Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_6_01-lemuen.js
T
sganggs b87848a443 feedback5 R19G: 蕾缪安's S3 no longer ends by itself when nothing is in her range — it keeps its bullets and locks and locks the next enemy that comes; the bombardment follows only when the bullets are spent (community report); golden: 3 scenarios move
Seen (community report 「蕾缪安3技能范围里没人好像会自动结束」, relayed by the owner): with S3 locking, the locked enemy
killed or walking out of her range and nobody else in it, the skill ended at the next lock tick — the shells fell at
once and the bullets left were thrown away (repro on 0255afd: 3 of 5 bullets lost; a walker leaving her range, 1 lost).
Cause: chess_char_6_01-lemuen.js:169 `if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }`, there since the
initial import with no decision behind it.
Official: 「攻击装有5发弹药,打完后结束(可随时停止技能)」 — an ammo skill ends when its bullets are spent or the player
stops it; PRTS 卫戍协议/帮助 技能操作 「通常不会自动关闭技能」 (only 玛露希尔's 召唤使魔 is closed automatically); the client
(charpack char_4193_lemuen, buff_template_data lemuen_s_3): the S3 lock is an attack that needs a target and the skill
buff switches to the bombardment mode on ON_BUFF_FINISH only.
Now: with nothing to lock the skill waits (bullets and locks kept, the marks following their enemies or staying where
they left), its lock ready, so the next enemy in range (or 通缉) is locked on the next tick; it ends when the bullets are
spent and the shells fall on every mark in lock order as before. The S3 'lock' fx carry `hold`: render/fx/locks.js keeps
those reticles while the shooter's skill bit (UF.SKILL) is on and starts their LOCK_T at the skill's end (they faded 5 s
into a wait otherwise); S2's aim lock keeps its timeout.

Golden — traced on both trees (SkillRuntime start / end, the round's fields, the carried SP); in each the first
divergence is an S3 the parent ended with bullets left and nothing in her range:
- roster-018: the elite 蕾缪安's S3 of 7.63 s ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at 12.00 s
  (first differing snapshot window 0–10 s).
- boss-boss_3-pair: her S3 of 27.8 s ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the boss
  now falls at 199.53 s instead of the 200 s cap.
- coop2-NORMAL-14-standins: ai_0's 蕾缪安 in round 11 ended S3 at 17.2 s (6 of 8 left) and 77.97 s (7 of 9); now she
  spends them, enters the 联防 with 25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies:
  h_0 loses 1 LP less (rounds 11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1).
bonds, standins, diy unchanged.

Tests: test/sim/feedback5-lemuen-s3-wait.test.js (3; the killed target and the walker who leaves fail on the parent),
test/render/fxproj.test.js +1 (a held lock waits while the skill bit is on; fails on the parent renderer).
Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.8 (also notes, unchanged: S2 spends a bullet on every
normal attack where PRTS says only the 通缉 snipe does — left to the owner).
2026-10-07 12:19:55 +08:00

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// server/sim/content/kits/ops/chess_char_6_01-lemuen.js — 蕾缪安 (char_4193_lemuen) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import { sortEnemyTargets, canTargetEnemy } from '../../../targeting.js';
import { rotateOffset } from '../../../dir.js';
import { bodyDist, bodyInKeys, bodyKeys } from '../../../body.js';
import { num, tbb, live, isElite, hasBond, ANY, bstate } from '../shared/tier6.js';
// ------------------------------------------------------------------------------------------------------------------
// 蕾缪安 chess_char_6_01 (神射手) — S3 礼炮·强制追思; 跨境追缉许可; 逃犯引渡手续
/** S3 bombardment: one shell every 0.3 s after the skill ends, for at most 10 s (PRTS S3 note, not in the data). */
const LEMUEN_SHELL_INTERVAL = 0.3;
const LEMUEN_SHELL_WINDOW = 10;
/**
* Shell flight time [ASSUMED]: the first bombardment lands one interval after the skill ends, so every shell of the
* PRTS count (≤ 33 in the 10 s window) lands inside it; the renderer draws the shell over this time (fx bombardShell).
