Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_3_05-skadi.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

63 lines
3.4 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// server/sim/content/kits/ops/chess_char_3_05-skadi.js — 斯卡蒂 (char_263_skadi) kit, tier 3.
// Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md.
import { num, defOf, talentBb, traitBb, altSkills, statSkill, fx } from '../shared/tier3.js';
/** Abyssal Hunters (character_table groupId `abyssal`, not in data/chess.json): 深海掠食者 targets. */
const ABYSSAL = new Set(['char_263_skadi', 'char_143_ghost', 'char_218_cuttle', 'char_474_glady', 'char_1023_ghost2', 'char_4145_ulpia']);
export default {
// ---- 3_05 斯卡蒂 · 无畏者 — S3 涌潮悲歌: ATK/DEF/HP +; 深海掠食者 (Abyssal Hunters ATK); 迅捷出击 (redeploy −10 s)
// 精锐 module DRE-Y: once per deployment, a lethal hit instead restores full HP with max HP −60 % and ASPD +30
// S1 迅捷打击·γ型: ATK/ASPD +; S2 跃浪击 (passive): ATK + for `duration` s after every deployment;
// 精锐 module DRE-X: ×atk_scale on blocked enemies
chess_char_3_05_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0), t1 = talentBb(d, 1);
const tb = traitBb(d);
const kit = {
skill: { kind: 'duration', mods: { atkPct: num(bb.atk), defPct: num(bb.def), hpPct: num(bb.max_hp) } },
skills: altSkills(chess, d, bb, {
'skcom_quickattack[3]': statSkill,
skchr_skadi_2: (s) => ({
kind: 'passive',
onStart({ battle, unit }) { // "部署后N秒内攻击力+X" (a passive starts at every deployment)
battle.addBuff(unit, { key: 'skill:skadi_wave', duration: num(s.bb.duration, 20), mods: { atkPct: num(s.bb.atk) }, visible: true });
},
}),
}),
talents: [
{ install(battle, unit) { // "编入队伍时": every Abyssal Hunter of this player, for the whole battle
for (const a of battle.allyUnits) {
if (a.kind === 'op' && a.ownerId === unit.ownerId && ABYSSAL.has(a.def?.charId)) {
battle.addBuff(a, { key: 'talent:skadi_predator', mods: { atkPct: num(t0.atk) }, persist: true, allowDead: true, source: unit });
}
}
} },
{ install(battle, unit) {
if (unit.mem.skadiSwift) return; // base stats are per unit; never apply twice
unit.mem.skadiSwift = true;
unit.base.respawnTime = Math.max(0, unit.base.respawnTime + num(t1.respawn_time));
} },
],
};
if (tb.value != null || tb.hp_ratio != null) {
kit.install = (battle, unit) => {
battle.on('deploy', (ctx) => { if (ctx.unit === unit) unit.mem.tideUsed = false; }, { owner: unit });
battle.on('fatal', (ctx) => {
if (ctx.unit !== unit || ctx.prevented || unit.mem.tideUsed) return;
unit.mem.tideUsed = true;
ctx.prevented = true;
const hpMul = tb.value != null ? 1 - num(tb.value) : num(tb.max_hp, 0.4);
battle.addBuff(unit, { key: 'trait:skadi_tide', mods: { hpMul: Math.max(0.05, hpMul), aspd: num(tb.attack_speed) }, visible: true });
unit.hp = Math.max(1, unit.s.maxHp * num(tb.hp_ratio, 1));
fx(battle, 'revive', unit, { module: true });
}, { owner: unit, priority: -50 });
};
}
// DRE-X "攻击被阻挡的敌人时攻击力提升至115%" (blocked by anyone)
if (num(tb.atk_scale) > 0) kit.trait = { dmgMul: (battle, unit, target) => (target && target.blockedBy ? num(tb.atk_scale, 1) : 1) };
return kit;
},
};