From 01a44cd288fb436efa23c3d1514d1a152c704e80 Mon Sep 17 00:00:00 2001 From: sganggs Date: Tue, 29 Sep 2026 16:21:31 +0800 Subject: [PATCH] =?UTF-8?q?=E5=8D=AB=E6=88=8D=E5=8D=8F=E8=AE=AE=EF=BC=9A?= =?UTF-8?q?=E7=9B=9F=E7=BA=A6=20web=20remake=20=E2=80=94=20initial=20impor?= =?UTF-8?q?t?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Online co-op browser remake of Arknights' Stronghold Protocol: Alliance (client-simulated combat, official waves/bonds/items/strategies, 3D board, facing wheel, operator loadout, official emotes, deployment scripts). --- .dockerignore | 21 + .gitattributes | 20 + .github/workflows/ci.yml | 67 + .gitignore | 39 + Dockerfile | 60 + README.md | 151 + data/assets.json | 1 + data/bands.json | 1 + data/bonds.json | 1 + data/bosses.json | 1 + data/chess.json | 1 + data/choices.json | 1 + data/config.json | 1 + data/effects.json | 1 + data/emotes.json | 52 + data/enemies.json | 1 + data/factions.json | 1 + 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+node_modules +.cache +.venv* +**/__pycache__ +test +logs +*.log +docs/img +# game art is mounted at runtime or downloaded with --build-arg FETCH_ASSETS=1, never sent from the host +public/assets +# generated from node_modules inside the image +public/vendor +scripts/service.env.cmd +.DS_Store +Thumbs.db +.env +.env.* diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 00000000..187387ba --- /dev/null +++ b/.gitattributes @@ -0,0 +1,20 @@ +# Normalise line endings in the repository; check out Windows scripts with CRLF (cmd.exe needs it for labels/goto) +# and shell scripts with LF, whatever core.autocrlf says on the cloning machine. +* text=auto +*.bat text eol=crlf +*.cmd text eol=crlf +*.ps1 text eol=crlf +*.sh text eol=lf +*.mjs text eol=lf +*.js text eol=lf +*.py text eol=lf +# binary assets +*.png binary +*.jpg binary +*.webp binary +*.skel binary +*.woff2 binary +*.otf binary +*.ttf binary +*.mp3 binary +*.ogg binary diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml new file mode 100644 index 00000000..2850a25e --- /dev/null +++ b/.github/workflows/ci.yml @@ -0,0 +1,67 @@ +name: CI + +on: + push: + pull_request: + workflow_dispatch: + +concurrency: + group: ci-${{ github.ref }} + cancel-in-progress: true + +permissions: + contents: read + +jobs: + test: + name: test (${{ matrix.os }}, node ${{ matrix.node }}) + runs-on: ${{ matrix.os }} + timeout-minutes: 25 + strategy: + fail-fast: false + matrix: + os: [ubuntu-latest, windows-latest] + # 22 and 24 = the maintained LTS lines (24 is what `winget install OpenJS.NodeJS.LTS` installs today) + node: [22, 24] + env: + # Browser/E2E suites gate themselves on these (and on a local Chrome + downloaded game assets, which CI never + # has): keep them off explicitly. Suites that need .cache/gamedata, public/assets or data/local-assets.json skip. + SP_E2E: '0' + SP_REAL_E2E: '0' + RENDER_E2E: '0' + NO_COLOR: '1' + steps: + - uses: actions/checkout@v4 + + - uses: actions/setup-node@v4 + with: + node-version: ${{ matrix.node }} + cache: npm + + - name: Install (npm ci → postinstall copies public/vendor) + run: npm ci --no-audit --no-fund + + - name: Setup check (no downloads) + run: node tools/setup.mjs --check --no-local + + - name: Unit & integration tests + run: node --test + # Linux is the reference platform; Windows results are informative until the suite is proven there. + continue-on-error: ${{ matrix.os == 'windows-latest' }} + + - name: Server smoke test (boot, /healthz, index.html, doctor) + shell: bash + run: | + node server/index.js > server.log 2>&1 & + pid=$! + ok= + for i in $(seq 1 30); do + if curl -fsS http://127.0.0.1:3000/healthz; then ok=1; break; fi + sleep 1 + done + echo + [ -n "$ok" ] || { cat server.log; exit 1; } + curl -fsS http://127.0.0.1:3000/ | grep -qi ' 非官方同人项目,仅供学习交流,**禁止商用**。游戏素材版权归上海鹰角网络 / Yostar,**不包含在本仓库中**(在你自己的电脑上下载或提取;`docs/img/` 里只有几张说明用的游戏截图)。详见 [致谢与声明](#致谢与声明)。 +> English summary: [below](#english). + +| 同盟房间 | 策略轮选 | 休整期(商店 / 盟约) | +|---|---|---| +| ![房间](docs/img/room.jpg) | ![策略](docs/img/band-draft.jpg) | ![休整期](docs/img/prep.jpg) | +| **部署方向轮盘** | **作战** | **最终攻势** | +| ![方向](docs/img/facing-wheel.jpg) | ![作战](docs/img/combat.jpg) | ![最终攻势](docs/img/final-assault.jpg) | + +## 特性 + +- 完整的一局流程:确认本局信息 → 策略轮选(40 种策略)→ 14 回合(+ 隐秘核心)→ 结算称号。 +- 4 种难度(标准 / 险境 / 绝境 / 终极),独立与同盟两套参数,数据来自官方表。 +- 112 名可招募干员(+ 精锐)及技能天赋、23 个盟约与层数、特质、装备与法术、机变、10 个敌方领袖、地形装置。 +- **干员调配**(大厅 / 房间 / 本局信息确认时):和官方一样不能调整等阶,但可为每名干员选择携带的技能(283 个技能全部手工实现)与精锐的模组(或不装备)。 +- 联防、最终攻势(两人共享战场与领袖血池)、隐秘核心;同盟模拟断线 10 分钟内可重连(掉线期间按原阵容自动作战,也可「暂离」交给 AI 托管),独立模拟 24 小时内可回来继续。 +- 真实 Spine 小人、官方 BGM / 音效、表情(6 套 × 6 个);可选的官方 3D 棋盘(需从本机客户端提取贴图)。 +- **战斗在各玩家浏览器里模拟**(和官方一样),服务器只管经济与回合:一台低功耗 Windows 小主机即可开服。 + +## 快速开始 + +需要 **Node.js 18+**(推荐 22 或 24 LTS)和约 **400 MB** 磁盘空间。第一次启动会自动安装依赖并下载约 250 MB 素材(可中断,再次启动会续传)。 + +### Windows + +1. 安装 Node.js:在 PowerShell 里运行 `winget install OpenJS.NodeJS.LTS`,或到 下载安装包。 +2. 获取代码:`git clone <本仓库地址>`,或在 GitHub 页面 *Code → Download ZIP* 后解压。 +3. 双击 **`scripts\start-windows.bat`**(ZIP 下载的若弹出「安全警告」,点「运行」)。准备完成后会自动打开浏览器,窗口里会列出朋友可用的局域网地址。 + + 也可以用 PowerShell:`powershell -ExecutionPolicy Bypass -File scripts\start-windows.ps1`(没有 Node.js 时会提示用 winget 安装)。 + +开机自动在后台运行、防火墙设置、固定 IP 等见 **[docs/DEPLOY.md](docs/DEPLOY.md)**。 + +### macOS / Linux + +```bash +git clone <本仓库地址> Stronghold-Protocol && cd Stronghold-Protocol +scripts/start.sh # 首次:npm ci + 下载素材;然后启动服务器并打开浏览器 +``` + +### 手动(任何系统) + +```bash +npm ci # 安装依赖(postinstall 会把 pixi / preact / three 复制到 public/vendor) +node tools/setup.mjs # 检查环境、下载/补全素材、(可选)从本机客户端提取官方贴图 +npm start # http://localhost:3000 +``` + +`node tools/doctor.mjs` 可随时诊断:Node 版本、素材是否完整、端口占用、局域网地址、防火墙提示。 + +## 和朋友一起玩 + +1. 打开页面 → 输入昵称 → **同盟模拟** → 创建房间。房主选择难度,可添加 / 移除 AI 队友。 +2. 把 4 位字母的**同盟密钥**,或「复制链接」得到的 `http://<地址>:3000/?room=密钥` 发给朋友。 +3. 所有人点「准备就绪」后房主开始。刷新页面 / 断线后 10 分钟内重新打开即可回到原座位(独立模拟:24 小时内,用同一个浏览器)。 + +**局域网**:服务器启动时会打印 `LAN: http://192.168.x.x:3000`,同一 Wi-Fi / 路由器下的朋友直接打开。打不开时多半是防火墙:Windows 首次启动时在弹窗中允许「专用网络」,或运行 `node tools/doctor.mjs` 查看具体命令。 + +**公网**(朋友不在同一个网络): + +| 方式 | 适合 | 做法 | +|---|---|---| +| **Tailscale / ZeroTier**(推荐) | 家里常开的小主机、固定几个朋友 | 主机和朋友都安装并加入同一个网络,朋友打开 `http://<主机的 100.x / ZeroTier IP>:3000`。无需公网 IP、不暴露到互联网、延迟低。 | +| **cloudflared 临时隧道** | 临时开一局,朋友什么都不用装 | `cloudflared tunnel --url http://localhost:3000`,把输出的 `https://xxxx.trycloudflare.com` 发给朋友。页面会自动使用 `wss://`。每次启动地址都会变。 | +| **路由器端口转发** | 有公网 IPv4 | 把路由器的 TCP 3000 转发到主机的局域网 IP,朋友访问 `http://<公网 IP>:3000`。注意安全(见 DEPLOY)。 | + +详细步骤(含 Nginx / Caddy 反向代理与 HTTPS)见 [docs/DEPLOY.md](docs/DEPLOY.md)。玩法说明见 **[docs/PLAYING.md](docs/PLAYING.md)**(游戏内也有「玩法说明」)。 + +## 操作 + +| 操作 | 方法 | +|---|---| +| 购买 / 升级调度中心 | 点一次选中,再点一次确认(`D` 升级) | +| 部署 / 移动干员 | 从整备区拖到棋盘格 → 出现方向轮盘 → 往上/右/下/左滑动选择朝向后松手;松在中心或点「✕ 点击取消」取消 | +| 调整朝向 | 把干员拖回它自己的格子,再选方向 | +| 出售 / 撤退 / 销毁装备 | 点击单位 → 底部按钮「出售 +1」「撤退」;整备区里的装备与法术只能「销毁」,已配发的装备锁定在干员身上(干员出售或合成精锐时退回整备区)。也可以把棋盘上的干员拖回整备区撤退 | +| 装备 | 把装备拖到干员身上(每人 2 件;满了会弹出替换窗口,选择要替换的一件——它会被销毁);法术拖到地块上并选方向 | +| 查看详情 | 右键或长按单位 / 卡牌 | +| 快捷键 | `R` 刷新 · `F` 冻结 · `D` 升级 · `Space` 准备就绪 · `Esc` 取消 / 关闭 | +| 方向轮盘键盘操作 | 方向键预览 · `Enter` 确认 · `Esc` 取消 | +| 暂停(独立模拟) | 作战中(含最终攻势 / 隐秘核心)点顶栏的「暂停」或按 `Space`,再点「继续作战」(或 `Space`)继续;同盟模拟的作战不能暂停 | +| 表情 | 左下角「交流」,左右滑动(或方向键)换主题,冷却 1 秒 | +| 观战 | 自己的作战结束后(或休整期)点左侧队友头像 →「前往查看」 | + +手机和平板也能玩(触摸拖拽、长按查看),推荐横屏;电脑推荐 Chrome / Edge / Firefox / Safari 最新版。显卡较弱时可在「设置」里调低画质,或在网址后加 `?board=2d`(强制 2D 棋盘)/ `?render=fallback`(不用 WebGL 的简化 DOM 画面)。 + +## 配置 + +| 环境变量 | 默认 | 说明 | +|---|---|---| +| `PORT` | `3000` | 监听端口 | +| `HOST` | `0.0.0.0` | 监听地址(`127.0.0.1` = 只允许本机,放在反向代理后面时使用) | +| `SP_COMBAT` | `client` | `client`:各玩家浏览器模拟自己的战斗(官方模式,服务器负载极低);`server`:旧的服务器模拟 + 推流模式 | +| `SP_VERIFY` | `off` | 服务器复算客户端上报的战斗结果:`off` / `sample`(约 1/8 抽查并记录)/ `all`(全部复算,不一致时以服务器为准,更耗 CPU) | +| `TRUST_PROXY` | `auto` | 是否信任 `X-Forwarded-For` 等转发头:`auto` 只信任来自本机/内网的代理(如 cloudflared、Nginx);`1` 总是;`0` 从不 | +| `DEBUG` | 空 | 设为任意值输出详细日志 | +| `SP_NO_BROWSER` | 空 | 设为 `1` 时启动脚本不自动打开浏览器 | + +设置方式:macOS / Linux `PORT=8080 npm start`;PowerShell `$env:PORT=8080; npm start`;cmd `set "PORT=8080" && npm start`;启动脚本也接受 `--port 8080`。健康检查:`GET /healthz`。 + +## 可选:从本机客户端提取官方贴图 + +如果这台电脑装有《明日方舟》PC 客户端(Windows 原生、macOS CrossOver 或 PlayCover),`node tools/setup.mjs` 会检测到并询问是否提取官方棋盘贴图、UI、表情、模组类型图标和教程图(需要 Python 3.8+,依赖安装在项目内的 `.venv-extract`,不影响系统)。之后可随时 `node tools/setup.mjs --local` 重新提取,或 `--game "<…\StreamingAssets\AB\Windows>"` 指定路径。提取结果只在本机(`public/assets/local/`、`data/local-assets.json`,均已被 git 忽略);没有它游戏一样能玩,只是棋盘为 2D、部分 UI 用替代图(模组类型图标改为文字)。 + +## 测试 + +```bash +node --test # 单元 + 集成测试(约 2300 项;缺少素材 / 浏览器的用例会自动跳过) +SP_E2E=1 node --test test/ui/mock.e2e.test.js # 需要本机 Chrome(CHROME_PATH 可指定路径) +SP_REAL_E2E=1 node --test test/ui/real.e2e.test.js # 需要 Chrome + 已下载素材 +``` + +GitHub Actions([.github/workflows/ci.yml](.github/workflows/ci.yml))在 Ubuntu 与 Windows 上运行 `npm ci`、`node --test` 和服务器冒烟测试。 + +## 项目结构 + +| 路径 | 内容 | +|---|---| +| `server/` | Node HTTP 静态服务 + WebSocket(`/ws`)、大厅、对局引擎(`match/`)、战斗模拟(`sim/`,浏览器与服务器共用) | +| `shared/` | 前后端共用的常量与网络协议 | +| `public/` | 浏览器客户端(原生 ES 模块,PixiJS + pixi-spine、three.js 3D 棋盘、Preact + htm UI) | +| `data/` | 由官方数据表生成的游戏数据(`tools/build-data.mjs`)与素材清单 `assets.json` | +| `tools/` | `setup.mjs` / `doctor.mjs`、素材下载 `fetch-assets.mjs`、数据构建、本地提取 `local-extract/` | +| `scripts/` | 启动脚本(Windows / macOS / Linux)、Windows 开机自启 | +| `docs/` | [DESIGN](docs/DESIGN.md)(架构与契约)· [DEPLOY](docs/DEPLOY.md) · [PLAYING](docs/PLAYING.md) · [ASSETS](docs/ASSETS.md) · [DATA](docs/DATA.md) · `research/` | +| `test/` | `node:test` 测试 | + +## 致谢与声明 + +- 《明日方舟》及「卫戍协议」相关的全部名称、角色、美术、音频与数据版权归 **上海鹰角网络科技有限公司(Hypergryph)** 及其授权方(Yostar 等)所有。本项目为非官方、非商业的爱好者作品,与官方无任何关联;如有侵权请联系删除。 +- **本仓库不包含游戏素材文件**(`docs/img/` 中的几张游戏截图仅用于说明):美术 / 音频 / 字体由 `tools/fetch-assets.mjs` 在使用者本机下载,本地客户端贴图由使用者自行提取,均被 `.gitignore` 排除。请勿把 `public/assets/` 等目录上传或再分发。 +- 游戏数据:[Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData)。 +- 素材来源:[yuanyan3060/ArknightsGameResource](https://github.com/yuanyan3060/ArknightsGameResource)、[fexli/ArknightsResource](https://github.com/fexli/ArknightsResource)、[isHarryh/Ark-Models](https://github.com/isHarryh/Ark-Models)、[ArknightsAssets/ArknightsAssets2](https://github.com/ArknightsAssets/ArknightsAssets2);字体来自 [TimWangZi/The-font-of-Arknights](https://github.com/TimWangZi/The-font-of-Arknights) 与 Google Fonts(Noto Sans SC)。详见 [docs/ASSETS.md](docs/ASSETS.md)。 +- LZ4AK 解包:`tools/local-extract/aklz4.py` 的算法来自 [isHarryh/Ark-Unpacker](https://github.com/isHarryh/Ark-Unpacker)(BSD-3-Clause,经 MooncellWiki/UnityPy);解析 Unity 资源使用 [UnityPy](https://github.com/K0lb3/UnityPy)(MIT)。 +- 库:[PixiJS](https://pixijs.com/)(MIT)、[pixi-spine](https://github.com/pixijs/spine)(MIT;其中包含的 Spine Runtime 代码另受 [Spine Runtimes License](https://esotericsoftware.com/spine-runtimes-license) 约束,其中有关于 Spine 编辑器授权的条款,公开发布前请自行阅读)、[three.js](https://threejs.org/)(MIT)、[Preact](https://preactjs.com/) + [htm](https://github.com/developit/htm)(MIT)、[ws](https://github.com/websockets/ws)(MIT)。这些库通过 npm 安装,不随仓库提交。 +- **代码许可证:TODO(由仓库所有者选择,例如 MIT / GPL-3.0;在此之前仓库中的代码保留所有权利)。** 无论选择哪种,上面的游戏素材与第三方内容都不在其范围内。 + +--- + +## English + +A fan-made, online co-op browser remake of Arknights' seasonal auto-chess tower-defense mode *Stronghold Protocol: Covenant*. Solo and 1–4 player co-op (AI teammates fill seats), played over LAN or the internet. Combat is simulated in each player's browser (like the official client), so a low-power mini PC can host. + +- **Run:** Node.js 18+ (22 or 24 LTS recommended). Windows: double-click `scripts\start-windows.bat`. macOS/Linux: `scripts/start.sh`. Manual: `npm ci && node tools/setup.mjs && npm start` → . First start downloads ~250 MB of game art (resumable). `node tools/doctor.mjs` diagnoses ports, assets, LAN addresses and firewall. +- **Friends:** create a co-op room and share the 4-letter code or the `?room=CODE` link. A dropped player can rejoin within 10 minutes (co-op) or resume a solo run within 24 hours (same browser; the server keeps everything in memory, so a restart ends all runs). LAN: use the printed `LAN:` URL. Internet: Tailscale/ZeroTier (recommended), `cloudflared tunnel --url http://localhost:3000` (wss handled automatically) or port forwarding — see [docs/DEPLOY.md](docs/DEPLOY.md). +- **Env:** `PORT`, `HOST`, `SP_COMBAT=client|server`, `SP_VERIFY=off|sample|all`, `TRUST_PROXY=auto|1|0`, `DEBUG`. +- **Disclaimer:** unofficial and non-commercial. Game names, art, audio and data © Hypergryph / Yostar; **no game art/audio/font files are in this repository** (only a few screenshots in `docs/img/`) — they are downloaded or extracted locally and git-ignored. Code licence: TODO (owner to choose). diff --git a/data/assets.json b/data/assets.json new file mode 100644 index 00000000..6da76abb --- /dev/null +++ b/data/assets.json @@ -0,0 +1 @@ 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\ No newline at end of file diff --git a/data/bonds.json b/data/bonds.json new file mode 100644 index 00000000..17f4befa --- /dev/null +++ b/data/bonds.json @@ -0,0 +1 @@ +{"yanShip":{"bondId":"yanShip","name":"炎","identifier":1,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["yan","sui","lungmen","lee","lgd"],"iconId":"icon_yanShip","activeCount":3,"thresholds":[3,6,9],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【炎】干员攻击力提升(受层数影响)\n<在场6名不同【炎】干员>战斗开始时召唤可自主行动的“炎佑”,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用“祛恶之焰”,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场9名不同【炎】干员>改为召唤2只“炎佑”,攻击力提升至1.5倍,受到的伤害-90%","descRaw":"【炎】干员<@ba.vup>攻击力提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【炎】干员>战斗开始时召唤可自主行动的<@ba.vup>“炎佑”,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用<@ba.vup>“祛恶之焰”,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场<@autochess.dgreen>9名不同【炎】干员>改为召唤2只<@ba.vup>“炎佑”,攻击力提升至<@ba.vup>1.5倍,受到的伤害<@ba.vup>-90%","effectId":"bondeffect_yan","effectName":"炎","effectDesc":"【炎】干员攻击力+{0:0%}(受层数影响)\n<在场6名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%攻击力的灼燃损伤,周围敌人受到20%的元素脆弱,周期性使用“祛恶之焰”\n<在场9名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescRaw":"【炎】干员攻击力<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%<@ba.vup>攻击力的<@ba.vup>灼燃损伤,周围敌人受到20%的<@ba.vup>元素脆弱,周期性使用“祛恶之焰”\n<在场<@ba.vup>9名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescParams":[{"index":0,"format":"0%","base":"base_atk","perStack":"atk_per_stack"}],"bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"},"buffs":[{"key":"env_gbuff_new","bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"}}],"baseParams":["base_atk"],"perStackParams":["atk_per_stack"],"members":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_15_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"visibleMembers":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"spec":{"tiers":[{"need":"3 distinct 炎 on board","effect":"炎 members (+调和 members) ATK x(1 + 0.23 + 0.009*L)."},{"need":"6 distinct","effect":"At battle start spawn 1 \"炎佑\" (enemy_9012_acloon template, allied flying ranged unit, not blockable, moves on its own). ATK = 0.30 x sum(ATK of 炎 operators on board at battle start), maxHP = 0.30 x sum(maxHP of those operators). Template: DEF 200, RES 0, BAT 2.5 s, ASPD 100, attack range radius 2.0 tiles, magic damage, hits up to 3 targets; every hit adds 灼燃损伤 (burn elemental damage) = 20% of its ATK and applies 元素脆弱 (elemental damage taken x1.2) to enemies within 0.8 tiles of the target. Skill \"祛恶之焰\": cooldown 15 s (first cast 15 s after spawn), channels a flame on one enemy in range dealing 60% ATK magic damage per second to it and to enemies within 1.0 tile, for up to 20 s."},{"need":"9 distinct","effect":"Spawn 2 炎佑 instead; each has ATK x1.5 and takes 90% less damage (damage_resistance 0.9)."}],"formulas":{"atkMultiplier":"1 + 0.23 + 0.009*L"},"caps":"none","layerGain":"Economy-driven: 惊蛰 获得时 +shop level (no activation needed); 小满 休整期结束 +1 per operator gained this round; 夕 +2 炎/奥术 per operator gained; 录武官 获得时 +6 炎 +3 奇迹; 星熊 获得时 +8 own bonds; 烛煌 获得时 +5 炎/维多利亚; 机变 \"诗怀雅的盟誓\" +10. Strategy 杜遥夜: first 2 manual refreshes each round prefer a 炎 operator.","howToPlay":"Buy many operators each round (every gain feeds 小满/夕), rush 6 炎 for the 炎佑 spike; 琳琅诗怀雅 / 诗怀雅 give early gold. 9 炎 is a late-game luxury.","assumed":["炎佑 base stats are replaced (not added) by the 30% sums","祛恶之焰 hit_duration=20 read as 20 one-second ticks","spawn point: centre of the player's board / near the objective","targets = 3 nearest enemies in range"]}},"sargonShip":{"bondId":"sargonShip","name":"萨尔贡","identifier":2,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["sargon"],"iconId":"icon_sargonShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度提升(有上限),持续一定时间(受层数影响,每层持续时间独立计算)\n<在场6名不同【萨尔贡】干员>开启技能还会为所有【萨尔贡】干员提供等持续时间的攻击力(有上限)\n选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","descRaw":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员<@ba.vup>攻击速度提升(有上限),持续一定时间<@autochess.gray>(受层数影响,每层持续时间独立计算)\n<在场<@autochess.dgreen>6名不同【萨尔贡】干员>开启技能还会为所有【萨尔贡】干员提供等持续时间的<@ba.vup>攻击力(有上限)\n<@ba.acrem>选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectId":"bondeffect_sargon","effectName":"萨尔贡","effectDesc":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度+12(至多+300),持续{0:0}秒(受层数影响)\n<在场6名不同【萨尔贡】干员>开启技能还会使所有【萨尔贡】干员攻击力+12%(至多+300%)\n选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectDescRaw":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度+12(至多<@ba.vup>+300),持续<@ba.vup>{0:0}秒<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【萨尔贡】干员>开启技能还会使所有【萨尔贡】干员攻击力+12%(至多<@ba.vup>+300%)\n<@ba.acrem>选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectDescParams":[{"index":0,"format":"0","base":"base_time","perStack":"time_per_stack"}],"bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_atk":0.12,"base_power_time":60,"power_time_per_stack":0,"filter_item_level":5},"bbStr":{"key":"act1autochess_bond_eff_sargon","invalid_in_band":"band_narant","valid_in_band":"band_narant"},"buffs":[{"key":"env_gbuff_new","bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_atk":0.12},"bbStr":{"key":"act1autochess_bond_eff_sargon","invalid_in_band":"band_narant"}},{"key":"env_gbuff_new","bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_power_time":60,"power_time_per_stack":0,"filter_item_level":5},"bbStr":{"key":"act2autochess_bond_eff_sargon[share]","valid_in_band":"band_narant"}}],"baseParams":["base_time"],"perStackParams":["time_per_stack"],"members":["chess_char_1_12_a","chess_char_2_06_a","chess_char_2_08_a","chess_char_3_06_a","chess_char_3_13_a","chess_char_4_05_a","chess_char_4_23_a","chess_char_4_24_a","chess_char_5_02_a","chess_char_5_18_a","chess_char_6_05_a","chess_char_6_06_a"],"visibleMembers":["chess_char_1_12_a","chess_char_2_06_a","chess_char_2_08_a","chess_char_3_06_a","chess_char_3_13_a","chess_char_4_23_a","chess_char_4_24_a","chess_char_5_02_a","chess_char_6_05_a","chess_char_6_06_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"Whenever any 萨尔贡 member activates its skill, every 萨尔贡 member on the field gains one stack: ASPD +12 for (5 + 0.22*L) s. Each stack has its own timer; at most 25 concurrent stacks (=> +300 ASPD cap)."},{"need":"6 distinct","effect":"Each stack additionally gives ATK +12% (25 stacks => +300% cap), same duration."},{"need":"6 distinct AND strategy 娜仁图亚 (band_narant)","effect":"Replaces the 6-member effect: when a 萨尔贡 member activates its skill, operators on its 8 surrounding tiles also enjoy the effects of the equipment (tier <= V, filter_item_level 5) it carries, for 60 s (base_power_time 60, power_time_per_stack 0)."}],"formulas":{"stackDurationSec":"5 + 0.22*L","aspdPerStack":"12","atkPerStack(6)":"0.12","maxStacks":"25"},"caps":"25 stacks: +300 ASPD, +300% ATK","layerGain":"In battle on skill activation: 菲莱 +6 每次开技能, 百炼嘉维尔 +9 每次开技能, 莎草 +5 首次开技能, 缇缇 +1 萨尔贡/精准 per sleep/stun in range (<=24/battle); 艾丝黛尔 获得时 +2; 机变 \"缇缇的盟誓\" +10. Strategy 佩佩: after shop level 2/4/6 one special refresh preferring 萨尔贡.","howToPlay":"Fast-cycling skills (萨尔贡浓茶 / 黄沙罗盘 items) keep many stacks alive; L mainly extends duration, so stacks overlap more.","notes":["PRTS: the in-level UI shows twice the real duration (display bug); real duration is 5+0.22L."],"assumed":["When a 26th stack would be added, it replaces the stack with the shortest remaining time","stack granted to all 萨尔贡 members including the caster"]}},"victoriaShip":{"bondId":"victoriaShip","name":"维多利亚","identifier":3,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["victoria","glasgow"],"iconId":"icon_victoriaShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[{"layer":25,"mode":"every","effect":"bond_layer_added_reward_equip"}],"desc":"携带装备的【维多利亚】干员造成的伤害提升(受层数影响)\n<每叠加25层>获得1件带有随机效果的维式重锤\n<在场6名不同【维多利亚】干员>携带装备的【维多利亚】干员攻击力提升,携带进阶装备时额外提升","descRaw":"携带装备的【维多利亚】干员造成的<@ba.vup>伤害提升<@autochess.gray>(受层数影响)\n<每叠加<@autochess.dgreen>25层>获得1件带有随机效果的<@ba.vup>维式重锤\n<在场<@autochess.dgreen>6名不同【维多利亚】干员>携带装备的【维多利亚】干员<@ba.vup>攻击力提升,携带进阶装备时额外提升","effectId":"bondeffect_victoria","effectName":"维多利亚","effectDesc":"携带装备的【维多利亚】干员伤害提升至{0:0%}(受层数影响)\n<每叠加25层>获得一件带有随机特殊效果的维式重锤\n<在场6名不同【维多利亚】干员>【维多利亚】干员每携带1件装备攻击力+50%,携带进阶装备改为+80%","effectDescRaw":"<@ba.vup>携带装备的【维多利亚】干员伤害提升至<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)\n<每叠加<@ba.vup>25层>获得一件带有随机特殊效果的维式重锤\n<在场<@ba.vup>6名不同【维多利亚】干员>【维多利亚】干员每携带1件装备攻击力<@ba.vup>+50%,携带进阶装备改为<@ba.vup>+80%","effectDescParams":[{"index":0,"format":"0%","base":"base_damage_scale","perStack":"damage_scale_per_stack"}],"bb":{"damage_scale_per_stack":0.008,"base_damage_scale":1.25,"power_bond_char_cnt":6,"atk_normal_equip":0.5,"atk_golden_equip":0.3,"layer":25,"count":1},"bbStr":{"key":"act1autochess_bond_eff_victoria","pool":"pool_equip_vict"},"buffs":[{"key":"env_gbuff_new","bb":{"damage_scale_per_stack":0.008,"base_damage_scale":1.25,"power_bond_char_cnt":6,"atk_normal_equip":0.5,"atk_golden_equip":0.3},"bbStr":{"key":"act1autochess_bond_eff_victoria"}},{"key":"bond_layer_added_reward_equip","bb":{"layer":25,"count":1},"bbStr":{"pool":"pool_equip_vict"}}],"baseParams":["base_damage_scale"],"perStackParams":["damage_scale_per_stack"],"members":["chess_char_1_06_a","chess_char_2_05_a","chess_char_2_10_a","chess_char_3_08_a","chess_char_4_07_a","chess_char_4_11_a","chess_char_5_03_a","chess_char_5_08_a","chess_char_6_07_a","chess_char_6_08_a"],"visibleMembers":["chess_char_1_06_a","chess_char_2_05_a","chess_char_2_10_a","chess_char_3_08_a","chess_char_4_07_a","chess_char_4_11_a","chess_char_5_03_a","chess_char_5_08_a","chess_char_6_07_a","chess_char_6_08_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"维多利亚 members that carry >= 1 equipment: all damage dealt x(1.25 + 0.008*L)."},{"need":"every 25 layers (cumulative)","effect":"Gain 1 维式重锤 with a random special effect (pool_equip_vict)."},{"need":"6 distinct","effect":"维多利亚 members: ATK +50% per equipped item; an advanced (进阶/golden) item gives +80% instead (atk_normal_equip 0.5 + atk_golden_equip 0.3)."}],"formulas":{"damageMultiplier":"1.25 + 0.008*L (only if carrying equipment)","hammerPayouts":"floor(L/25)","atkPerItem(6)":"0.5 normal, 0.8 advanced"},"caps":"none","layerGain":"休整期结束: 薄绿 +2 per distinct tier of 维多利亚 on board, 维娜·维多利亚 +3 per distinct tier (and 奇迹 +2 per distinct tier of 奇迹), 刺玫 +1, 号角 +2 per distinct-tier operator of the highest-layer bond; in battle: 风笛 first 3 kills +2 维多利亚/远见/不屈; 烛煌 获得时 +5; 机变 \"风笛的盟誓\" +8. Strategy 哈洛德: from round 4 gain 1 维多利亚 operator every 2 rounds.","howToPlay":"Field 维多利亚 of as many different tiers as possible (T1..T6) for 薄绿/维娜; hand all equipment (incl. free hammers) to 维多利亚 carries; 蒸汽之心 copies all hammer effects.","assumed":["pool_equip_vict = uniform random among 灼燃/坚固/加速/战栗维式重锤 (normal grade)","hammer payout also counts layers added while the bond is inactive"]}},"kjeragShip":{"bondId":"kjeragShip","name":"谢拉格","identifier":4,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["kjerag","karlan"],"iconId":"icon_kjeragShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【谢拉格】干员造成的伤害提升,对寒冷、冻结敌人获得额外提升(受层数影响)\n<在场6名不同【谢拉格】干员>战场上每25秒过一阵寒风使场上的敌人寒冷一定时间(受层数影响)","descRaw":"【谢拉格】干员造成的<@ba.vup>伤害提升,对<@ba.vup>寒冷、冻结敌人获得额外提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【谢拉格】干员>战场上每25秒过一阵寒风使场上的敌人寒冷一定时间<@autochess.gray>(受层数影响)","effectId":"bondeffect_kjerag","effectName":"谢拉格","effectDesc":"【谢拉格】干员伤害提升至125%,对寒冷和冻结敌人额外提升至{0:0%}(受层数影响)\n<在场6名不同【谢拉格】干员>战场上每25秒吹过一阵寒风使敌人寒冷{1:0}秒(受层数影响)","effectDescRaw":"【谢拉格】干员伤害提升至<@ba.vup>125%,对寒冷和冻结敌人额外提升至<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【谢拉格】干员>战场上每25秒吹过一阵寒风使敌人寒冷<@ba.vup>{1:0}秒<@ba.acrem>(受层数影响)","effectDescParams":[{"index":0,"format":"0%","base":"base_ex_damage_scale","perStack":"ex_damage_scale_per_stack"},{"index":1,"format":"0","base":"bond_eff_kjerag[storm].base_time","perStack":"bond_eff_kjerag[storm].time_per_stack"}],"bb":{"base_damage_scale":1.25,"base_ex_damage_scale":1.35,"ex_damage_scale_per_stack":0.01,"power_bond_char_cnt":6,"bond_eff_kjerag[storm].interval":25,"bond_eff_kjerag[storm].base_time":20,"bond_eff_kjerag[storm].time_per_stack":0.1},"bbStr":{"key":"act1autochess_bond_eff_kjerag"},"buffs":[{"key":"env_gbuff_new","bb":{"base_damage_scale":1.25,"base_ex_damage_scale":1.35,"ex_damage_scale_per_stack":0.01,"power_bond_char_cnt":6,"bond_eff_kjerag[storm].interval":25,"bond_eff_kjerag[storm].base_time":20,"bond_eff_kjerag[storm].time_per_stack":0.1},"bbStr":{"key":"act1autochess_bond_eff_kjerag"}}],"baseParams":["base_ex_damage_scale","bond_eff_kjerag[storm].base_time"],"perStackParams":["ex_damage_scale_per_stack","bond_eff_kjerag[storm].time_per_stack"],"members":["chess_char_1_02_a","chess_char_2_03_a","chess_char_2_05_a","chess_char_3_11_a","chess_char_3_14_a","chess_char_3_20_a","chess_char_4_03_a","chess_char_4_13_a","chess_char_4_22_a","chess_char_5_14_a","chess_char_6_02_a","chess_char_6_19_a"],"visibleMembers":["chess_char_1_02_a","chess_char_2_05_a","chess_char_3_11_a","chess_char_3_14_a","chess_char_3_20_a","chess_char_4_13_a","chess_char_4_22_a","chess_char_5_14_a","chess_char_6_02_a","chess_char_6_19_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"谢拉格 members deal damage x1.25; against enemies that are 寒冷 (cold) or 冻结 (frozen) x(1.35 + 0.01*L) instead."},{"need":"6 distinct","effect":"Every 25 s a cold wind applies 寒冷 to every enemy on the field for (20 + 0.1*L) s."}],"formulas":{"damageMultiplier":"1.25","damageMultiplierVsColdOrFrozen":"1.35 + 0.01*L","windIntervalSec":"25","windColdDurationSec":"20 + 0.1*L"},"caps":"none","layerGain":"In battle, freeze-driven: 初雪 and 银灰 - each enemy in range that becomes frozen: 50% chance +1; 凛御银灰 gives the 谢拉格 operator in front of it a 60% version (<=200/battle); 锏 部署时 +8 own active bonds (<=24/battle). 获得时: 角峰 +2, 崖心 +3 (hidden), 雪猎 +5, 灵知 +5, 锏 +8. 机变 \"银灰的盟誓\" +8. Strategy 休露丝: first 谢拉格 bought each round costs 1.","howToPlay":"Standard AK rule: applying 寒冷 to an already-cold enemy freezes it. The 6-member wind + cold-on-hit sources (谢拉格不融冰 12% 1.5 s cold) create constant freezes, so layers can reach hundreds per battle.","notes":["巴哈姆特: avoid lighting 3 奥术 alongside max-layer 谢拉格 (圣聆初雪 gets damage-capped)."],"assumed":["first wind at t = 25 s","wind re-applying cold on a cold enemy triggers freeze like any cold source"]}},"lateranoShip":{"bondId":"lateranoShip","name":"拉特兰","identifier":5,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["laterano"],"iconId":"icon_lateranoShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【拉特兰】干员开启技能获得的弹药量提升(受层数影响)\n<在场6名不同【拉特兰】干员>【拉特兰】干员每消耗1发弹药,所有【拉特兰】干员攻击力提升(有上限)","descRaw":"【拉特兰】干员开启技能获得的<@ba.vup>弹药量提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【拉特兰】干员>【拉特兰】干员每消耗1发弹药,所有【拉特兰】干员<@ba.vup>攻击力提升(有上限)","effectId":"bondeffect_laterano","effectName":"拉特兰","effectDesc":"【拉特兰】干员开启技能时获得的弹药量+{0:0%}(受层数影响)\n<在场6名不同【拉特兰】干员>任意【拉特兰】干员每消耗1发弹药,全体【拉特兰】干员攻击力+4%,至多+200%","effectDescRaw":"【拉特兰】干员开启技能时获得的弹药量<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【拉特兰】干员>任意【拉特兰】干员每消耗1发弹药,全体【拉特兰】干员攻击力+4%,至多<@ba.vup>+200%","effectDescParams":[{"index":0,"format":"0%","base":"base_ammo_percent","perStack":"ammo_percent_per_stack"}],"bb":{"base_ammo_percent":0.05,"ammo_percent_per_stack":0.015,"power_bond_char_cnt":6,"atk_per_consume":0.04,"max_atk_for_consume":2},"bbStr":{"key":"act1autochess_bond_eff_laterano"},"buffs":[{"key":"env_gbuff_new","bb":{"base_ammo_percent":0.05,"ammo_percent_per_stack":0.015,"power_bond_char_cnt":6,"atk_per_consume":0.04,"max_atk_for_consume":2},"bbStr":{"key":"act1autochess_bond_eff_laterano"}}],"baseParams":["base_ammo_percent"],"perStackParams":["ammo_percent_per_stack"],"members":["chess_char_1_01_a","chess_char_2_01_a","chess_char_3_01_a","chess_char_3_07_a","chess_char_3_21_a","chess_char_4_01_a","chess_char_4_02_a","chess_char_5_01_a","chess_char_6_01_a","chess_char_6_09_a","chess_char_6_13_a"],"visibleMembers":["chess_char_1_01_a","chess_char_2_01_a","chess_char_3_01_a","chess_char_3_21_a","chess_char_4_01_a","chess_char_4_02_a","chess_char_5_01_a","chess_char_6_01_a","chess_char_6_09_a","chess_char_6_13_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"When a 拉特兰 member activates a skill that grants ammo, ammo gained x(1 + 0.05 + 0.015*L), rounded down."},{"need":"6 distinct","effect":"Every ammo consumed by any 拉特兰 member: all 拉特兰 members ATK +4% (until battle end), max +200% (= 50 ammo)."}],"formulas":{"ammoMultiplier":"floor(baseAmmo * (1.05 + 0.015*L))","atkPerAmmo(6)":"0.04","atkCap(6)":"2.0"},"caps":"+200% ATK from the 6-member effect","layerGain":"Ammo consumption in battle: 圣约送葬人 each 7 bullets +7 拉特兰 (7 triggers => 49/battle) and +3 远见 (<=21/battle); 莫斯提马 ops in its 4 adjacent tiles each 6 ammo +1; 蕾缪安 each 10 bullets with 3 ops in its row +2 拉特兰/精准; 送葬人 first kill +3 精准/拉特兰. Prep: 空弦 进入休整期 +3 to self and front tile operator's active bonds. 机变 \"莫斯提马的盟誓\" +10. Strategy 潘格尼尼: after spending 55 gold gain a random elite T4+ 拉特兰.","howToPlay":"Only ammo-skill operators benefit from the 3-tier; the bond is weak until 6 (巴哈姆特: \"3人效果較差\").","assumed":["non-ammo skills unaffected","\"ammo consumed\" = each shot/bullet decrement"]}},"egirShip":{"bondId":"egirShip","name":"阿戈尔","identifier":6,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["egir","abyssal"],"iconId":"icon_egirShip","activeCount":3,"thresholds":[3,5],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【阿戈尔】干员生命值提升(受层数影响)\n战斗开始时,【阿戈尔】干员会吞噬身前一格干员对其造成5000点物理伤害并获得其基础攻击力和阻挡数,使【阿戈尔】叠加等于被吞噬者等阶的盟约层数(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时立刻复活","descRaw":"【阿戈尔】干员<@ba.vup>生命值提升<@autochess.gray>(受层数影响)\n战斗开始时,【阿戈尔】干员会<@ba.vup>吞噬身前一格干员对其造成<@ba.vdown>5000点物理伤害并获得其<@ba.vup>基础攻击力和<@ba.vup>阻挡数,使【阿戈尔】叠加等于被吞噬者等阶的<@ba.vup>盟约层数<@autochess.gray>(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场<@autochess.dgreen>5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时<@ba.vup>立刻复活","effectId":"bondeffect_egir","effectName":"阿戈尔","effectDesc":"【阿戈尔】干员生命值+{0:0%}(受层数影响)\n战斗开始时【阿戈尔】干员依次吞噬身前一格干员造成5000点物理伤害并获得其基础攻击力和阻挡数,并叠加等于被吞噬者等阶的盟约层数(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时立刻复活","effectDescRaw":"【阿戈尔】干员生命值<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n战斗开始时【阿戈尔】干员依次吞噬身前一格干员造成<@ba.vdown>5000点物理伤害并获得其<@ba.vup>基础攻击力和<@ba.vup>阻挡数,并叠加等于被吞噬者等阶的盟约层数<@ba.acrem>(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场<@ba.vup>5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时<@ba.vup>立刻复活","effectDescParams":[{"index":0,"format":"0%","base":"base_max_hp","perStack":"max_hp_per_stack"}],"bb":{"base_max_hp":0.35,"max_hp_per_stack":0.01,"damage_value":5000,"power_bond_char_cnt":5,"max_free_respawn_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_egir","bond_type":"bond_by_id","bond_id":"egirShip","bond_add_type":"by_charlevel"},"buffs":[{"key":"env_gbuff_new","bb":{"base_max_hp":0.35,"max_hp_per_stack":0.01,"damage_value":5000,"power_bond_char_cnt":5,"max_free_respawn_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_egir","bond_type":"bond_by_id","bond_id":"egirShip","bond_add_type":"by_charlevel"}}],"baseParams":["base_max_hp"],"perStackParams":["max_hp_per_stack"],"members":["chess_char_1_04_a","chess_char_2_07_a","chess_char_3_05_a","chess_char_3_09_a","chess_char_4_09_a","chess_char_4_12_a","chess_char_5_05_a","chess_char_5_13_a","chess_char_6_04_a"],"visibleMembers":["chess_char_1_04_a","chess_char_2_07_a","chess_char_3_05_a","chess_char_3_09_a","chess_char_4_09_a","chess_char_4_12_a","chess_char_5_05_a","chess_char_5_13_a","chess_char_6_04_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"阿戈尔 members maxHP x(1 + 0.35 + 0.01*L)."},{"need":"3 distinct (battle start)","effect":"Devour (吞噬): see algorithm."},{"need":"5 distinct","effect":"The first 3 阿戈尔 members to be knocked out (first time each) revive immediately (max_free_respawn_cnt 3)."}],"algorithm":["Order: 阿戈尔 members sorted leftmost first, then topmost (\"更靠左和靠上\").","Each 阿戈尔 in order marks the unit on the tile directly in front of it (its facing direction) and also the front-tile unit of every 阿戈尔 it has marked (chain). It never marks itself, a unit it already marked, or a unit that marked it.","The marker immediately gains the base ATK of every unit it marked (added to base ATK at the final stage) and their block counts.","After all marks are placed, each mark makes its target suffer one 5000-point physical 流失 (HP loss, source = the target itself; if it dies, the kill is credited to the marker), resolved in marking order. A target that dies cancels its remaining pending marks.","Each devoured unit adds layers to 阿戈尔 equal to its tier (1-6), once per unit per battle.","(5-member tier) Revive is implemented as: when the unit leaves the field for any reason other than being moved, its next deployment has 0 redeploy time and 0 cost (PRTS). Devour layers: each devoured unit adds its tier once per battle (refreshes next round)."],"formulas":{"hpMultiplier":"1.35 + 0.01*L","devourDamage":"5000","layersPerDevoured":"tier of devoured unit"},"caps":"3 revives per battle","layerGain":"Devour (tier per devoured unit, every battle); 幽灵鲨 被击倒 +3; 归溟幽灵鲨 被击倒/替身切换 +5 阿戈尔 +5 不屈; 斯卡蒂 each 2 kills +1 阿戈尔/坚守/突袭; 海霓 first kill (enemy or ally) +3 阿戈尔/奥术; 机变 \"斯卡蒂的盟誓\" +8. Strategy 克莱门莎: an 阿戈尔 knocked out adds layers = its tier.","howToPlay":"Put cheap/high-tier fodder in front of 阿戈尔 carries: they steal base ATK and block, gain layers, and (5) revive. Tier-6 fodder gives +6 layers per battle.","assumed":["5000 physical 流失 ignores DEF and shields","marked allied units are the player's own operators (devour hits allies)"]}},"siracusaShip":{"bondId":"siracusaShip","name":"叙拉古","identifier":7,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["siracusa","chiave"],"iconId":"icon_siracusaShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【叙拉古】干员部署后攻击速度提升,持续一定时间(受层数影响)\n<在场6名不同【叙拉古】干员>【叙拉古】干员部署后进入等时长的隐匿状态,【叙拉古】干员隐匿状态下和脱离隐匿10秒内对敌人攻击时有3%的概率造成一定真实伤害(受层数影响)并恐惧3秒","descRaw":"【叙拉古】干员部署后<@ba.vup>攻击速度提升,持续一定时间<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【叙拉古】干员>【叙拉古】干员部署后进入等时长的隐匿状态,【叙拉古】干员隐匿状态下和脱离隐匿<@ba.vup>10秒内对敌人攻击时有<@ba.vup>3%的概率造成一定真实伤害<@autochess.gray>(受层数影响)并<@ba.vup>恐惧3秒","effectId":"bondeffect_siracusa","effectName":"叙拉古","effectDesc":"【叙拉古】干员部署后攻击速度+{0:0},持续{1:0}秒(受层数影响)\n<在场6名不同【叙拉古】干员>【叙拉古】干员部署后还会进入等时长的隐匿状态,【叙拉古】干员在隐匿状态和脱离隐匿10秒内对敌人攻击时有3%概率造成{2:0}(受层数影响)点真实伤害并恐惧目标3秒","effectDescRaw":"【叙拉古】干员部署后攻击速度<@ba.vup>+{0:0},持续<@ba.vup>{1:0}秒<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【叙拉古】干员>【叙拉古】干员部署后还会进入等时长的隐匿状态,【叙拉古】干员在隐匿状态和脱离隐匿10秒内对敌人攻击时有3%概率造成<@ba.vup>{2:0}<@ba.acrem>(受层数影响)点真实伤害并<@ba.vup>恐惧目标3秒","effectDescParams":[{"index":0,"format":"0","base":"base_attack_speed","perStack":"attack_speed_per_stack"},{"index":1,"format":"0","base":"base_duration","perStack":"duration_per_stack"},{"index":2,"format":"0","base":"base_damage","perStack":"damage_per_stack"}],"bb":{"base_duration":32,"duration_per_stack":0.4,"base_attack_speed":25,"attack_speed_per_stack":0.8,"power_bond_char_cnt":6,"ex_bond_char_cnt":6,"end_duration":10,"prob":0.03,"base_damage":5000,"damage_per_stack":50,"fear":3},"bbStr":{"key":"act2autochess_bond_eff_siracusa"},"buffs":[{"key":"env_gbuff_new","bb":{"base_duration":32,"duration_per_stack":0.4,"base_attack_speed":25,"attack_speed_per_stack":0.8,"power_bond_char_cnt":6,"ex_bond_char_cnt":6,"end_duration":10,"prob":0.03,"base_damage":5000,"damage_per_stack":50,"fear":3},"bbStr":{"key":"act2autochess_bond_eff_siracusa"}}],"baseParams":["base_attack_speed","base_duration","base_damage"],"perStackParams":["attack_speed_per_stack","duration_per_stack","damage_per_stack"],"members":["chess_char_1_07_a","chess_char_1_08_a","chess_char_2_16_a","chess_char_3_15_a","chess_char_3_18_a","chess_char_3_19_a","chess_char_4_10_a","chess_char_4_16_a","chess_char_5_10_a","chess_char_5_20_a","chess_char_6_18_a"],"visibleMembers":["chess_char_1_07_a","chess_char_1_08_a","chess_char_2_16_a","chess_char_3_18_a","chess_char_3_19_a","chess_char_4_10_a","chess_char_4_16_a","chess_char_5_10_a","chess_char_5_20_a","chess_char_6_18_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"After every deployment (incl. redeploy) a 叙拉古 member gains ASPD +(25 + 0.8*L) for (32 + 0.4*L) s."