import { AnimationState } from '../../../types'; import type { StateFunctionSource } from '../types'; /** * battle_guard_break * * 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”, * 比纯换血更讲究把敌人的节奏打断。 */ export const BATTLE_GUARD_BREAK_FUNCTION_SOURCE: StateFunctionSource = { definition: { id: 'battle_guard_break', state: 'battle', category: 'battle', text: '战斗:重击破架', description: '针对怪物当前动作强拆架势,伤害偏高,反击压力略低。', visual: { playerAnimation: AnimationState.SKILL2, playerMoveMeters: 0, playerOffsetY: 0, playerFacing: 'right', scrollWorld: false, monsterActionTemplate: '{monster}被重击震得动作一滞', monsterAnimation: 'attack', monsterMoveMeters: 0, }, effect: { damageMultiplier: 1.2, incomingDamageMultiplier: 0.9, skillWeights: { burst: 4.5, finisher: 3, steady: 2.2, mobility: 1.5, projectile: 1, }, }, }, promptDescription: '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。', documentation: { id: 'battle_guard_break', domain: 'state', title: '战斗:重击破架', source: 'src/data/functionCatalog/state/battleGuardBreak.ts', summary: '围绕破架、震停和打断敌人节奏的战斗 function。', detailedDescription: '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。', trigger: '仅在 battle 状态且敌人仍在场时参与候选。', execution: '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。', 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。', state: 'battle', category: 'battle', active: true, }, };