Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_1_15-pithst.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_1_15-pithst.js — 盟约·辅助干员 (char_616_pithst) kit, tier 1 (hidden).
// Registered with the tier-6 kits, whose conventions are in ../shared/tier6.js; kit contract and rules: ../README.md.
import { hasHp } from '../../../damage.js';
import { num, tbb, isElite, elementDmg } from '../shared/tier6.js';
// ------------------------------------------------------------------------------------------------------------------
// 盟约·辅助干员 chess_char_1_15 (巫役) — S1 战术咏唱·双型; 迭代元素
/** 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. */
export const PITHST_ELEMENTS = Object.freeze(['neural', 'burn', 'apoptosis']);
/**
* 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":
* * 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
* or fully absorbed hit deals none; her own element fills and the bursts they cause never re-trigger it; a killing
* blow attaches nothing (the target is dead — no burst on the corpse);
* * each such damage attaches ep_damage_ratio × ATK of ALL THREE elements, 神经 first, then 灼燃, then 凋亡 (user
* 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
* unit, so it only ever filled 神经). PRTS 元素: when one unit applies several elements that would each fill their
* gauge, the element applied first bursts — from her alone 神经 bursts (the "(优先)"), while her 灼燃 / 凋亡 add to
* the gauges the team builds (余, 塑心 …). [ASSUMED: simultaneous application — the reading of the official text]
* * 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:
* 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).
* The target pick prefers enemies not in a burst (`priority: 'notBurst'`).
*/
function pithst(bb, chess, def) {
const t0 = tbb(def, 0);
const ratio = num(t0.ep_damage_ratio);
const ratioBoss = num(t0.ep_damage_ratio_boss, ratio);
return {
skill: {
kind: 'duration',
mods: { aspd: num(bb.attack_speed) },
targeting: { maxTargets: Math.max(1, Math.floor(num(bb['attack@max_target'], 1))) },
},
trait: { priority: 'notBurst' },
install(battle, unit) {
if (!(ratio > 0)) return;
battle.on('damaged', (ctx) => {
const t = ctx.target, d = ctx.dmg;
// hasHp: a killing blow attaches nothing (the hook runs before battle.kill, see hasHp)
if (ctx.source !== unit || !t || t.side !== 'enemy' || !hasHp(t) || !(ctx.amount > 0)) return;
if (ctx.type === 'element' || ctx.type === 'elemental' || (d && d.tags && d.tags.includes('burst'))) return;
const amount = unit.s.atk * (isElite(t) ? ratioBoss : ratio);
for (const el of PITHST_ELEMENTS) elementDmg(battle, unit, t, el, amount, ['talent', 'pithst']);
}, { owner: unit });
},
};
}
export default {
chess_char_1_15_a: pithst,
};