},{"need":"6 distinct","effect":"After deployment also 隐匿 (camouflage) for the same duration. While camouflaged and for 10 s after it ends, each normal damage instance it deals may add (5000 + 50*L) true damage (source = the operator) and 恐惧 (fear) 3 s. Nominal 3% chance, implemented as pseudo-random: all 叙拉古 members share one counter; attempt n since last proc succeeds with p = 0.00139*n (guaranteed at n = 720); counter resets on proc."}],"formulas":{"aspd":"25 + 0.8*L","durationSec":"32 + 0.4*L","procDamage":"5000 + 50*L","prdStep":"0.00139"},"caps":"none","layerGain":"Shop refresh-driven: 拉普兰德 first manual refresh each round +4 (works from bench); 安洁莉娜 休整期结束 +4 per refresh this round (<=12/round); 阿罗玛 +2 叙拉古/奥术 per refresh (<=6); 伺夜 first 3 kills +2 叙拉古 +1 奇迹; 荒芜拉普兰德 each kill +2 (elite: every 叙拉古 gets this, <=100/battle); 忍冬 获得时 +6 own bonds (x2/x3 with 投资人); 机变 \"德克萨斯的盟誓\" +10. Strategy 贾维: every 6 manual refreshes get a free 叙拉古 (<=2/round).","howToPlay":"Refresh a lot in prep (free refresh sources: 普罗旺斯, 德克萨斯, 缄默德克萨斯, 巫恋) to feed 拉普兰德/安洁莉娜; pair with 投资人 for 忍冬.","notes":["PRTS: the 10 s post-stealth window restarts if the operator's status effects or immunities change."],"assumed":["隐匿 = standard AK camouflage (not targeted by ranged enemies unless blocking)"]}},"kazimierzShip":{"bondId":"kazimierzShip","name":"卡西米尔","identifier":8,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["kazimierz","pinus"],"iconId":"icon_kazimierzShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"每次有干员部署时,【卡西米尔】干员攻击力+20%持续至战斗结束(上限受层数影响)\n<在场6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成120%攻击力真实伤害和0.1秒晕眩,未阻挡敌人时攻击附带30%攻击力的真实伤害","descRaw":"每次有干员部署时,【卡西米尔】干员攻击力<@ba.vup>+20%持续至战斗结束<@autochess.gray>(上限受层数影响)\n<在场<@autochess.dgreen>6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每<@ba.vup>2秒对周围敌人造成<@ba.vup>120%攻击力真实伤害和<@ba.vup>0.1秒晕眩,未阻挡敌人时攻击附带<@ba.vup>30%攻击力的真实伤害","effectId":"bondeffect_kazimierz","effectName":"卡西米尔","effectDesc":"每次有干员部署时【卡西米尔】干员攻击力+20%(至多+{0:0%})(受层数影响)\n<在场6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成120%攻击力真实伤害和0.1秒晕眩,未阻挡敌人时攻击附带30%攻击力的真实伤害","effectDescRaw":"每次有干员部署时【卡西米尔】干员攻击力+20%(至多<@ba.vup>+{0:0%})<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成<@ba.vup>120%攻击力真实伤害和<@ba.vup>0.1秒晕眩,未阻挡敌人时攻击附带<@ba.vup>30%攻击力的真实伤害","effectDescParams":[{"index":0,"format":"0%","base":"base_max_atk_when_born","perStack":"max_atk_when_born_per_stack"}],"bb":{"atk_when_born":0.2,"base_max_atk_when_born":0.5,"max_atk_when_born_per_stack":0.01,"damage_interval":2,"damage_atk_scale":1.2,"stun":0.1,"range_radius":0.8,"power_bond_char_cnt":6,"pure_atk_scale":0.3},"bbStr":{"key":"act2autochess_bond_eff_kazimierz"},"buffs":[{"key":"env_gbuff_new","bb":{"atk_when_born":0.2,"base_max_atk_when_born":0.5,"max_atk_when_born_per_stack":0.01,"damage_interval":2,"damage_atk_scale":1.2,"stun":0.1,"range_radius":0.8,"power_bond_char_cnt":6,"pure_atk_scale":0.3},"bbStr":{"key":"act2autochess_bond_eff_kazimierz"}}],"baseParams":["base_max_atk_when_born"],"perStackParams":["max_atk_when_born_per_stack"],"members":["chess_char_1_19_a","chess_char_2_12_a","chess_char_2_18_a","chess_char_3_12_a","chess_char_3_17_a","chess_char_4_19_a","chess_char_4_20_a","chess_char_5_19_a","chess_char_6_17_a","chess_char_6_19_a"],"visibleMembers":["chess_char_1_19_a","chess_char_2_12_a","chess_char_2_18_a","chess_char_3_12_a","chess_char_3_17_a","chess_char_4_19_a","chess_char_4_20_a","chess_char_5_19_a","chess_char_6_17_a","chess_char_6_19_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"Every time any friendly operator is deployed (incl. redeploys) each 卡西米尔 member gains ATK +20% until battle end, capped at +(50 + 1*L)%."},{"need":"6 distinct","effect":"While blocking >= 1 enemy: every 2 s deals 120% ATK true damage to all enemies within radius 0.8 tiles and stuns them 0.1 s. While not blocking: each normal damage instance adds 30% ATK sourceless true damage."}],"formulas":{"atkPerDeploy":"0.20","atkCap":"0.50 + 0.01*L"},"caps":"ATK bonus cap 50%+1%/layer","layerGain":"Deploy-driven in battle: 砾 部署时 +1; 瑕光 部署时 +4 own active bonds (<=12/battle); 远牙 grants the right-most operator in its row \"部署时 +4 卡西米尔/精准 (<=24/battle)\"; 锏 部署时 +8 (<=24); 获得时: 野鬃 +2, 灰毫 +3 to highest-layer bond; 机变 \"玛恩纳的盟誓\" +12. Strategy 玛恩纳: +1 gold next round per 卡西米尔 bought (<=3).","howToPlay":"Maximise deploy events: low redeploy time (助力 -30%, 骑士戒律), operators that die/retreat and come back (砾 + 不屈). 巴哈姆特: do not light 坚守 (damage sharing keeps 砾 alive).","assumed":["initial auto-deployments at battle start also count as deploys","buff applies to members deployed later too (stored globally, capped)"]}},"preciShip":{"bondId":"preciShip","name":"精准","identifier":9,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_preciShip","activeCount":2,"thresholds":[2,3],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【精准】干员攻击力提升(受层数影响)\n<在场3名不同【精准】干员>生效范围变为【精准】干员和所有远程干员,且攻击无视一定的防御力和法术抗性","descRaw":"【精准】干员<@ba.vup>攻击力提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>3名不同【精准】干员>生效范围变为【精准】干员和所有远程干员,且攻击无视一定的<@ba.vup>防御力和<@ba.vup>法术抗性","effectId":"bondeffect_preci","effectName":"精准","effectDesc":"【精准】干员攻击力+{0:0%}(受层数影响)\n<在场3名不同【精准】干员>生效范围变为所有【精准】干员和远程干员,且攻击无视30%防御力和法术抗性","effectDescRaw":"【精准】干员攻击力<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>3名不同【精准】干员>生效范围变为所有【精准】干员和远程干员,且攻击无视<@ba.vup>30%防御力和法术抗性","effectDescParams":[{"index":0,"format":"0%","base":"base_atk","perStack":"atk_per_stack"}],"bb":{"base_atk":0.1,"atk_per_stack":0.012,"power_def_penetrate":0.3,"power_magic_resist_penetrate":0.3,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_preci"},"buffs":[{"key":"env_gbuff_new","bb":{"base_atk":0.1,"atk_per_stack":0.012,"power_def_penetrate":0.3,"power_magic_resist_penetrate":0.3,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_preci"}}],"baseParams":["base_atk"],"perStackParams":["atk_per_stack"],"members":["chess_char_1_09_a","chess_char_1_17_a","chess_char_2_01_a","chess_char_3_11_a","chess_char_4_06_a","chess_char_4_14_a","chess_char_4_20_a","chess_char_5_02_a","chess_char_6_01_a","chess_char_6_05_a","chess_char_6_08_a","chess_char_6_12_a"],"visibleMembers":["chess_char_1_09_a","chess_char_1_17_a","chess_char_2_01_a","chess_char_3_11_a","chess_char_4_06_a","chess_char_4_14_a","chess_char_4_20_a","chess_char_5_02_a","chess_char_6_01_a","chess_char_6_05_a","chess_char_6_08_a","chess_char_6_12_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"精准 members ATK x(1 + 0.10 + 0.012*L)."},{"need":"3 distinct","effect":"Scope becomes 精准 members + every RANGED operator; 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蒂比 进入休整期 +2 own active bonds; 莱恩哈特 +5; 引星棘刺 +4 self & front; 获得时: 锡人/野鬃 +2, 忍冬 +6, 锏 +8. 机变 \"银灰的盟誓\" +8.","assumed":["迅捷 members roll both the 12 SP and the 15 SP independently"]}},"skillfulShip":{"bondId":"skillfulShip","name":"灵巧","identifier":11,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_skillfulShip","activeCount":2,"thresholds":[2],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[{"layer":40,"mode":"reach","effect":"env_gbuff_new"}],"desc":"【灵巧】干员及周围4格干员攻击速度提升(受层数影响)\n<达到40层>生效范围变为【灵巧】干员周围8格","descRaw":"【灵巧】干员及周围4格干员<@ba.vup>攻击速度提升<@autochess.gray>(受层数影响)\n<达到<@autochess.dgreen>40层>生效范围变为【灵巧】干员周围8格","effectId":"bondeffect_skillful","effectName":"灵巧","effectDesc":"【灵巧】干员及周围4格的干员攻击速度+{0:0}(受层数影响)\n <达到40层>生效范围变为【灵巧】干员周围8格","effectDescRaw":"【灵巧】干员及周围4格的干员攻击速度<@ba.vup>+{0:0}<@ba.acrem>(受层数影响)\n <达到<@ba.vup>40层>生效范围变为【灵巧】干员周围8格","effectDescParams":[{"index":0,"format":"0","base":"base_attack_speed","perStack":"attack_speed_per_stack"}],"bb":{"base_attack_speed":10,"attack_speed_per_stack":1,"power_bond_stack_cnt":40},"bbStr":{"key":"act1autochess_bond_eff_skillful"},"buffs":[{"key":"env_gbuff_new","bb":{"base_attack_speed":10,"attack_speed_per_stack":1,"power_bond_stack_cnt":40},"bbStr":{"key":"act1autochess_bond_eff_skillful"}}],"baseParams":["base_attack_speed"],"perStackParams":["attack_speed_per_stack"],"members":["chess_char_1_14_a","chess_char_2_04_a","chess_char_2_13_a","chess_char_3_02_a","chess_char_3_13_a","chess_char_3_21_a","chess_char_4_11_a","chess_char_4_13_a","chess_char_4_21_a","chess_char_5_06_a","chess_char_5_16_a","chess_char_6_16_a"],"visibleMembers":["chess_char_1_14_a","chess_char_2_04_a","chess_char_2_13_a","chess_char_3_02_a","chess_char_3_13_a","chess_char_3_21_a","chess_char_4_11_a","chess_char_4_13_a","chess_char_4_21_a","chess_char_5_06_a","chess_char_6_16_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"灵巧 members and operators on their 4 orthogonally adjacent tiles: ASPD +(10 + 1*L)."},{"need":"L >= 40","effect":"Area becomes the 8 surrounding tiles."}],"formulas":{"aspd":"10 + L"},"layerGain":"溯光星源 休整期结束 +2 灵巧/奥术 per 3 gold spent this round ; 断崖 +3 self & behind; 空弦 +3 self & front; 蒂比 +2; 获得时 灵知 +5. 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Also consumes a \"复活\" charge if it had one."},{"need":"3 distinct","effect":"When a ground operator is knocked out: every operator on the field +5 SP."}],"formulas":{"p":"min(1, 0.18 + 0.004*L)","reaches100%AtL":"205"},"layerGain":"雷蛇 休整期结束 +1; 砾 被击倒 +2; 归溟幽灵鲨 +5; 风笛 kills +2; 机变 \"风笛的盟誓\" +8."}},"maniShip":{"bondId":"maniShip","name":"调和","identifier":20,"isCore":false,"bondType":"REGULAR","bondOrder":1,"powerIdList":[],"iconId":"icon_maniShip","activeCount":1,"thresholds":[1],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"MANI","isActiveInDeck":false,"noStack":true,"weight":0,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"激活时使场上核心盟约的激活人数+1,【调和】干员享受已激活的核心盟约的效果","descRaw":"激活时使场上核心盟约的<@ba.vup>激活人数+1,【调和】干员享受已激活的核心盟约的效果","effectId":"bondeffect_mani","effectName":"调和","effectDesc":"激活时可以使场上核心盟约的激活人数+1,【调和】干员享受已激活的核心盟约的效果","effectDescRaw":"激活时可以使场上核心盟约的<@ba.vup>激活人数+1,【调和】干员<@ba.vup>享受已激活的核心盟约的效果","effectDescParams":[],"bb":{"count":1},"bbStr":{},"buffs":[{"key":"other_bond_add_trigger_cnt","bb":{"count":1},"bbStr":{}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_15_a","chess_char_6_11_a"],"visibleMembers":["chess_char_6_11_a"],"spec":{"tiers":[{"need":"1 调和 on board","effect":"Every core bond's member count +1; 调和 operators receive the effects of all active core bonds."}],"members":"缪尔赛思 (T6) and 盟约·辅助干员 (T1, hidden; given in round 1 by strategy Pith \"优等生\").","assumed":["+1 only for core bonds with >=1 real member","one +1 total no matter how many 调和 operators"]}},"emptyShip":{"bondId":"emptyShip","name":"协防干员","identifier":21,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_emptyShip","activeCount":2,"thresholds":[2],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":true,"weight":0,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"所有干员受到的物理和法术伤害-20%,【协防干员】伤害提升至120%,精锐【协防】干员造成伤害提升至140%","descRaw":"所有干员受到的物理和法术伤害<@ba.vup>-20%,【协防干员】伤害提升至<@ba.vup>120%,精锐【协防】干员造成伤害提升至<@ba.vup>140%","effectId":"bondeffect_empty","effectName":"协防干员","effectDesc":"所有干员受到的物理和法术伤害-20%;【协防干员】伤害提升至120%,精锐【协防干员】造成伤害提升至140%","effectDescRaw":"所有干员受到的物理和法术伤害<@ba.vup>-20%;【协防干员】伤害提升至<@ba.vup>120%,精锐【协防干员】造成伤害提升至<@ba.vup>140%","effectDescParams":[],"bb":{"damage_resistance":0.2,"damage_scale_normal":1.2,"damage_scale_extra":1.4},"bbStr":{"key":"act1autochess_bond_eff_assis"},"buffs":[{"key":"env_gbuff_new","bb":{"damage_resistance":0.2,"damage_scale_normal":1.2,"damage_scale_extra":1.4},"bbStr":{"key":"act1autochess_bond_eff_assis"}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_15_a","chess_char_2_14_a","chess_char_3_10_a","chess_char_4_08_a","chess_char_4_25_a","chess_char_5_09_a","chess_char_5_10_a","chess_char_6_12_a"],"visibleMembers":["chess_char_2_14_a","chess_char_3_10_a","chess_char_4_25_a","chess_char_5_10_a","chess_char_6_12_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"ALL operators take -20% physical and magic damage; 协防干员 members deal damage x1.2 (elite 协防 x1.4)."}],"meaning":"\"协防干员\" (assist operators) = fallback bond (constData.fallbackBondId). DIY/self-selected 6-star operators whose faction matches no core bond become 协防干员; some preset operators (调香师, 松果, 瑰盐, 魔王, 铃兰, 迷迭香, 盟约·辅助干员) are natively 协防.","formulas":{"damageTakenMul":"0.8","memberDamageMul":"1.2 (elite 1.4)"},"notes":["noStack=true: no layer-scaled effect, but layers are still counted (巴哈姆特)."]}},"soloShip":{"bondId":"soloShip","name":"独行","identifier":22,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_soloShip","activeCount":1,"thresholds":[1],"maxCount":1,"thresholdTemplate":"count_threshold_downward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":true,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"<在场1名【独行】干员>【独行】干员攻击力和生命值+60%,初始技力+15(在场2名及以上【独行】干员时失效)","descRaw":"<在场1名【独行】干员>【独行】干员攻击力和生命值<@ba.vup>+60%,初始技力<@ba.vup>+15(在场2名及以上【独行】干员时失效)","effectId":"bondeffect_solo","effectName":"独行","effectDesc":"<在场1名【独行】干员>【独行】干员攻击力和生命值+60%,初始技力+15(在场2名及以上【独行】干员时失效)","effectDescRaw":"<在场<@ba.vup>1名【独行】干员>【独行】干员攻击力和生命值<@ba.vup>+60%,初始技力<@ba.vup>+15<@ba.acrem>(在场2名及以上【独行】干员时失效)","effectDescParams":[],"bb":{"atk":0.6,"max_hp":0.6,"sp":15},"bbStr":{"key":"act2autochess_bond_eff_solo"},"buffs":[{"key":"env_gbuff_new","bb":{"atk":0.6,"max_hp":0.6,"sp":15},"bbStr":{"key":"act2autochess_bond_eff_solo"}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_08_a","chess_char_2_17_a","chess_char_3_17_a","chess_char_4_09_a","chess_char_4_18_a","chess_char_5_11_a"],"visibleMembers":["chess_char_1_08_a","chess_char_2_17_a","chess_char_3_17_a","chess_char_4_09_a","chess_char_4_18_a","chess_char_5_11_a"],"spec":{"tiers":[{"need":"exactly 1 distinct 独行 on board","effect":"That operator ATK +60%, maxHP +60%, +15 SP when deployed. Disabled when 2+ different 独行 operators are on the 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c":"你获得:休整期结束时若手牌区至少有3个单位,我方所有干员无视敌人20法术抗性;若存在其他队友则他们也获得此效果","descRaw":"你获得:休整期结束时若手牌区至少有3个单位,我方所有干员无视敌人20法术抗性;若存在<@ba.vup>其他队友则他们也获得此效果","counterType":"NONE","continuedRound":-1,"decoIconId":"icon_team_buff","enemyPrice":0,"buffs":[{"key":"global_special_choice_prep_finish_bench_at_least","countType":"NONE","bb":{"count":3},"bbStr":{}},{"key":"env_gbuff_new","countType":"NONE","bb":{"magic_resist_penetrate_fixed":20},"bbStr":{"key":"halfIdle_magic_resist_penetration"}}],"params":{"count":3,"magic_resist_penetrate_fixed":20,"key":"halfIdle_magic_resist_penetration"}},"allybuff_select_14":{"effectId":"allybuff_select_14","effectType":"BUFF_GAIN","name":"征召","desc":"你获得:开始作战时若场上至少有一行存在3名干员,所有干员的再部署时间-50%;若存在其他队友则他们也获得此效果","descRaw":"你获得:开始作战时若场上至少有一行存在3名干员,所有干员的再部署时间-50%;若存在<@ba.vup>其他队友则他们也获得此效果","counterType":"NONE","continuedRound":-1,"decoIconId":"icon_team_buff","enemyPrice":0,"buffs":[{"key":"global_special_choice_prep_finish_same_row_at_least","countType":"NONE","bb":{"count":3},"bbStr":{}},{"key":"char_respawntime_mul","countType":"NONE","bb":{"scale":0.5},"bbStr":{}}],"params":{"count":3,"scale":0.5}},"allybuff_select_18":{"effectId":"allybuff_select_18","effectType":"BUFF_GAIN","name":"无瑕","desc":"你获得:干员在生命值为满时,攻击力、防御力+30%;若存在其他队友则他们也获得此效果","descRaw":"你获得:干员在生命值为满时,攻击力、防御力+30%;若存在<@ba.vup>其他队友则他们也获得此效果","counterType":"NONE","continuedRound":-1,"decoIconId":"icon_team_buff","enemyPrice":0,"buffs":[{"key":"global_special_choice_all_activated","countType":"NONE","bb":{},"bbStr":{}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.3,"def":0.3},"bbStr":{"key":"act1autochess_debuff_9"}}],"params":{"atk":0.3,"def":0.3,"key":"act1autochess_debuff_9"}},"allybuff_select_19":{"effectId":"allybuff_select_19","effectType":"BUFF_GAIN","name":"锐利","desc":"你获得:休整期结束时若手牌区为空,我方所有干员无视敌人30%的防御力;若存在其他队友则他们也获得此效果","descRaw":"你获得:休整期结束时若手牌区为空,我方所有干员无视敌人30%的防御力;若存在<@ba.vup>其他队友则他们也获得此效果","counterType":"NONE","continuedRound":-1,"decoIconId":"icon_team_buff","enemyPrice":0,"buffs":[{"key":"global_special_choice_prep_finish_bench_at_most","countType":"NONE","bb":{"count":0},"bbStr":{}},{"key":"env_gbuff_new","countType":"NONE","bb":{"def_penetrate":0.3},"bbStr":{"key":"halfIdle_def_penetration"}}],"params":{"count":0,"def_penetrate":0.3,"key":"halfIdle_def_penetration"}},"bondeffect_arcane":{"effectId":"bondeffect_arcane","effectType":"BOND","name":"奥术","desc":"【奥术】干员造成法术伤害时使目标受到的法术伤害提升{0:0%}(受层数影响),持续3秒\n<在场3名不同【奥术】干员>【奥术】干员对生命值低于50%的敌人施加的伤害提升比例为{1:0%}(受层数影响)","descRaw":"【奥术】干员造成法术伤害时使目标受到的法术伤害提升<@ba.vup>{0:0%}<@ba.acrem>(受层数影响),持续3秒\n<在场<@ba.vup>3名不同【奥术】干员>【奥术】干员对生命值低于50%的敌人施加的伤害提升比例为<@ba.vup>{1:0%}<@ba.acrem>(受层数影响)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"weak_duration":3,"base_damage_scale":1.2,"damage_scale_per_stack":0.01,"power_bond_char_cnt":3,"power_weak_scale":1.4,"hp_ratio":0.5,"base_damage_scale_show":0.2,"base_damage_scale_show_ex":0.68,"damage_scale_per_stack_show_ex":0.014},"bbStr":{"key":"act2autochess_bond_eff_arcane"}}],"params":{"weak_duration":3,"base_damage_scale":1.2,"damage_scale_per_stack":0.01,"power_bond_char_cnt":3,"power_weak_scale":1.4,"hp_ratio":0.5,"base_damage_scale_show":0.2,"base_damage_scale_show_ex":0.68,"damage_scale_per_stack_show_ex":0.014,"key":"act2autochess_bond_eff_arcane"}},"bondeffect_deput":{"effectId":"bondeffect_deput","effectType":"BOND","name":"助力","desc":"所有干员防御力+{0:0%}(受层数影响),再部署时间-30%\n休整期结束时,使当前所有已激活的盟约层数+2\n<在场3名不同【助力】干员>改为层数+4","descRaw":"所有干员防御力<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响),再部署时间<@ba.vup>-30%\n休整期结束时,使当前所有已激活的盟约层数<@ba.vup>+2\n<在场<@ba.vup>3名不同【助力】干员>改为层数<@ba.vup>+4","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_def":0.15,"def_per_stack":0.012,"respawn_time":-0.3},"bbStr":{"key":"act1autochess_bond_eff_deput"}},{"key":"bond_activated_add_layer","countType":"NONE","bb":{"layer":2,"count":3,"more_layer":4},"bbStr":{"bond":"deputShip"}}],"params":{"base_def":0.15,"def_per_stack":0.012,"respawn_time":-0.3,"key":"act1autochess_bond_eff_deput","layer":2,"count":3,"more_layer":4,"bond":"deputShip"}},"bondeffect_egir":{"effectId":"bondeffect_egir","effectType":"BOND","name":"阿戈尔","desc":"【阿戈尔】干员生命值+{0:0%}(受层数影响)\n战斗开始时【阿戈尔】干员依次吞噬身前一格干员造成5000点物理伤害并获得其基础攻击力和阻挡数,并叠加等于被吞噬者等阶的盟约层数(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时立刻复活","descRaw":"【阿戈尔】干员生命值<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n战斗开始时【阿戈尔】干员依次吞噬身前一格干员造成<@ba.vdown>5000点物理伤害并获得其<@ba.vup>基础攻击力和<@ba.vup>阻挡数,并叠加等于被吞噬者等阶的盟约层数<@ba.acrem>(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场<@ba.vup>5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时<@ba.vup>立刻复活","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_max_hp":0.35,"max_hp_per_stack":0.01,"damage_value":5000,"power_bond_char_cnt":5,"max_free_respawn_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_egir","bond_type":"bond_by_id","bond_id":"egirShip","bond_add_type":"by_charlevel"}}],"params":{"base_max_hp":0.35,"max_hp_per_stack":0.01,"damage_value":5000,"power_bond_char_cnt":5,"max_free_respawn_cnt":3,"key":"act1autochess_bond_eff_egir","bond_type":"bond_by_id","bond_id":"egirShip","bond_add_type":"by_charlevel"}},"bondeffect_empty":{"effectId":"bondeffect_empty","effectType":"BOND","name":"协防干员","desc":"所有干员受到的物理和法术伤害-20%;【协防干员】伤害提升至120%,精锐【协防干员】造成伤害提升至140%","descRaw":"所有干员受到的物理和法术伤害<@ba.vup>-20%;【协防干员】伤害提升至<@ba.vup>120%,精锐【协防干员】造成伤害提升至<@ba.vup>140%","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"damage_resistance":0.2,"damage_scale_normal":1.2,"damage_scale_extra":1.4},"bbStr":{"key":"act1autochess_bond_eff_assis"}}],"params":{"damage_resistance":0.2,"damage_scale_normal":1.2,"damage_scale_extra":1.4,"key":"act1autochess_bond_eff_assis"}},"bondeffect_indom":{"effectId":"bondeffect_indom","effectType":"BOND","name":"不屈","desc":"地面干员被击倒时,有{0:0%}(受层数影响)概率立刻重新部署\n<在场3名不同【不屈】干员>地面干员被击倒时使场上所有干员技力+5","descRaw":"<@ba.vup>地面干员被击倒时,有<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)概率立刻重新部署\n<在场<@ba.vup>3名不同【不屈】干员><@ba.vup>地面干员被击倒时使场上所有干员技力<@ba.vup>+5","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_prob":0.18,"prob_per_stack":0.004,"power_bond_stack_cnt":0,"sp":5,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_indom"}}],"params":{"base_prob":0.18,"prob_per_stack":0.004,"power_bond_stack_cnt":0,"sp":5,"power_bond_char_cnt":3,"key":"act1autochess_bond_eff_indom"}},"bondeffect_invest":{"effectId":"bondeffect_invest","effectType":"BOND","name":"投资人","desc":"干员的“获得时”类特质每次触发2次\n<达到100层>“获得时”类特质每次触发3次\n整备区的【投资人】干员也可用于激活盟约","descRaw":"干员的“获得时”类特质每次触发2次\n<达到<@ba.vup>100层>“获得时”类特质每次触发3次\n整备区的【投资人】干员也可用于激活盟约","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"bond_layer_char_garrison_bonus","countType":"NONE","bb":{"layer":0,"count":2},"bbStr":{"event":"SERVER_GAIN"}},{"key":"bond_layer_char_garrison_bonus","countType":"NONE","bb":{"layer":100,"count":3},"bbStr":{"event":"SERVER_GAIN"}}],"params":{"layer":0,"count":2,"event":"SERVER_GAIN"}},"bondeffect_kazimierz":{"effectId":"bondeffect_kazimierz","effectType":"BOND","name":"卡西米尔","desc":"每次有干员部署时【卡西米尔】干员攻击力+20%(至多+{0:0%})(受层数影响)\n<在场6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成120%攻击力真实伤害和0.1秒晕眩,未阻挡敌人时攻击附带30%攻击力的真实伤害","descRaw":"每次有干员部署时【卡西米尔】干员攻击力+20%(至多<@ba.vup>+{0:0%})<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成<@ba.vup>120%攻击力真实伤害和<@ba.vup>0.1秒晕眩,未阻挡敌人时攻击附带<@ba.vup>30%攻击力的真实伤害","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"atk_when_born":0.2,"base_max_atk_when_born":0.5,"max_atk_when_born_per_stack":0.01,"damage_interval":2,"damage_atk_scale":1.2,"stun":0.1,"range_radius":0.8,"power_bond_char_cnt":6,"pure_atk_scale":0.3},"bbStr":{"key":"act2autochess_bond_eff_kazimierz"}}],"params":{"atk_when_born":0.2,"base_max_atk_when_born":0.5,"max_atk_when_born_per_stack":0.01,"damage_interval":2,"damage_atk_scale":1.2,"stun":0.1,"range_radius":0.8,"power_bond_char_cnt":6,"pure_atk_scale":0.3,"key":"act2autochess_bond_eff_kazimierz"}},"bondeffect_kjerag":{"effectId":"bondeffect_kjerag","effectType":"BOND","name":"谢拉格","desc":"【谢拉格】干员伤害提升至125%,对寒冷和冻结敌人额外提升至{0:0%}(受层数影响)\n<在场6名不同【谢拉格】干员>战场上每25秒吹过一阵寒风使敌人寒冷{1:0}秒(受层数影响)","descRaw":"【谢拉格】干员伤害提升至<@ba.vup>125%,对寒冷和冻结敌人额外提升至<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【谢拉格】干员>战场上每25秒吹过一阵寒风使敌人寒冷<@ba.vup>{1:0}秒<@ba.acrem>(受层数影响)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_damage_scale":1.25,"base_ex_damage_scale":1.35,"ex_damage_scale_per_stack":0.01,"power_bond_char_cnt":6,"bond_eff_kjerag[storm].interval":25,"bond_eff_kjerag[storm].base_time":20,"bond_eff_kjerag[storm].time_per_stack":0.1},"bbStr":{"key":"act1autochess_bond_eff_kjerag"}}],"params":{"base_damage_scale":1.25,"base_ex_damage_scale":1.35,"ex_damage_scale_per_stack":0.01,"power_bond_char_cnt":6,"bond_eff_kjerag[storm].interval":25,"bond_eff_kjerag[storm].base_time":20,"bond_eff_kjerag[storm].time_per_stack":0.1,"key":"act1autochess_bond_eff_kjerag"}},"bondeffect_laterano":{"effectId":"bondeffect_laterano","effectType":"BOND","name":"拉特兰","desc":"【拉特兰】干员开启技能时获得的弹药量+{0:0%}(受层数影响)\n<在场6名不同【拉特兰】干员>任意【拉特兰】干员每消耗1发弹药,全体【拉特兰】干员攻击力+4%,至多+200%","descRaw":"【拉特兰】干员开启技能时获得的弹药量<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【拉特兰】干员>任意【拉特兰】干员每消耗1发弹药,全体【拉特兰】干员攻击力+4%,至多<@ba.vup>+200%","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_ammo_percent":0.05,"ammo_percent_per_stack":0.015,"power_bond_char_cnt":6,"atk_per_consume":0.04,"max_atk_for_consume":2},"bbStr":{"key":"act1autochess_bond_eff_laterano"}}],"params":{"base_ammo_percent":0.05,"ammo_percent_per_stack":0.015,"power_bond_char_cnt":6,"atk_per_consume":0.04,"max_atk_for_consume":2,"key":"act1autochess_bond_eff_laterano"}},"bondeffect_mani":{"effectId":"bondeffect_mani","effectType":"BOND","name":"调和","desc":"激活时可以使场上核心盟约的激活人数+1,【调和】干员享受已激活的核心盟约的效果","descRaw":"激活时可以使场上核心盟约的<@ba.vup>激活人数+1,【调和】干员<@ba.vup>享受已激活的核心盟约的效果","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"other_bond_add_trigger_cnt","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"count":1}},"bondeffect_mira":{"effectId":"bondeffect_mira","effectType":"BOND","name":"奇迹","desc":"刷新调度中心时,有{0:0%}(受层数影响)概率使下次刷新不消耗资金\n<每叠加100层>获得20资金\n整备区的【奇迹】干员也可用于激活盟约","descRaw":"刷新调度中心时,有<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)概率使下次刷新不消耗资金\n<每叠加<@ba.vup>100层>获得<@ba.vup>20资金\n整备区的【奇迹】干员也可用于激活盟约","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"bond_refresh_shop_next_free","countType":"NONE","bb":{"probk":0.3,"prob":0.003,"baseprob":0.18},"bbStr":{}},{"key":"bond_layer_gain_coin","countType":"NONE","bb":{"layer":100,"count":20},"bbStr":{}}],"params":{"probk":0.3,"prob":0.003,"baseprob":0.18,"layer":100,"count":20}},"bondeffect_preci":{"effectId":"bondeffect_preci","effectType":"BOND","name":"精准","desc":"【精准】干员攻击力+{0:0%}(受层数影响)\n<在场3名不同【精准】干员>生效范围变为所有【精准】干员和远程干员,且攻击无视30%防御力和法术抗性","descRaw":"【精准】干员攻击力<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>3名不同【精准】干员>生效范围变为所有【精准】干员和远程干员,且攻击无视<@ba.vup>30%防御力和法术抗性","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_atk":0.1,"atk_per_stack":0.012,"power_def_penetrate":0.3,"power_magic_resist_penetrate":0.3,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_preci"}}],"params":{"base_atk":0.1,"atk_per_stack":0.012,"power_def_penetrate":0.3,"power_magic_resist_penetrate":0.3,"power_bond_char_cnt":3,"key":"act1autochess_bond_eff_preci"}},"bondeffect_raid":{"effectId":"bondeffect_raid","effectType":"BOND","name":"突袭","desc":"【突袭】干员10秒内未进行攻击或技能就绪时,若范围内没有敌人,则保留技力立即再部署至一名地面敌人周围,期间攻击力和生命值+{0:0%}(受层数影响)\n <达到50层>所有干员攻击速度+50","descRaw":"【突袭】干员10秒内未进行攻击或技能就绪时,若范围内没有敌人,则保留技力立即再部署至一名地面敌人周围,期间攻击力和生命值<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n <达到<@ba.vup>50层>所有干员攻击速度<@ba.vup>+50","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_attack_speed":0,"attack_speed_per_stack":0,"base_atk":0.25,"atk_per_stack":0.01,"base_max_hp":0.25,"max_hp_per_stack":0.01,"power_bond_stack_cnt":50,"power_attack_speed":50,"no_attack_duration":10},"bbStr":{"key":"act1autochess_bond_eff_raid"}}],"params":{"base_attack_speed":0,"attack_speed_per_stack":0,"base_atk":0.25,"atk_per_stack":0.01,"base_max_hp":0.25,"max_hp_per_stack":0.01,"power_bond_stack_cnt":50,"power_attack_speed":50,"no_attack_duration":10,"key":"act1autochess_bond_eff_raid"}},"bondeffect_sargon":{"effectId":"bondeffect_sargon","effectType":"BOND","name":"萨尔贡","desc":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度+12(至多+300),持续{0:0}秒(受层数影响)\n<在场6名不同【萨尔贡】干员>开启技能还会使所有【萨尔贡】干员攻击力+12%(至多+300%)\n选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","descRaw":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度+12(至多<@ba.vup>+300),持续<@ba.vup>{0:0}秒<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【萨尔贡】干员>开启技能还会使所有【萨尔贡】干员攻击力+12%(至多<@ba.vup>+300%)\n<@ba.acrem>选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_atk":0.12},"bbStr":{"key":"act1autochess_bond_eff_sargon","invalid_in_band":"band_narant"}},{"key":"env_gbuff_new","countType":"NONE","bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_power_time":60,"power_time_per_stack":0,"filter_item_level":5},"bbStr":{"key":"act2autochess_bond_eff_sargon[share]","valid_in_band":"band_narant"}}],"params":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_atk":0.12,"key":"act1autochess_bond_eff_sargon","invalid_in_band":"band_narant","base_power_time":60,"power_time_per_stack":0,"filter_item_level":5,"valid_in_band":"band_narant"}},"bondeffect_siracusa":{"effectId":"bondeffect_siracusa","effectType":"BOND","name":"叙拉古","desc":"【叙拉古】干员部署后攻击速度+{0:0},持续{1:0}秒(受层数影响)\n<在场6名不同【叙拉古】干员>【叙拉古】干员部署后还会进入等时长的隐匿状态,【叙拉古】干员在隐匿状态和脱离隐匿10秒内对敌人攻击时有3%概率造成{2:0}(受层数影响)点真实伤害并恐惧目标3秒","descRaw":"【叙拉古】干员部署后攻击速度<@ba.vup>+{0:0},持续<@ba.vup>{1:0}秒<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【叙拉古】干员>【叙拉古】干员部署后还会进入等时长的隐匿状态,【叙拉古】干员在隐匿状态和脱离隐匿10秒内对敌人攻击时有3%概率造成<@ba.vup>{2:0}<@ba.acrem>(受层数影响)点真实伤害并<@ba.vup>恐惧目标3秒","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_duration":32,"duration_per_stack":0.4,"base_attack_speed":25,"attack_speed_per_stack":0.8,"power_bond_char_cnt":6,"ex_bond_char_cnt":6,"end_duration":10,"prob":0.03,"base_damage":5000,"damage_per_stack":50,"fear":3},"bbStr":{"key":"act2autochess_bond_eff_siracusa"}}],"params":{"base_duration":32,"duration_per_stack":0.4,"base_attack_speed":25,"attack_speed_per_stack":0.8,"power_bond_char_cnt":6,"ex_bond_char_cnt":6,"end_duration":10,"prob":0.03,"base_damage":5000,"damage_per_stack":50,"fear":3,"key":"act2autochess_bond_eff_siracusa"}},"bondeffect_skillful":{"effectId":"bondeffect_skillful","effectType":"BOND","name":"灵巧","desc":"【灵巧】干员及周围4格的干员攻击速度+{0:0}(受层数影响)\n <达到40层>生效范围变为【灵巧】干员周围8格","descRaw":"【灵巧】干员及周围4格的干员攻击速度<@ba.vup>+{0:0}<@ba.acrem>(受层数影响)\n <达到<@ba.vup>40层>生效范围变为【灵巧】干员周围8格","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_attack_speed":10,"attack_speed_per_stack":1,"power_bond_stack_cnt":40},"bbStr":{"key":"act1autochess_bond_eff_skillful"}}],"params":{"base_attack_speed":10,"attack_speed_per_stack":1,"power_bond_stack_cnt":40,"key":"act1autochess_bond_eff_skillful"}},"bondeffect_solo":{"effectId":"bondeffect_solo","effectType":"BOND","name":"独行","desc":"<在场1名【独行】干员>【独行】干员攻击力和生命值+60%,初始技力+15(在场2名及以上【独行】干员时失效)","descRaw":"<在场<@ba.vup>1名【独行】干员>【独行】干员攻击力和生命值<@ba.vup>+60%,初始技力<@ba.vup>+15<@ba.acrem>(在场2名及以上【独行】干员时失效)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"atk":0.6,"max_hp":0.6,"sp":15},"bbStr":{"key":"act2autochess_bond_eff_solo"}}],"params":{"atk":0.6,"max_hp":0.6,"sp":15,"key":"act2autochess_bond_eff_solo"}},"bondeffect_stead":{"effectId":"bondeffect_stead","effectType":"BOND","name":"坚守","desc":"所有干员生命值+{0:0%}(受层数影响)\n<在场3名不同【坚守】干员>场上非【坚守】干员受到伤害时,所受伤害的40%由【坚守】干员平均承担;【坚守】干员受到伤害时,伤害来源受到{1:0}点法术伤害(受层数影响,每0.2秒至多触发1次)和持续5秒的40%的脆弱效果","descRaw":"所有干员生命值<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>3名不同【坚守】干员>场上非【坚守】干员受到伤害时,所受伤害的<@ba.vup>40%由【坚守】干员平均承担;【坚守】干员受到伤害时,伤害来源受到<@ba.vup>{1:0}点法术伤害<@ba.acrem>(受层数影响,每0.2秒至多触发1次)和持续5秒的<@ba.vup>40%的脆弱效果","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_max_hp":0.25,"max_hp_per_stack":0.012,"damage_resistance":0.4,"power_bond_char_cnt":3,"cd_duration":0.2,"weak[limit]":5,"damage_scale":1.4,"base_damage_value":850,"damage_value_per_stack":10},"bbStr":{"key":"act1autochess_bond_eff_stead"}}],"params":{"base_max_hp":0.25,"max_hp_per_stack":0.012,"damage_resistance":0.4,"power_bond_char_cnt":3,"cd_duration":0.2,"weak[limit]":5,"damage_scale":1.4,"base_damage_value":850,"damage_value_per_stack":10,"key":"act1autochess_bond_eff_stead"}},"bondeffect_sunt":{"effectId":"bondeffect_sunt","effectType":"BOND","name":"绝技","desc":"<在场2名精锐状态的干员>精锐状态的干员攻击力+30%\n<在场5名精锐状态的干员>精锐状态的干员技力消耗-30%\n(所有干员的精锐状态均可激活本盟约)","descRaw":"<在场<@ba.vup>2名精锐状态的干员>精锐状态的干员攻击力<@ba.vup>+30%\n<在场<@ba.vup>5名精锐状态的干员>精锐状态的干员技力消耗<@ba.vup>-30%\n<@ba.acrem>(所有干员的精锐状态均可激活本盟约)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"power_char_cnt":2,"ex_char_cnt":5,"power_atk":0.3,"sp_ratio":0.7},"bbStr":{"key":"act2autochess_bond_eff_sunt"}}],"params":{"power_char_cnt":2,"ex_char_cnt":5,"power_atk":0.3,"sp_ratio":0.7,"key":"act2autochess_bond_eff_sunt"}},"bondeffect_swift":{"effectId":"bondeffect_swift","effectType":"BOND","name":"迅捷","desc":"【迅捷】干员技能结束时有{0:0%}概率(受层数影响)立刻回复12点技力\n<达到40层>所有干员技能结束时有等概率额外回复15点技力","descRaw":"【迅捷】干员技能结束时有<@ba.vup>{0:0%}概率<@ba.acrem>(受层数影响)立刻回复<@ba.vup>12点技力\n<达到<@ba.vup>40层>所有干员技能结束时有等概率额外回复<@ba.vup>15点技力","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"base_prob":0.2,"prob_per_stack":0.0035,"power_bond_stack_cnt":40,"normal_sp":12,"power_sp":15},"bbStr":{"key":"act1autochess_bond_eff_swift"}}],"params":{"base_prob":0.2,"prob_per_stack":0.0035,"power_bond_stack_cnt":40,"normal_sp":12,"power_sp":15,"key":"act1autochess_bond_eff_swift"}},"bondeffect_victoria":{"effectId":"bondeffect_victoria","effectType":"BOND","name":"维多利亚","desc":"携带装备的【维多利亚】干员伤害提升至{0:0%}(受层数影响)\n<每叠加25层>获得一件带有随机特殊效果的维式重锤\n<在场6名不同【维多利亚】干员>【维多利亚】干员每携带1件装备攻击力+50%,携带进阶装备改为+80%","descRaw":"<@ba.vup>携带装备的【维多利亚】干员伤害提升至<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)\n<每叠加<@ba.vup>25层>获得一件带有随机特殊效果的维式重锤\n<在场<@ba.vup>6名不同【维多利亚】干员>【维多利亚】干员每携带1件装备攻击力<@ba.vup>+50%,携带进阶装备改为<@ba.vup>+80%","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new","countType":"NONE","bb":{"damage_scale_per_stack":0.008,"base_damage_scale":1.25,"power_bond_char_cnt":6,"atk_normal_equip":0.5,"atk_golden_equip":0.3},"bbStr":{"key":"act1autochess_bond_eff_victoria"}},{"key":"bond_layer_added_reward_equip","countType":"NONE","bb":{"layer":25,"count":1},"bbStr":{"pool":"pool_equip_vict"}}],"params":{"damage_scale_per_stack":0.008,"base_damage_scale":1.25,"power_bond_char_cnt":6,"atk_normal_equip":0.5,"atk_golden_equip":0.3,"key":"act1autochess_bond_eff_victoria","layer":25,"count":1,"pool":"pool_equip_vict"}},"bondeffect_visi":{"effectId":"bondeffect_visi","effectType":"BOND","name":"远见","desc":"<每叠加10层>获得一次2资金\n<首次到达80层>所有【远见】干员购买价格永久-1资金\n<首次到达150层>上述效果改为所有干员购买价格永久-1资金\n整备区的【远见】干员也可用于激活盟约","descRaw":"<每叠加<@ba.vup>10层>获得一次<@ba.vup>2资金\n<首次到达<@ba.vup>80层>所有【远见】干员购买价格永久-1资金\n<首次到达<@ba.vup>150层>上述效果改为所有干员购买价格永久-1资金\n整备区的【远见】干员也可用于激活盟约","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"bond_layer_gain_coin","countType":"NONE","bb":{"layer":10,"count":2},"bbStr":{}},{"key":"bond_multi_layer_char_goods_price_bond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ochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.3},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.3}},"eff_acarm068":{"effectId":"eff_acarm068","effectType":"EQUIP","name":"M3茧甲","desc":"战斗阶段被击倒时立刻复活(一场战斗仅1次)","descRaw":"战斗阶段被击倒时立刻复活(一场战斗仅<@ba.vup>1次)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_respawn_cnt":1},"bbStr":{"key":"act1autochess_equip_acarm068_global_buff"}}],"params":{"max_respawn_cnt":1,"key":"act1autochess_equip_acarm068_global_buff"}},"eff_acarm069":{"effectId":"eff_acarm069","effectType":"EQUIP","name":"拟态物质","desc":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","descRaw":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_reward_char_chess","countType":"NONE","bb":{},"bbStr":{}}],"params":{}},"eff_acarm070":{"effectId":"eff_acarm070","effectType":"EQUIP","name":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9}},"eff_acarm071":{"effectId":"eff_acarm071","effectType":"EQUIP","name":"博士投影","desc":"任意干员可装备,下个回合开始时销毁,并使该干员晋升为精锐干员","descRaw":"任意干员可装备,下个回合开始时销毁,并使该干员晋升为精锐干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"equip_round_start_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{}},"eff_acarm072":{"effectId":"eff_acarm072","effectType":"EQUIP","name":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{}},"eff_acarm073":{"effectId":"eff_acarm073","effectType":"EQUIP","name":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[],"params":{}},"eff_acarm074":{"effectId":"eff_acarm074","effectType":"EQUIP","name":"商业包装方案","desc":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":8},"bbStr":{}}],"params":{"count":8}},"eff_acarm075":{"effectId":"eff_acarm075","effectType":"EQUIP","name":"寻呼模块","desc":"装备时销毁,立即特殊刷新一次调度中心,出现三名与该干员有相同盟约的干员,免费获取其中一名!