Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_5_10-lisa.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_5_10-lisa.js — 铃兰 (char_358_lisa) kit, tier 5.
// Conventions of the tier-5 kits: ../shared/tier5.js; kit contract and rules: ../README.md.
import { AURA_IV, AURA_DUR, num, talent, skillGrid, mods, isOp, lazySkills, whileOn, spAura } from '../shared/tier5.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 铃兰 — S3 狐火渺然 (27/29 s): no attacks, skill range, every enemy in range is sluggish, allies in range heal 9/11 %
// ATK per second, T2 ×scale_delta_to_one. T1 技力光环·辅助: Supporters +0.4 SP/s (highest wins).
// T2 画地为牢: sluggish enemies in range also take +20 % damage for the same time. Module (elite): +0.2 SP/s with an
// enemy in range.
chess_char_5_10_a: (bb, chess, def) => {
const t0 = talent(chess, 0), t1 = talent(chess, 1), tm = talent(chess, -1);
const boost = num(bb.scale_delta_to_one, 1);
const healRatio = num(bb['attack@atk_to_hp_recovery_ratio']);
const fragile = num(t1.damage_scale, 1) - 1;
return {
// S1 全力以赴 (duration): ATK +, ASPD +. S2 儿时的舞乐 (toggle, 持续时间无限): ATK +, 2 targets.
skills: lazySkills({
skchr_lisa_1: () => ({ kind: 'duration', mods: mods({ atkPct: num(bb.atk), aspd: num(bb.attack_speed) }) }),
skchr_lisa_2: () => ({ kind: 'toggle', mods: mods({ atkPct: num(bb.atk) }), targeting: { maxTargets: Math.max(1, num(bb['attack@max_target'], 2)) } }),
}),
skill: {
kind: 'duration',
targeting: skillGrid(chess, def) ? { rangeGrid: skillGrid(chess, def) } : undefined,
attack: { noAttack: true },
onStart({ unit }) { unit.mem.foxSlow = AURA_IV; unit.mem.foxHeal = 0; },
onTick({ battle, unit, dt }) {
unit.mem.foxSlow += dt;
if (unit.mem.foxSlow >= AURA_IV) {
unit.mem.foxSlow = 0;
for (const e of battle.enemiesInKeys(unit.rangeKeys, unit, { canHitFly: true })) battle.applyStatus(e, 'sluggish', { duration: AURA_DUR, source: unit });
}
unit.mem.foxHeal += dt;
if (unit.mem.foxHeal >= 1) {
unit.mem.foxHeal -= 1;
if (!(healRatio > 0)) return;
for (const a of battle.alliesInGrid(unit)) if (a.hp < a.s.maxHp) battle.heal(unit, a, unit.s.atk * healRatio, { aura: true });
}
},
},
talents: [
{ install(battle, unit) { spAura(battle, unit, num(t0.sp_recovery_per_sec), (a) => isOp(a) && a.def?.profession === 'SUPPORT'); } },
{ install(battle, unit) { // 画地为牢 — PRTS 备注: an aura; every enemy in her range that is 停顿 (whoever caused it)
// carries the talent's 脆弱 while it stays 停顿 and in range. It is the standard 脆弱 status (same-name: highest wins).
if (!(fragile > 0)) return;
whileOn(battle, unit, AURA_IV, () => {
const v = fragile * (unit.skill?.active ? boost : 1);
for (const e of battle.enemiesInKeys(unit.rangeKeys, unit, { canHitFly: true })) {
if (e.alive && e.findBuff('sluggish')) battle.applyStatus(e, 'fragile', { duration: AURA_DUR, value: v, source: unit });
}
});
} },
],
install(battle, unit) { // module
const sp = num(tm.sp_recovery_per_sec);
if (!chess?.isGolden || !(sp > 0)) return;
whileOn(battle, unit, AURA_IV, () => {
if (battle.enemiesInKeys(unit.rangeKeys, unit, { canHitFly: true }).length) battle.addBuff(unit, { key: 'lisa:module', duration: AURA_DUR, mods: { spRecoveryFlat: sp } });
});
},
};
},
};