Add snare movement lock tactic

This commit is contained in:
2026-06-18 10:11:16 +09:00
parent dcf45a3cd1
commit 14ca76d8cb
11 changed files with 121 additions and 55 deletions

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@@ -242,26 +242,26 @@ Skills define MP tactics. A class, officer, or scenario deployment can add skill
}
```
Support skills use an `effects` array. `stat_bonus` uses `stat` in `atk`, `def`, `int`, or `agi`, a non-zero `amount`, and positive `duration_turns`. Positive amounts are buffs and negative amounts are debuffs; both are battle-only and expire when the target's team begins enough future phases. `damage_over_time` uses a stable `status`, positive `amount`, and positive `duration_turns`; it ticks at the start of the target team's phase before expiration and can defeat units without awarding delayed defeat EXP. `action_lock` uses a stable `status`, an `action` of `skill`, and positive `duration_turns`; it blocks the affected unit from selecting or casting tactics while active.
Support skills use an `effects` array. `stat_bonus` uses `stat` in `atk`, `def`, `int`, or `agi`, a non-zero `amount`, and positive `duration_turns`. Positive amounts are buffs and negative amounts are debuffs; both are battle-only and expire when the target's team begins enough future phases. `damage_over_time` uses a stable `status`, positive `amount`, and positive `duration_turns`; it ticks at the start of the target team's phase before expiration and can defeat units without awarding delayed defeat EXP. `action_lock` uses a stable `status`, an `action` of `skill` or `move`, and positive `duration_turns`; it blocks the affected unit from selecting or casting tactics, or from moving, while active.
```json
{
"seal_tactic": {
"name": "Seal Tactic",
"snare_tactic": {
"name": "Snare Tactic",
"kind": "support",
"target": "enemy",
"mp_cost": 6,
"mp_cost": 5,
"range": [1, 3],
"power": 0,
"stat": "int",
"effects": [
{ "type": "action_lock", "status": "seal", "action": "skill", "duration_turns": 2 }
{ "type": "action_lock", "status": "snare", "action": "move", "duration_turns": 2 }
]
}
}
```
The current single-target tactic set includes `spark`, `fire_tactic`, `blaze`, `mend`, `great_mend`, `guard_order`, `rally_order`, `disrupt_order`, `poison_mist`, and `seal_tactic`. Hero classes get low-cost Spark alongside Fire/Mend and ally orders, strategist classes also get Poison Mist and Seal Tactic, promoted command/advisor classes add Great Mend, and late scenario deployments can add stronger pressure skills such as Blaze without changing their base class.
The current single-target tactic set includes `spark`, `fire_tactic`, `blaze`, `mend`, `great_mend`, `guard_order`, `rally_order`, `disrupt_order`, `poison_mist`, `seal_tactic`, and `snare_tactic`. Hero classes get low-cost Spark alongside Fire/Mend and ally orders, strategist classes also get Poison Mist, Seal Tactic, and Snare Tactic, promoted command/advisor classes add Great Mend, and late scenario deployments can add stronger pressure skills such as Blaze without changing their base class.
## Terrain
@@ -314,7 +314,8 @@ Consumables use `kind: "consumable"` with effect records. `heal_hp` restores HP,
"uses": 1,
"effects": [
{ "type": "cure_status", "status": "poison" },
{ "type": "cure_status", "status": "seal" }
{ "type": "cure_status", "status": "seal" },
{ "type": "cure_status", "status": "snare" }
],
"price": 140
}