(不高于当前调度中心等级)","descRaw":"装备时销毁,立即特殊刷新一次调度中心,出现三名与该干员有相同盟约的干员,免费获取其中一名!(不高于当前调度中心等级)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_reward_special_goods_char_chess","countType":"NONE","bb":{"refresh_cnt":3,"choice_cnt":1},"bbStr":{}}],"params":{"refresh_cnt":3,"choice_cnt":1}},"eff_acarm076":{"effectId":"eff_acarm076","effectType":"EQUIP","name":"铳骑之威","desc":"攻击力+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.4},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.4}},"eff_acarm077":{"effectId":"eff_acarm077","effectType":"EQUIP","name":"天师古鼎","desc":"生命值+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.45},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.45,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}},"eff_acarm078":{"effectId":"eff_acarm078","effectType":"EQUIP","name":"海沟实验体","desc":"获得180点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>180点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%攻击力的法术伤害(每0.5秒最多触发一次)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":180},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":180}},"eff_acarm079":{"effectId":"eff_acarm079","effectType":"EQUIP","name":"蒸汽之心","desc":"攻击速度+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},"eff_acarm102":{"effectId":"eff_acarm102","effectType":"EQUIP","name":"耶拉冈德之泪","desc":"法术抗性+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":30},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":30}},"eff_acarm103":{"effectId":"eff_acarm103","effectType":"EQUIP","name":"黄沙罗盘","desc":"初始技力+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":30},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":30,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}},"eff_acarm109":{"effectId":"eff_acarm109","effectType":"EQUIP","name":"信标","desc":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n相应盟约人数相同则随机发送\n无法装备给自编干员","descRaw":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n<@ba.rem>若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n<@ba.acrem>相应盟约人数相同则随机发送\n<@ba.acrem>无法装备给自编干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_recruit_new_char_and_give_char_to_player_most_bond","countType":"NONE","bb":{"refresh_cnt":2,"choice_cnt":1},"bbStr":{}}],"params":{"refresh_cnt":2,"choice_cnt":1}},"eff_acarm113":{"effectId":"eff_acarm113","effectType":"EQUIP","name":"精打细算玩偶","desc":"装备时销毁,之后每回合开始时额外获得1资金","descRaw":"装备时销毁,之后每回合开始时额外获得<@ba.vup>1资金","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"gain_coin_when_round_start","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"count":1}},"eff_acarm114":{"effectId":"eff_acarm114","effectType":"EQUIP","name":"简易通讯机","desc":"装备时销毁,随机获得1名与该干员有相同盟约的干员","descRaw":"装备时销毁,随机获得<@ba.vup>1名与该干员有相同盟约的干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_reward_char_chess_with_same_bond","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"count":1}},"eff_acarm115":{"effectId":"eff_acarm115","effectType":"EQUIP","name":"紧急调度券","desc":"装备时销毁,随机获取当前调度中心内的1名干员 (调度中心中对应干员消失)","descRaw":"装备时销毁,随机获取当前调度中心内的<@ba.vup>1名干员 (调度中心中对应干员消失)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_reward_random_char_chess_in_shop","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"count":1}},"eff_acarm116":{"effectId":"eff_acarm116","effectType":"EQUIP","name":"见钱眼开玩偶","desc":"装备时销毁,下回合额外获得2资金","descRaw":"装备时销毁,下回合额外获得<@ba.vup>2资金","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_gain_coin_when_next_round_start","countType":"NONE","bb":{"count":2},"bbStr":{}}],"params":{"count":2}},"eff_acarm117":{"effectId":"eff_acarm117","effectType":"EQUIP","name":"天马之枪","desc":"攻击力+40%,若与“天马之盔”一起装备,造成伤害时额外造成30%的真实伤害","descRaw":"攻击力<@ba.vup>+40%,若与“天马之盔”一起装备,造成伤害时额外造成<@ba.vup>30%的真实伤害","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.4},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_scale":0.3},"bbStr":{"key":"act2autochess_equip_acarm117_global_buff","equip_chess_id":"chess_item_5_09_e"}}],"params":{"atk":0.4,"key":"attr_common_global_buff","atk_scale":0.3,"equip_chess_id":"chess_item_5_09_e"}},"eff_acarm118":{"effectId":"eff_acarm118","effectType":"EQUIP","name":"天马之盔","desc":"生命值+50%,若与“天马之枪”一起装备,每秒回复8%最大生命值。","descRaw":"生命值<@ba.vup>+50%,若与“天马之枪”一起装备,每秒回复<@ba.vup>8%最大生命值。","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.5},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"hp_recovery_per_sec_by_max_hp_ratio":0.08},"bbStr":{"key":"act2autochess_equip_acarm118_global_buff","equip_chess_id":"chess_item_6_01_e"}}],"params":{"max_hp":0.5,"key":"attr_common_global_buff","hp_recovery_per_sec_by_max_hp_ratio":0.08,"equip_chess_id":"chess_item_6_01_e"}},"eff_acarm119":{"effectId":"eff_acarm119","effectType":"EQUIP","name":"卡西米尔竞技旗","desc":"部署后15秒内造成的伤害提升至135%,随后逐渐衰减","descRaw":"部署后<@ba.vup>15秒内造成的伤害提升至<@ba.vup>135%,随后逐渐衰减","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":1.35,"interval":15,"ex_interval":0.5,"damage_scale_minus":-0.04},"bbStr":{"key":"act2autochess_equip_acarm120_global_buff"}}],"params":{"damage_scale":1.35,"interval":15,"ex_interval":0.5,"damage_scale_minus":-0.04,"key":"act2autochess_equip_acarm120_global_buff"}},"eff_acarm120":{"effectId":"eff_acarm120","effectType":"EQUIP","name":"骑士戒律","desc":"再部署时间-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.4,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.4,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65}},"eff_acarm121":{"effectId":"eff_acarm121","effectType":"EQUIP","name":"叙拉古正装","desc":"攻击速度+15,携带者部署方向左右两侧的我方干员攻击速度+10","descRaw":"攻击速度<@ba.vup>+15,携带者部署方向左右两侧的我方干员攻击速度<@ba.vup>+10","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":15},"bbStr":{"key":"attr_common_global_buff"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"at_root":1,"attack_speed":10},"bbStr":{"key":"act2autochess_equip_acarm121_ability"}}],"params":{"attack_speed":15,"key":"attr_common_global_buff","at_root":1}},"eff_acarm122":{"effectId":"eff_acarm122","effectType":"EQUIP","name":"家族徽章","desc":"技力自然回复速度+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.2},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_veri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_equip_acarm063_global_buff"}},"eff_acgarm064":{"effectId":"eff_acgarm064","effectType":"EQUIP","name":"突袭手雷","desc":"每次部署后的15秒内,攻击时使目标晕眩2秒","descRaw":"每次部署后的15秒内,攻击时使目标<$ba.stun>晕眩2秒","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"stun":2,"duration":15},"bbStr":{"key":"act1autochess_equip_acarm064_global_buff"}}],"params":{"stun":2,"duration":15,"key":"act1autochess_equip_acarm064_global_buff"}},"eff_acgarm065":{"effectId":"eff_acgarm065","effectType":"EQUIP","name":"休眠子裔","desc":"每攻击1个目标,回复自身4%最大生命值","descRaw":"每攻击1个目标,回复自身<@ba.vup>4%最大生命值","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"hp_ratio":0.04},"bbStr":{"key":"act1vautochess_equip_acarm025_global_buff"}}],"params":{"hp_ratio":0.04,"key":"act1vautochess_equip_acarm025_global_buff"}},"eff_acgarm066":{"effectId":"eff_acgarm066","effectType":"EQUIP","name":"盟约之币","desc":"装备时销毁,并获得2资金","descRaw":"装备时销毁,并获得<@ba.vup>2资金","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"equip_destory_gain_random_coin","countType":"NONE","bb":{"min":2,"max":2},"bbStr":{}}],"params":{"min":2,"max":2}},"eff_acgarm067":{"effectId":"eff_acgarm067","effectType":"EQUIP","name":"双模机械臂","desc":"攻击力+50%,自身造成物理和法术伤害时,伤害类型转化为弱点伤害","descRaw":"攻击力<@ba.vup>+50%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{},"bbStr":{"key":"act1autochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.5},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.5}},"eff_acgarm068":{"effectId":"eff_acgarm068","effectType":"EQUIP","name":"M3茧甲","desc":"战斗阶段被击倒时立刻复活(一场战斗仅2次)","descRaw":"战斗阶段被击倒时立刻复活(一场战斗仅<@ba.vup>2次)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_respawn_cnt":2},"bbStr":{"key":"act1autochess_equip_acarm068_global_buff"}}],"params":{"max_respawn_cnt":2,"key":"act1autochess_equip_acarm068_global_buff"}},"eff_acgarm069":{"effectId":"eff_acgarm069","effectType":"EQUIP","name":"拟态物质","desc":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","descRaw":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_reward_char_chess","countType":"NONE","bb":{},"bbStr":{}}],"params":{}},"eff_acgarm070":{"effectId":"eff_acgarm070","effectType":"EQUIP","name":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9}},"eff_acgarm071":{"effectId":"eff_acgarm071","effectType":"EQUIP","name":"博士投影","desc":"任意干员可装备,立即使该干员晋升为精锐干员","descRaw":"任意干员可装备,立即使该干员晋升为精锐干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{}},"eff_acgarm072":{"effectId":"eff_acgarm072","effectType":"EQUIP","name":"突变细胞","desc":"战斗结束后,装备者替换为高一阶的随机干员","descRaw":"战斗结束后,装备者替换为高一阶的随机干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"char_chess_transformation_equip","countType":"NONE","bb":{},"bbStr":{}}],"params":{}},"eff_acgarm073":{"effectId":"eff_acgarm073","effectType":"EQUIP","name":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[],"params":{}},"eff_acgarm074":{"effectId":"eff_acgarm074","effectType":"EQUIP","name":"商业包装方案","desc":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":7},"bbStr":{}}],"params":{"count":7}},"eff_acgarm075":{"effectId":"eff_acgarm075","effectType":"EQUIP","name":"寻呼模块","desc":"装备时销毁,立即特殊刷新一次调度中心,出现三名与该干员有相同盟约的干员,免费获取其中一名!(不高于当前调度中心等级)","descRaw":"装备时销毁,立即特殊刷新一次调度中心,出现三名与该干员有相同盟约的干员,免费获取其中一名!(不高于当前调度中心等级)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_reward_special_goods_char_chess","countType":"NONE","bb":{"refresh_cnt":3,"choice_cnt":1},"bbStr":{}}],"params":{"refresh_cnt":3,"choice_cnt":1}},"eff_acgarm076":{"effectId":"eff_acgarm076","effectType":"EQUIP","name":"铳骑之威","desc":"攻击力+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.6}},"eff_acgarm077":{"effectId":"eff_acgarm077","effectType":"EQUIP","name":"天师古鼎","desc":"生命值+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.7},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.7,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}},"eff_acgarm078":{"effectId":"eff_acgarm078","effectType":"EQUIP","name":"海沟实验体","desc":"获得300点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%的攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>300点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%的攻击力的法术伤害(每0.5秒最多触发一次)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":300},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":300}},"eff_acgarm079":{"effectId":"eff_acgarm079","effectType":"EQUIP","name":"蒸汽之心","desc":"攻击速度+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":55},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},"eff_acgarm102":{"effectId":"eff_acgarm102","effectType":"EQUIP","name":"耶拉冈德之泪","desc":"法术抗性+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":50},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":50}},"eff_acgarm103":{"effectId":"eff_acgarm103","effectType":"EQUIP","name":"黄沙罗盘","desc":"初始技力+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":50},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":50,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}},"eff_acgarm109":{"effectId":"eff_acgarm109","effectType":"EQUIP","name":"信标","desc":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n相应盟约人数相同则随机发送\n无法装备给自编干员","descRaw":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n<@ba.rem>若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n<@ba.acrem>相应盟约人数相同则随机发送\n<@ba.acrem>无法装备给自编干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_recruit_new_char_and_give_char_to_player_most_bond","countType":"NONE","bb":{"refresh_cnt":2,"choice_cnt":1},"bbStr":{}}],"params":{"refresh_cnt":2,"choice_cnt":1}},"eff_acgarm113":{"effectId":"eff_acgarm113","effectType":"EQUIP","name":"精打细算玩偶","desc":"装备时销毁,之后每回合开始时额外获得2资金","descRaw":"装备时销毁,之后每回合开始时额外获得<@ba.vup>2资金","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"gain_coin_when_round_start","countType":"NONE","bb":{"count":2},"bbStr":{}}],"params":{"count":2}},"eff_acgarm114":{"effectId":"eff_acgarm114","effectType":"EQUIP","name":"简易通讯机","desc":"装备时销毁,随机获得2名与该干员有相同盟约的干员","descRaw":"装备时销毁,随机获得<@ba.vup>2名与该干员有相同盟约的干员","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_reward_char_chess_with_same_bond","countType":"NONE","bb":{"count":2},"bbStr":{}}],"params":{"count":2}},"eff_acgarm115":{"effectId":"eff_acgarm115","effectType":"EQUIP","name":"紧急调度券","desc":"装备时销毁,随机获取当前调度中心内的2名干员 (调度中心中对应干员消失)","descRaw":"装备时销毁,随机获取当前调度中心内的<@ba.vup>2名干员 (调度中心中对应干员消失)","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_reward_random_char_chess_in_shop","countType":"NONE","bb":{"count":2},"bbStr":{}}],"params":{"count":2}},"eff_acgarm116":{"effectId":"eff_acgarm116","effectType":"EQUIP","name":"见钱眼开玩偶","desc":"装备时销毁,下回合额外获得4资金","descRaw":"装备时销毁,下回合额外获得<@ba.vup>4资金","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"use_equip_gain_coin_when_next_round_start","countType":"NONE","bb":{"count":4},"bbStr":{}}],"params":{"count":4}},"eff_acgarm117":{"effectId":"eff_acgarm117","effectType":"EQUIP","name":"天马之枪","desc":"攻击力+60%,若与“天马之盔”一起装备,造成伤害时额外造成30%的真实伤害","descRaw":"攻击力<@ba.vup>+60%,若与“天马之盔”一起装备,造成伤害时额外造成<@ba.vup>30%的真实伤害","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_scale":0.3},"bbStr":{"key":"act2autochess_equip_acarm117_global_buff","equip_chess_id":"chess_item_5_09_e"}}],"params":{"atk":0.6,"key":"attr_common_global_buff","atk_scale":0.3,"equip_chess_id":"chess_item_5_09_e"}},"eff_acgarm118":{"effectId":"eff_acgarm118","effectType":"EQUIP","name":"天马之盔","desc":"生命值+75%,若与“天马之枪”一起装备,每秒回复8%最大生命值。","descRaw":"生命值<@ba.vup>+75%,若与“天马之枪”一起装备,每秒回复<@ba.vup>8%最大生命值。","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.75},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"hp_recovery_per_sec_by_max_hp_ratio":0.08},"bbStr":{"key":"act2autochess_equip_acarm118_global_buff","equip_chess_id":"chess_item_6_01_e"}}],"params":{"max_hp":0.75,"key":"attr_common_global_buff","hp_recovery_per_sec_by_max_hp_ratio":0.08,"equip_chess_id":"chess_item_6_01_e"}},"eff_acgarm119":{"effectId":"eff_acgarm119","effectType":"EQUIP","name":"卡西米尔竞技旗","desc":"部署后15秒内造成的伤害提升至160%,随后逐渐衰减","descRaw":"部署后<@ba.vup>15秒内造成的伤害提升至<@ba.vup>160%,随后逐渐衰减","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":1.6,"interval":15,"ex_interval":0.5,"damage_scale_minus":-0.07},"bbStr":{"key":"act2autochess_equip_acarm120_global_buff"}}],"params":{"damage_scale":1.6,"interval":15,"ex_interval":0.5,"damage_scale_minus":-0.07,"key":"act2autochess_equip_acarm120_global_buff"}},"eff_acgarm120":{"effectId":"eff_acgarm120","effectType":"EQUIP","name":"骑士戒律","desc":"再部署时间-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.6,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.6,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65}},"eff_acgarm121":{"effectId":"eff_acgarm121","effectType":"EQUIP","name":"叙拉古正装","desc":"攻击速度+25,携带者部署方向左右两侧的我方干员攻击速度+15","descRaw":"攻击速度<@ba.vup>+25,携带者部署方向左右两侧的我方干员攻击速度<@ba.vup>+15","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25},"bbStr":{"key":"attr_common_global_buff"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"at_root":1,"attack_speed":15},"bbStr":{"key":"act2autochess_equip_acarm121_ability"}}],"params":{"attack_speed":25,"key":"attr_common_global_buff","at_root":1}},"eff_acgarm122":{"effectId":"eff_acgarm122","effectType":"EQUIP","name":"家族徽章","desc":"技力自然回复速度+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","counterType":"NONE","continuedRound":-1,"decoIconId":null,"enemyPrice":0,"buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.35},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gb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ESS_ALL","effectKey":"SERVER_ADD_BOND_CHESS_ALL","battleRuneKey":null,"charLevel":0,"bb":{"count":5},"bbStr":{"conditionkey":"character_target_inboard"},"owners":["chess_char_4_14_a"]},"garrison_51_b":{"garrisonId":"garrison_51_b","desc":"<休整期结束时>使自身已激活的盟约层数+10","descRaw":"<休整期结束时>使自身已激活的盟约层数<@ba.vup>+10","eventType":"SERVER_PREP_FIN","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"SERVER_ADD_BOND_CHESS_ALL","effectKey":"SERVER_ADD_BOND_CHESS_ALL","battleRuneKey":null,"charLevel":0,"bb":{"count":10},"bbStr":{"conditionkey":"character_target_inboard"},"owners":["chess_char_4_14_b"]},"garrison_53_a":{"garrisonId":"garrison_53_a","desc":"<休整期结束时>场上每有1名不同阶的【维多利亚】/【奇迹】干员使已激活的【维多利亚】层数+3/【奇迹】层数+2","descRaw":"<休整期结束时>场上每有1名不同阶的【维多利亚】/【奇迹】干员使已激活的【维多利亚】层数<@ba.vup>+3/【奇迹】层数<@ba.vup>+2","eventType":"SERVER_PREP_FIN","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"SERVER_ADD_BOND_METHOD","effectKey":"SERVER_ADD_BOND_METHOD","battleRuneKey":null,"charLevel":0,"bb":{"multi":3},"bbStr":{"add_method":"same_bond_diff_lv","bond":"victoriaShip","conditionkey":"character_target_inboard"},"owners":["chess_char_6_07_a"]},"garrison_53_b":{"garrisonId":"garrison_53_b","desc":"<休整期结束时>场上每有1名不同阶的【维多利亚】/【奇迹】干员使已激活的【维多利亚】层数+6/【奇迹】层数+4","descRaw":"<休整期结束时>场上每有1名不同阶的【维多利亚】/【奇迹】干员使已激活的【维多利亚】层数<@ba.vup>+6/【奇迹】层数<@ba.vup>+4","eventType":"SERVER_PREP_FIN","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"SERVER_ADD_BOND_METHOD","effectKey":"SERVER_ADD_BOND_METHOD","battleRuneKey":null,"charLevel":0,"bb":{"multi":6},"bbStr":{"add_method":"same_bond_diff_lv","bond":"victoriaShip","conditionkey":"character_target_inboard"},"owners":["chess_char_6_07_b"]},"garrison_54_a":{"garrisonId":"garrison_54_a","desc":"<休整期结束时>场上每有1名不同阶的【维多利亚】/【奇迹】干员使已激活的【维多利亚】层数+3/【奇迹】层数+2","descRaw":"<休整期结束时>场上每有1名不同阶的【维多利亚】/【奇迹】干员使已激活的【维多利亚】层数<@ba.vup>+3/【奇迹】层数<@ba.vup>+2","eventType":"SERVER_PREP_FIN","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"SERVER_ADD_BOND_METHOD","effectKey":"SERVER_ADD_BOND_METHOD","battleRuneKey":null,"charLevel":0,"bb":{"multi":2},"bbStr":{"add_method":"same_bond_diff_lv","bond":"miraShip","conditionkey":"character_target_inboard"},"owners":["chess_char_6_07_a"]},"garrison_54_b":{"garrisonId":"garrison_54_b","desc":"<休整期结束时>场上每有1名不同阶的【维多利亚】/【奇迹】干员使已激活的【维多利亚】层数+6/【奇迹】层数+4","descRaw":"<休整期结束时>场上每有1名不同阶的【维多利亚】/【奇迹】干员使已激活的【维多利亚】层数+<@ba.vup>6/【奇迹】层数<@ba.vup>+4","eventType":"SERVER_PREP_FIN","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"SERVER_ADD_BOND_METHOD","effectKey":"SERVER_ADD_BOND_METHOD","battleRuneKey":null,"charLevel":0,"bb":{"multi":4},"bbStr":{"add_method":"same_bond_diff_lv","bond":"miraShip","conditionkey":"character_target_inboard"},"owners":["chess_char_6_07_b"]},"garrison_55_a":{"garrisonId":"garrison_55_a","desc":"【23】<战斗中>自身每消耗7发子弹,使已激活的【拉特兰】层数+7、【远见】层数+3(【远见】每场战斗至多21层)","descRaw":"【23】<战斗中>自身每消耗7发子弹,使已激活的【拉特兰】层数<@ba.vup>+7、【远见】层数<@ba.vup>+3(【远见】每场战斗至多21层)","eventType":"IN_BATTLE","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"ADD_BOND","effectKey":"act1autochess_gar_event_consume_ammo","battleRuneKey":"char_dynamic_ability_new","charLevel":0,"bb":{"at_root":1,"consume_count":7,"bond_add_count":3,"max_add_count_per_battle":21},"bbStr":{"key":"act1autochess_gar_event_consume_ammo","range_id":"0-1","bond_id":"visiShip","bond_type":"bond_by_id","bond_add_type":"by_count","garrison_key":"garrison_55_a"},"owners":["chess_char_5_01_a"]},"garrison_55_b":{"garrisonId":"garrison_55_b","desc":"【23】<战斗中>自身每消耗7发子弹,使已激活的【拉特兰】层数+14、【远见】层数+6(【远见】每场战斗至多42层)","descRaw":"【23】<战斗中>自身每消耗7发子弹,使已激活的【拉特兰】层数<@ba.vup>+14、【远见】层数<@ba.vup>+6(【远见】每场战斗至多42层)","eventType":"IN_BATTLE","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"ADD_BOND","effectKey":"act1autochess_gar_event_consume_ammo","battleRuneKey":"char_dynamic_ability_new","charLevel":0,"bb":{"at_root":1,"consume_count":7,"bond_add_count":6,"max_add_count_per_battle":42},"bbStr":{"key":"act1autochess_gar_event_consume_ammo","range_id":"0-1","bond_id":"visiShip","bond_type":"bond_by_id","bond_add_type":"by_count","garrison_key":"garrison_55_b"},"owners":["chess_char_5_01_b"]},"garrison_56_a":{"garrisonId":"garrison_56_a","desc":"<休整期结束时>整备区每有1个干员,使已激活的【迅捷】层数+2","descRaw":"<休整期结束时>整备区每有1个干员,使已激活的【迅捷】层数<@ba.vup>+2","eventType":"SERVER_PREP_FIN","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"SERVER_ADD_BOND_METHOD","effectKey":"SERVER_ADD_BOND_METHOD","battleRuneKey":null,"charLevel":0,"bb":{"multi":2},"bbStr":{"add_method":"hand_count","bond":"swiftShip","conditionkey":"character_target_inboard"},"owners":["chess_char_5_22_a","chess_char_6_10_a"]},"garrison_56_b":{"garrisonId":"garrison_56_b","desc":"<休整期结束时>整备区每有1个干员,使已激活的【迅捷】层数+4","descRaw":"<休整期结束时>整备区每有1个干员,使已激活的【迅捷】层数<@ba.vup>+4","eventType":"SERVER_PREP_FIN","eventTypeDesc":"持续叠加","eventTypeIcon":"icon_bond","effectType":"SERVER_ADD_BOND_METHOD","effectKey":"SERVER_ADD_BOND_METHOD","battleRuneKey":null,"charL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in place at full HP [ASSUMED full HP] up to max_respawn_cnt times per battle.","rangeGrid":[[0,0]],"flavor":"“她听懂了你说的那句谢谢,她很高兴能救下你。”"},"chess_item_5_01_e_a":{"id":"chess_item_5_01_e_a","baseId":"chess_item_5_01_e_a","goldenId":"chess_item_5_01_e_b","isGolden":false,"trapId":"trap_1058_acarm058","iconId":"trap_1058_acarm058","identifier":284,"name":"催泪瓦斯","itemType":"EQUIP","tier":5,"shopSortId":1,"price":2,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_01_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm058","effectName":"催泪瓦斯","desc":"攻击时有3%概率使目标获得一层麻痹","descRaw":"攻击时有3%概率使目标获得一层<$ba.palsy>麻痹","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.03},"bbStr":{"key":"act1autochess_equip_acarm058_global_buff"}}],"params":{"prob":0.03,"key":"act1autochess_equip_acarm058_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to add 1 layer of 麻痹(Paralysis: each layer interrupts one enemy normal attack, max 3 layers).","rangeGrid":[[0,0]],"flavor":"“它能让目标痛到打滚,使用前一定要确认好风向。”"},"chess_item_5_01_e_b":{"id":"chess_item_5_01_e_b","baseId":"chess_item_5_01_e_a","goldenId":"chess_item_5_01_e_b","isGolden":true,"trapId":"trap_1058_acarm058","iconId":"trap_1058_acarm058","identifier":343,"name":"催泪瓦斯","itemType":"EQUIP","tier":5,"shopSortId":1,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm058","effectName":"催泪瓦斯","desc":"攻击时有5%概率使目标获得一层麻痹","descRaw":"攻击时有5%概率使目标获得一层<$ba.palsy>麻痹","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.05},"bbStr":{"key":"act1autochess_equip_acarm058_global_buff"}}],"params":{"prob":0.05,"key":"act1autochess_equip_acarm058_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to add 1 layer of 麻痹(Paralysis: each layer interrupts one enemy normal attack, max 3 layers).","rangeGrid":[[0,0]],"flavor":"“它能让目标痛到打滚,使用前一定要确认好风向。”"},"chess_item_5_02_e_a":{"id":"chess_item_5_02_e_a","baseId":"chess_item_5_02_e_a","goldenId":"chess_item_5_02_e_b","isGolden":false,"trapId":"trap_1062_acarm062","iconId":"trap_1062_acarm062","identifier":288,"name":"谢拉格不融冰","itemType":"EQUIP","tier":5,"shopSortId":2,"price":2,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_02_e_b","duration":-1,"giveBondId":"kjeragShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm062","effectName":"谢拉格不融冰","desc":"攻击时有12%概率对目标施加1.5秒的寒冷","descRaw":"攻击时有12%概率对目标施加1.5秒的<$ba.cold>寒冷","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.12,"cold":1.5},"bbStr":{"key":"act1vautochess_equip_acarm003_global_buff"}}],"params":{"prob":0.12,"cold":1.5,"key":"act1vautochess_equip_acarm003_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to apply 寒冷(Cold: ASPD -30; cold again while cold -> Frozen) for `cold` s.","rangeGrid":[[0,0]],"flavor":"\"一块曾在谢拉格的山峰上见证日月升落的不融冰。\n“让自己冷静下来,如同冰川,不可被撼动,却能摧毁一切。”\""},"chess_item_5_02_e_b":{"id":"chess_item_5_02_e_b","baseId":"chess_item_5_02_e_a","goldenId":"chess_item_5_02_e_b","isGolden":true,"trapId":"trap_1062_acarm062","iconId":"trap_1062_acarm062","identifier":347,"name":"谢拉格不融冰","itemType":"EQUIP","tier":5,"shopSortId":2,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":"kjeragShip","givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm062","effectName":"谢拉格不融冰","desc":"攻击时有20%概率对目标施加1.5秒的寒冷","descRaw":"攻击时有20%概率对目标施加1.5秒的<$ba.cold>寒冷","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.2,"cold":1.5},"bbStr":{"key":"act1vautochess_equip_acarm003_global_buff"}}],"params":{"prob":0.2,"cold":1.5,"key":"act1vautochess_equip_acarm003_global_buff"},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"On attack: prob chance to apply 寒冷(Cold: ASPD -30; cold again while cold -> Frozen) for `cold` s.","rangeGrid":[[0,0]],"flavor":"\"一块曾在谢拉格的山峰上见证日月升落的不融冰。\n“让自己冷静下来,如同冰川,不可被撼动,却能摧毁一切。”\""},"chess_item_5_03_e_a":{"id":"chess_item_5_03_e_a","baseId":"chess_item_5_03_e_a","goldenId":"chess_item_5_03_e_b","isGolden":false,"trapId":"trap_1067_acarm067","iconId":"trap_1067_acarm067","identifier":293,"name":"双模机械臂","itemType":"EQUIP","tier":5,"shopSortId":3,"price":3,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm067","effectName":"双模机械臂","desc":"攻击力+30%,自身造成物理和法术伤害时,伤害类型转化为弱点伤害","descRaw":"攻击力<@ba.vup>+30%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{},"bbStr":{"key":"act1autochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.3},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.3},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"ATK% += atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's DEF/RES.","rangeGrid":[[0,0]],"flavor":"“是的,这台设备能帮上你不小的忙,但要获得胜利,还是得靠你自己。”"},"chess_item_5_03_e_b":{"id":"chess_item_5_03_e_b","baseId":"chess_item_5_03_e_a","goldenId":"chess_item_5_03_e_b","isGolden":true,"trapId":"trap_1067_acarm067","iconId":"trap_1067_acarm067","identifier":352,"name":"双模机械臂","itemType":"EQUIP","tier":5,"shopSortId":3,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm067","effectName":"双模机械臂","desc":"攻击力+50%,自身造成物理和法术伤害时,伤害类型转化为弱点伤害","descRaw":"攻击力<@ba.vup>+50%,自身造成物理和法术伤害时,伤害类型转化为<$ba.weaknessatk>弱点伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{},"bbStr":{"key":"act1autochess_equip_acarm067_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.5},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"key":"act1autochess_equip_acarm067_global_buff","atk":0.5},"category":"ON_HIT","kind":"passive","family":null,"implFormula":"ATK% += atk; carrier's physical and arts damage becomes 弱点伤害(weakness damage): each hit is dealt as whichever of physical/arts yields MORE damage against that target's DEF/RES.","rangeGrid":[[0,0]],"flavor":"“是的,这台设备能帮上你不小的忙,但要获得胜利,还是得靠你自己。”"},"chess_item_5_04_e_a":{"id":"chess_item_5_04_e_a","baseId":"chess_item_5_04_e_a","goldenId":"chess_item_5_04_e_b","isGolden":false,"trapId":"trap_1109_acarm109","iconId":"trap_1109_acarm109","identifier":302,"name":"信标","itemType":"EQUIP","tier":5,"shopSortId":4,"price":3,"hideInShop":false,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_04_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm109","effectName":"信标","desc":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n相应盟约人数相同则随机发送\n无法装备给自编干员","descRaw":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n<@ba.rem>若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n<@ba.acrem>相应盟约人数相同则随机发送\n<@ba.acrem>无法装备给自编干员","buffs":[{"key":"use_equip_recruit_new_char_and_give_char_to_player_most_bond","countType":"NONE","bb":{"refresh_cnt":2,"choice_cnt":1},"bbStr":{}}],"params":{"refresh_cnt":2,"choice_cnt":1},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy BOTH the item and the target operator; special refresh of refresh_cnt(2) operators of the SAME tier as the target, take choice_cnt(1) free. Multiplayer: at next prep phase send 1 copy of the original operator to the teammate who has the most operators of that operator's bond(s) (tie -> random). Cannot target DIY(自编) operators. Never merges.","rangeGrid":[[0,0]],"flavor":null},"chess_item_5_04_e_b":{"id":"chess_item_5_04_e_b","baseId":"chess_item_5_04_e_a","goldenId":"chess_item_5_04_e_b","isGolden":true,"trapId":"trap_1109_acarm109","iconId":"trap_1109_acarm109","identifier":361,"name":"信标","itemType":"EQUIP","tier":5,"shopSortId":4,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm109","effectName":"信标","desc":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n相应盟约人数相同则随机发送\n无法装备给自编干员","descRaw":"装备时,目标干员和本装备销毁并进行一次特殊刷新,出现两名与携带者同等阶的干员,免费获取其中一名\n<@ba.rem>若在同盟模拟中且存在其他队友,下个休整期向相应盟约人数最多的队友发送1个原干员\n<@ba.acrem>相应盟约人数相同则随机发送\n<@ba.acrem>无法装备给自编干员","buffs":[{"key":"use_equip_recruit_new_char_and_give_char_to_player_most_bond","countType":"NONE","bb":{"refresh_cnt":2,"choice_cnt":1},"bbStr":{}}],"params":{"refresh_cnt":2,"choice_cnt":1},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy BOTH the item and the target operator; special refresh of refresh_cnt(2) operators of the SAME tier as the target, take choice_cnt(1) free. Multiplayer: at next prep phase send 1 copy of the original operator to the teammate who has the most operators of that operator's bond(s) (tie -> random). Cannot target DIY(自编) operators. Never merges.","rangeGrid":[[0,0]],"flavor":null},"chess_item_5_05_e_a":{"id":"chess_item_5_05_e_a","baseId":"chess_item_5_05_e_a","goldenId":"chess_item_5_05_e_b","isGolden":false,"trapId":"trap_1069_acarm069","iconId":"trap_1069_acarm069","identifier":295,"name":"拟态物质","itemType":"EQUIP","tier":5,"shopSortId":5,"price":4,"hideInShop":false,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_5_05_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm069","effectName":"拟态物质","desc":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","descRaw":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","buffs":[{"key":"use_equip_reward_char_chess","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; if player owns >= 2 NORMAL copies of the target operator (field+hand), give 1 more normal copy (usually triggers 3->elite merge); else give 1 random normal operator sharing a bond with the target. Never merges.","rangeGrid":[[0,0]],"flavor":"“这是一份礼物,你可以让它变成任何你想要的样子。”"},"chess_item_5_05_e_b":{"id":"chess_item_5_05_e_b","baseId":"chess_item_5_05_e_a","goldenId":"chess_item_5_05_e_b","isGolden":true,"trapId":"trap_1069_acarm069","iconId":"trap_1069_acarm069","identifier":354,"name":"拟态物质","itemType":"EQUIP","tier":5,"shopSortId":5,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm069","effectName":"拟态物质","desc":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","descRaw":"装备时销毁,若已拥有至少2名该初始干员,则再获得1名该初始干员;否则随机获得1名同盟约初始干员","buffs":[{"key":"use_equip_reward_char_chess","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; if player owns >= 2 NORMAL copies of the target operator (field+hand), give 1 more normal copy (usually triggers 3->elite merge); else give 1 random normal operator sharing a bond with the target. Never merges.","rangeGrid":[[0,0]],"flavor":"“这是一份礼物,你可以让它变成任何你想要的样子。”"},"chess_item_5_06_e_a":{"id":"chess_item_5_06_e_a","baseId":"chess_item_5_06_e_a","goldenId":"chess_item_5_06_e_b","isGolden":false,"trapId":"trap_1071_acarm071","iconId":"trap_1071_acarm071","identifier":297,"name":"博士投影","itemType":"EQUIP","tier":5,"shopSortId":6,"price":5,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_06_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm071","effectName":"博士投影","desc":"任意干员可装备,下个回合开始时销毁,并使该干员晋升为精锐干员","descRaw":"任意干员可装备,下个回合开始时销毁,并使该干员晋升为精锐干员","buffs":[{"key":"equip_round_start_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip_or_delayed","family":null,"implFormula":"Normal: equip onto any normal operator (occupies a slot until next round start), at the start of the next round destroy item and promote the operator to elite(精锐/golden). Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_06_e_b":{"id":"chess_item_5_06_e_b","baseId":"chess_item_5_06_e_a","goldenId":"chess_item_5_06_e_b","isGolden":true,"trapId":"trap_1071_acarm071","iconId":"trap_1071_acarm071","identifier":356,"name":"博士投影","itemType":"EQUIP","tier":5,"shopSortId":6,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm071","effectName":"博士投影","desc":"任意干员可装备,立即使该干员晋升为精锐干员","descRaw":"任意干员可装备,立即使该干员晋升为精锐干员","buffs":[{"key":"use_equip_upgrade_char","countType":"NONE","bb":{},"bbStr":{}}],"params":{},"category":"RECRUIT","kind":"consume_on_equip_or_delayed","family":null,"implFormula":"Normal: equip onto any normal operator (occupies a slot until next round start), at the start of the next round destroy item and promote the operator to elite(精锐/golden). Golden: on equip, destroy item and promote immediately. On promotion, equipped items return to hand.","rangeGrid":[[0,0]],"flavor":"“仔细听,博士正在布置任务。”"},"chess_item_5_07_e_a":{"id":"chess_item_5_07_e_a","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":false,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":300,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":3,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_5_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm074","effectName":"商业包装方案","desc":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售8名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":8},"bbStr":{}}],"params":{"count":8},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.","rangeGrid":[[0,0]],"flavor":"“端起酒杯,注意微笑的弧度,我保证你会火得一塌糊涂!不,现在还不够打动人,再去换一套衣服看看。”"},"chess_item_5_07_e_b":{"id":"chess_item_5_07_e_b","baseId":"chess_item_5_07_e_a","goldenId":"chess_item_5_07_e_b","isGolden":true,"trapId":"trap_1074_acarm074","iconId":"trap_1074_acarm074","identifier":359,"name":"商业包装方案","itemType":"EQUIP","tier":5,"shopSortId":7,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm074","effectName":"商业包装方案","desc":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","descRaw":"每出售7名干员,额外获得一个与此装备携带者的同盟约初始干员(不高于当前调度中心等级)","buffs":[{"key":"sell_char_count_gain_equip_owner_bond","countType":"NONE","bb":{"count":7},"bbStr":{}}],"params":{"count":7},"category":"RECRUIT","kind":"passive_player","family":null,"implFormula":"Stays equipped. 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[ASSUMED: result is NORMAL quality; other equipped item returns to hand]. 