Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_5_17-f12yin.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_17-f12yin.js — 山 (char_264_f12yin) kit, tier 5.
// Conventions of the tier-5 kits: ../shared/tier5.js; kit contract and rules: ../README.md.
import {
HALF_HP, num, talent, traitBb, skillGrid, batPct, mods, selectedId, lazySkills, instantKind, skillRange, whileOn,
permBuff,
} from '../shared/tier5.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 山 — S2 横扫架势 (stance toggle): DEF −30 %, range = own tile, ATK +35 %, block +1, hits every blocked enemy, 4 % max HP/s
// regen. T1 巨力重拳: 20 % chance ×1.6 ATK and target ATK −15 % for 3 s. T2 强壮肉体: DEF +10 %, 15 % phys dodge.
// Module (elite): ASPD +10 above 50 % HP.
// S1 左勾扫拳 (instant, attack SP): next attack atk_scale × ATK on max_target enemies. S3 震地碎岩击 (duration): skill
// range, BAT +0.7 s, ATK +, double hits on up to attack@max_target enemies, each pushed (中等力度); T1 chance →
// talent@prob. Module FGT-X (elite): 15 % physical dodge.
chess_char_5_17_a: (bb, chess, def) => {
const t0 = talent(chess, 0), t1 = talent(chess, 1), tb = traitBb(chess);
const sid = selectedId(chess, def);
const critScale = num(t0.atk_scale, 1);
const critProb = (unit) => (sid === 'skchr_f12yin_3' && unit.skill?.active ? num(bb['talent@prob'], num(t0.prob)) : num(t0.prob));
return {
skills: lazySkills({
skchr_f12yin_1: () => ({ kind: instantKind(chess, def), attack: { atkScale: num(bb.atk_scale, 1), maxTargets: Math.max(1, num(bb.max_target, 2)) } }),
skchr_f12yin_3: () => ({
kind: 'duration',
mods: mods({ atkPct: num(bb.atk), batPct: batPct(bb.base_attack_time, chess) }),
targeting: skillRange(chess, def, { maxTargets: Math.max(1, num(bb['attack@max_target'], 3)) }),
attack: {
hits: 2,
onEachHit({ battle, unit, target, kind }) {
if (kind !== 'main' || !target || !target.alive || target.side !== 'enemy') return;
// "中等力度地推动" (PRTS 备注: on the 2nd hit of each attack — onEachHit runs after both): a radial push by
// the official 力度 − 重量 distance (Battle.push)
battle.push(target, num(bb['attack@force'], 1), { from: unit });
},
},
}),
}),
skill: {
kind: 'toggle',
mods: mods({ atkPct: num(bb.atk), defPct: num(bb.def), blockCnt: num(bb.block_cnt), hpRegenRatio: num(bb.hp_recovery_per_sec_by_max_hp_ratio) }),
targeting: skillGrid(chess, def) ? { rangeGrid: skillGrid(chess, def) } : undefined,
attack: { hitAllBlocked: true },
},
trait: {
dmgMul: (b, u) => (u.mem.crit ? critScale : 1),
afterHit: (b, u, t) => {
if (!u.mem.crit || !t || !t.alive || !num(t0.atk)) return;
b.addBuff(t, { key: 'f12yin:punch', duration: num(t0.duration, 3), mods: { atkPct: num(t0.atk) }, visible: true, status: 'weaken' });
},
},
talents: [
{ install(battle, unit) { // 巨力重拳: one roll per attack
battle.on('beforeAttack', (c) => {
if (c.attacker !== unit) return;
const p = critProb(unit);
unit.mem.crit = p > 0 && battle.rng.chance(p);
if (unit.mem.crit) battle.fx('crit', { x: unit.x, y: unit.y, id: unit.id });
}, { owner: unit });
} },
{ install(battle, unit) { permBuff(battle, unit, 'f12yin:body', { defPct: num(t1.def), dodgePhys: num(t1.prob) }); } },
],
install(battle, unit) {
// FGT-X: 拥有15%的物理闪避 (an own dodge source: rolls independently of 强壮肉体)
if (num(tb.prob) > 0) permBuff(battle, unit, 'f12yin:moduleX', { dodgePhys: num(tb.prob) });
const aspd = num(tb.attack_speed);
if (!aspd) return;
whileOn(battle, unit, 0.2, () => { if (unit.hpRatio > HALF_HP) battle.addBuff(unit, { key: 'f12yin:module', duration: 0.3, mods: { aspd } }); });
},
};
},
};