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.
51 lines
2.7 KiB
JavaScript
51 lines
2.7 KiB
JavaScript
// server/sim/content/kits/ops/chess_char_5_23-reckpr.js — 录武官 (char_4196_reckpr) kit, tier 5.
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// Conventions of the tier-5 kits: ../shared/tier5.js; kit contract and rules: ../README.md.
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import { isHpLoss } from '../../../damage.js';
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import {
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num, on, inRange, talent, traitBb, mods, isOp, lazySkills, instantKind, lowHpHealUp,
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} from '../shared/tier5.js';
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export default {
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// ---------------------------------------------------------------------------------------------------------------
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// 录武官 — S2 一点关窍 (25 s): ATK +; healed allies get a 10 s buff healing 80/120 HP on every hit taken.
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// T1 学成于聚: an op in range starting a skill → +1 SP and ASPD +16 for 8 s. Module (elite): heals below 50 % ×1.15.
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// S1 触类旁通 (2/3 charges): the next heal restores heal_scale × ATK and heals max_target allies.
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chess_char_5_23_a: (bb, chess, def) => {
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const t0 = talent(chess, 0), tb = traitBb(chess);
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const dur = num(bb['attack@buff_duration'], 10), value = num(bb['attack@fixed_heal_value']);
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return {
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skills: lazySkills({
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skchr_reckpr_1: () => ({ kind: instantKind(chess, def), heal: true, attack: { healScale: num(bb.heal_scale, 1), maxTargets: Math.max(1, num(bb.max_target, 2)) } }),
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}),
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skill: {
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kind: 'duration', heal: true,
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mods: mods({ atkPct: num(bb.atk) }),
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onHit({ battle, unit, target }) {
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// "治疗干员后为其施加一个增益": operators only (summons are 友方单位, not 干员)
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if (!target || !target.alive || !isOp(target) || !(value > 0)) return;
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battle.addBuff(target, { key: 'reckpr:guard', duration: dur, visible: true, data: { src: unit, value } });
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},
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},
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talents: [{ install(battle, unit) { // 学成于聚
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battle.on('skillStart', (c) => {
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const a = c.unit;
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if (a === unit || !isOp(a) || !on(unit) || !inRange(unit, a)) return;
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if (num(t0.prob, 1) < 1 && !battle.rng.chance(num(t0.prob, 1))) return;
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unit.skill?.gainSp(num(t0.sp), 'talent');
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if (num(t0.attack_speed)) battle.addBuff(unit, { key: 'reckpr:learn', duration: num(t0.duration, 8), mods: { aspd: num(t0.attack_speed) } });
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}, { owner: unit });
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} }],
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install(battle, unit) {
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battle.on('damaged', (c) => {
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const a = c.target;
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if (a.side !== 'ally' || !(c.amount > 0) || a.hp <= 0 || c.type === 'element' || isHpLoss(c.dmg)) return; // (not a 流失)
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const b = a.findBuff('reckpr:guard');
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if (b && b.data.src === unit) battle.heal(unit, a, num(b.data.value));
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}, { owner: unit });
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lowHpHealUp(battle, unit, tb);
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},
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};
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},
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};
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