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If carrier also holds 天马之枪 (either quality): regen hp_recovery_per_sec_by_max_hp_ratio * maxHP per second.","rangeGrid":[[0,0]],"flavor":"“见证过无数勇士与英豪的诞生。”"},"chess_item_5_09_e_b":{"id":"chess_item_5_09_e_b","baseId":"chess_item_5_09_e_a","goldenId":"chess_item_5_09_e_b","isGolden":true,"trapId":"trap_1118_acarm118","iconId":"trap_1118_acarm118","identifier":373,"name":"天马之盔","itemType":"EQUIP","tier":5,"shopSortId":9,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm118","effectName":"天马之盔","desc":"生命值+75%,若与“天马之枪”一起装备,每秒回复8%最大生命值。","descRaw":"生命值<@ba.vup>+75%,若与“天马之枪”一起装备,每秒回复<@ba.vup>8%最大生命值。","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.75},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"hp_recovery_per_sec_by_max_hp_ratio":0.08},"bbStr":{"key":"act2autochess_equip_acarm118_global_buff","equip_chess_id":"chess_item_6_01_e"}}],"params":{"max_hp":0.75,"key":"attr_common_global_buff","hp_recovery_per_sec_by_max_hp_ratio":0.08,"equip_chess_id":"chess_item_6_01_e"},"category":"SET","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier also holds 天马之枪 (either quality): regen hp_recovery_per_sec_by_max_hp_ratio * maxHP per second.","rangeGrid":[[0,0]],"flavor":"“见证过无数勇士与英豪的诞生。”"},"chess_item_6_01_e_a":{"id":"chess_item_6_01_e_a","baseId":"chess_item_6_01_e_a","goldenId":"chess_item_6_01_e_b","isGolden":false,"trapId":"trap_1117_acarm117","iconId":"trap_1117_acarm117","identifier":313,"name":"天马之枪","itemType":"EQUIP","tier":6,"shopSortId":1,"price":3,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_01_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm117","effectName":"天马之枪","desc":"攻击力+40%,若与“天马之盔”一起装备,造成伤害时额外造成30%的真实伤害","descRaw":"攻击力<@ba.vup>+40%,若与“天马之盔”一起装备,造成伤害时额外造成<@ba.vup>30%的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.4},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_scale":0.3},"bbStr":{"key":"act2autochess_equip_acarm117_global_buff","equip_chess_id":"chess_item_5_09_e"}}],"params":{"atk":0.4,"key":"attr_common_global_buff","atk_scale":0.3,"equip_chess_id":"chess_item_5_09_e"},"category":"SET","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_e_b":{"id":"chess_item_6_01_e_b","baseId":"chess_item_6_01_e_a","goldenId":"chess_item_6_01_e_b","isGolden":true,"trapId":"trap_1117_acarm117","iconId":"trap_1117_acarm117","identifier":372,"name":"天马之枪","itemType":"EQUIP","tier":6,"shopSortId":1,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm117","effectName":"天马之枪","desc":"攻击力+60%,若与“天马之盔”一起装备,造成伤害时额外造成30%的真实伤害","descRaw":"攻击力<@ba.vup>+60%,若与“天马之盔”一起装备,造成伤害时额外造成<@ba.vup>30%的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_scale":0.3},"bbStr":{"key":"act2autochess_equip_acarm117_global_buff","equip_chess_id":"chess_item_5_09_e"}}],"params":{"atk":0.6,"key":"attr_common_global_buff","atk_scale":0.3,"equip_chess_id":"chess_item_5_09_e"},"category":"SET","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier also holds 天马之盔: every damage instance additionally deals atk_scale * ATK as TRUE damage [ASSUMED: % of ATK, per blackboard key atk_scale; description says 30% true damage].","rangeGrid":[[0,0]],"flavor":"“造就了无数血肉与精神的溃散。”"},"chess_item_6_01_m":{"id":"chess_item_6_01_m","baseId":"chess_item_6_01_m","goldenId":null,"isGolden":false,"trapId":"trap_1108_acdisney","iconId":"trap_1108_acdisney","identifier":322,"name":"“神秘顾客”","itemType":"MAGIC","tier":6,"shopSortId":1,"price":2,"hideInShop":true,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acdisney","effectName":"“神秘顾客”","desc":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","descRaw":"拖拽至场上使用后,选择一项特殊悬赏任务进行挑战;主动销毁时获得1份资金,并将“神秘顾客”传递给下一名玩家","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}},{"key":"trap_disney_special","countType":"NONE","bb":{"count":1},"bbStr":{}}],"params":{"choice_event":"hunter_band_1","count":1},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field: choose a special bounty (hunter_band_1). When actively destroyed: +1 fund and the item passes to the next player. UNUSED in act2 (no band/garrison grants it) - implement last or skip.","rangeGrid":[[0,0]],"flavor":null},"chess_item_6_02_e_a":{"id":"chess_item_6_02_e_a","baseId":"chess_item_6_02_e_a","goldenId":"chess_item_6_02_e_b","isGolden":false,"trapId":"trap_1076_acarm076","iconId":"trap_1076_acarm076","identifier":303,"name":"铳骑之威","itemType":"EQUIP","tier":6,"shopSortId":2,"price":4,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_02_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"lateranoShip","effectId":"eff_acarm076","effectName":"铳骑之威","desc":"攻击力+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+40%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.4},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.4},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ATK% += atk. If carrier has bond Laterano: on each attack, prob chance to fire an extra bullet at 1 enemy in range dealing atk_scale_1 * ATK physical damage; if carrier also holds 拉特兰桥夹 -> atk_scale_2 * ATK.","rangeGrid":[[0,0]],"flavor":"“拉特兰人从不曾怀疑过铳骑的威严。”"},"chess_item_6_02_e_b":{"id":"chess_item_6_02_e_b","baseId":"chess_item_6_02_e_a","goldenId":"chess_item_6_02_e_b","isGolden":true,"trapId":"trap_1076_acarm076","iconId":"trap_1076_acarm076","identifier":362,"name":"铳骑之威","itemType":"EQUIP","tier":6,"shopSortId":2,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"lateranoShip","effectId":"eff_acgarm076","effectName":"铳骑之威","desc":"攻击力+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成150%攻击力的物理伤害\n若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为300%攻击力","descRaw":"攻击力<@ba.vup>+60%;若携带者为【拉特兰】盟约干员,该干员每次攻击时,有35%概率额外对攻击范围内一名敌人发射子弹造成<@ba.vup>150%攻击力的物理伤害\n<@ba.acrem>若该【拉特兰】盟约干员同时装备“拉特兰桥夹”,子弹伤害改为<@ba.vup>300%攻击力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3},"bbStr":{"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.6},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"prob":0.35,"atk_scale_1":1.5,"atk_scale_2":3,"key":"act1autochess_equip_acarm076_global_buff","equip_chess_id":"chess_item_4_08_e","atk":0.6},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ATK% += atk. 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Range 1-1 = the tile itself + the tile in front (facing). Gives the player a copy of 1 operator inside that range, INCLUDING elite status and equipped items (copies go to hand). Consumed.","rangeGrid":[[0,0],[0,1]],"flavor":null},"chess_item_6_03_e_a":{"id":"chess_item_6_03_e_a","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":false,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":304,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":4,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_03_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acarm077","effectName":"天师古鼎","desc":"生命值+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+45%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.45},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.45,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_e_b":{"id":"chess_item_6_03_e_b","baseId":"chess_item_6_03_e_a","goldenId":"chess_item_6_03_e_b","isGolden":true,"trapId":"trap_1077_acarm077","iconId":"trap_1077_acarm077","identifier":363,"name":"天师古鼎","itemType":"EQUIP","tier":6,"shopSortId":3,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"yanShip","effectId":"eff_acgarm077","effectName":"天师古鼎","desc":"生命值+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度+25(最多3层)\n若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得2资金(每回合最多3次)","descRaw":"生命值<@ba.vup>+70%;若携带者为【炎】盟约干员,本回合每获得过1名干员战斗开始后攻击速度<@ba.vup>+25(最多3层)\n<@ba.acrem>若该【炎】盟约干员同时装备“炎国短刀”,每次获得干员时获得<@ba.vup>2资金(每回合最多3次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":25,"max_cnt":3},"bbStr":{"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"max_hp":0.7},"bbStr":{"key":"attr_common_global_buff"}},{"key":"equip_with_another_gain_coin_when_gain_char","countType":"NONE","bb":{"count":2,"max":3},"bbStr":{"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"}}],"params":{"attack_speed":25,"max_cnt":3,"key":"act1autochess_equip_acarm077_global_buff","equip_chess_id":"chess_item_3_04_e","max_hp":0.7,"count":2,"max":3,"other_equip":"chess_item_3_04_e_a,chess_item_3_04_e_b","bond":"yanShip"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"maxHP% += max_hp. If carrier has bond Yan: at battle start ASPD += attack_speed * min(k, max_cnt), k = operators the player acquired during THIS round's prep. If also holding 炎国短刀: each time the player acquires an operator, funds += count (max `max` times per round).","rangeGrid":[[0,0]],"flavor":"“炎国人相信那些关于天师的上古传说绝非完全出自虚构。”"},"chess_item_6_03_m":{"id":"chess_item_6_03_m","baseId":"chess_item_6_03_m","goldenId":null,"isGolden":false,"trapId":"trap_1111_acchal","iconId":"trap_1111_acchal","identifier":324,"name":"教鞭","itemType":"MAGIC","tier":6,"shopSortId":3,"price":2,"hideInShop":true,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acchal","effectName":"教鞭","desc":"拖拽至场上使用后,选择一项悬赏任务进行挑战","descRaw":"拖拽至场上使用后,选择一项悬赏任务进行挑战","buffs":[{"key":"trap_create_self_choice","countType":"NONE","bb":{},"bbStr":{"choice_event":"hunter_band_1"}}],"params":{"choice_event":"hunter_band_1"},"category":"MAGIC","kind":"art_instant","family":null,"implFormula":"Drag onto the field during prep: opens a personal bounty choice (choice event hunter_band_1). The chosen bounty adds extra enemies to your next battle; killing them / perfect defence grants funds (see ENEMY_GAIN '...悬赏' effects). Consumed.","rangeGrid":[[0,0]],"flavor":null},"chess_item_6_04_e_a":{"id":"chess_item_6_04_e_a","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":false,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":305,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":4,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_04_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acarm078","effectName":"海沟实验体","desc":"获得180点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>180点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":180},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":180},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_04_e_b":{"id":"chess_item_6_04_e_b","baseId":"chess_item_6_04_e_a","goldenId":"chess_item_6_04_e_b","isGolden":true,"trapId":"trap_1078_acarm078","iconId":"trap_1078_acarm078","identifier":364,"name":"海沟实验体","itemType":"EQUIP","tier":6,"shopSortId":4,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"egirShip","effectId":"eff_acgarm078","effectName":"海沟实验体","desc":"获得300点伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力50%的法术伤害(每0.5秒最多触发一次)\n若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次50%的攻击力的法术伤害(每0.5秒最多触发一次)","descRaw":"获得<@ba.vup>300点<$ba.dmgresistance>伤害减免;若携带者为【阿戈尔】盟约干员,自身受到伤害时对伤害来源造成自身攻击力<@ba.vup>50%的法术伤害(每0.5秒最多触发一次)\n<@ba.acrem>若该【阿戈尔】盟约干员同时装备“阿戈尔重刃”,则自身受到伤害时额外造成一次<@ba.vup>50%的攻击力的法术伤害(每0.5秒最多触发一次)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"lock_duration":0.5,"atk_scale":0.5},"bbStr":{"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"value":300},"bbStr":{"key":"halfidle_block_fixed_damage"}}],"params":{"lock_duration":0.5,"atk_scale":0.5,"key":"act2autochess_equip_acarm078_global_buff","equip_chess_id":"chess_item_3_07_e","value":300},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Flat damage reduction: each incoming hit reduced by `value` (180/300, min 0 [ASSUMED]). If carrier has bond Aegir: when taking damage, deal atk_scale * ATK arts damage to the source (internal CD lock_duration 0.5 s); if also holding 阿戈尔重刃, one additional hit of atk_scale * ATK arts (same CD).","rangeGrid":[[0,0]],"flavor":"“属于阿戈尔人的秘密被埋葬在最深的海沟中,但它从未真正死去。”"},"chess_item_6_05_e_a":{"id":"chess_item_6_05_e_a","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":false,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":306,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":4,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_05_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acarm079","effectName":"蒸汽之心","desc":"攻击速度+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+35;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":35},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_05_e_b":{"id":"chess_item_6_05_e_b","baseId":"chess_item_6_05_e_a","goldenId":"chess_item_6_05_e_b","isGolden":true,"trapId":"trap_1079_acarm079","iconId":"trap_1079_acarm079","identifier":365,"name":"蒸汽之心","itemType":"EQUIP","tier":6,"shopSortId":5,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"victoriaShip","effectId":"eff_acgarm079","effectName":"蒸汽之心","desc":"攻击速度+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","descRaw":"攻击速度<@ba.vup>+55;若携带者为【维多利亚】盟约干员,该干员获得当前场上所有维式重锤特殊效果\n<@ba.acrem>若该【维多利亚】盟约干员同时装备“维式重锤”系列装备,该“维式重锤”装备特殊效果获得强化(效果变为2倍)","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2},"bbStr":{"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"attack_speed":55},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"damage_scale":0.1,"undeadable_duration":8,"attack_speed":30,"prob":0.1,"disarmed_duration":2,"key":"act1autochess_equip_acarm079_global_buff","hammer_1":"chess_item_4_09_e","hammer_2":"chess_item_3_09_e","hammer_3":"chess_item_3_10_e","hammer_4":"chess_item_2_03_e","big_hammer":"none"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"ASPD += attack_speed_1 (35/55). If carrier has bond Victoria: gains the special effects of every hammer (灼燃/坚固/加速/战栗) currently equipped by ANY of the player's on-field operators (burn 10% of arts dmg, undying 8 s, ASPD +30, 10% tremble 2 s). If it also holds a hammer-series item, that hammer's special effect is doubled (burn 20%, undying 16 s, ASPD +60, tremble prob 20% [ASSUMED doubling targets]).","rangeGrid":[[0,0]],"flavor":"“维多利亚人用数个时代证明了蒸汽与齿轮中蕴藏着真理。”"},"chess_item_6_06_e_a":{"id":"chess_item_6_06_e_a","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":false,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":307,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":4,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_06_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+30;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":30},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":30},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_06_e_b":{"id":"chess_item_6_06_e_b","baseId":"chess_item_6_06_e_a","goldenId":"chess_item_6_06_e_b","isGolden":true,"trapId":"trap_1102_acarm102","iconId":"trap_1102_acarm102","identifier":366,"name":"耶拉冈德之泪","itemType":"EQUIP","tier":6,"shopSortId":6,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kjeragShip","effectId":"eff_acgarm102","effectName":"耶拉冈德之泪","desc":"法术抗性+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被寒冷或冻结的敌人每秒受到一次自身攻击力30%的法术伤害\n若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内寒冷或冻结的敌人每秒受到的法术伤害提升至100%攻击力","descRaw":"法术抗性<@ba.vup>+50;若携带者为【谢拉格】盟约干员,该干员攻击范围内被<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到一次自身攻击力<@ba.vup>30%的法术伤害\n<@ba.acrem>若该【谢拉格】盟约干员同时装备“谢拉格不融冰”,则使自身攻击范围内<$ba.cold>寒冷或<$ba.frozen>冻结的敌人每秒受到的法术伤害提升至<@ba.vup>100%攻击力","buffs":[{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1},"bbStr":{"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"magic_resistance":50},"bbStr":{"key":"attr_common_global_buff"}}],"params":{"atk_scale":0.3,"interval":1,"atk_scale_ex":1,"key":"act2autochess_equip_acarm102_ability","equip_chess_id":"chess_item_5_02_e","magic_resistance":50},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"RES += magic_resistance. If carrier has bond Kjerag: every `interval` (1 s) each Cold or Frozen enemy inside the carrier's attack range takes atk_scale * ATK arts damage; atk_scale_ex (100%) if carrier also holds 谢拉格不融冰.","rangeGrid":[[0,0]],"flavor":"“谢拉格人相信冰川最深处的宝石是耶拉冈德的眼泪。”"},"chess_item_6_07_e_a":{"id":"chess_item_6_07_e_a","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":false,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":308,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":4,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_07_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acarm103","effectName":"黄沙罗盘","desc":"初始技力+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+30;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":30},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":30,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_07_e_b":{"id":"chess_item_6_07_e_b","baseId":"chess_item_6_07_e_a","goldenId":"chess_item_6_07_e_b","isGolden":true,"trapId":"trap_1103_acarm103","iconId":"trap_1103_acarm103","identifier":367,"name":"黄沙罗盘","itemType":"EQUIP","tier":6,"shopSortId":7,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"sargonShip","effectId":"eff_acgarm103","effectName":"黄沙罗盘","desc":"初始技力+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复30点技力\n若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复3点技力","descRaw":"初始技力<@ba.vup>+50;若携带者为【萨尔贡】盟约干员,该干员首次技能结束时立刻回复<@ba.vup>30点技力\n<@ba.acrem>若该【萨尔贡】盟约干员同时装备“萨尔贡浓茶”,每次开启技能时为全部【萨尔贡】干员回复<@ba.vup>3点技力","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp":30,"addition_sp":3,"init_sp":50},"bbStr":{"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"}}],"params":{"sp":30,"addition_sp":3,"init_sp":50,"key":"act1autochess_equip_acarm103_global_buff","equip_chess_id":"chess_item_2_04_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"Initial SP += init_sp (30/50). If carrier has bond Sargon: when its FIRST skill ends, SP += sp (30). If also holding 萨尔贡浓茶: each time the carrier activates a skill, all Sargon operators on field gain addition_sp (3) SP.","rangeGrid":[[0,0]],"flavor":"“传说萨尔贡人将会在黄沙尽头找到时间回流的刻印。”"},"chess_item_6_08_e_a":{"id":"chess_item_6_08_e_a","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":false,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":296,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":4,"hideInShop":false,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_08_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_08_e_b":{"id":"chess_item_6_08_e_b","baseId":"chess_item_6_08_e_a","goldenId":"chess_item_6_08_e_b","isGolden":true,"trapId":"trap_1070_acarm070","iconId":"trap_1070_acarm070","identifier":355,"name":"人事部文档","itemType":"EQUIP","tier":6,"shopSortId":8,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":null,"effectId":"eff_acgarm070","effectName":"人事部文档","desc":"装备时销毁,最大可部署人数变为9","descRaw":"装备时销毁,最大可部署人数变为9","buffs":[{"key":"equip_destory_deployment_cnt_change","countType":"NONE","bb":{"count":9},"bbStr":{}}],"params":{"count":9},"category":"RECRUIT","kind":"consume_on_equip","family":null,"implFormula":"On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].","rangeGrid":[[0,0]],"flavor":"“新来的这家伙肯定能帮上忙,不是吗?”"},"chess_item_6_09_e_a":{"id":"chess_item_6_09_e_a","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":false,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":299,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":3,"hideInShop":false,"mergeable":false,"upgradeNum":100,"upgradeChessId":"chess_item_6_09_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_09_e_b":{"id":"chess_item_6_09_e_b","baseId":"chess_item_6_09_e_a","goldenId":"chess_item_6_09_e_b","isGolden":true,"trapId":"trap_1073_acarm073","iconId":"trap_1073_acarm073","identifier":358,"name":"变形同构体","itemType":"EQUIP","tier":6,"shopSortId":9,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":true,"requiresBondId":null,"effectId":"eff_acgarm073","effectName":"变形同构体","desc":"携带者获得额外盟约(由另一件携带装备而定)\n具体对应关系可在模拟中查看本装备天赋栏","descRaw":"携带者获得额外盟约(由另一件携带装备而定)\n<@ba.acrem>具体对应关系可在模拟中查看本装备天赋栏","buffs":[],"params":{},"category":"BOND_GRANT","kind":"passive","family":null,"implFormula":"Carrier additionally counts as a member of bond B where B = giveBondId of the OTHER item equipped on the same operator (see bondGrantTable). No effect if the other item has giveBondId=null. Never merges.","rangeGrid":[[0,0]],"flavor":"“变形者集群,我们早已见识到了你都能做到些什么……”"},"chess_item_6_10_e_a":{"id":"chess_item_6_10_e_a","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":false,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":316,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":4,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_10_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acarm120","effectName":"骑士戒律","desc":"再部署时间-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-40%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.4,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.4,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_10_e_b":{"id":"chess_item_6_10_e_b","baseId":"chess_item_6_10_e_a","goldenId":"chess_item_6_10_e_b","isGolden":true,"trapId":"trap_1120_acarm120","iconId":"trap_1120_acarm120","identifier":375,"name":"骑士戒律","itemType":"EQUIP","tier":6,"shopSortId":10,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"kazimierzShip","effectId":"eff_acgarm120","effectName":"骑士戒律","desc":"再部署时间-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度-35%,移动速度-35%\n若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力+100%,且受到致命伤害时不撤退,技能结束后退场","descRaw":"再部署时间<@ba.vup>-60%;若携带者为【卡西米尔】盟约干员,开启技能后20s内,使攻击范围内敌人攻击速度<@ba.vup>-35%,移动速度<@ba.vup>-35%\n<@ba.acrem>若该【卡西米尔】盟约干员同时装备“卡西米尔竞技旗”,该卡西米尔干员技能持续期间,攻击力<@ba.vup>+100%,且受到致命伤害时不撤退,技能结束后退场","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"respawn_time":-0.6,"max_hp":0},"bbStr":{"key":"act1autochess_equip_acarm056_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"duration":20,"atk":1},"bbStr":{"key":"act2autochess_equip_acarm119_global_buff","equip_chess_id":"chess_item_4_07_e"}},{"key":"char_dynamic_ability_new","countType":"NONE","bb":{"move_speed":0.65,"attack_speed":0.65},"bbStr":{"key":"act2autochess_equip_acarm119_ability"}}],"params":{"respawn_time":-0.6,"max_hp":0,"key":"act1autochess_equip_acarm056_global_buff","duration":20,"atk":1,"equip_chess_id":"chess_item_4_07_e","move_speed":0.65,"attack_speed":0.65},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"respawnTime *= (1 + respawn_time) (-40%/-60%). If carrier has bond Kazimierz: for `duration` (20) s after activating a skill, enemies inside its attack range get ASPD x attack_speed(0.65) and move speed x move_speed(0.65) (i.e. -35%). If also holding 卡西米尔竞技旗: during skill duration ATK% += atk (+100%), and lethal damage does not retreat it; it retreats when the skill ends.","rangeGrid":[[0,0]],"flavor":"一份为卡西米尔的骑士定下的戒律。 “诚实、坚定、勇敢、不屈。”"},"chess_item_6_11_e_a":{"id":"chess_item_6_11_e_a","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":false,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":318,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":4,"hideInShop":false,"mergeable":true,"upgradeNum":2,"upgradeChessId":"chess_item_6_11_e_b","duration":-1,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.2/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.2},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.2,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. If also holding 叙拉古正装: that first hit after losing camouflage additionally deals atk_scale (800%) * ATK true damage.","rangeGrid":[[0,0]],"flavor":"一枚能让人成为“家族成员”的叙拉古徽章。 “学会陪伴你的家人,真正的,家人。”"},"chess_item_6_11_e_b":{"id":"chess_item_6_11_e_b","baseId":"chess_item_6_11_e_a","goldenId":"chess_item_6_11_e_b","isGolden":true,"trapId":"trap_1122_acarm122","iconId":"trap_1122_acarm122","identifier":377,"name":"家族徽章","itemType":"EQUIP","tier":6,"shopSortId":11,"price":5,"hideInShop":false,"mergeable":false,"upgradeNum":0,"upgradeChessId":null,"duration":0,"giveBondId":null,"givePowerId":null,"canGiveBond":false,"requiresBondId":"siracusaShip","effectId":"eff_acgarm122","effectName":"家族徽章","desc":"技力自然回复速度+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至200%,持续至隐匿结束后首次造成伤害或干员离场\n若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成800%攻击力的真实伤害","descRaw":"技力自然回复速度<@ba.vup>+0.35/秒;若携带者为【叙拉古】盟约干员,该干员处于隐匿状态时,攻击力逐渐提升至<@ba.vup>200%,持续至隐匿结束后首次造成伤害或干员离场\n<@ba.acrem>若该【叙拉古】盟约干员同时装备“叙拉古正装”,该叙拉古干员失去隐匿后首次造成伤害时额外造成<@ba.vup>800%攻击力的真实伤害","buffs":[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"sp_recovery_per_sec":0.35},"bbStr":{"key":"act1autochess_equip_acarm050_global_buff"}},{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk_per_sec":0.02,"max_atk":1,"atk_scale":8},"bbStr":{"key":"act2autochess_equip_acarm122_global_buff","equip_chess_id":"chess_item_3_01_e"}}],"params":{"sp_recovery_per_sec":0.35,"key":"act1autochess_equip_acarm050_global_buff","atk_per_sec":0.02,"max_atk":1,"atk_scale":8,"equip_chess_id":"chess_item_3_01_e"},"category":"BOND_SIGNATURE","kind":"passive","family":null,"implFormula":"spRecoveryPerSec += sp_recovery_per_sec (0.2/0.35). If carrier has bond Siracusa: while Camouflaged, ATK% += atk_per_sec per second (2%/s) up to max_atk (+100%, i.e. 200% ATK); the bonus lasts until the first damage dealt after camouflage ends, or until the carrier leaves the field. 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\ No newline at end of file diff --git a/docs/ASSETS.md b/docs/ASSETS.md new file mode 100644 index 00000000..20d4f67f --- /dev/null +++ b/docs/ASSETS.md @@ -0,0 +1,263 @@ +# Assets: sources, layout, manifest, credits + +Owner: `tools/fetch-assets.mjs` and `tools/assets/*`. Research background: `docs/research/07-assets.md`. + +All art, Spine models and audio are **downloaded at install time**. They are never committed; `public/assets/` is git-ignored. +Everything the client needs is listed in **`data/assets.json`**. The client should only request URLs that appear in that manifest. + +## Running + +```bash +npm install # also vendors pixi / pixi-spine / preact / three (tools/vendor.mjs; three.js is fetched by + # browsers only when data/local-assets.json lists the board atlas — the 3D board, DESIGN §15) +npm run assets # = node tools/vendor.mjs && node tools/fetch-assets.mjs +``` + +| Option | Effect | +|---|---| +| `--concurrency=N` | Parallel downloads (default 16). | +| `--force` | Re-download everything. | +| `--offline` | No network. Re-runs post-processing (atlas fixes, skeleton parsing, WOFF2) on what is already on disk, then rebuilds `data/assets.json`. | +| `--dry-run` | Print the plan (file and model counts, alias notes) and exit. | +| `--refresh-index` | Re-download the two upstream indexes: `audio_data.json` and `models_data.json`. | +| `--prune` | Delete files under `public/assets/` that the manifest no longer references, for example after a mapping change. Without this flag they are only listed in the report. | + +The script is **idempotent**. A file on disk is kept, not re-downloaded, when any one of these holds: +- its size matches the ledger entry from a previous download (`.cache/assets-ledger.json`); +- its size matches the byte count recorded in research; +- no size is known, but the file passes format validation. Validation checks the PNG signature and `IEND`, the MP3 header, the sfnt header, the atlas page line, and that a skel is not an HTML error page. + +Every download is written to a temp file, then renamed into place. A partial download therefore never reaches its final path. + +How downloads are fetched: +- 16 connections at a time. +- Each source gets 3 attempts with exponential backoff. +- If `raw.githubusercontent.com` fails, the jsDelivr mirror (`cdn.jsdelivr.net/gh/…`) is tried. +- There is no mirror for the ArknightsAssets2 `voice` branch, because jsDelivr returns 404 for it. +- A manifest entry with fallbacks (for example an enemy icon that falls back to its base enemy's icon) only moves on to the next alternative after a **definitive 404**. When the primary fails transiently (network error, 5xx or an invalid payload after all retries), no fallback is fetched. The path is listed under `downloadErrors` in the report, and the next run retries the primary. +- A skeleton that fails to parse is deleted and removed from the ledger, so the next online run downloads it again. + +The first run downloads about **242 MiB in about 3,700 files**. It took 134 s on a ~3 MB/s link. A re-run takes about 1 s. + +Outputs: +- `data/assets.json`: the manifest (committed). +- `public/assets/**`: art and audio (git-ignored). +- `public/fonts/*`: fonts and `fonts.css`. +- `.cache/assets-report.json`: misses, fallbacks and notes from the last run. +- `.cache/spine-info.json`: skeleton parse cache. + +The run exits with code 1 if any pool operator is missing its avatar, its portrait or its Front Spine. + +Upstream indexes are cached under `.cache/`. They are downloaded when missing: +- `.cache/gamedata/excel/audio_data.json`, from `Kengxxiao/ArknightsGameData` (zh_CN). +- `.cache/ark-models/models_data.json`, from `isHarryh/Ark-Models`. + +The research JSONs in `docs/research/` (03, 05, 07) define **which** ids are needed. + +## What is downloaded + +| Class | Source | Local path (under `public/assets/`) | +|---|---|---| +| Operator avatars, 180×180. Base, plus E2 when it exists. | yuanyan3060/ArknightsGameResource `avatar/` | `char/avatar/{charId}.png`, `char/avatar/{charId}_2.png` | +| Operator half-body portraits, 180×360 | yuanyan `portrait/` | `char/portrait/{charId}_1.png`, `_2.png` | +| Default-skill icons, including backup operators' skills | yuanyan `skill/` | `skill/{iconId sanitized}.png` | +| Enemy icons | yuanyan `enemy/`. Fallbacks: the handbook id, then the base id. | `enemy/icon/{enemyId}.png` | +| Token avatars | yuanyan `avatar/` | `token/avatar/{tokenId}.png` | +| Bond icons (the real autochess glyphs) | ArknightsAssets2 `cn` `ui/autochess/[uc]autochesscommon/arts/bondicon/`. Fallback: the camp logo. | `bond/{bondId}.png` | +| Shop item icons | AA2 `…/arts/shopitemicon/` | `item/{trapId}.png` | +| Band (strategy) icons | AA2 `…/arts/bandicon/` | `band/{bandId}.png` | +| Profession, sub-profession and battle-card icons | AA2 `arts/profession_hub`, `arts/ui/subprofessionicon`, `ui_battle_new/battlecard` | `prof/icon_{p}.png`, `prof/large_{p}.png`, `prof/battlecard_{p}.png`, `prof/sub/{subProfessionId}.png` | +| UI sprites (see below) | AA2 `ui/autochess/**`, `arts/**`, `activity/[uc]act2autochess/**`, `battle/[pack]common/sprites` | `ui/{group}/{key}.png` | +| Operator battle Spine (Front, Back) | fexli/ArknightsResource `spine/{id}/{id}/{Front,Back}/` | `spine/op/{charId}/{front,back}/{stem}.{skel,atlas,png}` | +| Token Spine | fexli: the default model, or else the first skin variant (`spine/{tokenId}/{variant}/Spine/`) | `spine/token/{tokenId}/{stem}.*` | +| Enemy Spine (PC build, premultiplied alpha) | isHarryh/Ark-Models `models_enemies/{key}/`, file names from `models_data.json` | `spine/enemy/{enemyId}/{stem}.*` | +| BGM | AA2 `voice` branch `audio/sound_beta_2/music/**` | `audio/bgm/{file}.mp3` | +| SFX (UI, battle, per unit) | AA2 `voice` `audio/sound_beta_2/**`, mapped from `audio_data.json` banks | `audio/sfx/{same sub-path}.mp3` | +| Fonts: Bender Regular and Light, Novecento Wide | TimWangZi/The-font-of-Arknights | `public/fonts/*.{otf,ttf,woff2}`, `public/fonts/fonts.css` | + +The `stem` of a Spine model is the upstream file name. Two examples: `char_107_liskam` has the stem `char_107_liskarm`, and `enemy_9032_aclionk` uses `enemy_1559_vtlionk`. The skel and atlas of a model always share one stem. pixi-spine locates the atlas by swapping the extension, so this matters. + +### Id scope + +- **Operators:** all 138 pool charIds from `activity_table` (`charShopChessDatas[*].charId ∪ backupCharId`), including hidden chess and backup operators. +- **Tokens:** the 20 pool tokens. +- **Enemies:** 253 ids planned, 252 in the manifest (心烛 has no assets). The set is the union of: + - the 07 enemy list; + - every enemy in the `act1autochess_*` wave, boss and 联防 levels that act2 modes use (from `05-maps.json`; the tutorial is excluded); + - the bosses (`boss_1..10`); + - the closure of their summons (`randomEnemyAttribute` spawns and blackboard `enemy_key` references); + - every key of `data/enemies.json` (built by `tools/build-data.mjs`, when present), which adds for example the enemies swapped in by 机变 effects; + - the bosses' handbook/model ids, such as `enemy_1559_vtlionk`; + - enemy units spawned by operator kits (research 03 skills/talents). For example, 隐德来希's default S3 summons 心烛 `enemy_5601_entlec` through the talent key `take_extra_enemy_key`. 心烛 has no icon and no Spine in any dump, so it has no manifest entry: it is reported as a miss, and the client must draw a glyph. +- **Extra tokens:** any `token_*` key of `data/tokens.json` that research does not list gets the default avatar and Spine locations. + - The non-token summons in that file (`enemy_9012_acloon` 炎佑, `char_605_cmedic`, `char_613_acmedc`) are found under `enemies` and `chars`. +- **Skill icons:** the default skill of every chess (`defaultSkillIndex`), plus each backup operator's `skillIndex`. That makes 144 icons. +- **UI:** + - every group from `07-assets.json → autochessUi`: rarity, elite and chess-level sprites, the shop panel and cards, HUD, bond board, equip slot, round dialog, band choose, settlement, prepare backdrop; + - `arts` (rarity stars, elite icons, the camp logos of pool nations, the loading illustrations used by the act2 modes, battle common sprites, act2 entry backdrops and season logo, item rarity frames); + - extras: mode choice art, battle-ready backdrops, battle UI (speed, pause, HP slider, attack range, boss avatar frame, skill ready), `empty_skill`, the 机变 panel and cards, the equip-replace dialog, the bond detail dialog, the prep-ready panel, stage-info titles. + +## Post-processing + +- **Atlases** (research 07 §5.3): + - Insert `size: W,H` right after each page name. fexli atlases omit it; the value is read from the PNG header. An existing size that disagrees with the PNG is corrected. + - Ark-Models enemy atlases get `pma: true`, because their textures are premultiplied. pixi-spine reads this and sets `ALPHA_MODES.PMA`. + - Page names are sanitized to safe file names. + - All of this is idempotent. +- **Skeletons:** every `.skel` (Spine 3.8.99 binary) is parsed in Node with `@pixi-spine/runtime-3.8`, the parser the client ships. + - The parse extracts animation names and durations, event names, `OnAttack` times per animation, and bounds. + - Attachment paths are checked against the atlas regions. + - Then the animation-role resolver runs. See `tools/assets/anim-roles.mjs` and research 07 §5.4. +- **Fonts:** OTF/TTF files are converted to WOFF2 by a built-in encoder (`tools/assets/woff2.mjs`: Brotli with null transforms). + - Its output was verified lossless against Google's reference `woff2` decoder. + - `fonts.css` lists WOFF2 first and falls back to the original file. +- Images stay PNG. WebP conversion is not done: it would need a native dependency. + +## Manifest schema (`data/assets.json`) + +All paths are URL paths relative to the site root, for example `/assets/char/avatar/char_002_amiya.png`. **Only entries whose files exist on disk are emitted.