*/
const LEMUEN_SHELL_FLIGHT = 0.3;
function ensureWanted(battle) {
const S = bstate(battle);
if (S.wanted) return S.wanted;
const W = S.wanted = { lemuens: new Set(), time: new WeakMap() };
const activeLem = () => [...W.lemuens].filter(live);
battle.every(0.25, () => {
const lems = activeLem();
if (!lems.length) return;
const need = Math.min(...lems.map((u) => u.mem.wantedInterval));
const lat = battle.allyUnits.filter((a) => live(a) && a.kind === 'op' && hasBond(a, 'lateranoShip'));
for (const e of battle.enemies) {
if (!e.alive || e.hidden || !isElite(e) || e.findBuff('lemuen:wanted')) continue;
// "停留超过8秒": a continuous stay — leaving every 拉特兰 range restarts the count
if (!lat.some((a) => a.rangeKeySet && bodyInKeys(e, a.rangeKeySet))) { W.time.delete(e); continue; }
const t = (W.time.get(e) ?? 0) + 0.25;
W.time.set(e, t);
if (t >= need - 1e-9) {
battle.addBuff(e, { key: 'lemuen:wanted', visible: true });
battle.fx('wanted', { x: e.x, y: e.y, id: e.id });
}
}
});
battle.on('hit', (ctx) => {
const s = ctx.source, t = ctx.target;
if (!s || !t || s.side !== 'ally' || t.side !== 'enemy' || !hasBond(s, 'lateranoShip')) return;
if (!ctx.dmg.isAttack && !ctx.dmg.isSkill) return;
if (!t.findBuff('lemuen:wanted')) return;
const lems = activeLem();
if (lems.length) ctx.dmg.mul *= Math.max(...lems.map((u) => u.mem.wantedScale));
});
return W;
}
function lemuen(bb, chess, def) {
const t0 = tbb(def, 0), t1 = tbb(def, 1), tb = def?.traitBb || {};
const aim = Math.max(0.05, num(bb['attack@aim_interval'], 0.5));
const d1 = num(bb['attack@dist_1'], 0.8);
const d2 = num(bb['attack@dist_2'], num(bb['attack@projectile_range'], 1.5));
const s1 = num(bb['attack@proj_atk_scale_1'], 1), s2 = num(bb['attack@proj_atk_scale_2'], 1);
const pickLock = (battle, unit, locks) => {
const cands = battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile);
if (!cands.length) return null;
sortEnemyTargets(battle, unit, cands, 'lowDef');
const cnt = (e) => locks.reduce((n, L) => n + (L.e === e ? 1 : 0), 0);
let best = null;
for (const e of cands) if (!best || cnt(e) < cnt(best)) best = e;
return best;
};
// S3 bombardment (PRTS 蕾缪安 S3 note — the timing is not in the blackboard): after the skill ends ONE shell every
// LEMUEN_SHELL_INTERVAL s, in lock order, on a random point of the square of side 2 × emit_offset (PRTS "边长0.4",
// emit_offset 0.2) around its lock mark — the locked enemy while it is on the field ("持续追踪锁定目标"), else the spot
// it left ("锁定标记会留在原地") — landing LEMUEN_SHELL_FLIGHT s later; each shell hits every enemy within dist_2 once
// (limited_hit_time 1): proj_atk_scale_1 × ATK within dist_1 of its point, proj_atk_scale_2 × ATK beyond, all with the
// ATK cached when the skill ended ("缓存攻击力"); at most LEMUEN_SHELL_WINDOW s of shells ("最多产生33次轰炸").
