Add disarm attack lock tactic

This commit is contained in:
2026-06-18 10:32:32 +09:00
parent b15c5f6869
commit cbfc221782
11 changed files with 68 additions and 26 deletions

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@@ -242,12 +242,12 @@ 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`, `agi`, or `move`, 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. Move bonuses alter the affected unit's pathfinding range while active, and AGI bonuses or penalties alter physical hit and avoid forecasts. `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.
Support skills use an `effects` array. `stat_bonus` uses `stat` in `atk`, `def`, `int`, `agi`, or `move`, 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. Move bonuses alter the affected unit's pathfinding range while active, and AGI bonuses or penalties alter physical hit and avoid forecasts. `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`, `move`, or `attack`, and positive `duration_turns`; it blocks the affected unit from selecting or casting tactics, moving, or making physical attacks and counterattacks while active.
```json
{
"snare_tactic": {
"name": "Snare Tactic",
"disarm_tactic": {
"name": "Disarm Tactic",
"kind": "support",
"target": "enemy",
"mp_cost": 5,
@@ -255,13 +255,13 @@ Support skills use an `effects` array. `stat_bonus` uses `stat` in `atk`, `def`,
"power": 0,
"stat": "int",
"effects": [
{ "type": "action_lock", "status": "snare", "action": "move", "duration_turns": 2 }
{ "type": "action_lock", "status": "disarm", "action": "attack", "duration_turns": 2 }
]
}
}
```
The current single-target tactic set includes `spark`, `fire_tactic`, `blaze`, `mend`, `great_mend`, `guard_order`, `rally_order`, `march_order`, `focus_order`, `disrupt_order`, `hamper_order`, `feint_order`, `poison_mist`, `seal_tactic`, and `snare_tactic`. Hero classes get low-cost Spark alongside Fire/Mend and ally and enemy 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.
The current single-target tactic set includes `spark`, `fire_tactic`, `blaze`, `mend`, `great_mend`, `guard_order`, `rally_order`, `march_order`, `focus_order`, `disrupt_order`, `hamper_order`, `feint_order`, `disarm_tactic`, `poison_mist`, `seal_tactic`, and `snare_tactic`. Hero classes get low-cost Spark alongside Fire/Mend and ally and enemy orders, strategist classes also get Disarm Tactic, 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
@@ -315,7 +315,8 @@ Consumables use `kind: "consumable"` with effect records. `heal_hp` restores HP,
"effects": [
{ "type": "cure_status", "status": "poison" },
{ "type": "cure_status", "status": "seal" },
{ "type": "cure_status", "status": "snare" }
{ "type": "cure_status", "status": "snare" },
{ "type": "cure_status", "status": "disarm" }
],
"price": 140
}