** When a key is missing, the client should use its fallback (research 07 §5.6). + +```js +{ + version: 1, // schema version + hash: 'a1b2c3d4e5f6', // content hash (cache busting) + generator: 'tools/fetch-assets.mjs', + stats: { files, bytes, chars, charsWithBack, enemies, enemiesWithSpine, tokens, tokensWithSpine, + spineModels, bonds, items, bands, skills, ui, sfxUnits }, + chars: { [charId]: { avatar, avatarE2?, portrait, portraitE2?, spine: { front: Spine, back?: Spine } } }, + enemies: { [enemyId]: { icon, spine?: Spine, spineAliasOf?: enemyId } }, + tokens: { [tokenId]: { owner: charId|null, avatar?, spine?: Spine, spineVariant?: string } }, + bonds: { [bondId]: url }, // white glyphs; tint in CSS/canvas + items: { [trapId]: url }, + bands: { [bandId]: url }, + skills: { [iconId]: url }, // iconId = skill_table iconId ?? skillId + skillsById: { [skillId]: iconId }, + ui: { ['group/key']: url }, // e.g. 'hudPanel/icon_hp', 'shopCard/frame_lv1', 'loading/loading_ac_core' + prof: { icon: {caster…warrior}, large: {…}, battlecard: {…, token}, sub: {[subProfessionId]: url} }, + audio: { + bgm: { lobby, prep, combat, boss: { intro?, loop } }, // intro then crossfade to loop (1 s) + bossBgm: { [bossId]: { intro?, loop } }, // per-boss track of its R14/R15 level + sfx: { + ui: { click, back, confirm, tab, pick, drop, error, buy, sell, income, refresh, freeze, levelup, + merge, equip, itemMerge, bondUp, artPlace, ready, timer, draft, yourTurn, yourTurnCircle, + target, broadcast, danger, emote, roundStart, rest, battleStart, battleStartBoss, + bossRoundTeam, bossRoundSingle, bossRoundSecret, killBoss, killBossAll, killBossNormal, + defenceStart, defenceUnite, battleOverReduce, battleOverNoReduce, battleOverNormal, goFirst, + disconnect, settlementSucceed, settlementFail, settlementTeam, settlementBossSign, + goodEvaluation, load, start, matchSucceed, matchFail, matchCancel, joinRoom }, + battle: { deploy, tokenDeploy, charDie, enemyDie, enemyDieHeavy, enemyHit, heal, win, lose, killCoin }, + units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, die?, born? } } + } + }, + fonts: { css: '/fonts/fonts.css', faces: { [name]: { family, weight, woff2?, original } } } +} +``` + +### The `Spine` object + +```js +{ + skel, atlas, textures: [url], // load with PIXI.Assets.load(skel); atlas/png sit next to it + pma: boolean, // true for enemies (atlas already carries `pma: true`) + anims: Roles, // resolved roles, below + animations: { [name]: seconds }, // every animation with its duration + events: [name], // e.g. ['OnAttack', 'OnStart'] + hits: { [animName]: [seconds] }, // OnAttack event times (apply damage / spawn projectile) + bounds: { x, y, width, height } | null // skeleton AABB (setup pose, skeleton units) +} +``` + +### The `Roles` object + +```js +Clip = { begin: string|null, loop: string, end: string|null, via?: 'combat'|'attackAny'|'skill'|'idle'|'attack' } +SkillClip = Clip & { index: number /* 0-based skill index */, idle: string|null /* Skill_n_Idle */ } +Roles = { + idle: string, deploy: string, + attack: Clip, // play begin once, loop per attack, end when stopping; `via:'idle'` ⇒ add a flash + attackDown: Clip|null, // _Down variants (target below the unit) + skill: SkillClip|null, // for the chess's default skill (primary index) + skills?: { [index]: SkillClip }, // when the char is used with several default skills (backups) + die: string|null, // null ⇒ use the Front model's Die (Back lacks it) or fade out 0.5 s + move: Clip|null, // enemies: Move_Begin|Move_Start + Move_Loop|Move + Move_End → Run_* + stun: Clip|null // null ⇒ freeze the track (timeScale 0) +} +``` + +`via` marks a fallback: + +| `via` | The attack is actually… | +|---|---| +| `combat` | `Combat` | +| `attackAny` | a numbered attack such as `Attack_01`, possibly framed by `Attack_Begin`/`Attack_End` (`char_1045_svash2`) | +| `skill` | `Skill_1_Loop` (pure supporters) | +| `idle` | `Idle` (no attack animation at all) | + +On a skill clip, `via: 'attack'` means the model has no skill animation, so the attack clip is reused. +A skill clip may also come from directional-only animations when a model has no undirected ones: for example `Skill_Right_Loop` (`char_279_excu`) or `Skill_Loop_Up` (the Back model of `char_431_ashlok`). + +The resolver's full precedence list is in the header of `tools/assets/anim-roles.mjs`. + +Other renderer rules from research 07 §5.4–5.5: +- **Choosing the model:** Front when the unit faces right or down; Front mirrored when facing left; Back when facing up. +- **Attack speed:** set the attack `timeScale` to `duration / attackInterval`. +- **Enemy aliases:** `enemies[id].spineAliasOf` means the model belongs to another enemy. Two cases: + - `enemy_1305_mhslim` has no Spine anywhere, so it uses the slime model. Tint it. + - `_2` boss variants reuse the base model. + +### Other fallbacks + +- **Tokens:** + - Without an avatar, use `chars[owner].avatar` with a 召唤物 badge, or `prof.battlecard.token`. + - Without a Spine, draw the avatar sprite with a bob tween. + - `spineVariant` names the skin-variant model that stands in for the missing default model. +- **Enemies without a spine** (for example `enemy_9016_acstmr`): draw `icon` in a diamond. Enemies with no manifest entry at all (`enemy_5601_entlec` 心烛): draw a procedural glyph. + +### Looking up `data/chess.json` asset ids + +`data/chess.json` stores asset **ids** in `chess[*].assets` (docs/DATA.md). They map onto this manifest as follows (checked for all 258 chess): + +| `assets` field | Example id | Manifest URL | +|---|---|---| +| `avatar` | `char_498_inside` / `char_498_inside_2` | `chars[id].avatar` / `chars[id minus "_2"].avatarE2` | +| `portrait` | `char_498_inside_1` / `char_498_inside_2` | `chars[id minus "_1"].portrait` / `chars[id minus "_2"].portraitE2` | +| `spine` | `char_498_inside` | `chars[id].spine.front` (and `.back`) | +| `skillIcon` | `skchr_inside_2` | `skills[id]` (the id is the skill's `iconId`) | +| `subProfIcon` | `sub_fastshot_icon` | `prof.sub[id minus "sub_" and "_icon"]` | +- **Missing unit SFX:** use `audio.sfx.battle.enemyHit` or a WebAudio blip (research 07 §6.4). +- **Bond icons:** if the real glyph ever fails, the stored file is the nation camp logo. + +## Verification + +`node --test test/assets.test.js` covers the pure helpers: the resolver, the atlas normalizer, the format sniffers, WOFF2, audio banks, the plan id sets, the downloader against a fake network, and the self-heal of corrupt skeletons. +When `public/assets` exists, the same file also checks the generated output: +- Every manifest path exists on disk. +- Every pool operator has an avatar, a portrait and a Front model. +- Every atlas has `size:` lines, plus `pma: true` for enemies. +- Every Spine model loads the way the client loads it. That means pixi-spine's atlas reader with real page sizes, where a region outside its page throws, then `SkeletonBinary` with `AtlasAttachmentLoader`, where a missing region throws. Every resolved role is then posed. + +The 2026-09-27 verification pass also checked: +- **PNG:** all 2,211 PNGs pass a full CRC and inflate check. +- **Audio:** all 467 MP3s decode with ffmpeg without errors. +- **Browser:** headless Chrome loads and animates all 529 Spine models with the vendored PixiJS 7.4.2 and pixi-spine 4.0.6, with no console errors. Chrome's font sanitizer also accepts the three WOFF2 files. +- **Official data:** 771 provenance checks against the official data (`activity_table`, `skill_table`, `models_data.json`) all match: avatars, portraits, E2 art, bond, band and item icons, and enemy skeleton files. + +## Licensing and credits + +- **Game assets.** All images, Spine models, audio and game data are © **Hypergryph (上海鹰角网络)**. The overseas publisher is **Yostar**. + - This is an **unofficial, non-commercial fan project**: no ads, donations or paywall. + - Assets are fetched from public community dumps at install time and are not redistributed in this repository. + - Assets will be removed on request from the rights holders. + - The client must show a credits screen: "Arknights © Hypergryph / Yostar. This is an unofficial fan project; all game assets belong to their owners." +- **Asset dumps and tools.** Credit to: + - [yuanyan3060/ArknightsGameResource](https://github.com/yuanyan3060/ArknightsGameResource) + - [fexli/ArknightsResource](https://github.com/fexli/ArknightsResource) (ArkResourceAutoUpdateBot) + - [isHarryh/Ark-Models](https://github.com/isHarryh/Ark-Models) (ArkUnpacker). Not for commercial use. + - [ArknightsAssets/ArknightsAssets2](https://github.com/ArknightsAssets/ArknightsAssets2) (ArknightsStudio) + - [Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData) +- **Spine runtime.** pixi-spine is MIT-licensed. It embeds Spine Runtime code under the [Spine Runtimes License](http://esotericsoftware.com/spine-runtimes-license), which formally expects a Spine Editor licence. This is commonly tolerated for non-commercial fan tools, and the Spine Runtimes License must be credited. +- **Fonts.** + - **Bender:** © Jovanny Lemonad (Oleg Zhuravlev, Ivan Gladkikh). Free for personal and commercial use. + - **Novecento Wide:** © Jan Tonellato / Synthview. Free licence. + - Both are mirrored from TimWangZi/The-font-of-Arknights. + - Noto Sans SC and Noto Serif SC (SIL OFL) are loaded from Google Fonts, not self-hosted. diff --git a/docs/BALANCE.md b/docs/BALANCE.md new file mode 100644 index 00000000..76314436 --- /dev/null +++ b/docs/BALANCE.md @@ -0,0 +1,230 @@ +# BALANCE.md — difficulty model and measurement (official numbers, no custom tuning) + +Owner: match / balance. Tools: `tools/balance.mjs` (competent-board model — now a **measuring** tool only), +`tools/matchrun.mjs` (bot matches). Tests: `test/match/balance.test.js`, `test/match/waves-official.test.js`, +`test/match/waves.test.js`, `test/sim/pathing.test.js`. + +**Every enemy number is the official one; the custom balance layer was removed** (user request: rules, numbers, enemy +kinds / counts and routes must follow the official game; research 08 §6–§7, DESIGN §14 corrections): + +* waves = the client's `RandomEnemyGenerater` (research 08 §2): a 15-slot type schedule per match (3 types × 3 slots + + 6 SPECIAL, shuffled), one weighted special entry per round, each placeholder ACTION replaced by + `clamp(roundHalfEven(n·P(t)/P(new)), 1, 5)` units over the same window, the other movement class not spawned — no + `k` copies, no kept fly placeholders; verified against all 429 official entry × round compositions and the official + count distribution (同盟 险境 R3 ≤ 10 enemies, R13 ≈ 37 — the old generator averaged 28 / 81); +* stats = the PRTS per-round `enemyScale` table only (`data/config.json`, 终极 ×1.15 speed from R3); +* leader pool = `bloodPoint[difficulty]` (co-op; one pool for the split leaders, no alive-player factor — solo keeps + ×0.25, flagged [ASSUMED] in data); +* bounties: no extra ×0.7 in solo (the 70 % base is already in `enemyScale`), spawned with the template's first normal + action (research 08 §5); +* routes = the official 4-direction flow field with crates at cost 1000 (research 08 §3), act1 m02 without crates. + +**Removed:** every `enemyHpMul` / `enemyAtkMul` / `enemySpeedMul` / `bossHpMul` of `data/tuning.json` (it now holds only +the `titles.comment_3` rule) and the `flyPlaceholders` knob. `gamedata.js` ignores those keys if an old file carries them. + +**Measured with the official numbers** (`node tools/balance.mjs --mode all --difficulty ALL --tuning off`, 2026-09-28): +average capped leaks per board and round R1–R13 (solo 标准 R1–R8) of the competent board of §1.1 — + +| mode | old generator, research numbers | old generator, tuned (shipped before) | **official (now)** | LP/rd after 联防 | +|---|---|---|---|---| +| 独立 标准 | 1.3 | 0.6 | **0.17** | (= leaks) | +| 独立 险境 | 1.4 | 0.9 | **0.19** | (= leaks) | +| 独立 绝境 | 1.8 | 1.8 | **0.22** | (= leaks) | +| 独立 终极 | 4.1 | 3.1 | **0.65** | (= leaks) | +| 同盟 标准 | 1.4 | 0.5 | **0.31** | 0.13 | +| 同盟 险境 | 2.3 | 1.3 | **0.49** | 0.01 | +| 同盟 绝境 | 5.0 | 2.7 | **0.80** | 0.10 | +| 同盟 终极 | 6.3 | 4.3 | **1.96** | 0.93 | + +The old generator spawned 2–4× the official enemy count (every template enemy × k, plus the other class's +placeholders); the tuning of the previous pass only compensated for that. With the official counts the difficulty +comes out below the old targets — which is the official game's difficulty as far as this model can tell (the model is a +competent, layer-rich board; see §1.2 for what it does not capture). Nothing is tuned from these numbers. + +--- + +## 1. Method — `tools/balance.mjs` + +For every mode (独立 solo / 同盟 multi) × difficulty × round the tool samples whole matches (stage, the 3 factions, bans, +boss, band and lineups all vary with the seed), builds a **competent board for that round**, generates the round's +real wave (`waves.js`: template, the official per-action replacement of the round's pick, enemy scaling, bounties off) +and runs the real +`Battle` with full content (kits, talents, bonds with layers, IN_BATTLE 特质, equipment, bands, summons). Co-op rounds +field **4 boards** against the same wave and then run **联防** exactly like the match (`unite.js`: ≤ 2 perfect helpers, +only the survivors cost their source LP). Boss rounds build the Final Assault fields exactly like `Match.startFinalAssault` +(pairs / `_s` for a lone player, shared pool `GameData.bossPoolHp` = `bloodPoint` (solo ×0.25), merged team LP of 15 per player, leaks' `lpr`, +−1 LP/s after 150 s) and record the pool damage by 150 s, the kill time and the win rate. + +Metrics: **capped leaks** = min(leaks, 10) per board and round (what that board alone would lose; the targets below +use it — raw means are dominated by swarm rounds that cap at 10 anyway), **LP/rd after 联防** (co-op), perfect-round +share, the enemies that leak most, clear time; bosses: share of the pool dealt by 150 s, win rate, kill time. + +### 1.1 The competent board of round r + +| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | +|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| +| shop level | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 | +| units | 2 | 4 | 5 | 7 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | +| elites (精锐) | 0 | 0 | 0 | 0.5 | 1 | 1.5 | 2 | 3 | 3.5 | 4 | 4.5 | 5 | 6 | 6.5 | 7 | +| equipment | 0 | 0.5 | 1 | 1.5 | 2 | 3 | 3.5 | 4 | 5 | 5.5 | 6 | 7 | 8 | 9 | 9 | +| core bond members | – | – | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | +| core bond layers | 0 | 2 | 6 | 12 | 20 | 28 | 38 | 50 | 65 | 80 | 95 | 110 | 130 | 150 | 170 | +| add-on layers (each) | 0 | 1 | 4 | 8 | 12 | 17 | 23 | 30 | 38 | 46 | 55 | 65 | 75 | 90 | 100 | + +(fractional values: that many on average.) Sources: income 4, 5, 6 … min(3 + r, 12) and upgrade prices 5 / 8 / 11 / +12 / 13 with −1 per round (research 00-INDEX §3) → L2 at R3, L3 at R5, L4 at R7, L5 at R10, L6 at R12; the board is +full from R5; elites ≈ 0 at R3 → 3 at R8 → 6+ at R13; 1–2 add-on bonds; the layer pace reaches Σ active layers ≈ 330 +at R14 — the solo Hidden Core threshold is > 350 (research 02 §2.3), i.e. these are boards of players who *regularly* +reach the Hidden Core. Units are drawn from the match's pool (bans respected) with a tier mix per shop level, around a +core bond with enough members, plus the roles a player reads from the wave preview: 2 blockers, anti-air by the share of +flyers, arts dealers by the armour of the enemies (arts anti-air when the flyers are armoured, e.g. 寒霜 DEF 600), a +medic from R5. Equipment: passive combat items of tier ≤ shop level (golden from R7) on the damage dealers. Layers: the +core curve on the core bond, the add-on curve on every other bond the lineup activates. Placement: the bot's layout +planner with rehearsal of its 5 variants (a player adapts the layout to the previewed wave). Not modeled: bounties, 机变 +cards, prep-only effects (their value is folded into the curves). `--profile weak|strong` scales elites, items and +layers ×0.6 / ×1.4. + +### 1.2 Reference levels (informative — nothing is tuned against them any more) + +The previous pass tuned the waves toward: 标准 ≤ 1 capped leak per board and round, 险境 ≤ 2, 绝境 ≈ 2–3.5, 终极 ≈ 3–5. +They are kept only to read the measurement. What the model does NOT capture (so real matches are harder than the +table): imperfect economy and placement, bans hitting the planned bonds, 机变 / bounty choices (bounties add enemies), +the preview being read by a human in 90 s, and losing LP early (fewer rounds to build layers). + +--- + +## 2. What the numbers were checked against (research first) + +| Suspect | Research | Verdict | +|---|---|---| +| Enemy multipliers (`config.modes[m].enemyScale`, `k` exponents) | A3 table (PRTS 下半, user-sourced) — 01-core-rules.md A3 / `_criticAddendum.enemyStatMultipliers` | **match exactly** (every mode, every round incl. ABYSS HP k and ×1.08); kept as the base | +| Wave templates / counts | level data (`maxPlayTime`, spawns, routes) — DATA | match the official levels; kept | +| Faction replacement | was: each template enemy × `k` [ASSUMED] | **replaced by the official per-action rule** (research 08 §2.3, client code) | +| Fly placeholders without a FLY faction | was: kept (寒霜 / 暴鸰 / 妖怪, the #1 leak source) [ASSUMED] | **official: the other movement class is not spawned** (research 08 §2.3 + the PRTS screenshots) | +| Faction mixing | was: every round a ground entry + a FLY entry | **official: one entry per round from a 15-slot type schedule** | +| `MOVE_SCALE` 0.5 | every level's `moveMultiplier` 0.5 (05 §2.2) | kept | +| **Combat time limit unit** | `maxPlayTime` read as game seconds [ASSUMED] | **wrong — real seconds; fixed** (§2.1) | +| Boss pool | bloodPoint DATA; co-op "敌方领袖的总生命值不变" | **co-op = bloodPoint, no alive scaling**; solo ×0.25 kept [ASSUMED]; the solo 标准 ×0.6 removed | +| Solo bounties ×0.7 | 上半 11/18 note = the global solo base | **removed** (already in enemyScale) | +| Bounty spawn timing | was: the bounty units appended after the host action's own units | **official: inserted among them at floor((i+1)·len/(n+1)), then the list spread over the window** (client `_InsertSpActionToNormal` + `_CalculateActionPredelay`, decoded; `waves.js withBounties`) | +| 联防 spawn timing | was: owner k at +min(0.5·k, 5) s, each owner's units over the whole window [ASSUMED] | **official (decoded `_CalculateActionPredelayConsiderUid`): owner k at +0.5·k s, unit step min(max(W/M, 0.05·W), 5 s), M = largest owner group** — a lone leaker's units now come 5 s apart instead of up to 40 s | +| Leader / leader-part multipliers | was: leaders and their parts never scaled | **official: the round multipliers are the ENEMY effects 攻坚装备 / II / III / 补给线 / 急行军 (`enemy_attribute_mul`; `enemy_exclude` = 炎佑 — plus the TIMES tokens for 补给线 — never a leader) ⇒ parts take HP/ATK/speed, the leader ATK/speed; only the leader's HP (the server pool) is exempt** ("领袖单位于服务器的生命值加成不受上述加成影响"). Co-op 终极 R14: leader ATK ×2.14; solo 标准: ×0.7 | +| Ground routes | was: 8-dir A*, m02 crates active | **official 4-dir SPFA + smoothing, crates cost 1000, m02 without crates** (research 08 §3) | +| Income / upgrade curve | R1–R3 VERIFIED, +1/round cap 12 ASSUMED | kept (the model's level curve follows it) | +| Operator stats per tier | chess status T1 E1 L55 … T6 E2 L1, elites E2 + skill 7 (03) — DATA | faithful: power comes from layers, elites and skills, which is why the model carries them | +| Player power in the bots | bots fielded T1-heavy boards with 0–3 elites and 20–70 layers per bond at R13 | bot fixes (§5) | + +### 2.1 Combat time limits are real seconds (fidelity fix) + +`maxPlayTime` counts **real** seconds of the forced 2× battle. Read as game seconds (the old assumption) the rounds' own +spawn schedules do not fit: R2 spawns its last flyer at 43 s of a 45 s limit, R3 its last enemies at 60–62 s of a 55 s +limit (they could never be killed, or never even spawned). As real seconds (× 2 in game seconds) every limit is ≈ the +last spawn + one flyer crossing of the board (≈ 44 s serpentine at 0.45 tiles/s): R2 43 + 44 ≈ 90, R3 62 + 44 ≈ 110, +R5 38 + 67 ≈ 110 (暴鸰 at 0.3 tiles/s). + +| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | +|---|---|---|---|---|---|---|---|---|---|---|---|---|---| +| `maxPlayTime` (real s) | 45 | 45 | 55 | 55 | 55 | 70 | 85 | 85 | 95 | 95 | 115 | 115 | 115 | +| last spawn (game s) | 15 | 43 | 62 | 39 | 38 | 42 | 56 | 67 | 75 | 59 | 68 | 60 | 73 | +| slack, old reading | 30 | **2** | **−7** | 16 | 17 | 28 | 29 | 18 | 20 | 36 | 47 | 55 | 42 | +| slack, fixed (× 2) | 75 | 47 | 48 | 71 | 72 | 98 | 114 | 103 | 115 | 131 | 162 | 170 | 157 | + +Before the fix 90–100 % of the early "leaks" were enemies still alive (often just spawned) at the limit, not enemies that +reached the objective. `gd.combatTimeLimit(r)` now returns game seconds (`config.combatTimeScale`, default 2); the +player-facing combat countdown is unchanged (= `maxPlayTime` real seconds). Research 00-INDEX §8 #10 should be updated +by its owner. + +### 2.2 The fly placeholders (resolved) + +The previous pass measured that the kept fly placeholders (寒霜 DEF 600, 暴鸰) were the most frequent leakers and left a +`flyPlaceholders` knob for experiments. The official client settles it: a placeholder whose class differs from the +round's pick is `isValid = false` — not spawned, not sent, not previewed (research 08 §2.3). The knob is gone. + +--- + +## 3. Measurement per round (official numbers) + +Capped leaks per board (16 solo samples / 6 co-op matches × 4 boards per round), `--tuning off` (identical: the +tuning file holds only titles), seed 1, rehearsal 5. Leader columns: win rate, share of the pool dealt by 150 s, mean +kill time (8 samples). Re-measured after the review fixes (decoded 联防 timing; leaders take the round ATK / speed +multipliers, their parts all of them): normal rounds unchanged, leader rounds and LP/rd as below. + +| mode | R1 | R2 | R3 | R4 | R5 | R6 | R7 | R8 | R9 | R10 | R11 | R12 | R13 | avg | LP/rd | +|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| +| 独立 标准 | 0.13 | 0.06 | 0.00 | 0.13 | 0.63 | 0.00 | 0.25 | 0.19 | – | – | – | – | – | 0.17 | 0.17 | +| 独立 险境 | 0.00 | 0.00 | 0.00 | 0.31 | 0.00 | 0.00 | 0.63 | 0.19 | 0.06 | 0.00 | 0.00 | 0.63 | 0.63 | 0.19 | 0.19 | +| 独立 绝境 | 0.00 | 0.00 | 0.00 | 0.00 | 0.38 | 0.00 | 0.00 | 0.25 | 0.63 | 0.50 | 0.44 | 0.63 | 0.00 | 0.22 | 0.22 | +| 独立 终极 | 0.13 | 0.00 | 0.19 | 0.25 | 1.00 | 0.88 | 0.44 | 0.81 | 1.50 | 0.94 | 1.13 | 0.06 | 1.19 | 0.65 | 0.65 | +| 同盟 标准 | 0.00 | 0.54 | 0.00 | 0.00 | 1.13 | 0.00 | 1.25 | 0.13 | 0.88 | 0.04 | 0.00 | 0.04 | 0.00 | 0.31 | 0.13 | +| 同盟 险境 | 0.00 | 0.00 | 0.83 | 0.17 | 0.00 | 0.00 | 0.17 | 0.25 | 1.58 | 0.04 | 0.46 | 2.21 | 0.71 | 0.49 | 0.01 | +| 同盟 绝境 | 0.00 | 0.00 | 0.38 | 1.00 | 0.71 | 1.17 | 0.50 | 0.92 | 1.88 | 2.50 | 0.63 | 0.71 | 0.00 | 0.80 | 0.10 | +| 同盟 终极 | 0.00 | 0.04 | 0.21 | 0.92 | 0.83 | 2.79 | 4.00 | 6.00 | 3.83 | 1.29 | 3.71 | 0.83 | 0.96 | 1.96 | 0.93 | + +| mode | 最终攻势 (R14; solo 标准 R9) | 隐秘核心 (R15) | +|---|---|---| +| 独立 标准 | pool 64k · win 50 % · 80 % by 150 s · 89.8 s | – | +| 独立 险境 | pool 169k · win 88 % · 97 % · 19.5 s | pool 237k · win 100 % · 100 % · 22.2 s | +| 独立 绝境 | pool 456k · win 63 % · 86 % · 57.0 s | pool 869k · win 50 % · 70 % · 71.1 s | +| 独立 终极 | pool 899k · win 38 % · 79 % · 42.0 s | pool 1.63M · win 25 % · 48 % · 44.9 s | +| 同盟 标准 | pool 224k · win 100 % · 100 % · 18.0 s | – | +| 同盟 险境 | pool 550k · win 100 % · 100 % · 22.0 s | pool 919k · win 100 % · 100 % · 37.8 s | +| 同盟 绝境 | pool 1.68M · win 88 % · 99 % · 32.6 s | pool 3.42M · win 88 % · 94 % · 100.9 s | +| 同盟 终极 | pool 3.70M · win 88 % · 95 % · 41.9 s | pool 6.08M · win 75 % · 87 % · 92.6 s | + +Reading: the early game is easy everywhere (official R1–R3 bring 3–10 enemies); leaks concentrate on the second-half +specials (深池逐火 TIMES embers, stealth 隐形弩手组长 / 重弩突袭者, 疯狂的逐腐兽, 掠海漂移体) and 终极 R6–R11, where co-op +boards still leak 3–6 and 联防 halves the LP cost. Solo leaders (bloodPoint × 0.25 [ASSUMED]) are the hard part of the +solo modes; the solo pool factor is the one open number here (research 08 §8 #2). + +Reproduce: `node tools/balance.mjs --mode all --difficulty ALL --tuning off [--bots 5] [--json]`. + +--- + +## 4. The tuning — removed + +The previous pass layered per-round enemy HP × s / ATK × √s (all 8 modes, e.g. 同盟 险境 R13 HP × 0.55) and the solo +标准 leader pool × 0.6 on top of the research numbers, to compensate for the old generator's 2–4× enemy counts. Research +08 decoded the official generator, so the compensation is gone together with its cause: `data/tuning.json` keeps only +`titles.comment_3` (坚若磐石 = least LP lost), `gamedata.js` has no multiplier layer (`enemyScale(r)` = the config table, +`bossHpMul()` = 1, `bossPoolHp()` = the official pool). Difficulty questions are now answered by measuring (§3), not by +tuning. `tools/balance.mjs --tuning` remains accepted and has no effect on the numbers. + +--- + +## 5. Bots (server/match/bot.js) + +As found the bots lost every merge reward made while buying (the free pick-one offer queued by a merge expires at prep +end; they only looked at offers when the prep opened), levelled late (L2 at R4 … L6 at R13), valued a T6 barely above a +T1 and ignored the 特质 that produce layers — at R13 they fielded T1-heavy boards with 0–3 elites and 20–70 layers per +bond (model: 6 elites, 130 / 75). Changes: offers are taken after every buy loop, the level curve is the competent one +(early levels only with a full board), tier power 10 → 25 (was 19.5 for T6), recurring layer 特质 (every prep / +refresh) and 获得时 layer / economy 特质 add value, and boss rounds are planned against the boss field (the leader +counts as 10 tough enemies with a 30 s dwell on its first tiles, so stationary leaders such as 阿利斯泰尔 get hit). + +| mode | as found (before the fixes*) | research + time fix | **tuned** | **official waves (now, seeds 1–5)** | +|---|---|---|---|---| +| 独立 标准 (1 AI) | 6.7 rounds · 3/10 wins · [5 5 9 9 5 7 6 8 4 9] | 8.1 rounds · 5/10 wins · [7 7 9 9 6 8 9 9 8 9] | **8.9 rounds · 9/10 wins · [9 9 9 9 8 9 9 9 9 9]** | **8.8 · 4/5 · [9 9 9 9 8]** | +| 独立 险境 (1 AI) | 6.5 rounds · 1/10 wins · [5 4 11 4 5 9 3 7 3 14] | 8.4 rounds · 1/10 wins · [7 6 13 6 8 11 6 8 5 14] | **10.1 rounds · 3/10 wins · [9 14 14 7 9 11 9 9 5 14]** | **13.2 · 3/5 · [14 14 13 14 11]** | +| 独立 绝境 (1 AI) | 6.9 rounds · 1/10 wins · [5 5 11 5 5 7 3 14 3 11] | 8.6 rounds · 1/10 wins · [7 5 12 8 13 8 6 9 4 14] | **8.6 rounds · 1/10 wins · [7 5 12 8 13 8 6 9 4 14]** | **13.2 · 1/5 · [13 14 13 13 13]** | +| 独立 终极 (1 AI) | 5.0 rounds · 0/10 wins · [4 4 7 3 3 7 3 7 3 9] | 5.9 rounds · 0/10 wins · [5 4 8 5 5 7 4 7 4 10] | **6.1 rounds · 0/10 wins · [5 4 10 5 4 7 4 7 4 11]** | **11.4 · 0/5 · [13 8 13 11 12]** | +| 同盟 标准 (4 AI) | 9.1 rounds · 2/10 wins · [9 4 14 11 9 11 6 8 5 14] | 11.6 rounds · 3/10 wins · [11 8 14 12 13 14 8 11 11 14] | **14.0 rounds · 10/10 wins · [14 14 14 14 14 14 14 14 14 14]** | **14.0 · 5/5 · [14 14 14 14 14]** | +| 同盟 险境 (4 AI) | 6.6 rounds · 0/10 wins · [9 4 8 7 8 6 5 6 4 9] | 9.3 rounds · 0/10 wins · [10 6 12 11 10 7 7 9 9 12] | **11.1 rounds · 2/10 wins · [11 8 14 11 12 7 13 10 11 14]** | **14.0 · 5/5 · [14 14 14 14 14]** | +| 同盟 绝境 (4 AI) | 4.9 rounds · 0/10 wins · [6 4 6 4 6 6 5 4 3 5] | 7.0 rounds · 0/10 wins · [7 5 8 7 7 7 6 8 5 10] | **8.9 rounds · 0/10 wins · [9 6 10 9 9 8 8 11 7 12]** | **11.2 · 0/5 · [12 9 13 10 12]** | +| 同盟 终极 (4 AI) | 5.2 rounds · 0/10 wins · [6 4 6 5 5 6 5 5 4 6] | 6.3 rounds · 0/10 wins · [6 5 7 6 6 7 6 6 5 9] | **7.2 rounds · 0/10 wins · [6 5 9 6 8 7 7 8 6 10]** | **9.8 · 0/5 · [10 7 13 8 11]** | + +Official-waves column: `node tools/balance.mjs --mode all --difficulty ALL --bots 5` (rounds passed avg · wins · per +seed), measured before the review's leader-multiplier / 联防-timing fixes (§2; not re-run); the other columns are the +previous pass (old generator), kept for history. \* the bot code of this pass (§5) with the old time reading and no tuning; the originally reported bots (old bot code) survived ≈ 6.5 rounds on 险境 and won 1/20 on 标准. + +--- + +## 6. Match follow-ups shipped with this pass + +* Multi-round bounties ("之后的每场作战") also spawn in the Final Assault / Hidden Core, on the owner's half (route to + its goal), are shown in the boss-round preview, and the boss battle uses up one of their battles (kill coins → + pending funds for the Hidden Core prep). +* A 驰援 card is never offered when its bond has no chess left in the match's pool (every member banned). +* docs/META.md §2.6 example guards `ctx.source.kind === 'choice'` (its EffectRef reuses the handler's key). +* 坚若磐石 = least LP lost (`titles.comment_3 { stat: 'lpLost', rule: 'min' }` in tuning.json; results.js supports + `rule: 'min'` among the players still alive). +* 教鞭 / “神秘顾客” stay a random bounty, documented in docs/META.md §2.5. diff --git a/docs/DATA.md b/docs/DATA.md new file mode 100644 index 00000000..2f7d3366 --- /dev/null +++ b/docs/DATA.md @@ -0,0 +1,540 @@ +# DATA.md — generated game data (`data/*.json`) + +All files in `data/` except `data/assets.json` are produced by **`node tools/build-data.mjs`** (task F1) from the +official zh_CN client data ([Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData)) joined +with `docs/research/*.json`. Do not edit them by hand — change the build script and rebuild. + +``` +node tools/build-data.mjs # build (downloads missing official files into .cache/gamedata/) +node tools/build-data.mjs --offline # never download; fail if a cached file is missing +node tools/build-data.mjs --refresh # re-download every official file +node tools/build-data.mjs --no-research --out /tmp/x # research-free build (fallback defaults), other dir +node tools/build-data.mjs --cache --report # other cache dir / report file (tests, CI) +node tools/build-data.mjs --force # write data/ even when integrity checks fail (debugging only) +node --test test/data.test.js # integrity tests (+ raw-data cross-check and rebuild check when .cache/gamedata exists) +``` +Unknown options or a missing option value are errors (exit code 2); `--refresh` and `--offline` are exclusive. + +- **Cache.** Official files live under `.cache/gamedata/` (`excel/activity_table.json`, + `levels/enemydata/enemy_database.json`, `levels/activities/act1autochess/level_*.json`, …) and are fetched from + `https://raw.githubusercontent.com/Kengxxiao/ArknightsGameData/master/zh_CN/gamedata/` when missing. + Downloads are validated (must parse as JSON) and written atomically. +- **Report.** Every run writes `.cache/build-data-report.json` (counts, byte sizes, warnings (each once), errors, `written`). + Integrity errors (see §17) make the exit code 1 **and leave the previous output untouched** (unless `--force`); + warnings never do. Each output file is written atomically (temp file + rename). +- **Determinism.** Same inputs ⇒ byte-identical outputs (stable key order, no timestamps, no randomness). +- **Size.** ≈3.5 MB total (limit 6 MB; `chess.json` ≈1.65 MB with the loadout choices), compact JSON (no indentation). +- **Derived paths.** `stages.json groundPaths*` come from the sim's own `server/sim/grid.js` pathing: a change there + needs a rebuild (the offline-rebuild test catches a stale `data/`). + +## 0. Conventions used by every file + +| Convention | Meaning | +|---|---| +| ids | Always the official ids: `chess_char_1_01_a` (normal) / `_b` (精锐 golden), `chess_item_1_01_e_a`, `garrison_16_a`, `bondeffect_yan`, `enemy_1422_lrsldr`, `band_bldsk`, `boss_1`, `act1autochess_03` (wave template = level file name, lower-case), `act2autochess_m01` (stage). | +| `desc` / `descRaw` | `descRaw` keeps the official rich-text markup (`<@ba.vup>+15%`, `<$ba.sluggish>停顿`), `desc` is plain text. Literal trigger labels such as `<获得时>`, `<在场6名不同【炎】干员>` are part of the text and kept in both. `\n` escapes are real newlines. Placeholders (`{atk:0%}`, `{-x}`, `{x:0.0}`) are already **resolved** at the record's level, except bond `effectDesc` (see bonds). | +| `bb` / `bbStr` | Flattened official blackboard. `bb[key]` = number; `bbStr[key]` = the official `valueStr` when present. A string-valued entry (value 0 + valueStr) appears **only** in `bbStr`. Duplicate keys get `_1`, `_2` suffixes. Numbers are float-noise-cleaned (6 decimals). | +| `params` | Effects/items/bands: `{…bb, …bbStr}` of all buffs merged, first occurrence wins (convenience; use `buffs` for exact semantics). | +| positions | `[row, col]`, **row 0 = bottom**, col 0 = left, 19 × 21 grid (DESIGN §3). | +| `rangeGrid` | `[[dRow, dCol], …]` relative to the unit facing **right** (`[0,0]` = own tile). Rotated for the unit's direction (DESIGN §3, `server/sim/dir.js rotateOffset`): RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)`; `rangeExtend` grows +dCol before rotating. (Every grid in the data is symmetric top-to-bottom, so LEFT equals mirroring `dCol`.) | +| round-keyed maps | JSON object keys are strings: `rounds["14"]`. | +| `[ASSUMED]` / `assumed: true` | Value is a documented reconstruction (research), not client data. Keep it tunable. | + +--- + +## 1. `config.json` — modes, economy and all global tunables + +Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAfter, bossOvertimeDrainPerSec, bossHpScale, hiddenCore, dp, unite, finalAssault, timers, bans, bandDraft, titles, titleRule, tips, broadcasts, trophies, roundScores, rewards, constants }`. + +### 1.1 `modes[modeId]` (9 modes; `modeId = mode_${single|multi}_${difficulty}` + `mode_training_1`) + +| Field | Example | Meaning | +|---|---|---| +| `modeId`, `name`, `code`, `sortId` | `"mode_multi_abyss"`, `"终极模拟"`, `"AC-4"`, `5` | official | +| `type` | `"MULTI"` | `SINGLE` 独立 / `MULTI` 同盟 / `LOCAL` training | +| `difficulty` | `"ABYSS"` | `FUNNY` `NORMAL` `HARD` `ABYSS` (`TRAINING`) | +| `inScope` | `true` | false for training (out of scope v1) | +| `color`, `iconId`, `backgroundId` | `"#ff0024"`, `"mode_abyss_icon"` | UI | +| `desc`, `effectDescList`, `unlockText` | | official texts | +| `specialPhaseTime` | `16` | official 机变 phase time field (multi 16 s per picker, solo 150) | +| `activeBondIds` / `inactiveBondIds` | FUNNY: 13 / 10 | static bond availability | +| `inactiveEnemyKeys` | 18 keys (FUNNY/NORMAL) | enemies never used in this mode | +| `lastRound` | `14` (solo FUNNY `9`) | last regular round (boss round) | +| `bossRound` | `14` | round of the Final Assault | +| `hiddenRound` | `15` or `null` | 隐秘核心 round (NORMAL+) | +| `rounds[r]` | see below | per-round schedule | +| `spRounds` | `[3,9,11]` | rounds whose prep opens with a 机变 draft | +| `combatTimeLimit[r]` | `{"1":45,…,"14":null}` | = `rounds[r].combatTimeLimit`: **real** seconds of the forced-2× battle (DESIGN §4) | +| `enemyScale[r]` | `{"atk":1.1,"hp":1.2,"speed":1,"kAtk":1,"kHp":1}` | non-boss enemy multipliers (research 01 A3): `atk = atkBase·1.1^kAtk`, `hp = hpBase·1.2^kHp·extra`, `speed` 1.15 on ABYSS from R3. Apply to level-0 stats after special-enemy replacement, also to bounty/special enemies. **Leader HP pools excluded.