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.
55 lines
3.3 KiB
JavaScript
55 lines
3.3 KiB
JavaScript
// server/sim/content/kits/ops/chess_char_1_15-pithst.js — 盟约·辅助干员 (char_616_pithst) kit, tier 1 (hidden).
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// Registered with the tier-6 kits, whose conventions are in ../shared/tier6.js; kit contract and rules: ../README.md.
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import { hasHp } from '../../../damage.js';
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import { num, tbb, isElite, elementDmg } from '../shared/tier6.js';
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// ------------------------------------------------------------------------------------------------------------------
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// 盟约·辅助干员 chess_char_1_15 (巫役) — S1 战术咏唱·双型; 迭代元素
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/** 迭代元素's elements in the order they are applied: 神经损伤 "(优先)", then 灼燃损伤, then 凋亡损伤. */
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export const PITHST_ELEMENTS = Object.freeze(['neural', 'burn', 'apoptosis']);
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/**
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* 迭代元素 "攻击同时附带18%攻击力的神经损伤(优先)、灼燃损伤、凋亡损伤;优先攻击未处于损伤爆发的目标":
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* * timing = every damage she deals (PRTS 盟约·辅助干员 corrects "攻击同时" to "造成伤害时"): HP damage > 0 — a dodged
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* or fully absorbed hit deals none; her own element fills and the bursts they cause never re-trigger it; a killing
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* blow attaches nothing (the target is dead — no burst on the corpse);
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* * each such damage attaches ep_damage_ratio × ATK of ALL THREE elements, 神经 first, then 灼燃, then 凋亡 (user
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* playtest #5 #3: the kit used to pick one element "not bursting" — but a burst's 爆发冷却 locks every gauge of the
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* unit, so it only ever filled 神经). PRTS 元素: when one unit applies several elements that would each fill their
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* gauge, the element applied first bursts — from her alone 神经 bursts (the "(优先)"), while her 灼燃 / 凋亡 add to
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* the gauges the team builds (余, 塑心 …). [ASSUMED: simultaneous application — the reading of the official text]
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* * elite module RIT-X "对精英和领袖敌人造成的元素损伤提升18%" = ep_damage_ratio_boss (0.2124) vs ELITE / BOSS enemies:
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* a talent ratio, not an "元素损伤提升" (PRTS 备注), so it changes nothing else she deals (e.g. a 灼燃维式重锤).
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* The target pick prefers enemies not in a burst (`priority: 'notBurst'`).
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*/
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function pithst(bb, chess, def) {
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const t0 = tbb(def, 0);
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const ratio = num(t0.ep_damage_ratio);
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const ratioBoss = num(t0.ep_damage_ratio_boss, ratio);
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return {
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skill: {
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kind: 'duration',
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mods: { aspd: num(bb.attack_speed) },
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targeting: { maxTargets: Math.max(1, Math.floor(num(bb['attack@max_target'], 1))) },
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},
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trait: { priority: 'notBurst' },
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install(battle, unit) {
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if (!(ratio > 0)) return;
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battle.on('damaged', (ctx) => {
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const t = ctx.target, d = ctx.dmg;
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// hasHp: a killing blow attaches nothing (the hook runs before battle.kill, see hasHp)
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if (ctx.source !== unit || !t || t.side !== 'enemy' || !hasHp(t) || !(ctx.amount > 0)) return;
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if (ctx.type === 'element' || ctx.type === 'elemental' || (d && d.tags && d.tags.includes('burst'))) return;
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const amount = unit.s.atk * (isElite(t) ? ratioBoss : ratio);
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for (const el of PITHST_ELEMENTS) elementDmg(battle, unit, t, el, amount, ['talent', 'pithst']);
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}, { owner: unit });
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},
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};
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}
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export default {
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chess_char_1_15_a: pithst,
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};
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