Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_2_08-bubble.js
T
sganggs 1169102d46 feedback5 R4: one file per operator kit — kits/tier1..6.js split into kits/ops/<chessId>-<codename>.js (129 kits), kits/shared/tier1..6.js (the helpers two or more kits of a tier use, and each tier's header notes) and kits/index.js (the registry, same keys in the same order); the tier files become re-export shims
Pure move: every line of a kit, of a helper and of the tier headers is copied verbatim (only the headers' first
line names the new file); a helper used by one kit moved into that kit's file. Glue only: the generated imports,
`export default { … }` around each registry entry, `export { … }` lists in shared/tier2..6.js, and tier4's
`(bb, chess, def)` default-argument wrapper as shared/tier4.js `withDefaults` (applied in each tier-4 kit file).
kits/index.js loads every kit file with a guarded dynamic import (browser-safe, no directory listing); tierN.js
re-export the tier registry (TIER_KITS) and their old named exports (tier1 helpers + tinmanKit, tier6
PITHST_ELEMENTS). The merged registry, every tier default and named export have the same keys, order, frozenness
and function sources as before. test/docs-consistency.test.js reads the moved code at its new paths.
Golden: GOLDEN_FULL=1 node --test test/golden.test.js unchanged.
2026-10-05 16:13:56 +08:00

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// server/sim/content/kits/ops/chess_char_2_08-bubble.js — 泡泡 (char_381_bubble) kit, tier 2.
// Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md.
import { num, talentBb, traitBb, byEnemyAttack, onDamagedOn, toggleBuff } from '../shared/tier1.js';
import { onDefaultSkill } from '../shared/tier2.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 2_08 泡泡 “挨打”: stops attacking; DEF +def, taunt +taunt_level, each attack received returns atk_scale × DEF phys
// damage to the attacker. 尖刺盾: attackers get ATK −atk for `duration` s. Elite module (PRO-X): DEF +def while blocking.
// S1 防御力强化·β型 (alt, TAKE_DAMAGE from data): DEF +def for its duration; the counter belongs to “挨打” only.
chess_char_2_08_a: (bb, chess) => {
const t = talentBb(chess, 0);
const tb = traitBb(chess);
const s2 = onDefaultSkill(chess);
return {
skill: { kind: 'duration', mods: { defPct: num(bb.def), taunt: num(bb.taunt_level) }, attack: { noAttack: true } },
skills: { 'skcom_def_up[2]': { kind: 'duration', mods: { defPct: num(bb.def) } } },
talents: [{ install(battle, unit) {
onDamagedOn(battle, unit, (ctx) => {
if (!byEnemyAttack(ctx) || !unit.alive) return;
const src = ctx.source;
if (s2 && unit.skill?.active && src.alive) {
battle.dealDamage(unit, src, { amount: unit.s.def * num(bb.atk_scale), type: 'phys', isSkill: true, canDodge: false, tags: ['counter'] });
battle.fx('counter', { x: src.x, y: src.y, id: unit.id });
}
if (num(t.atk) < 0 && src.alive) battle.addBuff(src, { key: 'bubble:spike', duration: num(t.duration, 5), mods: { atkPct: num(t.atk) }, refresh: 'extend', source: unit });
});
if (num(tb.def)) toggleBuff(battle, unit, 'bubble:guard', () => unit.blocking.length > 0, { defPct: num(tb.def) });
} }],
};
},
};