** | +| `bossHpScale` | multi `{"bloodPointKey":"bloodPointAbyss","coop":1,"aliveScaling":false,…}` · solo `{"bloodPointKey":"bloodPoint","solo":0.25,"soloAssumed":true,…}` | co-op pool = `bosses[id].bloodPoint[difficulty]` unscaled (split leaders share one pool, "敌方领袖的总生命值不变", no alive-player factor — research 08 §6 #7); solo = × `solo` [ASSUMED, flagged]. `GameData.bossPoolHp(bossId)` implements it | +| `upgradePrices` | `[5,8,11,12,13]` | base price L1→2 … L5→6 (−1 per round start, floor 0, reset after upgrade) | +| `maxShopLevel` | `6` | | +| `shopSlots[level]` | `{"1":{"chess":3,"item":1},…}` | operator + item slots per shop level | +| `levelTagColors[level]` | `"#434343"` | UI | +| `stages` | `["act1autochess_m02",…]` | active stages allowed (pick by `stages[id].weight`, 50 each): 标准 FUNNY (and training) = `act1autochess_m01` 战场#01 only; 险境 NORMAL = the 8 active stages; 绝境 HARD / 终极 ABYSS = 7 (no 战场#01) — official mode data | +| `bossWeights` / `hiddenBossWeights` | `{"boss_1":6,…}` / `{"boss_8":50,…}` | weighted boss picks | + +`rounds[r]`: + +| Field | Example | Meaning | +|---|---|---| +| `template` | `"act1autochess_03"` | wave template (`waves.json`) for non-boss rounds; `null` for boss rounds | +| `bossTemplates` | `{"boss_1":"act1autochess_h07_01",…}` | boss rounds: template per bossId (solo uses `_s`) | +| `combatTimeLimit` | `55` | **real** seconds (= template `maxPlayTime`) of the forced-2× battle: the Battle / 联防 limit is 2 × this in game seconds (`gamedata.js combatTimeLimit`, `config.combatTimeScale` default 2; docs/BALANCE.md §2.1); `null` for boss rounds (no hard stop) | +| `levelMaxPlayTime` | `120` | raw `maxPlayTime` of the (first) template in real seconds; boss rounds: the Final Assault / Hidden Core countdown (`m.public.deadline`, `gamedata.js bossLevelTime`) — not a hard stop, the battle goes on | +| `prepTime` | `65` | multi/training prep timer (real seconds); **`null` for solo** (untimed in 下半) | +| `prepTimeData` | `300` | official `normalPhaseTime` (optional "timed solo") | +| `isSpPrepare`, `isBoss`, `isHidden` | | 机变 before prep / leader round / 隐秘核心 | +| `bossOvertimeAfter` | `150` | boss rounds: team LP −1 per **real** second after this many real seconds (= 300 game s on the 2× field clock; `m.public.overtimeAt`) | + +### 1.2 `economy` + +| Field | Example | Meaning | +|---|---|---| +| `income` | `[0,4,5,6,…,12]` | index = round (index 0 unused): `min(3+r, 12)`; `incomeCap` 12, `incomeCapAlternative` 10, `incomeAssumedAfterRound` 3 | +| `leftoverFundsLost`, `leftoverFundsKeptByBands` | `true`, `["band_cannot"]` | | +| `chessPrice[tier]` / `chessSell[tier]` | `{"normal":2,"golden":2}` / `{"normal":1,"golden":1}` | | +| `chessStatus[tier]` | `{"normal":{"phase":1,"level":55,"skillLevel":4,"equipLevel":0,…},"golden":{…}}` | training status per tier | +| `refreshPrice` | `1` | | +| `freeze` | `{"scope":"allUnsoldSlots","price":0,"consumedAtRoundStart":true,"refreshWhileFrozenRerollsAll":true,…}` | one toggle freezes all unsold slots | +| `shopClearedAtCombatStart` | `"unfrozenSlots"` | | +| `itemSellable`, `itemDestroyRefund` | `false`, `0` | items can only be destroyed | +| `benchSize`, `tempSize`, `deployCap`, `storeCntMax` | `10`, `5`, `8`, `6` | | +| `equipPerChess`, `maxArtsPerRound` | `2`, `2` | | +| `poolCopies[tier]` + `poolCopiesOverrides` | `{"1":12,"2":14,"3":18,"4":16,"5":8,"6":5}`, `{"chess_char_6_11_a":4}` (缪尔赛思) | shared pool copies per base chess | +| `goldenCopies`, `mergeCount`, `mergeCountOverrides`, `itemMergeCount` | `3`, `3`, `{"chess_char_2_11_a":2}` (风丸), `2` | | +| `rewardOffer` | `{"count":3,"tierOffset":1,"maxTier":6,"price":0,…}` | merge reward: 3 free chess of tier `min(shopLevel+1,6)` | +| `handFillOrder` | `"rightToLeft"` | | +| `shopOdds` | `{"model":"copyWeighted",…}` | [ASSUMED] roll model | +| `borrowCount`, `fallbackBondId`, `defaultBandId`, `defaultStartLp` | `20`, `"emptyShip"`, `"band_bldsk"`, `28` | | + +### 1.3 Other global keys + +| Key | Example | Meaning | +|---|---|---| +| `lpCapPerRound` | `10` | max LP lost per player per normal round | +| `bossOvertimeAfter`, `bossOvertimeDrainPerSec` | `150`, `1` | official `bossTurnHpReduceTime`: from 150 **real** s of a boss round the merged team LP loses 1 per whole real second (`gamedata.js bossOvertimeDue`; first point at 151 s) | +| `bossHpScale` | `{"formula":"co-op: bloodPoint[difficulty] …","coop":1,"solo":0.25,"soloAssumed":true,"aliveScaling":false,…}` | global form of the mode rule | +| `hiddenCore` | `{"single":350,"multi":1200,"minTeamLpExclusive":1,"difficulties":["NORMAL","HARD","ABYSS"],"checkedAfterRound":14}` | Σ activated layers must be **>** threshold and LP **>** 1 | +| `dp` | `{"init":10,"perSec":1,"max":99}` | | +| `unite` | `{"maxHelpers":2,"helperOrder":"unitsOnField>activeBond>undownedUnits; pair: unitsOnField>activeBond>activeLayers>undownedUnits, first = right field (PRTS 帮助)","layerGainsEnabled":false,"templates":{"1":"act1autochess_escaped_single","2":"act1autochess_escaped_multi"},…}` | 联防; `helperOrder` documents the rule `server/match/unite.js helperOrder` implements (research 08 §5; ties → seat) | +| `finalAssault` | `{"pairing":"seatOrderPairs","oddPlayerAlone":true,"movableBossPerAlivePlayerSide":true,"layerGainsEnabled":false}` | | +| `timers` | `{"infoCheck":25,"infoCheckHint":5,"bandDraft":50,"bandDraftHint":15,"bandTurn":12,"battleCheck":3,"spFirst":30,"spTurn":16,"soloPrepTimeData":300,"soloSpTimeData":150,"chatCd":1,"chatBubble":3,"broadcastDelay":1,"enterSteps":[…]}` | seconds | +| `bans[difficulty]` | `{"core":3,"addon":4}` (FUNNY `{0,1}`) + `rule` | per-match disabled-bond draw (research 01 A2) | +| `bandDraft` | `{"skipsPerPlayer":1,"order":"random","duplicatesAllowed":true,"timeoutBandId":"band_bldsk"}` | | +| `titles[]` | `{"id":"comment_1","picId":"comment_icon_1","name":"卫戍之星","stat":"bossDamage","rule":"max","onlyOnWin":true,"text":"…"}` | 评语 + [ASSUMED] criteria; `titleRule` explains assignment | +| `tips[]` | `{"tip":"只有在联合模拟中才能获得奖杯","weight":50}` | gameTipsList | +| `broadcasts[]` | `{"id":"comment_boss_hit_1","type":"BOSS_HIT","priority":30,"text":"{0}博士对敌方领袖造成的伤害超过20%!","textRaw":"<@ba.vup>{0}博士…","params":["0.2"]}` | `{0}` player, `{1}` operator/level, `{2}` amount | +| `trophies` | `{"byRoundsPassed":[{"maxRound":4,"FUNNY":0,…},…],"hiddenCore":{…},"multiOnly":true,"medals":[{"count":0,"iconId":"trophy_level1_icon"},…]}` | | +| `roundScores[]` | `{"round":4,"score":50}` | | +| `rewards` | `{"itemId":"act2autochess_token_chess","baseByRoundsPassed":[{"round":1,"count":10,"dailyPoint":10},…],"formula":"…","difficultyFactor":{…},"modeFactor":{…}}` | 卫戍认证 | +| `constants` | `{"maxLevelCnt":15,"bossTrailerStartRound":3,"singleReconnectTime":86400,…,"pingConds":[…]}` | misc official constData; `singleReconnectTime` (s) = how long a dropped **solo** run stays resumable (server/lobby.js; co-op keeps the 10-minute window) | + +--- + +## 2. `chess.json` — `{ [chessId]: Chess }` (266 = 133 normal + 133 golden) + +112 are `visible` (non-hidden, non-DIY) normal chess: per tier 16/17/19/22/19/19. 17 are `isHidden` (retired +上半 entries or effect-only such as `chess_char_1_15_a` 盟约·辅助干员 from band Pith); 4 are DIY (甄选) slots. + +| Field | Example | Meaning | +|---|---|---| +| `chessId`, `baseId`, `goldenId`, `isGolden` | `"chess_char_1_01_b"`, `"chess_char_1_01_a"`, `"chess_char_1_01_b"`, `true` | normal/golden pair | +| `tier` | `1` | 阶 I–VI (shop tier) | +| `identifier`, `shopSortId` | `133`, `1` | official ordering | +| `isHidden`, `isDiy`, `visible` | | `visible = !isHidden && !isDiy` (only visible chess enter the shop pool) | +| `chessType` | `"PRESET"` | `PRESET` / `NORMAL` / `DIY` | +| `charId` | `"char_498_inside"` | operator (null for DIY) | +| `name`, `appellation` | `"隐现"`, `"Insider"` | | +| `rarity` | `5` | stars 1–6 | +| `profession`, `subProfessionId`, `subProfessionName`, `position` | `"SNIPER"`, `"fastshot"`, `"速射手"`, `"RANGED"` | | +| `nationId` | `"laterano"` | | +| `bonds[]` | `["lateranoShip","swiftShip"]` | bondIds (→ `bonds.json`) | +| `garrisonIds[]` | `["garrison_16_b"]` | 特质 (→ `garrisons.json`); first = displayed trait | +| `price`, `sellPrice` | `2`, `1` | | +| `upgradeNum`, `upgradeChessId` | `3`, `"chess_char_1_01_b"` | copies needed to merge (风丸 2; golden 0) | +| `status` | `{"phase":2,"level":50,"skillLevel":7,"equipLevel":1}` | training status used for all numbers | +| `stats` | `{"maxHp":1421,"atk":508,"def":167,"res":0,"cost":15,"blockCnt":1,"bat":1,"aspd":100,"respawnTime":80,"spRecovery":1,"hpRecoveryPerSec":0,"moveSpeed":1,"tauntLevel":0,"massLevel":0,"deployLimit":1,"deckStack":0}` | keyframes linearly interpolated at `status`, hp/atk/def/cost/block/respawn rounded; **golden includes the module attribute bonus**. `aspd` 100 = base (module attack_speed added). Talent stat boosts are NOT folded in. | +| `immunities` | `{"stun":false,"silence":false,"sleep":false,"frozen":false,"levitate":false}` | | +| `rangeId`, `rangeGrid` | `"3-3"`, `[[1,0],[1,1],…]` | attack range at `status` | +| `dmgType` | `"phys"` | `phys` / `arts` / `heal` (derived, see §2.1) | +| `attackKind` | `"ranged"` | `melee` / `ranged` / `heal` / `none` | +| `projectile` | `"arrow"` | `arrow` (phys ranged) / `bolt` (arts ranged) / `orb` (heal) / `none` | +| `canHitFly` | `true` | | +| `targetPriority` | `"fly"` | from trait text: `fly` (优先攻击空中单位), `lowestDef` (防御力最低), else `null` | +| `trait` | `{"desc":"优先攻击空中单位","descRaw":"…","bb":{"atk_scale":1.1},"bbStr":{},"rangeGrid":null,"moduleDesc":"攻击空中单位时攻击力提升至110%","moduleDescRaw":"…"}` | profession trait (+ golden module trait upgrade merged into `bb`; `rangeGrid` = trait-effect area, e.g. 散射手 front row — **not** the attack range) | +| `skill` | see below | default skill at `status.skillLevel` (normal 4, golden 7) | +| `skills[]` | `[{…skill record…, "index":0, "isDefault":false}, {…, "index":1, "isDefault":true}]` | **loadout choices** (DESIGN §16): every skill unlocked at `status` (E1 ⇒ S1–S2, E2 ⇒ S1–S3; the default is always listed), same shape as `skill` + `isDefault`, at the chess skill level, `trigger` resolved **for that skill index** (§2.2). The `isDefault` entry equals `skill` | +| `modules[]`, `statsBase`, `traitBase`, `talentsBase` | see §2.2 | golden chess with `equipLevel > 0` only: selectable modules + the no-module base they apply to | +| `talents[]` | `{"index":0,"name":"火力支援","desc":"…","descRaw":"…","bb":{"self_ammo":3,"duration":20,"ally_ammo":1},"bbStr":{},"rangeGrid":null,"tokenKey":null,"hidden":false,"fromModule":false}` | best unlocked candidate at `status` (potential 0); golden: module talent upgrades applied (`fromModule`); module data-only talents have `name:null, hidden:true`. A module upgrade of an existing talent **merges** blackboards (module keys win, base keys it does not restate are kept — e.g. 宴 keeps `min_attack_speed`; 仇白's upgrade adds `atk_scale_t` next to the old `atk_scale`: prefer the key the text uses). Module parts flagged `isToken` are **not** applied to the operator; they upgrade its summons (tokens.json variants). `containerTokenKey`: the official talent token id when it is a container missing from character_table (凛御银灰), `tokenKey` then holds the default skill's token | +| `tokens[]` | `["token_10028_vigil_wolf"]` | summons (→ `tokens.json`): displayTokenDict + default-skill `overrideTokenKey` + talent `tokenKey`; `tokens.json → variants[chessId].sources` tells which (a `display`-only token is not produced by this chess's default skill or talents) | +| `module` | `{"id":"uniequip_002_inside","name":"“最初的惊喜”","type":"MAR-X","level":1,"active":true}` | active only on golden chess | +| `assets` | `{"avatar":"char_498_inside_2","portrait":"char_498_inside_2","spine":"char_498_inside","skillIcon":"skchr_inside_2","subProfIcon":"sub_fastshot_icon"}` | asset **ids** (URLs in `data/assets.json`); golden uses the E2 art when it exists | +| `diyRequirement` | `"TIER_6"` | DIY only | + +`skill`: + +| Field | Example | Meaning | +|---|---|---| +| `skillId`, `iconId`, `name`, `level`, `index` | `"skchr_inside_2"`, `"skchr_inside_2"`, `"“解决麻烦”"`, `7`, `1` | `index` = character skill slot | +| `desc`, `descRaw` | `"攻击力+100%,…攻击装有14发弹药…"` | placeholders resolved | +| `skillType` | `"MANUAL"` | `MANUAL` / `AUTO` / `PASSIVE` | +| `durationType` | `"AMMO"` | `NONE` / `AMMO` | +| `duration` | `0` | seconds (0 = instant/ammo) | +| `spType` | `"INCREASE_WITH_TIME"` | also `INCREASE_WHEN_ATTACK`, `INCREASE_WHEN_TAKEN_DAMAGE`, `ON_DEPLOY` (passive, no SP) | +| `spCost`, `initSp`, `maxChargeTime`, `increment` | `20`, `10`, `1`, `1` | `maxChargeTime > 1` ⇒ charges | +| `bb`, `bbStr` | `{"atk":1,"base_attack_time":-0.3,"attack@trigger_time":14}` | kit input (DESIGN §5.6) | +| `rangeId`, `rangeGrid` | `null` | skill range override | +| `prefabId`, `overrideTokenKey` | | | +| `trigger` | `{"rule":"DEFAULT","rawRule":"DEFAULT","customRangeGrid":null}` | auto-cast rule. `rule` ∈ `DEFAULT`, `TAKE_DAMAGE` (古米/灰毫 S1 only), `SP_FULL` (official `ALWAYS`), `CUSTOM_RANGE` (official `CUSTOM_RANGE_SEARCH_ENEMY`, uses `customRangeGrid`), `SEARCH` (安洁莉娜), `MLYSS_WTRMAN` (缪尔赛思), `GDGLOW_SKILL_2` (荒芜拉普兰德, 纯烬艾雅法拉). Resolution per research 03 Addendum C1. | + +### 2.1 Combat classification heuristic (`dmgType` / `attackKind` / `projectile` / `canHitFly`) +- `dmgType`: MEDIC (except `incantationmedic`) and `bard` → `heal`; trait text containing 法术伤害 or profession CASTER → `arts`; else `phys`. +- `attackKind`: `bard`, `phalanx`, `librator` → `none` (no normal attack); heal → `heal`; position RANGED or melee sub-professions with a ranged normal attack (`lord`, `fortress`, `shotprotector`, `agent`, `hookmaster`) → `ranged`; else `melee`. +- `canHitFly`: ranged attackers unless the trait says 地面敌人 (投掷手); `skywalker` (蒂比) true. +- These are defaults for the generic engine; kits may override. + +### 2.2 Loadout choices: skills & modules (DESIGN §16) + +Before a match the player may pick, per base chess, the equipped **skill** (any index legal for both the normal and the +elite record — `shared/protocol.js loadoutOptions`) and, for the elite, the **module** (or none). The data carries +everything needed to resolve a unit for `(chessId, skillIndex, moduleId)` (`simdata resolveLoadout / loadoutRecord`, +`DataSource.getChess(id, loadout)`): + +- `skills[]` — see the table above. Triggers per skill: charId rows (exact `skillIndex`, or −1 = every skill) → + subProfession rows → profession rows with that exact index (official `skillIndex 0` = skill 1 only: every defender's + S1 is `TAKE_DAMAGE`, their S2/S3 `DEFAULT`); `customRangeGrid` from `skillRangeDict[skillId]`. +- `modules[]` (golden, `equipLevel > 0`): every **ADVANCED** `uniequip` of the character (the INITIAL `uniequip_001_*` + is "no module" = choice `'none'`), in official order, at the chess `equipLevel` (1, T6: 3): + +| Field | Example (`chess_char_6_11_b`) | Meaning | +|---|---|---| +| `uniEquipId`, `name`, `typeName`, `typeIcon`, `icon` | `"uniequip_003_mlyss"`, `"落叶四季"`, `"TAC-Y"`, `"tac-y"`, `"uniequip_003_mlyss"` | | +| `isDefault`, `level` | `false`, `3` | default = `defaultUniEquipId` (= `module.id`) | +| `attr` | `{"maxHp":170,"atk":28,"def":28}` | flat stat additions (stat field names): `stats = statsBase[f] + attr[f]` (float-noise cleaned) | +| `traitOverride` | `{"desc":"…提升至165%","descRaw":…,"bb":{"atk_scale":1.65},"bbStr":{},"rangeGrid":null,"moduleDesc"?:…}` \| `null` | the full trait with this module; `null` ⇒ `traitBase` | +| `talentChanges[]` | `{"talentIndex":1,"name":"开源节流","desc":…,"descRaw":…,"bb":{"cost":-2,"runtime_cost":-1},"bbStr":{},"rangeGrid":null,"tokenKey":null,"hidden":false}` | talent additions/overrides (`talentIndex` −1 = new hidden data-only talent); applied to `talentsBase` with the build's merge rule (`simdata composeTalents`: override of an existing index merges blackboards, module keys win) | + +- `statsBase` / `traitBase` / `talentsBase` — the golden record **without** any module (`stats` / `trait` / `talents` + keep the default module, unchanged). `test/data.test.js` proves that composing the default module onto the base + reproduces `stats`, `trait` and `talents` exactly for every golden chess. +- Module-less goldens (蒂比, 凛御银灰): `modules: []`, base = own values. Normal chess have none of these fields. +- Module parts flagged `isToken` and the per-token attribute blackboards go to the summons: `tokens.json → + variants[owner].byModule` (§14). Module choices never change the combat classification (`dmgType`…; the build warns + if one ever would). + +--- + +## 3. `bonds.json` — `{ [bondId]: Bond }` (23 bonds, 8 core) + +| Field | Example (`deputShip`) | Meaning | +|---|---|---| +| `bondId`, `name`, `identifier` | `"deputShip"`, `"助力"`, `14` | | +| `isCore`, `bondType`, `bondOrder`, `powerIdList` | `false`, `"REGULAR"`, `2`, `[]` | core = `isPower` (SEASON); `powerIdList` = nation/group ids for DIY bond derivation | +| `iconId` | `"icon_deputShip"` | | +| `activeCount` | `2` | official activation count | +| `thresholds` | `[2,3]` | ascending member counts that raise the tier (tier = number of thresholds reached). yan `[3,6,9]`, egir `[3,5]`, sunt `[2,5]`, solo `[1]` | +| `maxCount` | `null` (solo `1`) | `count_threshold_downward`: active only while `count ≤ maxCount` | +| `thresholdTemplate` | `"count_threshold_upward"` | also `_downward` (独行), `_upward_golden` (绝技) | +| `countMode` | `"BOARD"` | `BOARD` (distinct base chess on board), `BOARD_AND_DECK` (+hand: 远见/奇迹/投资人), `BOARD_ALL_CHESS` (绝技: every golden chess on board, duplicates count) | +| `countsHand`, `countsGoldenOnly` | `false`, `false` | convenience flags | +| `activeType`, `isActiveInDeck`, `noStack`, `weight`, `maxInactiveBondCount` | `"BATTLE"`, `false`, `false`, `10`, `-1` | `weight` 0 ⇒ never drawn for per-match bans | +| `layerMilestones[]` | `[{"layer":25,"mode":"every","effect":"bond_layer_added_reward_equip"}]` | layer-based powers: `reach` (while L ≥ layer), `every` (each multiple), `first` (latched once) | +| `desc`, `descRaw` | | bond panel text | +| `effectId`, `effectName`, `effectDesc`, `effectDescRaw` | `"bondeffect_deput"`, …, `"所有干员防御力+{0:0%}(受层数影响)…"` | in-battle text with **positional** placeholders | +| `effectDescParams[]` | `[{"index":0,"format":"0%","base":"base_def","perStack":"def_per_stack"}]` | `{i:fmt}` = `bb[base] + bb[perStack] × layers` | +| `bb`, `bbStr` | `{"base_def":0.15,"def_per_stack":0.012,"respawn_time":-0.3,"layer":2,"count":3,"more_layer":4}` | all buffs merged (first wins) | +| `buffs[]` | `[{"key":"env_gbuff_new","bb":{…},"bbStr":{"key":"act1autochess_bond_eff_deput"}}, …]` | exact official buffs (e.g. 萨尔贡 has a second buff valid only with `band_narant`) | +| `baseParams`, `perStackParams` | `["base_def"]`, `["def_per_stack"]` | official descParamBaseList / descParamPerStackList | +| `members[]`, `visibleMembers[]` | `["chess_char_1_06_a",…]` | base (normal) chessIds incl. hidden / only visible | +| `spec` | `{"tiers":[{"need":"…","effect":"…"}],"formulas":{…},"layerGain":"…",…}` | research 02 implementer spec (null without research) | + +## 4. `garrisons.json` — `{ [garrisonId]: Garrison }` (249; 43 distinct `effectKey`s) + +| Field | Example | Meaning | +|---|---|---| +| `garrisonId` | `"garrison_30_a"` | `_a` normal, `_b` golden version | +| `desc`, `descRaw` | `"<获得时>获得等于当前调度中心等级的【炎】层数(无需激活盟约)"` | | +| `eventType`, `eventTypeDesc`, `eventTypeIcon` | `"SERVER_GAIN"`, `"单次叠加"`, `"icon_bond"` | `IN_BATTLE`, `SERVER_GAIN` 获得时, `SERVER_PREP_START` 进入休整期时, `SERVER_PREP_FIN` 休整期结束时, `SERVER_CHESS_SOLD`, `SERVER_PRICE`, `SERVER_REFRESH_SHOP` | +| `effectType` | `"SERVER_ADD_BOND_METHOD"` | | +| `effectKey` | `"SERVER_ADD_BOND_METHOD"` / `"act1autochess_gar_eff_attrByBond"` | handler key: `bbStr.key` (battle runes) else `effectType` | +| `battleRuneKey`, `charLevel` | `null`, `0` | | +| `bb`, `bbStr` | `{"multi":1}`, `{"add_method":"shoplv","bond":"yanShip"}` | | +| `owners[]` | `["chess_char_1_03_a"]` | chess carrying it (includes garrisons referenced by other garrisons, which may have no owner) | + +## 5. `items.json` — `{ [itemChessId]: Item }` (115 = 56 EQUIP × 2 + 3 MAGIC) + +| Field | Example (`chess_item_1_01_e_a`) | Meaning | +|---|---|---| +| `id`, `baseId`, `goldenId`, `isGolden` | `"chess_item_1_01_e_a"`, …, `"chess_item_1_01_e_b"`, `false` | | +| `trapId`, `iconId` | `"trap_1041_acarm041"` | icon id = trapId | +| `identifier`, `shopSortId` | `267`, `1` | | +| `name` | `"维式重锤"` | | +| `itemType` | `"EQUIP"` | `EQUIP` (equipped, max 2) / `MAGIC` (Arts, dropped on a tile) | +| `tier`, `price`, `hideInShop` | `1`, `1`, `false` | golden price 5 (never sold in shop) | +| `mergeable`, `upgradeNum`, `upgradeChessId` | `true`, `2`, `"chess_item_1_01_e_b"` | 2 copies → golden; `upgradeNum` 100 = never merges | +| `duration` | `-1` | trapDuration | +| `giveBondId`, `givePowerId`, `canGiveBond` | `"victoriaShip"`, `null`, `false` | 变形同构体 (`canGiveBond`) grants the `giveBondId` of the *other* equipped item | +| `requiresBondId` | `null` / `"yanShip"` | VI-tier bond signature items (research 04) | +| `effectId`, `effectName`, `desc`, `descRaw` | `"eff_acarm041"`, …, `"攻击力+15%"` | | +| `buffs[]`, `params` | `[{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.15},"bbStr":{"key":"attr_common_global_buff"}}]` | | +| `category`, `kind`, `family`, `implFormula` | `"STAT"`, `"passive"`, `null`, `"ATK% += atk …"` | research 04 (categories: STAT, ON_HIT, SURVIVAL, SP, ECONOMY, RECRUIT, BOND, BOND_GRANT, SET, BOND_SIGNATURE, MAGIC) | +| `rangeGrid` | `[[0,0]]` | Arts area (画卷 `[[0,0],[0,1]]`) | +| `flavor` | | | + +## 6. `bands.json` — `{ [bandId]: Band }` (40) + +| Field | Example | Meaning | +|---|---|---| +| `bandId`, `sortId`, `name`, `iconId` | `"band_bldsk"`, `1`, `"华法琳"`, `"icon_bldsk"` | | +| `modeTypeList` | `["LOCAL","SINGLE","MULTI"]` | | +| `totalHp` | `28` | starting LP (20–45) | +| `effectId`, `effectName`, `desc`, `descRaw` | `"aceffect_band_21"`, `"重点监护"`, `"【重点监护】开始作战时…"` | | +| `buffs[]`, `params` | `[{"key":"prep_finish_char_bond_add_layer","bb":{"layer":2},"bbStr":{}}]` | | +| `victorCount`, `rewardModulus`, `unlockDesc` | `3`, `1`, `null` | | + +## 7. `effects.json` — `{ [effectId]: Effect }` (361: every effect of the season) + +Types: `BAND_INITIAL` 41, `BOND` 23, `EQUIP` 115, `ENEMY_GAIN` 129 (悬赏), `BUFF_GAIN` 43 (战术决策), `ENEMY` 6 (`aceffect_enemy_*` global modifiers), `CHAR_MAP` 4. + +| Field | Example | Meaning | +|---|---|---| +| `effectId`, `effectType`, `name` | `"aceffect_band_21"`, `"BAND_INITIAL"`, `"重点监护"` | | +| `desc`, `descRaw` | | | +| `counterType`, `continuedRound`, `decoIconId`, `enemyPrice` | `"NONE"`, `-1`, `null`, `0` | `enemyPrice` = bounty coins | +| `buffs[]` | `{"key":"…","countType":"NONE","bb":{…},"bbStr":{…}}` | | +| `params` | `{"layer":2}` | merged convenience view | + +## 8. `choices.json` — 机变 draft data + +| Key | Example | Meaning | +|---|---|---| +| `events[id]` | `{"id":"enemy_initial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"…","color":"#35d8b4","family":"bounty","solo":false,"training":false}` | 109 official choice events; `_s` = solo copies; `usedBy` on events opened by items (`hunter_band_1` ← 教鞭 / “神秘顾客”) | +| `families` | `{"bounty":{"name":"悬赏决策",…},"supply":{…},"shop":{…},"tactic":{…}}` | 悬赏决策 / 道具补给 / 机密商店 / 战术决策 | +| `format` | `{"multi":{"cards":6,"pickOrder":"random","firstPickSec":30,"otherPickSec":16,"onTimeout":"autoPickRandom","eachPlayerPicks":1},"solo":{"cards":3,"timer":null},"opensAfterIncome":true}` | | +| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…]}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value) | +| `cards.tactic[]` | `{"effectId":"map_m01_1","name":"模拟战场演变·模式一","kind":"terrain","stageId":"act1autochess_m01","team":false}` | `kind` `ally` / `enemyDebuff` / `terrain` (only for the match stage); `team` = also given to teammates | +| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyTiers":[1,2],"events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws any tier; `events` = official event ids usable as the phase header | +| `pools[poolId]` | `{"kind":"equip","items":[…]}` / `{"kind":"chess","tier":2,"rule":"shopEligible"}` | server-side reward pools referenced by effects (`pool_equip_*`, `pool_chess_shop_N_reward`, `pool_char_later`, …), all [ASSUMED]; `rule:"shopEligible"` = visible/non-hidden entries, `maxTier:"shopLevel"` = ≤ current shop level, `weighted` = `[[id, weight]]` | + +## 9. `enemies.json` — `{ [enemyKey]: Enemy }` (249 keys that can appear) + +Collected from all wave templates (spawns, branches, enemyDbRefs), special-enemy entries and pools, bounty +effects, band effects, bosses, placeholders, mode bans, plus summons (`extraEnemyKeyList`) and enemy keys in enemy +blackboards (transitively). Level = `randomEnemyAttributeDict[key].level` (0 for all); the season override level +`level_autochess_enemy_data` is applied (灼藤/元核孽生者 ATK 400, …). + +| Field | Example (`enemy_1422_lrsldr`) | Meaning | +|---|---|---| +| `key`, `name`, `level`, `rank`, `handbookIndex` | …, `"萨卡兹枯朽前锋"`, `0`, `"NORMAL"`, `"NAC18"` | `rank` NORMAL / ELITE / BOSS | +| `desc`, `descRaw`, `applyWay` | …, `"MELEE"` | `applyWay` MELEE / RANGED / ALL / NONE | +| `stats` | `{"maxHp":4700,"atk":300,"def":100,"res":40,"moveSpeed":0.8,"bat":3,"aspd":100,"rangeRadius":0,"rawRangeRadius":-1,"blockCnt":1,"massLevel":1,"lpr":1,"hpRecoveryPerSec":0,"elementRes":0,"elementDmgRes":0,"hitRatePhys":0,"hitRateArts":0,"dmgType":"phys","dmgTypes":["phys","arts"],"motion":"WALK","immunities":{…},"otherImmunities":[],"tauntLevel":0}` | level-0 (unscaled). **`rangeRadius` ≥ 0 is the normal-attack radius under the DESIGN §5.5 contract: `> 0` ⇔ the enemy attacks units it is not blocked by; always 0 for `applyWay` MELEE** (melee enemies only hit their blocker; 粉碎攻坚手/宿主士兵/深池方阵步兵 carry an official 1.2–2.5 used by abilities) and negative sentinels become 0. `rawRangeRadius` = the official value. `blockCnt` = block slots it consumes; `lpr` = lifePointReduce; `dmgType` = first handbook damage type (`phys`/`arts`/`heal`/`none`/…), full list in `dmgTypes`. Undefined database fields (`m_defined:false`) holding the zero value fall back to the defaults `lpr` 1, `bat` 1, `aspd` 100, `moveSpeed` 1 (see §15) | +| `abilities[]` | `{"text":"位于源石污染区内时,攻击造成法术伤害","textRaw":"…","format":"NORMAL"}` | handbook ability list | +| `talents` | `{"bb":{"1.hp_ratio":0.2,"1.damage_scale":0.5},"bbStr":{}}` | talentBlackboard | +| `skills[]` | `{"prefabKey":"2","priority":0,"cooldown":50,"initCooldown":0,"spCost":0,"bb":{"hp_ratio":0.02},"bbStr":{"branch_id":"boss_summon_enemy","enemy_key":"enemy_1005_yokai"}}` | `branch_id` → `waves[t].branches` | +| `notCountInTotal`, `tags` | `false`, `["sarkaz"]` | | +| `be`, `beFactor`, `attrPower`, `isFlyEnemy` | `6620`, `1`, `6620`, `false` | `attrPower` = the official float32 attribute power `P = atk·5 + maxHp + def·3 + res·3` of the **enemy_database** record (season override NOT applied: 灼藤 / 元核孽生者 count with their database ATK) — the input of the replacement count (§10); `beFactor` = `randomEnemyAttributeDict.enemyBattleEffectivenessFactor`; `be` = round(P'/f) on the spawned stats (informative); `isFlyEnemy` = the official movement class | +| `tokenOnly` | `false` | only ever spawned by other enemies (summons / blackboards / level refs) — a token for 联防 routing (research 08 §5) | +| `acTypes`, `acType` | `[]`, `null` | 特训 type(s): FLY/TIMES/ELEMENT/DOT/INVISIBLE/REFLECTION/SPECIAL | +| `templateSlot` | `"N"` | placeholder slot when the key is a template key | +| `summons[]`, `inactiveIn[]`, `seasonOverride` | | spawned enemies; modes banning it; overridden fields | +| `iconId`, `spine` | `"enemy_1422_lrsldr"` | asset ids | + +## 10. `factions.json` — special enemies (特训敌人) + +| Key | Example | Meaning | +|---|---|---| +| `templateSlots` | `{"N":"enemy_1422_lrsldr","E":"enemy_1427_lrnazg","S":"enemy_1425_lrcmra","NF":"enemy_1005_yokai","EF":"enemy_1042_frostd","SF":"enemy_1040_bombd","T":"enemy_1000_gopro_2","TF":"enemy_1041_lazerd"}` | placeholder keys in wave templates | +| `types[type]` | `{"type":"FLY","name":"特训敌人·飞行","desc":"…","icon":"fly_icon","sortId":2,"typeIdentifier":2,"involveRandom":true,"count":3,"weight":3,"pool":[…],"entries":[…]}` | 7 types | +| `entries[key]` | `{"key":"enemy_1041_lazerd","type":"FLY","weight":10,"firstHalf":true,"fly":true,"N":[{"key":"enemy_10083_hlbird"}],"E":[{"key":"enemy_1005_yokai_2"}],"inactiveIn":[]}` | 67 entries (`specialEnemyInfoDict`); `fly` = the movement class shared by the special, normal and elite keys; `inactiveIn` = modes whose `inactiveEnemyKey` bans the SPECIAL key (attached keys are never filtered) | +| `generation` | `{"specialEnemyNum":3,"maxLevelCnt":15,"fillType":"SPECIAL","typeSlots":{"FLY":3,…},"firstHalfMaxRound":7,"minReplacedEnemyCount":1,"maxReplacedEnemyCount":5,"minActionIntervalRatio":0.05,"beFactors":{…},"placeholders":{"enemy_1422_lrsldr":{"slot":"N","cls":"normal","fly":false},…},"powerFormula":"…","countFormula":"…","timingFormula":"…","notes":[…]}` | parameters of the **official** generator (client `RandomEnemyGenerater`, research 08 §2 — normative) | + +The official generator (implemented by `server/match/waves.js`): +1. **Match:** 3 random types (shuffle the 6 `involveRandom` types, keep 3); each owns `typeSlots[t]` (3) of the 15 round + slots, `fillType` (SPECIAL) the other 6; the slots are shuffled → one type per round. All 15 round picks are drawn + at match start (weighted entry of that type and half whose SPECIAL key the mode allows; random attached N / E). +2. **Round:** every template SPAWN action whose key is a `placeholders` key becomes the pick's normal / elite / + special key, or is **skipped** when that key's movement class differs from the placeholder's (ground rounds drop + NF/EF/SF, FLY rounds drop N/E/S). Its count `n' = clamp(roundHalfEven(f32(f32(f32(n·P(tpl))/f(tpl)) / + f32(P(new)/f(new)))), 1, 5)` (P = `enemies[k].attrPower`, f = `beFactor`), unit *i* at + `time + i·max(n·interval/n', 0.05·n·interval)`. Literal keys and the T / TF token keys are kept. +3. **Leader / hidden rounds** use the pick of their own slot (14 / 15; solo 标准 9): only E **or** EF escorts spawn. + +## 11. `waves.json` — `{ [templateId]: Wave }` (38 templates) + +Non-boss rounds use `act1autochess_01…07`, `h01…h06`; leaders `h07_0X` (+`_s` solo; boss_5 is `act2autochess_h07_05`); +hidden core `h08_0X`; 联防 `act1autochess_escaped_single|multi`; training `tr01/02/04`. + +| Field | Example | Meaning | +|---|---|---| +| `id`, `kind`, `solo` | `"act1autochess_03"`, `"normal"`, `false` | `kind` normal / boss / hidden / escaped / training | +| `bossId` | `null` / `"boss_8"` | | +| `maxPlayTime` | `55` | **real** seconds of the forced-2× battle (DESIGN §4; spawn `time`s below are game seconds) | +| `dp`, `characterLimit`, `moveMultiplier`, `bgm` | `{"init":10,"perSec":1,"max":99}`, `8`, `0.5`, `"bat_kazimierz2_2"` | level options | +| `routes[]` | `{"motion":"FLY","start":[9,10],"end":[9,2],"checkpoints":[[9,9],[12,9],…]}` | WALK routes have 0–1 checkpoints (usually the end) ⇒ pathfind between them on the stage grid; `motion:"E_NUM"` (start/end `[0,0]`) = dummy route of a non-SPAWN action (only `ACTIVATE_PREDEFINED` in boss_4 branches) | +| `routes[].steps` | `[{"t":"move","p":[1,17]},{"t":"disappear"},{"t":"wait","s":3},{"t":"appear","p":[5,10]}]` | present only when a route has non-MOVE checkpoints (`move`, `patrol`, `wait` s, `disappear`, `appear` p); authoritative when present | +| `routes[].spawnRandom` | `[0.3,0.3]` | random spawn offset (tiles), optional | +| `extraRoutes[]` | same shape | routes used by `branches` | +| `spawns[]` | `{"time":6,"key":"enemy_1422_lrsldr","count":10,"interval":6,"routeIndex":0,"slot":"N"}` | `time` = absolute game seconds of the first unit; unit i spawns at `time + i·interval`. Optional: `slot` (placeholder N/E/S/NF/EF/SF/T/TF → replace per `factions`), `tag` (`boss` / `part`), `hidden`/`hiddenGroup`, `group`/`pack`/`weight` (random spawn group: `group:"local"` = only on the local side), `unharmful` (counts as killed), `action` (non-SPAWN action, e.g. `ACTIVATE_PREDEFINED` with `key` = device alias) | +| `branches[name]` | `{"boss_summon_enemy":[[{"time":0,"key":"enemy_1005_yokai","count":1,"interval":1,"routeIndex":5}]]}` | script-triggered spawns (`skills[].bbStr.branch_id`, `dragon` = 炎佑, `boss_escaped_walk/fly`, `boss_battle_multi_player` = mirrored boss sharing HP); array of **phases**, times relative to the phase start, `routeIndex` → `extraRoutes`. [ASSUMED] phase *i* runs on the *i*-th trigger (clamped to the last) | +| `overrides[enemyKey]` | `{"enemy_1430_lrrook":{"stats":{"maxHp":60000}}}` | per-template enemy overrides (bosses): partial `stats`, `talents`, `skills` | +| `devices[]` | `{"key":"trap_039_dstnta","alias":"trap_039_dstnta#1","pos":[5,9],"dir":"…","hidden":true}` | template predefines (activated by branches) | +| `totalCount`, `slotCounts` | `22`, `{"N":10,"E":1,"NF":9,"EF":2}` | SPAWN counts before replacement (excl. `unharmful`) | +| `usedBy[]` | `{"modeId":"mode_multi_normal","round":3,"bossId":null}` | | + +Timing: templates have one wave with one fragment, so `time = wave.preDelay + fragment.preDelay + action.preDelay` +exactly (the builder warns if a multi-fragment template ever appears). + +## 12. `stages.json` — `{ [stageId]: Stage }` (11 terrains, 8 active) + +| Field | Example | Meaning | +|---|---|---| +| `id`, `name` | `"act2autochess_m01"`, `"战场#05(下半) 源石流发生装置"` | player-facing name from research 05 (the official tables carry none; falls back to id). The build drops bracketed segments containing Latin letters (research notes such as `战场#01 (upper half #01)` → `战场#01`), logs a warning, and fails validation if Latin text remains | +| `weight`, `active`, `modes` | `50`, `true`, `["mode_single_normal",…]` | match-start pick weight (act1 m05–m07 weight 0) | +| `size` | `[19,21]` | | +| `rows[]` | `rows[9] = "##Errr#rrrSrrr#rrrS##"` | 19 strings, **index = row (0 = bottom)**, one glyph per col | +| `tiles[glyph]` | `{"tileKey":"tile_road","height":"LOW","buildable":"ALL","passable":"ALL","groundPassable":true,"flyPassable":true,"special":null,"bb":{}}` | actual tile properties of each glyph used | +| `devices[]` | `{"key":"trap_013_blower","name":"源石流发生装置","alias":"trap_013_blower#001","pos":[13,5],"dir":"DOWN","hidden":false,"role":"blower","active":true,"stats":{…},"rangeGrid":[[0,0],…],"rangeTiles":[[13,5],[12,5],[11,5],[10,5]],"skill":{"skillId":"sktok_blower","bb":{"blower_s_character[equal].atk":0.3,…}},"desc":null}` | predefined devices; `role` ∈ crate, platform, mound, blower, mireController, tideController, turret (双眼皮, activated by band 机械援助), coldWind, sandstorm, waterPlatform, sealedFloor, bush, bossSpawn; `active` = present at match start (= not `hidden` in the level file); `rangeGrid` is facing right, `rangeTiles` = absolute tiles after rotating by `dir` (RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)`), clipped to the grid (null without a range). Terrain cards / band effects toggle devices by `alias` | +| `mapChars[]` | `{"key":"char_605_cmedic","alias":"char_605_cmedic#1","pos":[10,2],…}` | band_amedic map characters (→ `tokens.json`) | +| `special` | `{"mire":{"intervalSec":3,"aspdPerStack":-0.05,"moveMulPerStack":-0.05,"maxStacks":10,…}}`, `{"infection":{"bb":{"damage":70,"atk":0.2,"attack_speed":20,"duration":300}}}`, `{"deepsea":{"skillId":"sktok_tidectrl_3","bb":{…}}}`, `{"smog":{"rule":"operatorsNotTargetableByEnemyRanged"}}`, `{"blower":{…}}` | special-terrain parameters | +| `runes[]`, `globalBuffs[]` | `{"key":"map_tile_blackb_assign","bb":{…},"bbStr":{…}}` | level runes (act2 m03 reed rune has no reed tiles — leftover) | +| `deployTiles` | `{"normal":{"melee":[[9,3],…],"rangedOnly":[[10,4],…],"changedByDevices":[…]},"bossLeft":{…},"bossRight":{…}}` | deployable tiles at match start: `melee` = LOW buildable ALL/MELEE (ranged may use them too), `rangedOnly` = high ground / active platforms; tiles under active crates/mounds excluded | +| `groundPaths` / `groundPathsWithDevices` | `{"12,10->9,2":[[12,10],[12,9],…,[12,3],[11,3],[10,3],[9,3],[9,2]]}` | the ground route of the sim's own `server/sim/grid.js` flow field (research 08 §3.4: 4-direction SPFA from the goal, crates cost 1000, Bresenham line-of-sight smoothing — official route lengths — plus the remake's road-over-floor preference: among equal-length routes the fewest non-blockable floor / gate tiles, and smoothing never cuts across floor the grid route does not walk, e.g. 