Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_6_06-pepe.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_6_06-pepe.js — 佩佩 (char_4058_pepe) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import {
num, tbb, live, selectedSkill, batOf, skillGridOf, hasAbnormal, cleanseAbnormal, aura,
} from '../shared/tier6.js';
// ------------------------------------------------------------------------------------------------------------------
// 佩佩 chess_char_6_06 (撼地者) — S3 时光震荡; 往昔传承; 弥漫莲香; module 晴雨
function pepe(bb, chess, def) {
const t0 = tbb(def, 0), t1 = tbb(def, 1), tb = def?.traitBb || {};
const sid = selectedSkill(chess, def);
const stackAtk = num(bb['attack@atk']), maxStack = Math.max(0, Math.floor(num(bb['attack@max_stack_cnt'])));
const ext = num(bb['attack@ability_range_forward_extend']);
const stun = num(bb['attack@stun']), stunMain = num(bb['attack@stun_main'], stun);
// 往昔传承: "技能期间每击倒1名敌人,技能结束时获得N点技力,至多回复M点" (any timed skill of hers)
const pastSp = (unit, skill) => {
const gain = Math.min(num(t0.max_sp, Infinity), (unit.mem.pepeKills || 0) * num(t0.sp));
unit.mem.pepeKills = 0;
if (gain > 0 && unit.alive) skill.gainSp(gain, 'talent');
};
const skills = {
// S1 盖戳!: next attack at atk_scale × ATK (splash included); castable while under a 异常状态, which it cleanses
// (install below)
skchr_pepe_1: { kind: 'instant', attack: { atkScale: num(bb.atk_scale, 1) } },
// S2 阻遏混乱锤: skill range, ATK / ASPD +, random target in range; every use gives later casts ASPD
// +attack_speed_extra (≤ max_stack_cnt stacks)
skchr_pepe_2: {
kind: 'duration',
mods: { atkPct: num(bb.atk), aspd: num(bb.attack_speed) },
...(skillGridOf(def) ? { targeting: { rangeGrid: skillGridOf(def) } } : {}),
onStart({ battle, unit }) {
unit.mem.pepeKills = 0;
const n = unit.mem.pepeRage || 0;
if (n > 0) battle.addBuff(unit, { key: 'pepe:rage', mods: { aspd: num(bb.attack_speed_extra) * n } });
unit.mem.pepeRage = Math.min(Math.floor(num(bb.max_stack_cnt, 2)), n + 1);
},
onEnd({ battle, unit, skill }) { battle.removeBuff(unit, 'pepe:rage'); pastSp(unit, skill); },
},
};
return {
skills,
install(battle, unit) {
if (sid === 'skchr_pepe_1') {
battle.on('tick', () => { // "处于异常状态时可以释放技能并清除异常状态"
const sk = unit.skill;
if (!live(unit) || !sk || !sk.ready || sk.active || !hasAbnormal(unit)) return;
cleanseAbnormal(battle, unit);
sk.activate('abnormal');
}, { owner: unit });
}
if (sid === 'skchr_pepe_2') {
battle.on('beforeAttack', (ctx) => { // 随机攻击范围内的目标 (and the enemies she blocks — Battle.blockedTargets)
if (ctx.attacker !== unit || !unit.skill?.active) return;
const c = battle.enemiesInKeys(unit.rangeKeys, unit, ctx.profile);
for (const e of battle.blockedTargets(unit, ctx.profile)) if (!c.includes(e)) c.push(e);
if (c.length) ctx.targets = [battle.rng.pick(c)];
}, { owner: unit });
}
},
skill: {
kind: 'duration',
mods: { atkPct: num(bb.atk), batPct: batOf(bb.base_attack_time, def) },
attack: {
splashRadius: 1,
onHit({ battle, unit, target }) { if (target && target.alive && stunMain > 0) battle.applyStatus(target, 'stun', { duration: stunMain, source: unit }); },
},
onStart({ unit, skill }) {
unit.mem.pepeStack = 0;
unit.mem.pepeKills = 0;
unit.mem.pepeR0 = num(unit.profile?.splashRadius, 1);
skill.spec.attack.splashRadius = unit.mem.pepeR0;
},
onAttack({ battle, unit, skill }) {
if (unit.mem.pepeStack >= maxStack) return;
unit.mem.pepeStack++;
battle.addBuff(unit, { key: 'pepe:tremor', mods: { atkPct: stackAtk * unit.mem.pepeStack } });
skill.spec.attack.splashRadius = unit.mem.pepeR0 + ext * unit.mem.pepeStack;
},
onEnd({ battle, unit, skill }) {
battle.removeBuff(unit, 'pepe:tremor');
skill.spec.attack.splashRadius = unit.mem.pepeR0 ?? 1;
pastSp(unit, skill);
},
},
talents: [
{ install(battle, unit) { // S3 splash stun + 往昔传承 kill counter
battle.on('damaged', (ctx) => {
if (ctx.source !== unit || !unit.skill?.active || !ctx.dmg?.isSplash || !ctx.target.alive || stun <= 0) return;
battle.applyStatus(ctx.target, 'stun', { duration: stun, source: unit });
}, { owner: unit });
battle.on('kill', ({ killer, victim }) => {
if (killer === unit && victim.side === 'enemy' && unit.skill?.active) unit.mem.pepeKills = (unit.mem.pepeKills || 0) + 1;
}, { owner: unit });
} },
{ install(battle, unit) { // 弥漫莲香: every 近卫 op ATK +16 %
const atk = num(t1.atk);
if (atk) aura(battle, unit, 0.5, () => {
for (const a of battle.allyUnits) if (live(a) && a.kind === 'op' && a.def?.profession === 'WARRIOR') battle.addBuff(a, { key: 'pepe:lotus', mods: { atkPct: atk }, duration: 0.75, refresh: 'replace' });
});
} },
{ install(battle, unit) { // elite module: ≥ cnt enemies in the splash area ⇒ this attack ×1.15
const sc = num(tb.atk_scale_e, 1), cnt = num(tb.cnt, Infinity);
if (!(sc > 1)) return;
battle.on('beforeAttack', (ctx) => {
if (ctx.attacker !== unit) return;
const t = ctx.targets[0];
const r = num(ctx.profile?.splashRadius, 1);
unit.mem.pepeBoost = !!t && battle.foesInRadius(t.x, t.y, r).length >= cnt;
}, { owner: unit });
battle.on('hit', (ctx) => { if (ctx.source === unit && ctx.dmg.isAttack && unit.mem.pepeBoost) ctx.dmg.mul *= sc; }, { owner: unit });
battle.on('attack', (ctx) => { if (ctx.attacker === unit) unit.mem.pepeBoost = false; }, { owner: unit, priority: -100 });
} },
],
};
}
export default {
chess_char_6_06_a: pepe,
};