Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_6_04-skadi2.js
T
sganggs 17c96843ee feedback5 CB2: the countdown summons (医疗探机, 诅咒娃娃, 海嗣; 自选 工程蓄水炮, 沙地兽, 打字机, 本能的召唤) take no damage — 活性源石 included —, are never healed, and their bar shows the life left (community report of 2026-10-06 「赫默的无人机、浊心斯卡蒂的海嗣等这种召唤物不会受到外来伤害…血量随时间减少」)
Official: PRTS 斯卡蒂的海嗣 备注 「持有禁疗、无敌」, the token prefabs of 海嗣 and 沙地兽 carry abnormal flags 5 + 7 (无敌,
禁疗), 工程蓄水炮 7 (禁疗); the report describes the official mode for the drone too — [ASSUMED] 无敌 + 禁疗 for the summons
the base prefabs give no flag (医疗探机, 诅咒娃娃, 打字机, 本能的召唤), and the bar as a timer.
Cause: content/tokens.js / the kits only made them untargetable: a 海嗣 on 活性源石 lost 70 of its 100 HP every second, a
hurt drone drew every medic's heals, and the bar was plain HP. Now: COUNTDOWN_SUMMONS / startCountdown (called where each
lifetime is scheduled: tokens.js scheduleLifetime, 浊心斯卡蒂, 温蒂, 莱伊, 鸿雪, 酒神 kits) give 无敌 + 禁疗 and
Unit.countdown; snapshot.js sends hp = maxHp × the share of the life left (the sim HP stays full, so no selector sees a
low-HP summon). Attacked summons (沙之碑, 狼群 …) are unchanged. The 吟游者 trait therefore cannot refill such a bar (item 32).

Golden: snapshot hashes only (the bar) — roster-003, -016, -018, -035, -045, -046, bond-visiShip-low / -high,
boss-boss_1 / 3 / 5 / 7-pair, unite-1; gameplay too — roster-005 (medics no longer heal the drone), roster-037 and
hidden-boss_9-pair (a 海嗣 / drone under enemy and leader damage stays up: fights change).
Tests: test/sim/feedback5-countdown-summons.test.js (7; fails on the parent: no COUNTDOWN_SUMMONS — and there the 海嗣
lost 70 HP to an 活性源石 tick). Docs: SIM.md token pieces, PLAYING.md 作战中.
2026-10-07 02:27:33 +08:00

196 lines
12 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// server/sim/content/kits/ops/chess_char_6_04-skadi2.js — 浊心斯卡蒂 (char_1012_skadi2) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import { aggregateMods } from '../../../buffs.js';
import { COLS } from '../../../constants.js';
import { bardRegen } from '../../../professions.js';
import { startCountdown } from '../../tokens.js';
import {
num, bv, tbb, tdesc, moduleBb, parseN, live, enemiesIn, isTok, onDefaultSkill, selectedSkill, aura,
} from '../shared/tier6.js';
const clamp = (v, a, b) => (v < a ? a : v > b ? b : v);
/** 深海猎人 (character_table groupId "abyssal" — checked against the official table; data/chess.json has no group id). */
const ABYSSAL = new Set(['char_143_ghost', 'char_263_skadi', 'char_474_glady', 'char_4145_ulpia', 'char_1023_ghost2']);
/**
* 鼓舞 (ba.inspire "获得额外附加的基础属性加成(同类属性取最高)"): +`val` ATK after the target's own multipliers (flat
* compensated), strongest source wins. Units flagged `mem.noInspire` (浊心斯卡蒂 "自身不受鼓舞影响") never receive it.