const spread = Math.max(0, num(bb['attack@emit_offset'], 0.2));
const markOf = (L) => {
const e = L.e;
if (!L.gone && (!e.alive || !e.hidden)) { L.x = e.x; L.y = e.y; if (!e.alive) L.gone = true; }
return L;
};
const blast = (battle, unit, atk, x, y) => {
battle.fx('bombard', { x, y, id: unit.id, r: d2 });
for (const e of battle.foesInRadius(x, y, d2)) {
if (e.s.flags.untargetable) continue;
const d = bodyDist(e, x, y);
battle.dealDamage(unit, e, { amount: atk * (d <= d1 + 1e-9 ? s1 : s2), type: 'phys', isSkill: true, isSplash: true, tags: ['skill', 'bombard'] });
}
};
const bombard = (battle, unit, locks) => {
const atk = unit.s.atk;
const seq = unit.deploySeq;
const n = Math.min(locks.length, Math.floor(LEMUEN_SHELL_WINDOW / LEMUEN_SHELL_INTERVAL + 1e-9));
const fire = (i) => {
// knocked out / withdrawn after the skill ended: the shells not fired yet are dropped (those in the air land)
if (!(unit.alive && unit.deployed && unit.deploySeq === seq)) return;
const L = markOf(locks[i]);
// the random offset is drawn in her facing frame (the square turns onto itself): a turned board plays alike
const [oy, ox] = rotateOffset(battle.rng.range(-spread, spread), battle.rng.range(-spread, spread), unit.dir);
const x = L.x + ox, y = L.y + oy;
battle.fx('bombardShell', { x, y, id: unit.id, r: d2, t: LEMUEN_SHELL_FLIGHT, i });
battle.after(LEMUEN_SHELL_FLIGHT, () => blast(battle, unit, atk, x, y), { owner: unit });
if (i + 1 < n) battle.after(LEMUEN_SHELL_INTERVAL, () => fire(i + 1), { owner: unit });
};
if (n > 0) fire(0);
};
// S2 归乡邀约: aimed snipe at a wanted enemy — ATK scale ramps main → fin by ex every interval (at most trig_cnt
// steps, aim_duration s), fired early once ATK × scale > the target's HP + DEF; ignores dodge; one bullet per aim
const aimS = {
main: num(bb['attack@main_atk_scale'], 1), ex: num(bb['attack@ex_atk_scale']), fin: num(bb['attack@fin_atk_scale'], 1),
iv: Math.max(0.05, num(bb['attack@interval'], 0.25)), steps: Math.floor(num(bb['attack@trig_cnt'], 10)), dur: num(bb['attack@aim_duration'], 2.5),
};
const endAim = (battle, unit) => { unit.mem.lemAim = null; battle.removeBuff(unit, 'lemuen:aim'); };
const skills = {
// S1 重逢问候: ammo 5, attacks at attack@atk_scale × ATK on one extra target
skchr_lemuen_1: {
kind: 'ammo',
ammo: Math.max(1, Math.floor(num(bb['attack@trigger_time'], 5))),
attack: { atkScale: num(bb['attack@atk_scale'], 1) },
targeting: { maxTargets: 2 },
},
skchr_lemuen_2: {
kind: 'ammo',
ammo: Math.max(1, Math.floor(num(bb['attack@trigger_time'], 6))),
mods: { aspd: num(bb.attack_speed), atkPct: num(bb.atk) },
onStart({ battle, unit }) { endAim(battle, unit); },
onTick({ battle, unit, skill, dt }) {
const m = unit.mem;
let A = m.lemAim;
if (A && (!A.e.alive || A.e.hidden || !A.e.findBuff('lemuen:wanted'))) { endAim(battle, unit); A = null; }
if (!unit.canAct) return;
if (!A) {
const cands = battle.enemies.filter((e) => e.alive && !e.hidden && e.findBuff('lemuen:wanted') && canTargetEnemy(unit, e, ANY));
if (!cands.length || skill.ammoLeft <= 0) return;
sortEnemyTargets(battle, unit, cands, 'lowDef');
A = m.lemAim = { e: cands[0], t: 0 };
battle.addBuff(unit, { key: 'lemuen:aim', flags: { disarm: true } }); // aiming: no normal attack meanwhile
skill.ammoLeft--; // "消耗子弹对其瞄准"
battle.emit('ammoUsed', { unit, left: skill.ammoLeft, skill });
battle.fx('lock', { x: A.e.x, y: A.e.y, id: A.e.id, src: unit.id });
}
A.t += dt;
const scale = Math.min(aimS.fin, aimS.main + aimS.ex * Math.min(aimS.steps, Math.floor((A.t + 1e-9) / aimS.iv)));
const e = A.e;
if (A.t + 1e-9 < aimS.dur && !(unit.s.atk * scale > e.hp + e.s.def)) return;
endAim(battle, unit);
battle.fx('crit', { x: e.x, y: e.y, id: e.id, src: unit.id });
battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'phys', canDodge: false, isSkill: true, tags: ['skill', 'snipe'] });
if (skill.active && skill.ammoLeft <= 0) skill.end('ammo');
},
onEnd({ battle, unit }) { endAim(battle, unit); },
},
};
return {
skills,
// S3 礼炮·强制追思, the lock phase: one lock every aim_interval s on an enemy in her range (the least locked first,
// then the lowest DEF), one bullet each; the skill ends when the bullets are spent, then bombard. With nothing in
// range it waits — bullets and locks kept (the marks follow their enemies / stay where they left) — and locks the
// next enemy that comes at once: an ammo skill has no time limit ("攻击装有5发弹药,打完后结束(可随时停止技能)"; in
// the client data her S3 lock needs a target and only the spent bullets end the skill buff lemuen_s_3) and the 卫戍协议
// automation never stops a skill (PRTS 卫戍协议/帮助 技能操作: "通常不会自动关闭技能"). Until 0.2.0 the skill ended at
// the first lock tick with nothing in range (community report: 「蕾缪安3技能范围里没人好像会自动结束」). Its fx 'lock'
// carries `hold`: the renderer keeps those reticles up while her skill runs (render/fx/locks.js).
