59 lines
2.1 KiB
TypeScript
59 lines
2.1 KiB
TypeScript
import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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/**
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* battle_probe_pressure
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*
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* 战斗中的稳扎试探动作。适合在局势未明、资源需要保留时,
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* 先用安全且持续的压制把信息和节奏摸出来。
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*/
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export const BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE: StateFunctionSource = {
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definition: {
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id: 'battle_probe_pressure',
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state: 'battle',
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category: 'battle',
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text: '战斗:稳扎试探',
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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。',
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visual: {
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playerAnimation: AnimationState.SKILL1,
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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}一边招架一边寻找反扑的缝隙',
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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,
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incomingDamageMultiplier: 0.95,
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skillWeights: {
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steady: 5,
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burst: 2.2,
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mobility: 2,
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projectile: 2,
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finisher: 1.2,
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},
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},
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},
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promptDescription:
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'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。',
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documentation: {
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id: 'battle_probe_pressure',
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domain: 'state',
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title: '战斗:稳扎试探',
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source: 'src/data/functionCatalog/state/battleProbePressure.ts',
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summary: '强调观察、压迫和中段连段的稳健战斗 function。',
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detailedDescription:
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'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。',
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trigger: '仅在 battle 状态下参与候选。',
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execution:
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'保持标准 damageMultiplier,轻微降低 incomingDamageMultiplier,并把 skillWeights 明显偏向 steady,兼顾少量 mobility / projectile。',
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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。',
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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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