*/
function inspire(battle, target, val, src, stat = 'atk') {
if (!(val > 0) || !live(target) || target.mem.noInspire) return;
const key = stat === 'def' ? 'inspire:def' : 'inspire';
const cur = target.findBuff(key);
if (cur && cur.data && cur.data.src !== src.id && cur.data.val > val && cur.timeLeft > 0.1) return;
const { add, mul } = aggregateMods(target.buffs.filter((b) => b.key !== key));
const f = stat === 'def'
? Math.max(0, 1 + (add.defPct ?? 0)) * (mul.defMul ?? 1)
: Math.max(0, 1 + (add.atkPct ?? 0)) * (mul.atkMul ?? 1);
const flat = f > 1e-6 ? val / f : val;
battle.addBuff(target, { key, mods: stat === 'def' ? { defFlat: flat } : { atkFlat: flat }, duration: 0.75, refresh: 'replace', source: src, visible: true, data: { src: src.id, val } });
}
// ------------------------------------------------------------------------------------------------------------------
// 浊心斯卡蒂 chess_char_6_04 (吟游者) — S3 "潮涌,潮枯"; 远古血亲 (海嗣); 捕食习性; module 蜕化的残迹
function skadi2(bb, chess, def) {
const t0 = tbb(def, 0), t1 = tbb(def, 1), mod = moduleBb(chess), tb = def?.traitBb || {};
const isDef = onDefaultSkill(chess), sid = selectedSkill(chess, def);
const tokId = def?.talents?.[0]?.tokenKey || (chess?.tokens || [])[0] || 'token_10017_skadi2_dedant';
const auraRatio = num(tb['attack@atk_to_hp_recovery_ratio'], 0.1);
// S1 / S2 raise the trait ("特性效果提高至N%") while they run; S3 (default) turns it into the tide. The trait is a
// 生命回复速度 buff on the allies, not a heal (PRTS 分支特性信息 吟游者; professions.js bardRegen)
const skillRatio = num(bb['attack@atk_to_hp_recovery_ratio'], auraRatio);
const seaborns = (battle, unit) => battle.allyUnits.filter((t) => isTok(t, tokId, unit) && live(t));
const covered = (battle, unit, toks) => { // allies inside her range ∪ the seaborns' ranges
const set = new Set(battle.alliesInGrid(unit));
for (const t of toks) for (const a of battle.alliesInGrid(t)) set.add(a);
for (const t of toks) set.delete(t);
return [...set];
};
const inCover = (battle, unit, a) => {
const k = a.tileR * COLS + a.tileC;
if (unit.rangeKeySet?.has(k)) return true;
return seaborns(battle, unit).some((t) => t.rangeKeySet?.has(k));
};
const skills = {
// S1 同归殊途之吟 (SP_FULL): full self heal, max HP +max_hp, trait attack@atk_to_hp_recovery_ratio, and
// damage_resistance of the damage taken by every ally of her (+ 海嗣) range is transferred to her (install)
skchr_skadi2_1: {
kind: 'duration',
mods: { hpPct: num(bb.max_hp) },
onStart({ battle, unit }) { unit.hp = unit.s.maxHp; battle.fx('heal', { x: unit.x, y: unit.y, id: unit.id }); },
},
// S2 同葬无光之愿 (toggle): 鼓舞 ATK / DEF = atk / def × her ATK / DEF on every other ally of her (+ 海嗣) range,
// trait attack@atk_to_hp_recovery_ratio (trait pulse). 自动触发 with effects on her allies only (nothing to target):
// on as soon as it is ready (SP_FULL, like 魔王 S1 往昔萦绕身旁); until 0.2.0 the data's DEFAULT left it off until an
// enemy came into her (or a 海嗣's) range.