战场#01's lower gate takes the col-8 road, not the col-9 floor lane; DESIGN §14 corrections) as the tiles an enemy crosses, over the whole map, without / with the match-start devices (crates cost 1000, platforms / mounds blocking [ASSUMED]); the battle re-reads its flow fields live | +| `options`, `config` | `{"characterLimit":8,"moveMultiplier":0.5}`, `{…configBlackBoard strings…}` | | + +Glyph legend (`rows`): + +| Glyph | tileKey | Height | Build | Ground | Meaning | +|---|---|---|---|---|---| +| `#` | tile_forbidden | HIGH | NONE | no (fly yes) | void | +| `X` | tile_forbidden | HIGH | NONE | no (fly no) | hard separator (rows 6, 13) | +| `r` | tile_road | LOW | ALL | yes | deployable ground | +| `R` | tile_road | LOW | NONE | yes | non-deployable road | +| `f` | tile_floor | LOW | NONE | yes | lane col 9 / preview pen | +| `p` | tile_floor | LOW | NONE | yes | preview row (previewNotAlloed) | +| `h` | tile_wall | HIGH | RANGED | no | high ground | +| `b` | tile_fence_bound | LOW | ALL | no | fenced lowland (deployable, blocks ground) | +| `a` | tile_achand | HIGH | ALL | no | hand slot (row 7 cols 0–9; row 0 boss benches) | +| `A` | tile_achand | HIGH | ALL | no | temp hand slot (row 8 cols 4–8) | +| `S` / `E` | tile_start / tile_end | LOW | NONE | yes | red gate / blue objective | +| `I` / `O` | tile_telin / tile_telout | LOW | NONE | yes | teleport in / out (boss field) | +| `m` `g` `d` `i` | tile_mire / tile_smog / tile_deepsea / tile_infection | LOW | ALL | yes | special terrain (see `special`) | + +## 13. `bosses.json` — `{ [bossId]: Boss }` (10; boss_8–10 hidden) + +| Field | Example (`boss_5`) | Meaning | +|---|---|---| +| `bossId`, `enemyKey`, `handbookId`, `name`, `sortId` | `"boss_5"`, `"enemy_2016_csphtm"`, …, `"卢西恩,“猩红血钻”"`, `5` | | +| `weight`, `hidden` | `10`, `false` | pick weight within its round | +| `bloodPoint` | `{"FUNNY":200000,"NORMAL":390000,"HARD":780000,"ABYSS":3000000}` | shared leader HP pool per difficulty | +| `lpr` | `30` | LP cost if it leaks | +| `templates[modeId]` | `{"round":14,"template":"act2autochess_h07_05"}` | | +| `escortsByTemplate[templateId]` | `[{"key":"enemy_2009_csaudc","slot":null,"count":4},…]` | non-boss spawns (slot = still a placeholder) | +| `parts[]` | `["enemy_9014_acstma","enemy_9015_acstmb"]` | boss parts (random local groups / unharmful) | +| `abilities[]` | handbook texts | | + +## 14. `tokens.json` — `{ [tokenId]: Token }` (22) + +`kind`: `summon` (19 chess summons), `bondSummon` (`enemy_9012_acloon` 炎佑 for 炎 6/9), `mapChar` (`char_605_cmedic` +预备干员-医疗 / `char_613_acmedc` Touch placed by band `band_amedic`). + +| Field | Example (`token_10028_vigil_wolf`) | Meaning | +|---|---|---| +| `tokenId`, `kind`, `name`, `appellation`, `desc`, `descRaw` | …, `"summon"`, `"狼群"` | | +| `profession`, `subProfessionId`, `position` | `"TOKEN"`, `"notchar1"`, `"MELEE"` | | +| `displayType`, `placeable` | `"DEFAULT"`, `true` | `shopStateTokenDict`: DEFAULT = hand-placeable piece; HIDDEN = battle-only | +| `owners[]` | `["chess_char_3_19_a","chess_char_3_19_b"]` | | +| `stats`, `rangeGrid`, `dmgType`, `attackKind`, `projectile`, `canHitFly` | first owner's values | defaults | +| `skill` | `{"skillId":"sktok_vigil_wolf_3","bb":{…}}` | default token skill (same slot as the owner's skill) | +| `deployLimit`, `count` | `1`, `1` | `count` = copies sent to the hand / spawned (talent/skill `cnt`); `null` ⇒ use `deployLimit` | +| `variants[ownerChessId]` | `{"phase":2,"level":1,"stats":{…},"immunities":{…},"rangeGrid":…,"trait":{…},"dmgType":…,"skill":{full skill record},"talents":[…],"count":1,"sources":["talent","display"]}` | stats at the owner's phase/level (clamped to the token's max level) + golden module `tokenAttributeBlackboard`; the owner's module parts flagged `isToken` upgrade the variant's `trait` (+`moduleDesc`) and `talents` (伺夜's wolves, 缪尔赛思's 流形 `scale` 1, 浊心斯卡蒂's 海嗣 30 s, “耀阳” `atk_scale` 1.15). `sources` ⊆ `talent`/`skill`/`display`: how the owner produces it (`display` only = listed on the character but unused by its default skill/talents, e.g. 迷迭香 S2, 凛御银灰 eagle1/3). `count` = copies from a talent `cnt` or the default skill's `cnt` when that skill overrides this token; `null` ⇒ use `deployLimit` | +| `variants[o].bySkill[i]` | `{"skill":{…},"count":1,"sources":["talent","display"]}` | owner loadout with the non-default skill index `i` (one entry per other selectable owner skill): the token skill of that slot (伺夜's wolves, 缪尔赛思's 流形, 凛御银灰's eagles…), the count and how the chess then produces it (`sources` may be `[]`: 风丸 S1 makes no 纸偶; 赫默 / 巫恋 S1 only `display` ⇒ no hand piece). The sim resolves them for an owner loadout: `simdata getToken(id, ownerChessId, loadout)` → `def.sources` / `def.count` | +| `variants[o].byModule[m]` | `{"stats":{…},"immunities":{…},"trait":{…},"talents":[…]}` | golden owner with another module `m` or `'none'`: the token as that module makes it (module `tokenAttributeBlackboard`, `isToken` trait/talent parts) | +| `assets` | `{"avatar":"token_10028_vigil_wolf","spine":"token_10028_vigil_wolf"}` | | +| mapChar extras | `phase`, `level`, `trait`, `talents`, `positions:[{"alias":"char_613_acmedc#2_multi_only","pos":[10,10],"dir":"RIGHT","multiOnly":true}]`, `source` | | +| bondSummon extras | `bondId`, `motion`, `skills`, `talents`, `assets.isEnemyModel` | 炎佑 base template; ATK/HP are **replaced** at battle start by 30 % of the 炎 operators' sums (bonds.yanShip) | + +--- + +## 15. Anomalies found while joining (also in `.cache/build-data-report.json`) + +1. **凛御银灰 container token** `token_10057_svash2_eagle` (talent tokenKey) is not in `character_table`: the talent's + `tokenKey` is remapped to the default skill's token (S2 → `…_eagle2`, `containerTokenKey` keeps the official id). + `…_eagle1/3` stay listed (`sources:["display"]`, belong to S1/S3). With another skill selected (DESIGN §16) the + talent follows that skill's eagle (`simdata loadoutRecord`; `variants[o].bySkill[i].sources`). +2. **DIY chess** (`chess_char_5_diy1/2`, `chess_char_6_diy1/2`, `_a` and `_b` = 8 records): no `charId`, no stats/skill; `visible:false`, + name placeholder `甄选干员`. Out of scope for v1. +3. **Module-less chess**: 蒂比 (`chess_char_2_13`) and 凛御银灰 (`chess_char_5_14`) have no module; their golden + record has `module:{id:null,active:false}` and no module stat bonus. +4. **Hidden chess (17)** are kept with `visible:false`; several operators exist in two tiers with one hidden + (锡人, 耶拉, 录武官, 白面鸮, 百炼嘉维尔, 魔王, 华法琳, 妮芙). +5. **Every non-DIY chess (258 records: 129 normal + 129 golden) has a resolvable default skill, stats and range** — no + skill anomalies. +6. **Skill triggers**: official rows with `skillIndex 0` apply to skill 1 only (research 03 C1): only 古米 and 灰毫 get + `TAKE_DAMAGE`; bearer/tactician/bard/librator/phalanx rows match no pool chess. +7. **Trait candidate `rangeId`** (送葬人, 松果 1-3; 风丸, 归溟幽灵鲨 x-4) is the trait-effect area, exposed as + `trait.rangeGrid`, not the attack range. +8. **Passive skills** use numeric `spType 8` in skill_table → normalized to `ON_DEPLOY`. +9. **Bond `effectDesc`** keeps positional placeholders by design (`effectDescParams`). +10. **Hidden module talents**: module data-only talent candidates have no name/text; kept as `hidden:true,fromModule:true`. +11. **act1 m02** crates and platforms are all `hidden` in the 下半 level file and absent from the PRTS 下半 screenshot + ⇒ **no crates at start** (`active` = `!hidden` for every device; research 08 §3.3 — an earlier build kept + #001–#004 active, which blocked the top road). Its terrain cards can only act on hidden devices. + Platforms/mounds block ground movement [ASSUMED]; crates are obstacle-like (cost 1000), not walls. +12. **Boss per-template overrides** (e.g. 愧悔魂灵圣杯 HP 60 000, 昆图斯 ATK 480, 卢西恩 ATK 700/600) live in + `waves[t].overrides`, not in `enemies.json`. +13. `act1autochess_h08_01` `totalCount` 15 excludes the two unharmful hand parts (research counted 17). +14. Escaped (联防) templates have `maxPlayTime 1` in data; use the round's `combatTimeLimit`. +15. 炎佑 name in the enemy DB is `"炎佑"` with literal ASCII quotes. +16. Research-only fields (null without `docs/research`): stage `name`, item `category/kind/family/implFormula/ + requiresBondId/rangeGrid/flavor`, bond `spec`, E2 art availability (falls back to "char has an E2 phase"). +17. [ASSUMED] content (flagged in data): 机变 family schedule and server pools, the solo leader pool factor + (`bossHpScale.solo` 0.25), title criteria, income cap 12, per-turn band-draft timer 12 s. The special-enemy + generator, the co-op leader pool (`bloodPoint`, no alive-player scaling) and the 联防 timing are official. +18. **Module parts flagged `isToken`** (伺夜, 浊心斯卡蒂, 缪尔赛思, 耀骑士临光 golden) upgrade the summon only; they are + applied to `tokens.json` variants, never to the operator's talents/trait. +19. **Undefined enemy-database fields** (`m_defined:false`): a zero `m_value` means "never set" and falls back to the + default (`lifePointReduce` 1 — 萨卡兹王庭军战士, 深池逐火战士, 圣堂剑士…; `attackSpeed` 100 — 卢西恩, 萨卡兹枯朽战车…; + `baseAttackTime` 1 — 枯朽之种); a non-zero `m_value` is the prefab value and is kept (boss-part immunities). + Defined values are never changed: 假想敌:铳/管/弦 have an official `aspd` 0 (skill-driven; engines clamp). +20. **MELEE enemies with an official radius** (粉碎攻坚手 2.5, 宿主士兵 2.5, 迷路的巨像 2.5, 清明/堂皇 2, 雪怪小队破冰者 + 1.9, 冰爆源石虫 1.75, 深池方阵步兵 1.5, 深池伙友卫队 1.4, 山海众头目 1.2 …): `rangeRadius` 0, value in `rawRangeRadius`. +21. **Token counts**: a skill `cnt` is only used as a token count when that skill overrides the token (夕's S1 `cnt` 2 + is a charge count ⇒ “小自在” `count` null). +22. **联防 spawn timing** (client `GenerateHelpBattleEnemyData` → `_GetSpEnemyActionData` → + `_CalculateActionPredelayConsiderUid`, decoded from GameAssembly.dll; `server/match/waves.js buildUniteWave`): every + leaked enemy is a 1-unit action on the route of the escaped template's first `lrsldr` (walker) / `yokai` (flyer) / + `gopro_2` / `lazerd` (token) action, else action 0. Per host action, with W = count·interval of that action and + M = the largest per-owner group, step = min(max(W/M, 0.05·W), 5 s); the k-th owner (first-leak order) starts + 0.5·k s after the action's preDelay (no cap) and its i-th unit spawns i·step later. +23. **Preview zones** (`waves.js gateOf`, client `AutoChessEnemyPreviewManager`): target row = route start row + 6 + (leader / hidden rounds + 13); the upper pen zone (anchor (18,7)) needs target row ≥ 18, everything else goes to the + lower zone (15,7). Normal fields: only the (12,10) gate is upper; boss fields: (5,10) upper, the (2,10) gate and the + leaders starting at (3,x) / (4,x) lower. + +## 16. Counts (current build) + +`chess 266 (112 visible; 283 selectable skills over the visible chess, 184 module choices over 129 goldens)`, `bonds 23`, `garrisons 249 (43 effect keys)`, `items 115`, `bands 40`, `effects 361`, +`enemies 249`, `factions 67 entries`, `waves 38`, `stages 11 (8 active)`, `bosses 10`, `tokens 22`, `choice events 109`, +`bounty cards 129`, `tactic cards 43`. + +## 17. Integrity guarantees (checked by the builder and `test/data.test.js`) + +Chess bonds/garrisons/tokens/base/golden ids resolve; talent tokens are in `chess.tokens`; every non-DIY chess has +`skills[]` with exactly one default equal to `skill` (and every skill token listed in `chess.tokens`); golden module +choices are consistent (one default iff `module.active`, base fields present; composing the default reproduces the +record); token variants carry `bySkill` / `byModule` for exactly the other owner choices; bond members exist and +carry the bond; items/bands/bonds reference existing effects; wave spawn keys and branch keys resolve in +`enemies.json`, route indices exist; every mode round has a template (or boss templates) present in `waves.json`; +stages are 19 × 21 with known glyphs and contiguous helper paths; bosses/factions/tokens/choice pools resolve; token +variants carry `sources`; enemies have `maxHp`/`bat` > 0, `aspd`/`moveSpeed`/`lpr` ≥ 0 and `rangeRadius` ≥ 0 (0 for +MELEE); no non-finite numbers; total size < 6 MB. `test/data.test.js` additionally re-derives every chess/enemy stat +from the raw official tables (incl. the float32 `attrPower`) and rebuilds offline to prove `data/` is not stale (both +skipped without the cache); faction entries carry no `k` copies and share one movement class; every device's +`active` = `!hidden`; the helper lanes of act1 m02 / m04 / act2 m02 are the official ones (research 08 §3.2). +`test/match/waves-official.test.js` checks the generator against 429 official entry × round compositions +(`test/fixtures/official-waves.json`); with the cache, `test/match/waves-crosscheck.test.js` re-implements the client +generator and preview zones on the raw level files for every mode × round × template (leader and hidden rounds +included) × allowed entry, and `test/sim/pathing-crosscheck.test.js` re-implements the client SPFA + smoothing over the +whole map for every walkable tile of the normal / 联防 / boss fields of the 8 stages (extended by the road-over-floor +preference; against the pure official algorithm: identical route lengths, never more non-blockable tiles crossed). diff --git a/docs/DEPLOY.md b/docs/DEPLOY.md new file mode 100644 index 00000000..e9f9b319 --- /dev/null +++ b/docs/DEPLOY.md @@ -0,0 +1,240 @@ +# 部署指南 + +目标:在一台家用 Windows 小主机上长期开服,让朋友通过局域网或公网来玩。macOS / Linux / Docker 放在后面。 +所有命令都在项目根目录执行。遇到问题先运行 `node tools/doctor.mjs`(只读诊断)。 + +## 0. 资源需求 + +| 项目 | 说明 | +|---|---| +| 服务器 CPU | 战斗在各玩家浏览器里模拟(DESIGN §14),服务器只负责回合、经济和校验:**每个房间每个作战回合约 1 ms CPU**。AI 队友 / 掉线玩家的战场由服务器模拟:作战开始时 3 个 AI 战场在开发机上约 0.2–0.5 s CPU,小主机上可能要几秒(分成 8 ms 小片执行,不会卡住其他房间)。`SP_VERIFY=all` 会复算每个真人战场,CPU 明显增加,小主机建议保持 `off` 或 `sample`。 | +| 服务器内存 | 空闲约 100 MB,每个进行中的对局再增加几 MB。 | +| 网络 | 4 人对局中服务器每回合下行约 0.25 MB(DESIGN §14 实测)。首次进入游戏时浏览器要从主机下载所需的图片 / Spine 模型 / 音频(按需加载,之后走浏览器缓存),公网隧道带宽小时第一次会慢一些。 | +| 磁盘 | 素材约 250 MB(`public/assets`)+ 依赖约 125 MB(`node_modules`);可选的本地提取约 40 MB(`.venv-extract`)+ 70 MB 贴图。 | +| 玩家设备 | 支持 WebGL 的现代浏览器(Chrome / Edge / Firefox / Safari 最新版),电脑或手机平板(横屏)。老旧设备可在设置里调低画质或访问 `/?board=2d`。 | + +服务器**无状态**:房间和对局只存在内存里,没有数据库和存档,**不需要备份**。重启服务器会结束正在进行的对局(包括断线后本可在 24 小时内回来继续的独立模拟)。 + +## 1. Windows 小主机:一步步 + +### 1.1 安装与首次启动 + +1. 安装 Node.js 22 LTS 和 Git(在 PowerShell 或「终端」里): + ```powershell + winget install OpenJS.NodeJS.LTS + winget install Git.Git + ``` + 装完**关闭并重新打开**终端,`node -v` 应显示 v22 或更高(winget 的 LTS 目前是 v24.x,同样可用)。没有 winget 时从 和 下载安装。 +2. 下载代码,建议放在一个固定、短、**不在 OneDrive 同步范围内**的目录,例如: + ```powershell + git clone <本仓库地址> C:\Stronghold-Protocol + ``` +3. 双击 `C:\Stronghold-Protocol\scripts\start-windows.bat`。首次会:安装依赖(`npm ci`)→ 复制前端库 → 下载约 250 MB 素材(显示进度,中断后再次启动会续传)→ 若检测到本机的明日方舟客户端,询问是否提取官方贴图(可跳过)→ 启动服务器并打开浏览器。 +4. 窗口里会打印朋友可用的地址,例如 `http://192.168.1.23:3000`。用另一台设备打开它确认能进入。关闭窗口即停止服务器。 + +等价的手动命令:`npm ci`、`node tools/setup.mjs`、`npm start`。 + +### 1.2 防火墙 + +- 第一次启动时 Windows 会弹出「Windows 安全中心警报」:勾选**专用网络**并点「允许访问」。 +- 没弹窗或点错了,用**管理员** PowerShell 添加规则(下面的开机自启脚本也会自动添加): + ```powershell + netsh advfirewall firewall add rule name="Stronghold Protocol" dir=in action=allow protocol=TCP localport=3000 profile=private,domain + ``` +- 家里的网络要是「公用网络」,Windows 会拦截入站连接。改成专用(管理员 PowerShell;网卡名用 `Get-NetConnectionProfile` 查看): + ```powershell + Set-NetConnectionProfile -InterfaceAlias "以太网" -NetworkCategory Private + ``` +- `node tools/doctor.mjs` 会显示规则是否存在、每个网络的类型,以及朋友可用的地址。 + +### 1.3 固定局域网 IP(推荐) + +主机 IP 变了,朋友收藏的地址就失效。推荐在**路由器**后台的「DHCP 静态分配 / 地址保留」里把小主机的 MAC 地址绑定到固定 IP(如 `192.168.1.50`)。也可以在 Windows「设置 → 网络和 Internet → 属性 → IP 分配 → 编辑」里手动设置(IP、子网掩码、网关、DNS 与路由器一致,且不要与别的设备冲突)。 + +### 1.4 开机自动在后台运行 + +先关闭 `start-windows.bat` 的窗口(否则端口冲突),然后在项目目录运行(会自动请求管理员权限): + +```powershell +powershell -ExecutionPolicy Bypass -File scripts\install-service-windows.ps1 +``` + +它会:运行一次 `tools/setup.mjs` → 把设置写入 `scripts\service.env.cmd`(node.exe 路径、端口等)→ 注册计划任务 **StrongholdProtocol**(开机 20 秒后以 SYSTEM 身份运行 `scripts\run-server.cmd`,无需登录;服务器退出后 5 秒自动重启)→ 添加防火墙规则 → 立即启动并显示状态。日志在 `logs\server.log`(超过 10 MB 自动轮换)。 + +| 需求 | 命令(都加在 `powershell -ExecutionPolicy Bypass -File scripts\install-service-windows.ps1` 之后) | +|---|---| +| 换端口 / 其他设置 | `-Port 8080`、`-Verify sample`、`-Combat server`、`-BindHost 127.0.0.1`(只给反向代理用) | +| 公用网络也放行 | `-AllowPublicNetwork`(一般不需要;Tailscale 网卡被识别为公用网络时可能需要) | +| 查看状态和最近日志 | `-Status` | +| 重启(更新代码后) | `-Restart` | +| 停止 | `-Stop`(下次开机仍会自动启动) | +| 卸载 | `-Uninstall`(删除计划任务、防火墙规则和 `service.env.cmd`) | + +建议同时关闭睡眠,否则小主机会在无人操作时休眠:`powercfg /change standby-timeout-ac 0`。 + +
+替代方案:用 NSSM 注册成真正的 Windows 服务 + +```powershell +winget install NSSM.NSSM # 或从 https://nssm.cc 下载 +nssm install StrongholdProtocol "C:\Program Files\nodejs\node.exe" server\index.js +nssm set StrongholdProtocol AppDirectory C:\Stronghold-Protocol +nssm set StrongholdProtocol AppEnvironmentExtra PORT=3000 HOST=0.0.0.0 +nssm set StrongholdProtocol AppStdout C:\Stronghold-Protocol\logs\server.log +nssm set StrongholdProtocol AppStderr C:\Stronghold-Protocol\logs\server.log +nssm start StrongholdProtocol +``` + +防火墙规则仍需按 1.2 手动添加。两种方式只选一种。 +
+ +### 1.5 更新 + +```powershell +cd C:\Stronghold-Protocol +powershell -ExecutionPolicy Bypass -File scripts\install-service-windows.ps1 -Stop # 装了开机自启时 +git checkout -- data/assets.json # 素材清单由 setup 重新生成,先还原以免 git pull 冲突 +git pull +npm ci +node tools/setup.mjs # 补下载新增的素材(已有文件会跳过) +powershell -ExecutionPolicy Bypass -File scripts\install-service-windows.ps1 -Restart +``` + +没装开机自启的话,最后一步改成重新双击 `start-windows.bat`。用 ZIP 下载的:解压新版本后,把旧目录里的 `public\assets`、`public\fonts`、`.cache` 和 `data\local-assets.json`(若有)复制过去,可避免重新下载。 + +## 2. 让不在同一网络的朋友加入 + +### 2.1 Tailscale / ZeroTier(推荐给家用小主机) + +组一个虚拟局域网:不需要公网 IP、不需要改路由器、不暴露到互联网。 + +- **Tailscale**:主机和朋友都安装 (Windows:`winget install Tailscale.Tailscale`)并登录。朋友用自己的账号时,在 Tailscale 管理后台把这台主机「Share」给他们,或邀请他们加入你的 tailnet。朋友访问 `http://<主机的 100.x.y.z 地址>:3000`(`tailscale ip -4` 查看;开了 MagicDNS 也可以用 `http://<主机名>:3000`)。 +- **ZeroTier**:在 创建网络,主机和朋友安装客户端并加入同一个 Network ID,在后台勾选授权成员;访问 `http://<主机的 ZeroTier IP>:3000`。 +- 连不上时运行 `node tools/doctor.mjs`:看 VPN 网卡是否被 Windows 识别为「公用网络」,是的话按 1.2 改为专用,或安装自启时加 `-AllowPublicNetwork`。 + +### 2.2 cloudflared 临时隧道(朋友什么都不用装) + +```powershell +winget install --id Cloudflare.cloudflared # macOS: brew install cloudflared +cloudflared tunnel --url http://localhost:3000 +``` + +把输出的 `https://xxxx.trycloudflare.com` 发给朋友。页面是 https 时客户端自动改用 `wss://`,不需要任何配置;服务器会通过隧道转发的 `CF-Connecting-IP` 识别真实来源(`TRUST_PROXY=auto`)。临时隧道每次启动地址都不同,且没有可用性保证;需要固定地址请使用 Cloudflare 账号 + 自己域名的「命名隧道」。 + +### 2.3 路由器端口转发 + +仅当你有**公网 IPv4**(很多宽带是运营商级 NAT,没有公网 IP,此时请用 2.1 / 2.2): + +1. 先按 1.3 固定主机的局域网 IP。 +2. 路由器「虚拟服务器 / 端口转发」:外部端口 3000(或任意端口)→ 内部 `主机IP:3000`,TCP。 +3. 朋友访问 `http://<你的公网 IP>:外部端口`。 + +注意:游戏没有账号系统,知道地址的人都能进来。服务器对来自互联网的连接有按网络的数量限制(每个网络最多 64 个连接,房间 / 对局数量也有上限),但仍建议不玩时关掉转发,或优先用 Tailscale。 + +### 2.4 反向代理与 HTTPS(有域名时) + +必须部署在**域名根路径**(客户端使用 `/data/`、`/vendor/`、`/ws` 等绝对路径,不支持挂在子路径下)。代理需要转发 WebSocket 升级(路径 `/ws`)。建议让服务器只监听本机:`HOST=127.0.0.1`(Windows 自启:`-BindHost 127.0.0.1`)。 + +**Caddy**(自动申请 HTTPS 证书,WebSocket 无需额外配置): + +```caddy +game.example.com { + reverse_proxy 127.0.0.1:3000 +} +``` + +**Nginx**: + +```nginx +map $http_upgrade $connection_upgrade { + default upgrade; + '' close; +} +server { + listen 443 ssl; + server_name game.example.com; + ssl_certificate /etc/letsencrypt/live/game.example.com/fullchain.pem; + ssl_certificate_key /etc/letsencrypt/live/game.example.com/privkey.pem; + + location / { + proxy_pass http://127.0.0.1:3000; + proxy_http_version 1.1; + proxy_set_header Upgrade $http_upgrade; + proxy_set_header Connection $connection_upgrade; + proxy_set_header Host $host; + proxy_set_header X-Real-IP $remote_addr; + proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; + proxy_set_header X-Forwarded-Proto $scheme; + proxy_read_timeout 1h; # WebSocket 长连接 + } +} +``` + +https / wss 说明:页面通过 https 打开时客户端自动连接 `wss://同一域名/ws`;http 时用 `ws://`。服务器本身只提供 http,证书由代理 / 隧道负责。代理与服务器在同一台机器或内网时,`TRUST_PROXY=auto` 会信任它的 `X-Forwarded-For` / `X-Real-IP`;代理在公网另一台机器上时设 `TRUST_PROXY=1`(同时确保游戏端口只对代理开放)。 + +## 3. Docker + +```bash +# A) 构建时下载素材(需要联网,约 250 MB) +docker build -t stronghold-protocol --build-arg FETCH_ASSETS=1 . +docker run -d --name stronghold -p 3000:3000 --restart unless-stopped stronghold-protocol + +# B) 不把素材打进镜像:先在宿主机运行 node tools/setup.mjs,然后挂载 +docker build -t stronghold-protocol . +docker run -d --name stronghold -p 3000:3000 --restart unless-stopped \ + -v "$PWD/public/assets:/app/public/assets:ro" stronghold-protocol +``` + +镜像基于 `node:22-alpine`,多阶段构建,只含生产依赖;`public/vendor` 在构建时生成。`.dockerignore` 排除了 `public/assets`(不会把宿主机素材打进构建上下文);`public/fonts`、`data/assets.json` 和 `data/local-assets.json` 若存在会被复制进去。环境变量同 README(`-e SP_VERIFY=sample` 等)。健康检查:`GET /healthz`。 + +docker compose 示例: + +```yaml +services: + stronghold: + build: + context: . + args: { FETCH_ASSETS: "1" } + ports: ["3000:3000"] + restart: unless-stopped + environment: + SP_VERIFY: "off" +``` + +## 4. macOS / Linux 常驻 + +- 临时开服:`scripts/start.sh`(或 `npm start`),保持终端窗口打开。macOS 首次会询问是否允许 node 接受传入连接,选「允许」。 +- Linux systemd(`/etc/systemd/system/stronghold.service`,路径与用户按实际修改): + + ```ini + [Unit] + Description=Stronghold Protocol game server + After=network-online.target + Wants=network-online.target + + [Service] + WorkingDirectory=/opt/Stronghold-Protocol + ExecStart=/usr/bin/node server/index.js + Environment=PORT=3000 HOST=0.0.0.0 + Restart=always + RestartSec=5 + User=stronghold + + [Install] + WantedBy=multi-user.target + ``` + + `sudo systemctl daemon-reload && sudo systemctl enable --now stronghold`;日志 `journalctl -u stronghold -f`;防火墙 `sudo ufw allow 3000/tcp`。 + +## 5. 排错 + +| 现象 | 处理 | +|---|---| +| 任何问题 | `node tools/doctor.mjs`:Node 版本、依赖、素材完整性、端口、局域网地址、防火墙、网络类型 | +| `端口已被占用 / EADDRINUSE` | 已经有一个服务器在运行(自启任务?)或其他程序占用 3000:换端口 `scripts\start-windows.bat --port 3001` | +| 朋友打不开页面 | 防火墙规则 / 网络类型(1.2);确认用的是 `LAN` 地址而不是 `localhost`;访客 Wi-Fi 常开启「AP 隔离」;不在同一网络请看第 2 节 | +| 画面是占位图、没有声音 | 素材没下完:重新运行 `node tools/setup.mjs`(会续传);缺失明细在 `.cache/assets-report.json`。GitHub 原始地址访问失败时会自动改用 jsDelivr 镜像 | +| 素材下载很慢 / 失败 | 网络问题可随时中断,重新运行会跳过已完成的文件;`node tools/fetch-assets.mjs --concurrency=4` 降低并发 | +| 本地提取失败 | 不影响游戏。确认客户端已下载全部资源;Python 版本太新导致依赖安装失败时,安装 Python 3.12 后删除 `.venv-extract` 再运行 `node tools/setup.mjs --local` | +| 3D 棋盘没出现 | 需要本地提取的棋盘贴图(`node tools/doctor.mjs` 会显示「3D 棋盘可用」),以及支持 WebGL2 的浏览器 | +| 断线 | 同盟模拟 10 分钟内、独立模拟 24 小时内(`config.constants.singleReconnectTime`)用同一浏览器重新打开页面,自动回到原座位。同盟掉线期间按原阵容自动作战、到时自动准备(不会代为购买;想让 AI 代打请用「离开模拟 → 暂离(AI 托管)」);独立模拟不计时,等你回来 | diff --git a/docs/DESIGN.md b/docs/DESIGN.md new file mode 100644 index 00000000..b3a4f938 --- /dev/null +++ b/docs/DESIGN.md @@ -0,0 +1,563 @@ +# 卫戍协议:盟约 — Web Remake · Architecture & Contracts (DESIGN.md) + +This is the **single source of truth** for every implementer. Research lives in `docs/research/` (start with `00-INDEX.md`; where a research file's body and its "Addendum (critic)" disagree, the addendum wins). When this document and research disagree, **this document wins**; when this document is silent, follow research; when both are silent, choose the simplest faithful behaviour and write it down in the module's header comment. + +Language: all player-facing text is **Simplified Chinese** (names/descriptions come from official data). Code, comments and identifiers are English. + +--- + +## 0. Product scope (v1) + +A faithful, polished, **online co-op** browser remake of Arknights' seasonal auto-chess TD mode 「卫戍协议:盟约」(下半, `act2autochess`). + +In scope: +- Title → lobby (nickname, create room / join by 4-letter code or `?room=CODE` link, host picks difficulty, up to 4 players, **AI teammates** can fill seats, ready/start). Solo (独立模拟) and co-op (同盟模拟, 1–4 humans + optional AI). +- Difficulties: 标准 FUNNY, 险境 NORMAL, 绝境 HARD, 终极 ABYSS (solo and multi variants from `modeDataDict`). Training/tutorial mode is out of scope. +- Pre-game: INFO_CHECK briefing (disabled bonds, banned operators, enemy factions, stage) → BAND_CHECK strategy draft (40 bands, random order, 1 skip in co-op) → BATTLE_CHECK. +- Rounds 1–14 (+ hidden 15): prep (shop, hand, board, items, freeze, refresh, level-up, sell, merge + reward pick, ready), 机变 draft rounds, simultaneous auto-combat on each player's own field, 联防 unite phase, LP loss/elimination, Final Assault boss round with merged LP and shared boss HP pool, Hidden Core, settlement with titles. +- Full content: 112 visible chess (+ elites), their default skills and talents, 23 bonds with layers, all 43 特质 (garrison) effect keys, 56 equipment + Arts, 40 bands, 机变 cards, enemy factions/special enemies, 10 bosses, stage devices/terrain (crates, blowers, mire, smog, deep sea, infection). +- Rendering with the real Spine battle chibis (PixiJS 7 + pixi-spine 4), procedural tiles, VFX, damage numbers, real BGM/SFX, emotes, broadcast ticker. +- Reconnect, AI take-over of disconnected players, robust validation of every client intent. + +Out of scope v1: matchmaking queue, training/tutorial, DIY (甄选) slots (the 4 DIY chess are removed from the pool), trophies/progression persistence, reporting. + +--- + +## 1. Tech stack + +- **Node.js ≥ 18** (tested on 22), ESM (`"type": "module"`), single dependency `ws@8`. No bundler, no TypeScript. JSDoc types where helpful. +- **Server-authoritative simulation.** Clients send *intents*; the server validates, mutates state and pushes state/snapshots. +- **Client:** static files, native ES modules. Vendored libs in `public/vendor/`: `pixi.min.js` (PixiJS **7.4.2** UMD, global `PIXI`), `pixi-spine.js` (**4.0.6** UMD, `PIXI.spine`), `preact.module.js` + `hooks.module.js` + `htm.module.js` (Preact 10 + htm, no build step). No CDN at runtime (LAN play must work offline). +- **Shared code** in `shared/` is imported by both server and browser (pure ESM, no Node APIs). +- Tests: `node --test` (`test/**/*.test.js`). Browser E2E: `puppeteer-core` driving the system Chrome (dev dependency, optional). + +Run: `npm install && npm run assets && npm start` → `http://localhost:3000`. Friends on LAN use `http://:3000`. Internet play: a tunnel (e.g. `cloudflared tunnel --url http://localhost:3000`) or any Node host (Dockerfile provided). + +--- + +## 2. Repository layout & ownership + +``` +server/ + index.js HTTP static server (gzip for .skel/.atlas/.json/.js/.css), WebSocket upgrade at /ws, boot + net.js session registry, send helpers, per-connection rate limit, message validation (uses shared/protocol.js) + lobby.js rooms (4-letter codes), seats, host, AI seats, ready/start, reconnect tokens, room→Match wiring + data.js loads data/*.json once, builds indexes (getChess, getBond, …); frozen objects + match/ + Match.js match state machine, timers, round loop, co-op orchestration, broadcasting views + PlayerState.js per-player economy/shop/hand/board/items/bonds/LP state + all prep-intent handlers + pool.js SharedPool (copies per base chess), banned/disabled bonds, odds & rolls + board.js placement legality, deploy cap, hand/temp management, merge detection & execution + bondsMeta.js bond member counting (BOARD / BOARD_AND_DECK / golden), activation tiers, persistent layers + effectsMeta.js registry + dispatcher of prep-phase ("SERVER_*") effects: garrisons, bands, items, bonds + choices.js 机变 draft: card generation per family, pick order, timeouts, application + waves.js match enemy factions, per-round spawn list generation, stat scaling, bounties + unite.js 联防 helper selection, leaked-enemy aggregation, LP attribution + finalAssault.js R14/R15 pairing, merged LP, shared boss HP pool, overtime drain + results.js settlement stats, titles (评语) + bot.js AI player (plays prep phases; also auto-play for disconnected humans) + sim/ + Battle.js one field simulation (normal / unite / boss); public API §5 + constants.js TICK, conversions, tuning knobs + rng.js seeded PRNG (mulberry32) + helpers + grid.js field grid, tile queries, passability, pathfinding (8-dir, no corner cutting) + units.js Unit / Operator / Enemy / Token classes, stat aggregation + buffs.js Buff model, status catalogue (stun, freeze, cold, sleep, slow, fragile, stealth, …) + damage.js damage & heal pipeline, element gauges + targeting.js target selection helpers, range tests, priorities + projectiles.js projectile flight/impact + skills.js skill runtime: SP, triggers, durations, ammo, charges; interprets SkillSpec + ai.js enemy movement/attack AI, operator attack loop + snapshot.js compact serialization for clients + content/ + index.js installs all content into a Battle (kits, bonds, garrisons, items, bands, enemies, devices) + kits/tier1.js … tier6.js operator kits (skill + talents) keyed by base chessId + tokens.js summon/token definitions + bonds.js battle side of the 23 bonds + garrisons.js battle side (IN_BATTLE) garrison effect keys + items.js battle side of equipment + Arts + bands.js battle side of band (strategy) effects + enemies.js enemy ability specs + generic special-type behaviours + bosses.js boss scripts (boss_1 … boss_10) + devices.js stage devices & special terrain +shared/ + constants.js enums, phases, areas, error codes, UI-relevant constants + protocol.js message catalogue + validators (§8) + format.js rich-text description → HTML/plain; number formatting + rules.js pure helpers shared by UI & server (e.g. price display, sell value, bond tier from count) +data/ generated by tools/build-data.mjs — committed; see docs/DATA.md +public/ + index.html single page; loads /js/main.js as module + css/ theme.css (tokens, fonts), components.css, screens/*.css + js/ + main.js boot, router between screens, global store + net.js WebSocket client, reconnect, request/response helpers + store.js tiny observable store (state from server + local UI state) + data.js fetches /data/*.json, same indexes as server/data.js + audio.js BGM/SFX manager (Web Audio), volume settings + assets.js asset URLs, image cache, Spine loader with LRU + fallback + screens/ title.js, lobby.js, room.js, briefing.js, bandDraft.js, game.js, result.js + ui/ hud.js, bondStrip.js, bondPopup.js, shopBar.js, teamPanel.js, detailPanel.js, + tooltip.js, choiceOverlay.js, rewardOverlay.js, ticker.js, emotes.js, settings.js, toasts.js + render/ app.js, projection.js, tiles.js, units.js, spine.js, fx.js, interp.js, drag.js (API §9) + vendor/ pixi, pixi-spine, preact, hooks, htm (copied from node_modules by tools/vendor.mjs) + assets/ downloaded art/audio (git-ignored), see docs/ASSETS.md + fonts/ self-hosted fonts +tools/ + build-data.mjs official data + research JSON → data/*.json + fetch-assets.mjs downloads/optimizes assets → public/assets + data/assets.json + vendor.mjs copies vendor libs from node_modules → public/vendor +test/ node:test suites; test/e2e/ browser + bot tests +docs/ DESIGN.md (this), DATA.md, SIM.md, META.md, ASSETS.md, BALANCE.md, DEPLOY.md, PLAYING.md, research/ + (the wire protocol is normative in shared/protocol.js itself) +``` + +Ownership rule for parallel agents: **only edit files assigned to you**; if you need a change in someone else's file, write it in your final report instead (the integrator applies it). Shared files (`shared/*`, `docs/DESIGN.md`) are owned by the architect. + +--- + +## 3. Coordinates, fields and geometry + +- Every stage is a **19-row × 21-col** grid (`data/stages.json`). **Row 0 is the bottom** row, col 0 is the left. Tile `(r,c)` has world centre `(x=c, y=r)`; 1 tile = 1 world unit. Unit positions are floats in this space. +- Areas (research 05 §2.2): + - **Normal field** (own board): rows 9–12, cols 2–10. Enemy gates `S` at (9,10) and (12,10) (R1–3 only the lower one); protection objective `E` at (9,2). Col 9 lane is not deployable (tile type decides). + - **Hand (整备区)**: row 7, cols 0–9 (10 regular slots, index = col). **Temp slots**: row 8, cols 4–8 (5 slots). Hand/temp tiles are never part of a battle. + - **Partner display** cols 11–18 of rows 9–12 (the unite field uses them). + - **Boss field**: rows 1–5; left half cols 2–10, right half cols 10–18. + - Enemy preview pen rows 14–18 × cols 7–13 (row 16 empty): during prep the next round's enemies idle there (upper-gate enemies rows 17–18, lower-gate rows 14–15, ≤ 50 models, spawn-time order) — research 08 §4 / 09 §2. +- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). Melee chess may stand only on LOW tiles with buildable ALL/MELEE; ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`. +- **Facing (corrected, see research 09 §1.2):** like standard Arknights, every board piece has a direction `dir ∈ UP|RIGHT|DOWN|LEFT` chosen with the 4-direction deploy wheel after dropping it on a tile (also re-orientable in place); default `RIGHT`; persists across rounds. Range grid entries are `[dRow, dCol]` relative to facing RIGHT and are rotated: RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)` (row 0 = bottom); `rangeExtend` applies along +dCol before rotating. The right-side Final Assault player is mirrored col `c→20−c` with RIGHT↔LEFT (UP/DOWN unchanged). +- **Range test:** an enemy is inside a grid range if the tile containing it (`round(y), round(x)`) is one of the range tiles. Radius ranges (enemies, splash, auras) use Euclidean distance in tiles. +- **Fields at runtime:** a `Battle` receives a **field rect** (rows/cols subset) and the full stage grid. Normal battles use rows 9–12 × cols 0–10; unite uses rows 9–12 × cols 0–20; boss uses rows 0–5 × cols 0–20 (solo boss uses the left half only). Pathfinding never leaves the rect. +- **Speed:** `tilesPerSecond = moveSpeed × MOVE_SCALE` with `MOVE_SCALE = 0.5` (in `sim/constants.js`, tunable). + +--- + +## 4. Time model + +- Simulation time is **game seconds**. Fixed step `TICK = 1/30 s`. +- Combat runs at **2× real time** (forced, like the original): 60 ticks per real second — in the browser's runner (§14) or, for server-run fields, the server's accumulator (2 ticks every real 1/30 s, never more than 8 ticks per interval to avoid spirals). +- Combat time limits come from `data/config.json → modes[m].rounds[r].combatTimeLimit` (= the level's `maxPlayTime`; also `modes[m].combatTimeLimit[r]`) and are **real seconds of the forced-2× battle** (verified by the balance pass: spawn schedules exceed the limit when read as game seconds). The server passes `2 × value` game seconds to the Battle (`server/match/gamedata.js → combatTimeLimit`; `config.combatTimeScale`, default 2); the countdown players see equals the data value. When time runs out, living non-boss enemies count as leaked. 