Files
ark-stronghold-protocol/test
sganggs 29fa988604 feedback5 O5: 自选 operator kits for 左乐, 重岳 and 煌 — every skill at ranks 4 / 7, both talents, the trait and both modules at stages 1 / 3, from the data, PRTS 备注, the client's buff templates and the battle skeletons' clip events
- 左乐 (op-zuole.js): S1 next attack + 1 / 2 extra strikes below 80 / 50 % HP (each a damage instance and a trait heal); S2 流失 50 % current HP (never below 1), a barrier of scale × max HP stacking to 2×, ATK / block +1 / every blocked enemy, −200 per second once over; S3 7 slashes on ≤ 3 enemies of 3-2, the last ×2 + stun, the trait's heal turned into a barrier (70 × 2.5 / 3 per damage instance, ≤ 2× max HP, 15 s); 坚忍 ASPD / SP recovery; 守正自明 per damage instance (SBL-Y Lv3 ×1.2 on a success); SBL-X 庇护 (behind the barrier once 行险 resets it — PRTS S2 备注 — through the hpDamage hook); SBL-Y revive at 30 % once per deployment.
- 重岳 (op-chyue.js): 止戈 marks (normal-attack instances, ×1.65 / ×1.75 on all his damage); 万象为宾 SP at each skill / segment end, 阻回 ignored (FGT-X Lv3 4, else 1); S1 charges with the full-stack burst of 3; S2 x-4 ≤ 4 enemies (air too) + 浮空 2 s on the marked, the second segment 0.5 s later (skeleton events) on every 浮空 enemy; S3 strike + 0.8 splash, the 5th cast transforms him (x-6, double hits, +1 SP per attack, self-cast, the strike twice); FGT-X dodge, FGT-Y ASPD.
- 煌 (op-huang.js): CEN-X ×1.1 vs blocked enemies on every damage; CEN-Y −20 % physical above 50 %; 紧急除颤 不死 + heal + the 50 % HP floor through the hpDamage hook (CEN-Y Lv3: 50 % then 25 %, 8 s, DEF −150 above 50 %); 严酷训练 抵抗 after 15 s (CEN-X Lv3 ATK +6 % / ASPD +12 after 30 / 45 s); S1 next attack; S2 SP_FULL toggle with 2-2; S3 a 10 s 维持技能状态: cuts each second for 8 s, ramp to full at 8.95 s, at 9 s 流失 25 % max HP and the 3-6 burst (air too).
- kits/index.js OPERATOR_KIT_FILES lists the three files; test/content/diy.test.js's "owned 6★ without a kit" case takes the first kitless operator of diy.ownedPool (it named 煌).
- Golden: only test/golden/diy.json moved — the diy family packs the new kits: diy-003 / 004 field 左乐, diy-005 / 006 重岳, diy-007 / 008 煌 (tiers 5 / 6, every form × module × skill, no battle error); the prototypes and reserves moved from diy-003 … 006 to diy-009 … 012 (new ids, same packing); diy-001 / 002 (推进之王) and every other family unchanged.
- Tests: test/content/op_zuole.test.js (10), op_chyue.test.js (8), op_huang.test.js (10).
2026-10-06 00:13:05 +08:00
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feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list)
2026-10-05 18:17:08 +08:00