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src/data/functionCatalog/state/battleGuardBreak.ts
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58
src/data/functionCatalog/state/battleGuardBreak.ts
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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/**
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* battle_guard_break
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*
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* 战斗中的破架重击动作。它强调“针对敌人当前动作强拆架势”,
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* 比纯换血更讲究把敌人的节奏打断。
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*/
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export const BATTLE_GUARD_BREAK_FUNCTION_SOURCE: StateFunctionSource = {
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definition: {
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id: 'battle_guard_break',
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state: 'battle',
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category: 'battle',
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text: '战斗:重击破架',
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description: '针对怪物当前动作强拆架势,伤害偏高,反击压力略低。',
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visual: {
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playerAnimation: AnimationState.SKILL2,
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playerMoveMeters: 0,
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playerOffsetY: 0,
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playerFacing: 'right',
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scrollWorld: false,
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monsterActionTemplate: '{monster}被重击震得动作一滞',
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monsterAnimation: 'attack',
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monsterMoveMeters: 0,
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},
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effect: {
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damageMultiplier: 1.2,
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incomingDamageMultiplier: 0.9,
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skillWeights: {
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burst: 4.5,
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finisher: 3,
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steady: 2.2,
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mobility: 1.5,
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projectile: 1,
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},
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},
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},
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promptDescription:
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'针对面前敌人的架势或破绽重击破防,文案可以自然改写,但仍要保持这是破架强攻。',
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documentation: {
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id: 'battle_guard_break',
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domain: 'state',
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title: '战斗:重击破架',
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source: 'src/data/functionCatalog/state/battleGuardBreak.ts',
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summary: '围绕破架、震停和打断敌人节奏的战斗 function。',
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detailedDescription:
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'它不是单纯地压血,而是把回合重心放在“砸开架势、制造空档”,让后续剧情更容易承接敌人失衡的结果。',
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trigger: '仅在 battle 状态且敌人仍在场时参与候选。',
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execution:
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'维持较高 damageMultiplier,同时降低 incomingDamageMultiplier,并偏向 burst / steady 组合,突出稳中带狠的重击感。',
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result: '适合对付正在招架、准备反扑或看起来露出结构性破绽的敌人。',
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state: 'battle',
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category: 'battle',
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active: true,
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},
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};
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