skchr_skadi2_2: { kind: 'toggle', trigger: 'SP_FULL' },
};
return {
skills,
skill: {
kind: 'duration', // effects run in the trait pulse below ("特性变为…")
onStart({ battle, unit }) { battle.fx('tide', { x: unit.x, y: unit.y, id: unit.id }); },
},
trait: {
install(battle, unit) { // replaces the bard aura: 生命回复速度 normally, tide (true damage + 鼓舞 + self drain) during S3
unit.mem.noInspire = true; // 自身不受鼓舞影响
const isInspire = (b) => b.key === 'inspire' || b.status === 'inspire' || b.key.startsWith('inspire:') || b.key.endsWith(':inspire');
// "海嗣的攻击范围视为自身攻击范围的延伸": an enemy in a 海嗣's range also satisfies her DEFAULT trigger
if (unit.skill) unit.skill.addTriggerRange(() => seaborns(battle, unit));
let n = 0;
battle.every(0.5, () => {
if (!unit.canAct) return;
for (let i = unit.buffs.length - 1; i >= 0; i--) if (isInspire(unit.buffs[i])) battle.removeBuff(unit, unit.buffs[i]);
n++;
const toks = seaborns(battle, unit);
const allies = covered(battle, unit, toks);
const sk = unit.skill;
const on = !!(sk && sk.active);
if (on && isDef) {
const val = unit.s.atk * num(bb.atk);
for (const a of allies) if (a !== unit) inspire(battle, a, val, unit);
if (n % 2 === 0) {
const dmg = unit.s.atk * num(bb.atk_scale);
if (dmg > 0) for (const src of [unit, ...toks]) for (const e of enemiesIn(battle, src)) {
battle.dealDamage(unit, e, { amount: dmg, type: 'true', isSkill: true, tags: ['skill', 'tide'] });
}
const loss = unit.s.maxHp * num(bb.hp_ratio);
if (loss > 0) { if (unit.hp - loss >= 1) battle.loseHp(unit, loss, { source: unit, silent: true }); else unit.hp = Math.min(unit.hp, 1); }
}
return;
}
if (on && sid === 'skchr_skadi2_2') {
const va = unit.s.atk * num(bb.atk), vd = unit.s.def * num(bb.def);
for (const a of allies) if (a !== unit) { inspire(battle, a, va, unit); inspire(battle, a, vd, unit, 'def'); }
}
// the trait over her range ∪ the 海嗣' ranges, refreshed every pulse (it lapses 0.75 s after the last one)
const v = unit.s.atk * (on ? skillRatio : num(unit.profile?.auraRatio, auraRatio));
for (const a of allies) bardRegen(battle, unit, a, v, 0.75);
}, { owner: unit });
},
},
install(battle, unit) {
// S1: "攻击范围内我方所有单位受到伤害的50%直接转移给浊心斯卡蒂承担(同类效果取最高)" — the ally takes (1 − share),
// she takes the transferred part as true damage from the same attacker
if (sid === 'skchr_skadi2_1') {
const share = clamp(num(bb.damage_resistance), 0, 1);
const TAG = `skadi2:transfer:${unit.id}`;
battle.on('hit', (ctx) => {
const t = ctx.target, d = ctx.dmg;
if (!(share > 0) || !t || t === unit || t.side !== 'ally' || t.kind === 'device' || !live(unit) || !unit.skill?.active) return;
if (d.type === 'element' || d.type === 'elemental' || d.skadiShare || d.tags?.includes('transfer') || !inCover(battle, unit, t)) return;
d.skadiShare = { share, tag: TAG }; // 同类效果取最高: one transfer per damage instance
d.mul *= 1 - share;
}, { owner: unit, priority: -20 });
battle.on('damaged', (ctx) => {
const x = ctx.dmg?.skadiShare;
if (!x || x.tag !== TAG || !(ctx.amount > 0) || !live(unit)) return;
battle.dealDamage(ctx.source, unit, { amount: ctx.amount * x.share / Math.max(1e-6, 1 - x.share), type: 'true', canDodge: false, tags: ['transfer'] });
