.unit === unit) unit.mem.ember = false; }, { owner: unit });
battle.on('fatal', (c) => {
if (c.unit !== unit || c.prevented) return;
c.prevented = true;
if (unit.mem.ember) return;
unit.mem.ember = true;
const dep = unit.deploySeq;
battle.addBuff(unit, { key: 'surtr:ember', status: 'healFree', flags: { noHeal: true, healFree: true } });
battle.fx('ember', { x: unit.x, y: unit.y, id: unit.id });
battle.after(wait, () => { if (unit.alive && unit.deploySeq === dep) battle.retreat(unit, { reason: 'retreat', dying: true }); }, { owner: unit });
}, { owner: unit, priority: -60 });
} },
],
install(battle, unit) {
const aspd = num(tb.attack_speed);
if (aspd) {
whileOn(battle, unit, 0.2, () => {
if (!unit.blocking.length) battle.addBuff(unit, { key: 'surtr:module', duration: 0.3, mods: { aspd } });
else battle.removeBuff(unit, 'surtr:module');
});
}
const fragile = num(tb.damage_scale, 1) - 1; // AFT-Y: 自身阻挡的敌人受到10%的法术脆弱效果
if (fragile > 0) {
whileOn(battle, unit, 0.2, () => {
for (const e of unit.blocking) if (e.alive) battle.applyStatus(e, 'artsFragile', { duration: 0.3, value: fragile, source: unit });
});
}
if (sid === 'skchr_surtr_2') { // S2: 仅攻击到一个敌人时对其攻击力提升至140%
const solo = num(bb['attack@surtr_s_2[critical].atk_scale'], 1);
battle.on('beforeAttack', (c) => { if (c.attacker === unit) unit.mem.surtrSolo = !!unit.skill?.active && c.targets.filter((t) => t && t.alive).length === 1; }, { owner: unit, priority: -100 });
battle.on('hit', (c) => {
if (c.source === unit && unit.mem.surtrSolo && unit.skill?.active && c.dmg.isAttack && !c.dmg.isSplash) c.dmg.amount *= solo;
}, { owner: unit });
}
},
};
},
};