Ported by hand: - #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃 chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝 chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines are identical to #109's tier1/2/3/4/6 diffs. - #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the skill's own mods), and W5D's 冲锋号令 DP start effect is kept. - #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty name (the Chinese text is the PR's), plus its English line in public/i18n/en.json. - data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/ file changed. - docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are always on"), SIM §7.4 (both generic passive cases). - Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js / snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js / plan.mjs, #74 plan.mjs / docs. Where the PRs met feedback5 work: - 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a #109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so. - Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test (window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the generic:passive buff). Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed and fields the unit that explains it. - #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low, bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low, bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1, 琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype). - #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退): roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high, bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun. - #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted. - #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low, bond-visiShip-high. - #66 + #160: roster-008, roster-027. - #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06, coop2-HARD-4, coop2-NORMAL-14-standins. - all three: roster-010, roster-012, roster-031. 69 scenarios. Every other digest is unchanged.
68 lines
3.5 KiB
JavaScript
68 lines
3.5 KiB
JavaScript
// server/sim/content/kits/ops/chess_char_2_12-gravel.js — 砾 (char_237_gravel) kit, tier 2.
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// Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md.
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import { num, talentBb, installAura } from '../shared/tier1.js';
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export default {
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// ---------------------------------------------------------------------------------------------------------------
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// 2_12 砾 鼠群 (passive): at each deployment a barrier of hp_ratio × max HP that decays to 0 over `duration` s
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// (capacity stepped once per second; a damaged barrier shrinks in proportion — PRTS).
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// 快速部署: own deployment cost +cost (−1). Elite 小个子支援: every unit whose initial deployment cost ≤ cond.cost
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// DEF +def while 砾 is on the field. (Elite module withdraw refund: no manual retreat in battle ⇒ no effect.)
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// S1 影袭 (alt, passive): at each deployment DEF +def, decaying linearly to 0 over `duration` s, updated once per
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// second (PRTS: "防御力加成每秒更新一次").
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chess_char_2_12_a: (bb, chess) => {
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const t = talentBb(chess, 0);
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return {
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skill: {
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kind: 'duration', activateOnDeploy: true, duration: num(bb.duration, 10), spCost: 0, spType: 'none', trigger: 'NEVER',
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onStart({ battle, unit }) {
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const total = unit.s.maxHp * num(bb.hp_ratio);
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const dur = num(bb.duration, 10);
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if (!(total > 0) || !(dur > 0)) return;
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let k = 0;
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battle.addBuff(unit, {
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key: 'gravel:rats', shield: total, duration: dur, interval: 1, visible: true, tags: ['skill'],
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// PRTS: "屏障最大容量每秒更新一次;受到伤害后,剩余容量根据屏障最大容量等比变化" — the capacity steps down
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// once per second and what is left of the barrier scales with it (never a plain cap)
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onTick: ({ unit: u, buff }) => {
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const prev = Math.max(0, dur - k) / dur;
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k++;
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const next = Math.max(0, dur - k) / dur;
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if (prev > 0 && buff.shield > 0) { buff.shield *= next / prev; u.markDirty(); }
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},
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});
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battle.fx('shield', { x: unit.x, y: unit.y, id: unit.id });
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},
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onEnd({ battle, unit }) { battle.removeBuff(unit, 'gravel:rats'); },
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},
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skills: {
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skchr_gravel_1: {
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kind: 'duration', activateOnDeploy: true, duration: num(bb.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
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onStart({ battle, unit }) {
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const v = num(bb.def), dur = num(bb.duration);
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if (!(v > 0) || !(dur > 0)) return;
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let k = 0;
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battle.addBuff(unit, {
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key: 'gravel:shadow', duration: dur, mods: { defPct: v }, interval: 1, visible: true, tags: ['skill'],
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onTick: ({ unit: u, buff }) => {
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k++;
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buff.mods = { defPct: v * Math.max(0, dur - k) / dur };
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u.markDirty();
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},
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});
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battle.fx('buff', { x: unit.x, y: unit.y, id: unit.id, kind: 'def' });
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},
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onEnd({ battle, unit }) { battle.removeBuff(unit, 'gravel:shadow'); },
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},
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},
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talents: [{ install(battle, unit) {
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const c = num(t.cost);
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if (c) unit.base.cost = Math.max(0, unit.base.cost + c);
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const d = num(t.def), lim = t['cond.cost'];
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if (d && lim != null) installAura(battle, unit, { key: 'talent:gravel', value: d, select: (a) => num(a.def?.stats?.cost, Infinity) <= num(lim), mods: { defPct: d } });
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} }],
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};
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},
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};
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