skill: {
kind: 'ammo',
ammo: Math.max(1, Math.floor(num(bb['attack@trigger_time'], 5))),
attack: { noAttack: true },
onStart({ unit }) { unit.mem.lemLocks = []; unit.mem.lemAcc = aim; },
onTick({ battle, unit, skill, dt }) {
const m = unit.mem;
if (!m.lemLocks) return;
for (const L of m.lemLocks) markOf(L);
if (!unit.canAct) return;
m.lemAcc += dt;
if (m.lemAcc + 1e-9 < aim) return;
const e = pickLock(battle, unit, m.lemLocks);
if (!e) { m.lemAcc = aim; return; } // nothing to lock: wait, the next lock ready the moment an enemy comes
m.lemAcc -= aim;
m.lemLocks.push({ e, x: e.x, y: e.y });
battle.fx('lock', { x: e.x, y: e.y, id: e.id, src: unit.id, hold: 1 });
skill.ammoLeft--;
battle.emit('ammoUsed', { unit, left: skill.ammoLeft, skill });
if (skill.active && skill.ammoLeft <= 0) skill.end('ammo');
},
onEnd({ battle, unit, reason }) {
// the shells follow one by one after the end (bombard); knocked out / withdrawn mid-lock ('death'): none
const locks = unit.mem.lemLocks || [];
unit.mem.lemLocks = null;
if (reason !== 'death' && unit.alive) bombard(battle, unit, locks);
},
},
// elite module: "攻击的敌人未被击倒时自身额外获得1点技力"
trait: num(tb.sp) > 0 ? {
afterHit(battle, unit, target) { if (target && target.alive && unit.skill && !unit.skill.active) unit.skill.gainSp(num(tb.sp), 'trait'); },
} : null,
talents: [
{ install(battle, unit) { // 跨境追缉许可
unit.mem.wantedInterval = num(t0.interval, 8);
unit.mem.wantedScale = num(t0.damage_scale, 1);
ensureWanted(battle).lemuens.add(unit);
let sig = null;
battle.on('tick', () => { // wanted targets' tiles join her range (engine extra range keys, kept across rebuilds)
if (!live(unit)) return;
const keys = [];
for (const e of battle.enemies) if (e.alive && !e.hidden && e.findBuff('lemuen:wanted')) keys.push(...bodyKeys(e));
const s = keys.join(',');
if (s === sig) return;
sig = s;
battle.setExtraRange(unit, keys);
}, { owner: unit });
} },
{ install(battle, unit) { // 逃犯引渡手续
const iv = num(t1.interval, 20), atk = num(t1.atk), add = Math.floor(num(t1.add_count)), exAdd = Math.floor(num(t1.ex_add_count));
const ready = () => live(unit) && battle.time - unit.deployedAt >= iv - 1e-6;
battle.on('deploy', ({ unit: u }) => {
if (u !== unit) return;
const seq = unit.deploySeq;
battle.after(iv, () => {
if (!live(unit) || unit.deploySeq !== seq) return;
if (atk) battle.addBuff(unit, { key: 'lemuen:extradition', mods: { atkPct: atk } });
battle.fx('talent', { x: unit.x, y: unit.y, id: unit.id, name: 'extradition' });
}, { owner: unit });
}, { owner: unit });
battle.on('skillStart', ({ unit: u, skill }) => {
if (!ready() || !skill || skill.kind !== 'ammo') return;
if (u === unit) { if (add > 0) skill.addAmmo(add); }
else if (exAdd > 0 && u.side === 'ally' && u.kind === 'op' && hasBond(u, 'lateranoShip')) skill.addAmmo(exAdd);
}, { owner: unit });
} },
],
};
}
export default {
chess_char_6_01_a: lemuen,
};