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.
33 lines
1.9 KiB
JavaScript
33 lines
1.9 KiB
JavaScript
// server/sim/content/kits/ops/chess_char_1_09-caper.js — 跃跃 (char_4100_caper) kit, tier 1.
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// Conventions of the tier-1 kits: ../shared/tier1.js; kit contract and rules: ../README.md.
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import { num, talentBb, traitBb, cheb, onHitBy, skillBbOf } from '../shared/tier1.js';
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export default {
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// ---------------------------------------------------------------------------------------------------------------
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// 1_09 跃跃 (回环射手: every attack is a boomerang out to the target and back — she attacks again only once it is
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// caught, professions.js loopshooter / ai.js throwBoomerang). 乐趣加倍: ATK +atk, each attack throws `cnt`
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// boomerangs at the target (cnt hits); they fly the same path, so the flight carries cnt hits and all of them are
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// back together ("必须回收全部回旋投掷物才可以进行下一次攻击"). 戏耍随心: prob per hit (each boomerang on its own) for
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// ATK ×atk_scale. Elite module (LPS-X, trait atk_scale): vs enemies on the 8 surrounding tiles ATK ×atk_scale.
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// Alternate S1 强力击·β型 (AUTO, attack SP): the next attack at atk_scale × ATK.
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chess_char_1_09_a: (bb, chess) => {
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const t = talentBb(chess, 0);
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const near = num(traitBb(chess).atk_scale, 1);
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return {
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skill: { kind: 'duration', mods: { atkPct: num(bb.atk) }, attack: { hits: Math.max(1, Math.floor(num(bb.cnt, 1))) } },
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skills: { skchr_caper_1: { kind: 'instant', attack: { atkScale: num(skillBbOf(chess, 'skchr_caper_1').atk_scale, 1) } } },
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talents: [{ install(battle, unit) {
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onHitBy(battle, unit, ({ target, dmg }) => {
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if (!dmg.isAttack) return;
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if (near !== 1 && cheb(unit, target) <= 1) dmg.amount *= near;
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if (!dmg.isSplash && num(t.prob) > 0 && battle.rng.chance(num(t.prob))) {
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dmg.amount *= num(t.atk_scale, 1);
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battle.fx('crit', { x: target.x, y: target.y, id: unit.id });
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}
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});
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} }],
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};
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},
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};
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