}, { owner: unit });
}
// module 新生代: "自身技能期间,攻击范围内的友军获得30点物理与法术伤害减免" (flat reduction per hit)
const flat = -num(mod.damage_resistance);
if (flat > 0) {
battle.on('hit', (ctx) => {
const t = ctx.target, d = ctx.dmg;
if (!t || t.side !== 'ally' || t.kind === 'device' || !live(unit) || !unit.skill?.active || !inCover(battle, unit, t)) return;
if (d.type === 'phys') d.defIgnoreFlat -= flat; // +flat effective DEF ⇒ −flat damage (above the 5 % floor)
else if (d.type === 'arts') d.amount = Math.max(0, d.amount - flat / Math.max(0.05, 1 - (t.s.res ?? 0) / 100));
}, { owner: unit, priority: -10 });
}
},
talents: [
{ install(battle, unit) { // 远古血亲: the seaborn is an inert range extension with a limited life
battle.on('deploy', ({ unit: t }) => {
if (!isTok(t, tokId, unit)) return;
if (t.profile) t.profile.noAttack = true;
const dur = num(t.def?.talents?.[0]?.bb?.duration, parseN(tdesc(def, 0), /持续(\d+(?:\.\d+)?)秒/, 25));
const seq = t.deploySeq, r = t.tileR, c = t.tileC;
startCountdown(battle, t, dur); // a countdown summon: 无敌, 禁疗, its bar = the life left (content/tokens.js)
battle.after(dur, () => {
if (!t.alive || t.deploySeq !== seq) return;
battle.retreat(t, { reason: 'expired', permanent: true });
const wait = num(t.base.respawnTime, 30), cost = num(t.base.cost, 0);
let tries = 0;
const again = () => {
if (battle.finished || tries++ > 300) return;
const ps = battle.getPlayer(unit.ownerId);
if (!live(unit) || !ps || ps.dp + 1e-9 < cost || battle.unitAt(r, c)) { battle.after(1, again, { owner: unit }); return; }
battle.addDp(unit.ownerId, -cost);
if (!battle.spawnToken(unit, tokId, r, c)) { battle.addDp(unit.ownerId, cost); battle.after(1, again, { owner: unit }); }
};
battle.after(wait, again, { owner: unit });
}, { owner: t });
}, { owner: unit });
} },
{ install(battle, unit) { // 捕食习性 (module 新生代: ATK 9 / 20 %, DEF +8 %, +3 SP per op deployed in range) + module (≥2 other ops in range: ATK +8 %)
const a1 = num(t1['skadi2_e_003_t_2[atk][1].atk'], bv(t1, 'skadi2_t_2[atk][1].atk', 0));
const a2 = num(t1['skadi2_e_003_t_2[atk][2].atk'], bv(t1, 'skadi2_t_2[atk][2].atk', a1));
const d1 = num(t1['skadi2_e_003_t_2[def].def']), sp = num(t1.sp);
const mCnt = num(mod.cnt, Infinity), mAtk = num(mod.atk);
aura(battle, unit, 0.5, () => {
const toks = seaborns(battle, unit);
const ops = covered(battle, unit, toks).filter((a) => a !== unit && a.kind === 'op');
const val = ops.some((a) => ABYSSAL.has(a.def?.charId)) ? a2 : ops.length ? a1 : 0;
const own = battle.alliesInGrid(unit).filter((a) => a !== unit && a.kind === 'op').length;
const total = val + (own >= mCnt ? mAtk : 0);
const dPct = ops.length ? d1 : 0;
if (total > 0 || dPct > 0) battle.addBuff(unit, { key: 'skadi2:predator', mods: { atkPct: total, defPct: dPct }, duration: 0.75, refresh: 'replace' });
});
// "我方干员部署于自身或海嗣范围内后,自身立刻获得3点技力"
if (sp > 0) battle.on('deploy', ({ unit: u }) => {
if (!u || u === unit || u.kind !== 'op' || u.side !== 'ally' || !live(unit) || !unit.skill) return;
if (inCover(battle, unit, u)) unit.skill.gainSp(sp, 'talent');
}, { owner: unit });
} },
],
};
}
export default {
chess_char_6_04_a: skadi2,
};