58 lines
3.7 KiB
JavaScript
58 lines
3.7 KiB
JavaScript
// server/sim/content/kits/ops/standin-sharp2.js — 领主·Sharp (char_617_sharp2, 卫戍协议 6★ 近卫·领主) 补位 stand-in kit.
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// Stands in for 水月 (tier 4), 玛恩纳 (tier 5, LOR-X) and 维娜·维多利亚 / 妮芙 (tier 6, LOR-X), always with S1 (her only
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// skill): data/backups.json `units.char_617_sharp2.standsIn`. Kit contract: ../README.md "Stand-in kits".
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// Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table); what the data
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// does not carry: PRTS 领主·Sharp, cited where used.
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import { num, talentBb, moduleBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js';
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import { hasHp, isHpLoss } from '../../../damage.js';
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const S1 = 'skchr_sharp2_1';
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export default {
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// 领主·Sharp — trait (the lord profile, professions.js): ranged attacks at atk_scale (80 %) unless the target stands on
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// her tile / the tile in front or she blocks it; range 3-12; hits air units (data canHitFly). Talent 1 无声之锋: ATK
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// +atk, arts dodge prob (LOR-X levels 2 / 3 upgrade both). Talent 2 陷阵勇气: ASPD +attack_speed while at least `cnt`
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// enemies she can target stand on her attack range [ASSUMED: targetable ones — a 隐匿 enemy she cannot select does not
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// count].
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// S1 沉默的爆发: ATK +atk, ASPD +attack_speed, attack@max_target targets, "远程攻击不再降低攻击力" (every attack at full
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// ATK; the shots stay ranged — unlike 银灰 S3, which "视为近距离攻击"). Range unchanged, data trigger DEFAULT.
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// Module LOR-X: a hidden talent `magic_atk_scale` (the trait part is display only). PRTS: "攻击附带10%攻击力的法术伤害
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// ※于输出伤害时触发,造成的伤害为法术生命流失" — the popup: it triggers almost no event (输出伤害时 / 受到伤害时) and
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// ignores 无敌, 屏障, 护盾, 减伤. So every damage instance she outputs makes its target lose magic_atk_scale × her ATK
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// (Battle.loseHp: no DEF / RES, shield, invulnerability or damage multiplier; its own `damaged` is an hpLoss and sets
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// off nothing). Unlike the LOR-X of 银灰 / 拉普兰德 / 断崖 / 仇白 (trait atk_scale_m, PRTS "于计算伤害时触发,造成预计算
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// 的法术附加伤害": arts damage). [ASSUMED] the client shows the loss in the 流失 (true-damage) colour, it follows a
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// fully shielded hit too (damage was output), and it stops when she leaves the field (a shot landing after that).
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char_617_sharp2: (bb, chess) => {
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const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
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const magic = num(moduleBb(chess).magic_atk_scale, 0);
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const b1 = skillRec(chess, S1)?.bb ?? {};
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return {
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skills: {
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[S1]: {
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kind: 'duration',
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mods: { atkPct: num(b1.atk), aspd: num(b1.attack_speed) },
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targeting: { maxTargets: Math.max(1, Math.floor(num(b1['attack@max_target'], 2))) },
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attack: { dmgMul: () => 1 },
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},
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},
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talents: [
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{ install(battle, unit) { statBuff(battle, unit, 'sharp2:t1', { atkPct: num(t0.atk), dodgeArts: num(t0.prob) }); } },
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{ install(battle, unit) {
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const cnt = Math.max(1, Math.floor(num(t1.cnt, 2)));
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toggleBuff(battle, unit, 'sharp2:t2', () => battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile).length >= cnt, { aspd: num(t1.attack_speed) });
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} },
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],
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install(battle, unit) {
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if (!(magic > 0)) return;
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battle.on('damaged', (c) => {
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const e = c.target;
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if (c.source !== unit || !unit.alive || !unit.deployed || !e || e.side !== 'enemy' || isHpLoss(c.dmg) || !hasHp(e)) return;
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battle.loseHp(e, unit.s.atk * magic, { source: unit, tags: ['module', 'sharp2:lorx'] });
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}, { owner: unit });
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},
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};
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},
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};
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