fix: 수정된 변수 이름 및 로그 출력 형식 개선

This commit is contained in:
2026-01-05 16:56:45 +00:00
parent 41339176ee
commit 414db51c64
14 changed files with 44 additions and 40 deletions
@@ -61,7 +61,9 @@ class che_격노발동 extends BaseWarUnitTrigger {
const reaction = is진노 ? '진노' : '격노';
self.getLogger().pushGeneralBattleDetailLog(`상대의 ${targetAct}에 <C>${reaction}</>했다!</>`, LogFormat.PLAIN);
oppose.getLogger().pushGeneralBattleDetailLog(`${targetAct}에 상대가 <R>${reaction}</>했다!</>`, LogFormat.PLAIN);
oppose
.getLogger()
.pushGeneralBattleDetailLog(`${targetAct}에 상대가 <R>${reaction}</>했다!</>`, LogFormat.PLAIN);
if (is진노) {
self.addBonusPhase(1);
@@ -80,10 +82,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
_context: GeneralActionContext | WarActionContext,
_statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
return value;
}
@@ -29,10 +29,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
_context: GeneralActionContext | WarActionContext,
_statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
return value;
}
@@ -44,7 +44,7 @@ export const traitModule: TraitModule = {
kind: 'war',
getName: () => '견고',
getInfo: () => '[전투] 상대 필살 확률 -20%p, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -10%',
onCalcOpposeStat: (_context, statName, value, _aux) => {
onCalcOpposeStat: (_context, statName, value: any, _aux) => {
if (statName === 'warMagicSuccessProb') {
return (value as number) - 0.1;
}
@@ -45,10 +45,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
_context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
if (statName === 'initWarPhase') {
return (value as number) + 2;
@@ -12,7 +12,7 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
_context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
@@ -60,7 +60,10 @@ class che_반계발동 extends BaseWarUnitTrigger {
const [opposeMagic, damage] = magicData;
self.getLogger().pushGeneralBattleDetailLog(`<C>반계</>로 상대의 <D>${opposeMagic}</>을 되돌렸다!`, LogFormat.PLAIN);
self.getLogger().pushGeneralBattleDetailLog(
`<C>반계</>로 상대의 <D>${opposeMagic}</>을 되돌렸다!`,
LogFormat.PLAIN
);
oppose.getLogger().pushGeneralBattleDetailLog(`<D>${opposeMagic}</>을 <R>역으로</> 당했다!`, LogFormat.PLAIN);
self.multiplyWarPowerMultiply(damage);
@@ -77,7 +80,7 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
_context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
@@ -94,8 +97,9 @@ export const traitModule: TraitModule = {
info: '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)',
kind: 'war',
getName: () => '반계',
getInfo: () => '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)',
onCalcOpposeStat: (_context, statName, value, _aux) => {
getInfo: () =>
'[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)',
onCalcOpposeStat: (_context, statName, value: any, _aux) => {
if (statName === 'warMagicSuccessProb') {
return (value as number) - 0.1;
}
@@ -11,10 +11,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
_context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
if (statName === 'warMagicTrialProb') {
return (value as number) + 0.2;
@@ -11,10 +11,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
_context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
if (statName === 'warMagicSuccessProb') {
return (value as number) + 1;
@@ -64,10 +64,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
_context: GeneralActionContext | WarActionContext,
_statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
return value;
}
@@ -67,11 +67,11 @@ class che_저격발동 extends BaseWarUnitTrigger {
return true;
}
if ((selfEnv['저격발동자'] as number ?? -1) !== this.raiseType) {
if (((selfEnv['저격발동자'] as number) ?? -1) !== this.raiseType) {
return true;
}
if (selfEnv['저격발동'] as boolean ?? false) {
if ((selfEnv['저격발동'] as boolean) ?? false) {
return true;
}
selfEnv['저격발동'] = true;
@@ -102,10 +102,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
_context: GeneralActionContext | WarActionContext,
_statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
return value;
}
@@ -119,10 +119,7 @@ export const traitModule: TraitModule = {
getInfo: () => '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+20',
getBattlePhaseTriggerList: (_context) => {
if (!_context.unit) return null;
return new WarTriggerCaller(
new che_저격시도(_context.unit, 0.5, 20, 40, 20),
new che_저격발동(_context.unit)
);
return new WarTriggerCaller(new che_저격시도(_context.unit, 0.5, 20, 40, 20), new che_저격발동(_context.unit));
},
onCalcStat,
};
@@ -11,10 +11,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
_context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
if (statName === 'warMagicSuccessDamage') {
return (value as number) * 1.5;
@@ -11,10 +11,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
_context: GeneralActionContext | WarActionContext,
_statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
return value;
}
@@ -33,10 +33,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
_context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
if (statName === 'warCriticalRatio') {
return (value as number) + 0.3;
@@ -11,10 +11,10 @@ function onCalcStat(
aux?: unknown
): number | [number, number];
function onCalcStat(
context: GeneralActionContext | WarActionContext,
_context: GeneralActionContext | WarActionContext,
statName: GeneralStatName | WarStatName,
value: number | [number, number],
aux?: unknown
_aux?: unknown
): number | [number, number] {
if (statName === 'warMagicSuccessProb') {
return (value as number) + 0.1;
+1
View File
@@ -40,4 +40,5 @@ export type WarStatName =
| 'criticalDamageRange'
| 'warMagicSuccessDamage'
| 'warMagicTrialProb'
| 'warMagicSuccessProb'
| `dex${number}`;