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Genarrative/src/data/functionCatalog/state/battleProbePressure.ts
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TypeScript

import { AnimationState } from '../../../types';
import type { StateFunctionSource } from '../types';
/**
* battle_probe_pressure
*
* 战斗中的稳扎试探动作。适合在局势未明、资源需要保留时,
* 先用安全且持续的压制把信息和节奏摸出来。
*/
export const BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE: StateFunctionSource = {
definition: {
id: 'battle_probe_pressure',
state: 'battle',
category: 'battle',
text: '战斗:稳扎试探',
description: '以持续压制和稳健试探为主,更容易发动常规连段和中段技能。',
visual: {
playerAnimation: AnimationState.SKILL1,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterActionTemplate: '{monster}一边招架一边寻找反扑的缝隙',
monsterAnimation: 'attack',
monsterMoveMeters: 0,
},
effect: {
damageMultiplier: 1,
incomingDamageMultiplier: 0.95,
skillWeights: {
steady: 5,
burst: 2.2,
mobility: 2,
projectile: 2,
finisher: 1.2,
},
},
},
promptDescription:
'对面前敌人稳扎稳打地试探施压,文案可以自然改写,但仍要保持这是试探压制。',
documentation: {
id: 'battle_probe_pressure',
domain: 'state',
title: '战斗:稳扎试探',
source: 'src/data/functionCatalog/state/battleProbePressure.ts',
summary: '强调观察、压迫和中段连段的稳健战斗 function。',
detailedDescription:
'这个 function 让战斗回合更像“边压边看”,适合在想控制资源消耗、等待更好机会,或需要防止自己出手过重时使用。',
trigger: '仅在 battle 状态下参与候选。',
execution:
'保持标准 damageMultiplier,轻微降低 incomingDamageMultiplier,并把 skillWeights 明显偏向 steady,兼顾少量 mobility / projectile。',
result: '适合拉平节奏、压住敌人反扑窗口,或在低蓝时维持安全输出。',
state: 'battle',
category: 'battle',
active: true,
},
};