Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_4_22-svrash.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_4_22-svrash.js — 银灰 (char_172_svrash) kit, tier 4.
// Conventions of the tier-4 kits: ../shared/tier4.js; kit contract and rules: ../README.md.
import {
AURA, num, tbb, grid, enemiesOnRange, whileDeployed, reveal, alt, instantKind, withDefaults,
} from '../shared/tier4.js';
export default withDefaults({
// ===== 银灰 (lord) S3 真银斩 — DEF −70 %, ATK +125 %, wider range, ≤ 4 targets at melee scale; 领袖 / 鹰眼视觉; module
// S1 强力击·γ型 (attack SP: next attack 205 %/225 %); S2 雪境生存法则 (toggle — [ASSUMED] once switched on it stays
// on for the deployment: smaller range, DEF up, 3.5 %/4 % max HP regen per s)
chess_char_4_22_a: (bb, chess, def) => {
const t0 = tbb(def, 0);
const tb = def.traitBb || {};
const g = grid(def.skill?.rangeGrid);
return {
skills: alt(def, {
skchr_svrash_1: () => ({ kind: instantKind(def), attack: { atkScale: num(bb.atk_scale, 2.05) } }),
skchr_svrash_2: () => ({
kind: 'toggle',
mods: { defPct: num(bb.def), hpRegenRatio: num(bb.hp_recovery_per_sec_by_max_hp_ratio) },
targeting: g ? { rangeGrid: g } : undefined,
onStart({ battle, unit }) { battle.fx('snow', { x: unit.x, y: unit.y, id: unit.id }); },
}),
}),
skill: {
kind: 'duration',
mods: { defPct: num(bb.def), atkPct: num(bb.atk) },
targeting: { ...(g ? { rangeGrid: g } : {}), maxTargets: Math.max(1, Math.floor(num(bb['attack@max_target'], 4))) },
attack: { projectile: 'none', dmgMul: () => 1 }, // 视为近距离攻击: no ranged ×0.8
onStart({ battle, unit }) { battle.fx('truesilver', { x: unit.x, y: unit.y, id: unit.id }); },
onAttack({ battle, unit }) { battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id }); },
},
talents: [
{ install(battle, unit) { // 领袖: ATK +10 %; every unit of the team redeploys 10 % faster
battle.addBuff(unit, { key: 'svrash:t1', mods: { atkPct: num(t0.atk, 0.1) }, persist: true, allowDead: true });
const p = battle.getPlayer(unit.ownerId);
for (const a of p ? p.units : []) if (a.kind === 'op') battle.addBuff(a, { key: 'svrash:leader', mods: { redeployMul: Math.max(0, 1 + num(t0.respawn_time, -0.1)) }, persist: true, allowDead: true });
} },
{ install(battle, unit) { whileDeployed(battle, unit, AURA, () => reveal(battle, enemiesOnRange(battle, unit))); } }, // 鹰眼视觉
],
install(battle, unit) {
const m = num(tb.atk_scale_m, 0); // module (elite): attacks add 10 % ATK arts damage
if (!(m > 0)) return;
battle.on('damaged', (c) => {
if (c.source !== unit || !c.dmg?.isAttack || c.type !== 'phys' || !c.target.alive || c.target.side !== 'enemy') return;
battle.dealDamage(unit, c.target, { amount: unit.s.atk * m, type: 'arts', tags: ['module'] });
}, { owner: unit });
},
};
},
});