- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player; placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call) - #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿 - #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text - #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool, and the team LP reaching 0 first is a defeat (PRTS) - #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones - #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10) - #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range - #9 official per-enemy model scales (威龙) - #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding - #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider - #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes - #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20 - #18 炎佑 is 孤立: no heals or ally buffs - #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators - DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites green; dev recordings regenerated
30 lines
1.6 KiB
JavaScript
30 lines
1.6 KiB
JavaScript
// Active effects list (m.private.effects: band / 机变 / team / item / garrison effects with counters):
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// compact icon column at the right edge, rich-text tooltip per effect. `counterText` (a 悬赏's "还剩 N 场作战", user
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// playtest #6 item 4) replaces the bare counter in the tooltip's kind line.
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import { html, Tooltip, MicroLabel } from './components.js';
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import { Img, RichText, GIcon } from './gameComponents.js';
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import { effectIconUrl } from './assetUrls.js';
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import { data } from '../data.js';
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const KIND = { band: '策略', choice: '机变', team: '团队增益', item: '道具', garrison: '特质' };
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/** @param {{ effects: any[] }} props */
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export function EffectsList({ effects }) {
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const list = (Array.isArray(effects) ? effects : []).filter((e) => e && (e.name || e.desc));
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if (!list.length) return null;
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const m = data.get('assets');
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return html`<div class="effects" aria-label="生效中的效果">
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<${MicroLabel}>EFFECTS</${MicroLabel}>
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${list.slice(0, 10).map((e, i) => html`<${Tooltip} key=${e.id ?? i} placement="bottom" text=${html`<div class="efftip">
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<b>${e.name || '效果'}</b><span class="efftip__kind">${KIND[e.iconKind] || ''}${e.counterText ? ` · ${e.counterText}` : e.counter != null ? ` · ${e.counter}` : ''}</span>
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<${RichText} as="p" text=${e.desc || ''} />
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</div>`}>
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<span class=${`effect effect--${e.iconKind || 'x'}`}>
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<${Img} src=${effectIconUrl(m, e)} fallback=${html`<${GIcon} name="bolt" />`} />
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${e.counter != null && e.counter !== '' ? html`<b class="effect__n num">${e.counter}</b>` : null}
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</span>
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<//>`)}
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</div>`;
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}
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