联防 uses the round's limit. +- Final Assault / Hidden Core have **no hard stop** and their clocks are real seconds too: the boss level's `levelMaxPlayTime` (120 real s) is only the HUD countdown (`m.public.deadline`; the battle goes on past it), and the overtime drain (`bossOvertimeAfter` 150 / `bossOvertimeDrainPerSec` 1 = official `bossTurnHpReduceTime`) takes 1 team LP per whole **real** second from 150 real s (= 300 game s on the 2× field clock; first point at 151 s — `gamedata.js bossOvertimeDue`). `m.public.overtimeAt` = the ms epoch when the drain starts; both are placed on the field clock. +- **Solo pause** (§14): while `m.public.paused` the running battle's field clock, the HUD `deadline` / `overtimeAt` and every server deadline of the battle stand still; on resume they move on by the paused time. Co-op battles never pause. +- Prep/draft timers are **real seconds**, stored as absolute server deadlines (`Date.now()`-based) and sent to clients as `deadline` (ms epoch) + `serverNow` for clock-offset correction. +- Snapshots to clients: every **3 ticks** (= 20 Hz real) per watched field. + +--- + +## 5. Simulation (server/sim) — engine contract + +### 5.1 Battle API (implemented by the sim-core owner; consumed by match & content) + +```js +import { Battle } from './sim/Battle.js' +const b = new Battle({ + seed, // uint32 + kind, // 'normal' | 'unite' | 'boss' | 'hidden' + modeId, round, + stage, // data/stages.json entry (full 19×21 grid) + rect: { r0, r1, c0, c1 }, // inclusive field bounds + timeLimit, // game seconds; boss/hidden: Infinity (overtime handled by match) + players: [ PlayerBattleInput ], // 1 (normal), 1–2 (unite, boss) + spawns: [ SpawnSpec ], // enemy schedule for this field + routes: [ RouteSpec ], // from the wave template, resolved to this field + sharedBoss: SharedBossPool | null,// { hp, maxHp, damage(playerId, amount) } for boss rounds + flags: { layerGainsEnabled: bool, dpInit: 10, dpPerSec: 1, dpMax: 99 }, +}) +b.step() // advance exactly one TICK +b.finished // true when: all enemies dead & no spawns pending, or time limit reached, or all players' LP pools say stop (boss: match decides via b.forceEnd()) +b.forceEnd(reason) +b.time // game seconds elapsed +b.result() // BattleResult (below), valid once finished +b.snapshot() // compact full snapshot (§8.4) of this field +b.drainEvents() // array of client-facing events since last drain (§8.4) +b.on(event, fn, { priority=0, owner } ) / b.off(...) // hook bus (§5.4) +``` + +`PlayerBattleInput`: +```js +{ playerId, seat, side: 'L'|'R', + colOffset, // 0 for own field; +8 for the right half in unite/boss + units: [ { uid, kind: 'chess'|'token', chessId /* golden id if elite */, tokenId?, row, col, + items: [itemId...], // equipped items (golden ids when merged) + carryState?: { hpPct, sp, skillActive } } ], // unite: helper units keep end-of-combat state + bonds: { [bondId]: { count, active, tier, layers } }, // snapshot from bondsMeta at combat start + bandId, playerEffects: [ EffectRef ], // active band/choice/team effects with battle parts + lpForBoss?: number } +``` + +`SpawnSpec`: `{ time, enemyKey, routeIndex, count=1, interval=0, mods: { hpMul, atkMul, defMul, speedMul }, sourcePlayerId?, bounty?: { coins, ownerPlayerId } , tag?: 'escort'|'boss'|'bounty' }` + +`BattleResult`: +```js +{ time, reason: 'cleared'|'timeout'|'forced', + perPlayer: { [playerId]: { + killed, total, // enemies attributed to this player's field/half + leaked: [ { enemyKey, mods, lpr, sourcePlayerId } ], // for unite aggregation & LP + perfect: bool, // no leaks + layerGains: { [bondId]: n }, // IN_BATTLE gains (0 if flags.layerGainsEnabled false) + coins: n, // bounty coins earned + damageDealt: n, bossDamage: n, healingDone: n, deaths: n, + unitsEnd: [ { uid, hpPct, sp, alive } ] } }, + bossHpLeft? } +``` + +### 5.2 Units & stats + +`Unit` fields (minimum): `id` (int, unique per battle), `side` ('ally'|'enemy'), `kind` ('op'|'token'|'enemy'|'device'), `defId`, `ownerId` (playerId; enemies: the field owner / source), `x, y`, `tileR, tileC` (ops), `dir` (allies: UP|RIGHT|DOWN|LEFT deploy direction, §3; `sim/dir.js`), `facing` (derived horizontal sign +1 / −1: LEFT ⇒ −1), `hp`, `alive`, `sp`, `buffs[]`, `statusFlags`, `blocking[]` (ops), `blockedBy` (enemies). + +Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `bat` (base attack time, s), `blockCnt`, `rangeGrid` (ops) / `rangeRadius` (enemies, 0 = melee), `moveSpeed`, `massLevel`, `weight`, `lpr` (enemies), `dmgType` ('phys'|'arts'|'heal'|'true'), `motion` ('WALK'|'FLY'), `cost`, `respawnTime`, `spRecovery`. + +**Aggregation** (`units.js`, recomputed lazily when buffs change): +- `ATK = (base + Σflat) × (1 + Σpct) × Πmul` — same shape for `maxHp`, `def`; `res = clamp((base + Σflat) × Πmul, 0, 100)`; `aspd = clamp(100 + Σaspd + base-100, 10, 600)`. +- `interval = bat × (1 + ΣbatPct) × 100 / aspd` (blackboard `base_attack_time` is treated as `batPct`, e.g. −0.3 → 70%). +- Changing `maxHp` keeps the HP **ratio**. +- Stats are rounded only for display; the sim keeps floats. + +**Elite (精锐) chess** have their own stats in data (golden chess id). The module bonus is already folded into data stats by build-data. + +### 5.3 Buffs & statuses + +`Buff = { key, source, duration /*s, Infinity*/, stacks=1, maxStacks=1, refresh: 'replace'|'extend'|'stack', mods, flags, onTick?, onExpire?, tags[] }` + +- `mods` keys (all optional, additive within a key): `atkFlat, atkPct, atkMul, defFlat, defPct, defMul, hpFlat, hpPct, hpMul, resFlat, resMul, aspd, batPct, blockCnt, rangeExtend (tiles), moveMul, dmgDealtMul (multiplicative, e.g. 1.2), dmgTakenMul, physTakenMul, artsTakenMul, trueTakenMul, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, dodgePhys, dodgeArts, healingDealtMul, healingTakenMul, spRecoveryFlat, spRecoveryMul, maxTargets (+n), shield (absorbs damage; consumed)`. +- `flags`: `stun, freeze, sleep, silence (no skills), disarm (no attacks), stealth (untargetable by enemies/ops unless blocked or revealed), invulnerable, unblockable, levitate, fear (enemy: cannot attack), taunt (+aggro), cold`. +- **Status catalogue** (`buffs.js`, keys used by content): `stun`, `freeze` (stun + res −15), `cold` (aspd −30; a second cold while cold ⇒ freeze 3 s unless immune), `sleep` (stun; ends on damage? no: in AK sleep = untargetable & unable to act; keep AK: untargetable & inactive), `slow` (moveMul), `bind` (moveMul 0), `fragile` (dmgTakenMul), `artsFragile` (artsTakenMul), `silence`, `fear`, `burnGauge`/`necrosis`/`neural` element gauges (see damage), `stealth`, `reveal`. +- Immunities from enemy data (`stunImmune`, `silenceImmune`, `sleepImmune`, `frozenImmune`, `levitateImmune`) are honoured by `applyStatus`. + +### 5.4 Hook bus (the only way content plugs in) + +`battle.on(name, handler, { priority, owner })`; handlers run in descending priority, then registration order. Handlers receive a mutable `ctx`. Events: + +| name | ctx | notes | +|---|---|---| +| `battleStart` | `{}` | after initial deployment | +| `deploy` | `{ unit, initial }` | ops/tokens/enemies spawn | +| `tick` | `{ dt }` | every tick after movement & attacks | +| `beforeAttack` | `{ attacker, targets }` | may modify `targets` | +| `attack` | `{ attacker, targets, isSkill }` | an attack was performed | +| `hit` | `{ source, target, dmg }` | before mitigation; mutate `dmg` (DamageInfo) | +| `damaged` | `{ source, target, amount, type, dmg }` | after application | +| `heal` | `{ source, target, amount }` | before application (mutable amount) | +| `kill` | `{ killer, victim }` | victim hp reached 0 | +| `death` | `{ unit }` | unit removed (ops may redeploy later) | +| `skillStart` / `skillEnd` | `{ unit, skill }` | | +| `ammoUsed` | `{ unit, left }` | per ammo consumed | +| `spGain` | `{ unit, amount }` | mutable | +| `statusApplied` | `{ source, target, status, duration }` | after immunity check | +| `blocked` | `{ blocker, enemy }` | enemy became blocked | +| `enemySpawn` / `enemyLeak` | `{ enemy }` | | +| `battleEnd` | `{ result }` | may add layer gains / coins | + +DamageInfo: `{ amount (pre-mitigation), type: 'phys'|'arts'|'true'|'element', element?: 'burn'|'necrosis'|'neural'|'apoptosis', atkScale, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul (multiplier), canDodge, isSkill, isSplash, tags[] }`. + +Engine helpers (content must use these, never touch internals): `battle.dealDamage(source, target, dmgInfo)`, `battle.heal(source, target, amount, {overheal=false})`, `battle.applyStatus(target, key, { duration, source, value })`, `battle.addBuff(unit, buff)`, `battle.removeBuff(unit, key)`, `battle.spawnToken(ownerUnit|playerId, tokenId, row, col, opts)`, `battle.spawnEnemy(enemyKey, { routeIndex, pos, mods, tag })`, `battle.addProjectile({ from, to|target, speed, onHit, visual })`, `battle.unitsInGrid(unit, grid)`, `battle.enemiesInRadius(x, y, r)`, `battle.alliesInRadius(x, y, r, ownerId?)`, `battle.addLayers(playerId, bondId, n, reason)` (no-op when gains disabled; records into result), `battle.addCoins(playerId, n)`, `battle.fx(kind, params)` (client VFX event), `battle.rng()` (never `Math.random`), `battle.getPlayer(playerId)` (bonds/band/effects view), `battle.redeploy(unit)`, `battle.after(seconds, fn)` (scheduled callbacks), `battle.every(seconds, fn)`. + +### 5.5 Combat rules (engine) + +- **Initial deployment** at t=0, free, order top→bottom then left→right (right-side boss player: right→left). Deploy effects fire (`deploy` with `initial: true`). Then `battleStart`. +- **DP**: per player, start 10, +1/s, cap 99; used only for auto-redeploy (dead op: after `respawnTime`, if its tile is free and DP ≥ cost ⇒ redeploy with full HP, SP = initSp). +- **Blocking**: a ground op with free capacity blocks a ground, non-unblockable enemy whose position enters its tile (|dx|,|dy| ≤ 0.5). Enemy uses `blockCnt` capacity (default 1). Blocked enemies stop moving and attack their blocker if melee (or anyone in range if ranged, blocker first). Blocker death frees its enemies. +- **Operator attacks**: every `interval` s if a valid target exists; targets = up to `maxTargets` (default 1) from `unitsInGrid(rangeGrid)`, priority: (1) units it blocks (melee), (2) profession/trait priorities (e.g. fly-first snipers, `trait` text parsed by build-data into `targetPriority`), (3) enemy with the **least remaining path distance** to its goal, ties → earliest spawned. Melee (no ranged trait) cannot hit FLY enemies. Stealthed enemies can't be targeted unless blocked or revealed. Ranged ops fire projectiles (speed ~12 tiles/s, instant for melee/arts-beam classes as data indicates); damage applies on impact. +- **Healers** (`dmgType heal`): target the ally in range with the lowest HP% below 100%; do nothing otherwise (SP still regenerates). +- **Enemy AI**: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight; ranged enemies (`rangeRadius > 0`) attack ops within radius: priority blocker → highest taunt → **latest deployed**; they pause movement for `ATTACK_PAUSE = 0.35 s` per attack. FLY enemies ignore blocking and ground obstacles, follow their checkpoint route. +- **Damage**: phys `max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 0.05·A)`; arts `max(A × (1 − R'/100), 0.05·A)` with `R' = max(0, R×(1−resIgnorePct) − resIgnoreFlat)`; true = A. Then × `dmgDealtMul` (source) × `dmgTakenMul` & type-specific taken multipliers (target) × `dmg.mul`; shields absorb; dodge checks for phys/arts. Element damage fills a gauge (1000 on enemies, 1000 on ops); at full: burn ⇒ 1200 arts dmg + res −20 for 10 s (enemies); neural ⇒ 1000 true dmg + stun 5 s (ops); necrosis/apoptosis per research; gauge resets after the burst effect ends. +- **Leak**: an enemy reaching its goal is removed, counted as leaked for its field owner (`sourcePlayerId` for unite). LP accounting is done by the match, not the battle. +- **End**: all spawns done and no enemies alive ⇒ `cleared`; `time ≥ timeLimit` ⇒ `timeout` (remaining enemies = leaked). Boss battles end when the shared boss pool reaches 0 (victory) or the match forces an end (team LP 0). + +### 5.6 Skills (skills.js + kits) + +SP: `spType` `INCREASE_WITH_TIME` (+`spRecovery`/s), `INCREASE_WHEN_ATTACK` (+1 per attack), `INCREASE_WHEN_TAKEN_DAMAGE` (+1 per hit taken); starts at `initSp`; no SP gain while a duration skill is active. `maxChargeTime > 1` ⇒ charges. + +Auto-trigger rules (`skillTrigger.rule` in data): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range), `TAKE_DAMAGE` (on taking damage), `SP_FULL` (immediately), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed), special ids. PASSIVE skills are always on. + +**SkillSpec** (authored per chess in `sim/content/kits/tierN.js`; values come from the chess's skill blackboard at its level — normal Lv4, elite Lv7 — so a spec is a *function of the blackboard*): +```js +// kits map: baseChessId -> (bb, chess) => Kit +export default { + chess_char_1_01: (bb, chess) => ({ + skill: { + kind: 'duration' | 'ammo' | 'instant' | 'charges' | 'passive' | 'toggle', + duration: bb.duration, // duration kind + ammo: bb['attack@trigger_time'], // ammo kind + mods: { atkPct: bb.atk, batPct: bb.base_attack_time }, // applied while active + targeting: { maxTargets, rangeGrid, priority: 'fly'|'ranged'|'lowestHp'|'highestHp'|... }, + attack: { dmgType, atkScale, splashRadius, hits, projectile: 'arrow'|'bolt'|'none'|'beam', onHit(ctx) }, + onStart(ctx) {}, onEnd(ctx) {}, // bursts, summons, heals, statuses (use engine helpers only) + }, + talents: [ { install(battle, unit) {} } ], // passive/conditional talents via hooks + trait: { ... } // optional overrides of profession trait behaviour + }), +} +``` +The kit loader passes `bb` = flattened blackboard `{ key: value }` of the chess's skill (normal or elite), and `chess` = data record (for talents' blackboards). Missing kit ⇒ a **generic kit** derived from blackboard keys (atk/attack_speed/def/max_hp/base_attack_time/atk_scale/max_target/duration/ammo) so every chess always works. + +Profession traits (default behaviours implemented once in the engine, keyed by `subProfessionId`): e.g. `fastshot` (fly priority), `aoesniper`/`splashcaster` (splash 1.1 tiles), `chain` caster (bounce ×3, −15%), `funnel`, `blastcaster`, `physician` (single heal), `ringhealer` (aoe heal), `bard` (aura heal, no attack), `slower` (slow on hit), `underminer`, `instructor`, `lord` (ranged attack ×0.8 when not melee), `centurion`/`fighter`/`musha`/`swordmaster`/`reaper` etc., `protector`/`guardian`/`fortress`/`duelist`, `pioneer`/`charger`/`tactician`/`bearer`/`agent`, `executor`, `merchant`, `hookmaster`, `pusher`, `stalker`, `geek`, `dollkeeper`, `traper`, `craftsman`, `summoner` … (build-data provides the list of subprofessions present in the pool; the sim-core owner implements all present ones with simplified faithful behaviour). + +--- + +## 6. Match & meta (server/match) + +### 6.1 State machine (Match.js) + +``` +LOBBY(room) → INFO_CHECK (co-op 25 s, solo untimed; all ready ⇒ skip; the operator loadout (§16) locks when it ends) → BAND_DRAFT (co-op: random order, 12 s/turn, 1 skip each, a strategy a teammate already took is refused (队友已选), timeout ⇒ band_bldsk; solo: free pick, no timer) → BATTLE_CHECK (3 s) +→ loop r = 1..lastRound: + ROUND_START (income, upgrade price −1 (floor 0), temp hand wiped, unfrozen shop slots rerolled, frozen kept, <进入休整期时> effects) + [SP_DRAFT] (if r ∈ spRounds: 机变 draft; co-op 30 s first picker / 16 s others; solo 3 cards untimed) + PREP (co-op: timer from config, ends when all alive humans+bots ready; solo: untimed, ends on ready) + PREP_END (<休整期结束时> effects; unfrozen shop cleared; auto-resolve temp overflow: temp items destroyed/ops sold is NOT allowed → ready is blocked while temp non-empty; on timeout temp contents are sold/destroyed automatically) + COMBAT (one Battle per alive player, all in parallel, 2×; watchers get snapshots; solo: pausable, §14 Solo pause) + UNITE (co-op only, if ≥1 leaked & ≥1 perfect: ≤2 perfect helpers in `unite.js helperOrder` order (research 08 §5 / PRTS 帮助: + most units on the field > an active bond > most standing units > seat; the pair ordered by units > active bond > + Σ active layers > standing > seat, the first one on the right-hand field) fight the union of leaks; no layer gains) + SETTLE (LP −min(leaks,10) per player (unite survivors to their source); eliminations; layer gains applied; coins; broadcast) + R14 FINAL_ASSAULT (merged team LP; pairs by seat; shared boss pool; 120 real s countdown, no hard stop; overtime −1 team LP per + real s after 150 real s (§4, m.public.overtimeAt); no layer gains) + R15 HIDDEN_CORE (if difficulty ≥ NORMAL and Σ activated layers > 350 solo / 1200 co-op and team LP > 1) +→ RESULT (per-player stats, titles, rounds passed, victory/defeat) +``` +Solo FUNNY has 9 rounds (boss at R9); everything is read from `data/config.json → modes[modeId]`. + +### 6.2 Player state (PlayerState.js) — authoritative per player + +```js +{ playerId, seat, name, isBot, connected, + alive, lp, bandId, + funds, shop: { level, upgradePrice, slots: [ Slot ], frozen: bool, freeRefreshes: n, rewardOffer: null | { slots:[Slot], tier } }, + hand: [ Piece|null ×10 ], temp: [ Piece|null ×5 ], + board: Map<'r,c', Piece>, // chess & token pieces on the normal field + bonds: { [bondId]: { count, active, tier, layers } }, // layers persist all match + effects: [ EffectRef ], // band/choice/team/garrison persistent effects & counters + counters: { refreshes, buys, sells, … }, + stats: { … for results } } +Slot = { kind:'chess'|'item', id, price, sold:false, frozen } +Piece = { uid, kind:'chess'|'item'|'token', id /* chessId (golden id if elite) | itemId | tokenId */, + items:[itemPiece...] (chess only, max 2), count (token stacks), ownerUid (tokens), boughtRound, meta:{} } +``` + +Intent handlers (validate → mutate → recompute bonds → push private view): `buy(slot)`, `refresh()`, `freeze()`, `levelUp()`, `sell(uid)`, `move(uid, to)`, `equip(itemUid, targetUid, replaceUid?)`, `useArt(itemUid, row, col)`, `destroy(uid)`, `pickReward(idx)`, `pickChoice(idx)`, `setReady(bool)`. Every handler rejects when the phase forbids it (only PREP allows board/shop mutations; SP_DRAFT allows `pickChoice` only; reward pick allowed in PREP). Invalid intents return `error` with a code from `shared/constants.js → ERR` — the server never throws on bad input. + +Equipment (research 04 §2 + addendum, 09 §1.2): 2 slots per chess; a third item on a full carrier replaces the equipped item `replaceUid` names (the replace dialog's pick, official `UseEquipUp.unloadInstId`; absent ⇒ the oldest; a uid not equipped on the target ⇒ `BAD_TARGET`, nothing changes) and the replaced item is destroyed. Equipped items are otherwise **locked**: `destroy` (销毁) accepts hand / temp items only (`BAD_TARGET 'equipped items are locked'`); equipment goes back to the hand only when its carrier merges or is sold (a sale is refused with `HAND_FULL` when there is no room for it). + +Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (income `min(3+r,12)`; prices by tier; refresh 1; freeze toggles all; sell +1; items not sellable; upgrade prices per mode with −1/round; shared pool copies 12/14/18/16/8/5 (缪尔赛思 4) across all players; elite = 3 copies; odds = copy-weighted draw over unbanned visible chess with tier ≤ level; merge 3 (风丸 2) → elite to hand + reward offer of 3 free chess of tier `min(level+1, 6)`; purchase completing a merge allowed with full hand; full hand blocks buy; overflow to temp; temp blocks ready). + +### 6.3 Bonds & layers (bondsMeta.js) + +- `count` = number of **distinct base chess** on the board carrying the bond (`BOARD`); `BOARD_AND_DECK` bonds also count the hand; 绝技 counts elites on board; 调和 adds +1 to each core bond count, etc. (research 02). +- `tier` from thresholds; `active = tier ≥ 1`. +- `layers[bondId]` persist all match; gains come from garrisons/bands/items/choices/bond effects; IN_BATTLE gains are collected from `BattleResult.layerGains` at SETTLE (disabled in unite/boss/hidden). +- Σ activated layers (hidden-core check) = Σ layers over bonds that are active at the moment of the check (end of R14 prep, per research). + +### 6.4 Prep-phase effect dispatcher (effectsMeta.js) + +A registry mapping **effect keys** → handler objects `{ onRoundStart, onPrepEnd, onGain(piece), onSold(piece), onRefresh, onPrice(slot), onBuy, onMerge, onLevelUp, onBattleResult }`. Sources: garrison `SERVER_*` keys (per chess on board or hand as the key requires), band effects, item meta effects, bond meta effects (助力, 远见, 奇迹, 投资人…), choice/team cards. Content owners register handlers; the dispatcher owns ordering and the 投资人 "获得时 ×2/×3" multiplier. + +### 6.5 Waves (waves.js) + +Per match: pick stage (weighted among the mode's `config.modes[m].stages`, weight 50 each: 标准 FUNNY = 战场#01 `act1autochess_m01` only, 险境 NORMAL = 8 stages, 绝境 / 终极 = 7 without 战场#01 — `waves.js setupMatchWaves`, `test/match/stagepick.test.js`), 3 of 6 typed enemy factions, disabled bond set (3 core + 4 add-on for NORMAL+, per research), boss (weighted), hidden boss. Per round: wave template (by mode & round) → replace placeholders per research 05 §3.2 algorithm → apply stat multipliers (research 00-INDEX §5 `atk ×base×1.1^k`, `hp ×base×1.2^k`, ABYSS speed ×1.15 from R3) → `SpawnSpec[]` + routes resolved on the stage. *(Superseded by the official generator — §14 "Corrections from research 08/09" and the waves.js header.)* A player's normal battle (and the bot rehearsal) runs `withBounties(gd, round, wave, bounties, playerId)`: the bounty units inserted among their host action's own units, which are re-timed around them (client order); `previewOf` keeps one entry per action (`wave.spawns` + `bountySpawns`). + +### 6.6 AI players (bot.js) + +Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy: pick a band; each prep: level up on schedule, buy chess that raise bond counts or complete merges, sell leftovers, place melee on road tiles nearest the enemy path, ranged on highland/others, equip items to highest-tier ops, ready. A bot's whole prep — shop decisions and layout planning (`botPrepBeginSteps`, 25–70 ms late in a 4-bot match), the layout rehearsal and `botPrepEndSteps` — runs in wall-clock slices of `botSliceMs` (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time). + +--- + +## 7. Content modules (server/sim/content + match/effectsMeta handlers) + +Each domain file `server/sim/content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js` exports `install(battle)` (battle side; called once per Battle by `content/index.js → installContent`) and `registerMeta(registry)` (prep side; called once at server boot by `match/effectsMeta.js`, API documented in `docs/META.md`). Kits live in `content/kits/tier1..6.js` (`export default { [baseChessId]: (bb, chess) => Kit }`). Content must be **data-driven from blackboards** (numbers never hard-coded when a blackboard key exists). Every effect gets at least one unit test in `test/content/*.test.js` using the `test/helpers/battleHarness.js` harness (provided by sim-core). + +- kits: all 112 visible chess + hidden ones used by effects (盟约·辅助干员), default skill + talents + trait specifics; tokens. +- bonds: 23 (battle + meta), exact per-layer formulas from research 02. +- garrisons: 43 effect keys (IN_BATTLE via hooks; SERVER_* via meta registry). +- items: 56 equipment (+golden) + 3 Arts; 变形同构体 bond grant; VI-tier set/combos. +- bands: 40 strategies (meta + battle). +- enemies: special-type behaviours (FLY, TIMES, ELEMENT, DOT, INVISIBLE, REFLECTION, SPECIAL) and notable individual abilities from `data/enemies.json`; bosses 1–10 scripted; devices/terrain. +- choices: 机变 families (悬赏决策 bounties, 道具补给, 机密商店, 战术决策 team/personal buffs). + +--- + +## 8. Network protocol (shared/protocol.js is normative) + +Transport: one WebSocket per tab at `/ws`, JSON text frames `{ t: '', ...payload }`. Client requests may carry `rid` (request id); the server's direct reply echoes `rid` (`ok` or `error`). Server pushes have no `rid`. Max frame 64 KB inbound; rate limit 40 msgs/s per connection (excess dropped with `error RATE`). + +### 8.1 Session & lobby +C→S: `hello {name, token?, version}` · `room.create {mode:'solo'|'coop', difficulty}` · `room.join {code}` · `room.leave` · `room.ready {ready}` · `room.setDifficulty {difficulty}` (host) · `room.addBot` / `room.removeBot {seat}` (host) · `room.start` (host) · `room.loadout {entries}` (§16: any time in the lobby / room and during INFO_CHECK, then `WRONG_PHASE`; heavy rate-limit bucket; the match exposes it as `m.private.loadout`) · `ping {c}` +S→C: `welcome {playerId, token, name, serverNow}` · `room.state {code, hostId, mode, difficulty, seats:[{seat, playerId, name, isBot, ready, connected}|null ×4]}` · `room.closed {reason}` · `pong {c, s}` · `error {rid?, code, msg}` · `ok {rid}` + +Platform additions (implemented): `welcome.{resumed, version}`, `room.state.inMatch`, `error.detail`; `room.closed.reason ∈ 'timeout'|'shutdown'`; WebSocket close codes 4001 (session taken over by another socket — client must not auto-reconnect), 4002 (no hello in time), 1008 (flooding), 1001 (shutdown). The host's `room.start` counts as the host being ready. After any (re)`hello` the server pushes `room.state` and, if a match runs, the match resends `m.public`/`m.private` (+`m.field`, or the field's `b.start` under client-side combat). **Reconnect window:** a dropped session stays resumable for 10 min (`net.js NET_DEFAULTS.reconnectWindowMs`; co-op seats keep playing their last lineup meanwhile, §6.6); a session that drops while its **solo** room's match runs stays resumable for the official `config.constants.singleReconnectTime` (86 400 s = 24 h; lobby option `soloReconnectWindowMs`; research 01 §1 "24小时内随时返回") — the untimed solo run simply waits. Only when the window expires does the drop become `match.onLeave` (co-op: 中途退出 = elimination; solo: the run ends `'abandoned'`). The client keeps its token in sessionStorage plus a recent-token list in localStorage, so reopening the tab resumes. Everything lives in server memory: a server restart ends every room and run. The lobby⇄match interface (constructor opts, `start/handle/onDisconnect/onReconnect/onLeave/dispose`) is documented verbatim at the top of `server/match/Match.js` and is normative. `server/data.js` provides `getData()` + index getters (`getChess`, `getBond`, `getGarrison`, `getItem`, `getBand`, `getEffect`, `getEnemy`, `getWave`, `getStage`, `getBoss`, `getToken`, `getConfig`, `getMode`). Note: the skill trigger rule lives at `chess.skill.trigger.rule` in data. + +### 8.2 Match +C→S (all carry `rid`): `g.infoReady` · `g.band {bandId}` · `g.bandSkip` · `g.buy {slot}` · `g.refresh` · `g.freeze` · `g.levelUp` · `g.sell {uid}` · `g.move {uid, to:{area:'board', row, col}|{area:'hand', idx}, dir?}` · `g.equip {itemUid, targetUid, replaceUid?}` (`replaceUid`: which equipped item a third one replaces, §6.2) · `g.art {itemUid, row, col, dir?}` (`dir` ∈ UP|RIGHT|DOWN|LEFT from the deploy wheel, §3; absent ⇒ `to.dir`, then RIGHT; `g.move` onto the piece's own tile re-orients it; board pieces in `m.private` / `m.field {prep:true}` carry `dir`) · `g.destroy {uid}` (hand / temp items only; equipped items are locked, §6.2) · `g.reward {idx}` · `g.choice {idx}` · `g.ready {ready}` · `g.emote {id}` · `g.watch {fieldId}` · `g.autoplay {on}` · `g.pause {on}` (solo battles only, §14 Solo pause) · `g.leave` +S→C: +- `m.public` — full public state on every change (throttled ≤ 10/s): `{ phase, round, lastRound, deadline, serverNow, modeId, difficulty, stageId, factions, disabledBonds, bannedChess, bossId, hiddenBossId?, teamLp?, bossHp?:{hp,max}, overtimeAt? /* FA / HC: ms epoch the overtime drain starts, §4 */, paused /* solo pause, §14 */, draft?:{order,turn,picks}, sp?:{family,cards,turn,picks}, players:[{playerId, seat, name, isBot, connected, alive, lp, bandId, shopLevel, boardCount, ready, bonds:[{bondId,count,active,tier,layers}], fieldId, status}] , fields:[{fieldId, kind, players:[playerId...]}] }` +- `m.private` — the recipient's full PlayerState view (§6.2 minus server-only data) on every change. +- `m.field` — field meta when watching starts: `{ fieldId, kind, rect, stageId, units: [UnitInfo] }` +- NOTE: game time in `b.snap`/`b.ev` is carried as **`gt`** (the frame's `t` is the message type). +- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total }` 20 Hz +- `b.ev` — `{ fieldId, ev: [ ... ] }` event tuples: `['spawn', UnitInfo]`, `['atk', srcId, tgtId, projKind]`, `['dmg', tgtId, amount, type]`, `['heal', tgtId, amount]`, `['skill', id, on:0|1]`, `['die', id, reason]` (reason `'killed'`, `'retreat'`, `'expired'` …; only `'killed'` plays an operator's knock-down sound), `['status', id, key, on]`, `['fx', kind, x, y, extra]`, `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]` +- `m.toast {kind, text}` · `m.ticker {text}` · `m.emote {playerId, id}` · `m.result {...}` + +`UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, skillIndex?, moduleId? }` (`dir` = the ally's deploy direction; the renderer picks the model (Back for UP, mirrored for LEFT) and the ground wedge from it; `skillIndex` = the ally's equipped skill (§16): the renderer plays that skill's Spine clip (`anims.skills[i]`) and the audio its own ON_SKILL_START sound; `moduleId` = an elite ally's equipped module (uniEquipId | 'none'); both also on the prep-scouting `m.field` units (`Match.prepFieldMeta`), so a teammate's unit shows its owner's loadout in the detail card). + +### 8.3 Exact view shapes (normative for match ⇄ UI) + +`m.private`: +```js +{ playerId, seat, alive, lp, funds, bandId, ready, canReady /* false while temp non-empty */, + shop: { level, maxLevel: 6, upgradePrice, refreshPrice /* effective (0 when a free refresh is available) */, freeRefreshes, + frozen, slots: [ { kind: 'chess'|'item', id, price, basePrice, sold } | null ], + rewardOffer: null | { tier, slots: [ { kind: 'chess', id, price: 0, sold } ] } }, + hand: [ Piece | null ], // length 10, index = hand slot + temp: [ Piece | null ], // length 5 + board: [ Piece & { row, col, dir } ], // dir ∈ UP|RIGHT|DOWN|LEFT (§3; bench pieces carry none) + deployCap, deployCount, + bonds: [ { bondId, count, active, tier, layers, thresholds, countsHand } ], // sorted: active first, then layers desc + effects: [ { id, name, desc, iconKind: 'band'|'choice'|'team'|'item'|'garrison', iconId, counter? } ], + nextEnemies: [ { enemyKey, count, tag } ], // preview of the upcoming round's wave (after waves.js generation) + stats: { dmgDealt, kills, leaks, gold, refreshes, merges } } +Piece = { uid, kind: 'chess'|'item'|'token', id, golden: bool, tier, items: [ { uid, id } ] /* chess only */, count /* token stacks */, ownerUid /* token */ } +``` +`m.public.players[].status` ∈ `'acting' | 'ready' | 'deciding' | 'combat' | 'done' | 'helping' | 'left' | 'dead'`. +`m.public.fields[]`: `{ fieldId, kind: 'normal'|'unite'|'boss'|'hidden', players: [playerId…], live: bool }` — `fieldId` is `'n:'` for normal fields, `'u'` for the unite field, `'b1'`/`'b2'` for boss fields. Clients `g.watch` a fieldId; default = own field (or the unite/boss field they are in). +`flags` bitmask: 1 blocked, 2 stunned, 4 frozen, 8 stealth, 16 skillActive, 32 shielded, 64 invulnerable, 128 cold, 256 sleep, 512 flying. +`anim` small int: 0 idle, 1 move, 2 attack, 3 skill, 4 die, 5 stun, 6 deploy. + +--- + +## 9. Client rendering contract (public/js/render) + +`import { createFieldView } from './render/app.js'` + +```js +const view = await createFieldView(canvasHost /* HTMLElement */, { data, assets, audio }) +view.setStage(stage) // draw tiles (procedural), devices +view.setCamera(kind /* 'prep'|'normal'|'unite'|'boss' */, { rect, side }) // animates camera +view.setPrep(privateState, { editable }) // render hand/temp/board pieces as chibis (spine or fallback); editable enables drag +view.enterBattle(fieldMeta) // switch to battle rendering for m.field +view.pushSnapshot(snap) ; view.pushEvents(ev) // interpolated rendering (100 ms buffer) +view.highlightTiles(tiles, style) // legal/illegal placement, range preview +view.on('pieceDragStart'|'pieceDrop'|'pieceClick'|'pieceHover'|'tileHover', fn) + // pieceDrop: { uid, target: {area:'board',row,col}|{area:'hand',idx}|{area:'outside', clientX, clientY} } + // area 'outside' lets the DOM UI decide (e.g. dropped on the shop bar ⇒ sell) +view.pieceScreenRect(uid) // for tooltips/overlays +view.tileScreen(row, col) // { x, y, s, poly } client px of a tile top (direction wheel geometry) +view.holdPiece(uid, {row,col}|null) // keep a dropped piece on a tile while its direction is chosen +view.setPieceDir(uid, dir) // show a prep piece facing UP|RIGHT|DOWN|LEFT (wheel preview / stored dir) +view.resize() ; view.destroy() +``` +Visuals: oblique perspective board (tilted ~30°, trapezoid tiles), raised highland blocks with side faces, road/floor/forbidden styles per research 07 §7, pulsing red gates, blue objective, dashed hand pads. Units: Spine (Front/Back rule, feet anchored, shadow sprite), elite gold outline glow, tier chip, HP bar (green ally / red enemy), SP bar (skill ready glow), status icons; damage numbers (phys orange-white, arts purple, true white, heal green); projectiles and hit sparks; skill activation flash; death fade; leak flash at the objective. Fallback when Spine missing/failed: avatar in a rarity-coloured diamond with bob/lunge tweens. 60 fps target with ≤ 120 units. + +--- + +## 10. Client UI (screens & components) + +Look & feel: research 06 §11–§12 (near-black green-grey panels, mint `#4ed8af` accents, gold prices, bracket frames, hexagon badges, bond discs, 7-segment countdown). Fonts: Noto Sans SC (Google Fonts with local fallback), Bender/Novecento self-hosted for numerals and Latin micro-labels. + +Screens: **Title** (season art backdrop, 开始 → nickname), **Lobby** (独立模拟 / 同盟模拟 → create or join; recent rooms), **Room** (4 seats, invite code + copy link, difficulty picker (host), add/remove AI, ready, start), **Briefing** (INFO_CHECK: stage, factions, disabled bonds, banned chess, boss silhouette, ready x/4), **Band draft** (grid of 40 bands with icon/name/LP/effect; turn order list; skip), **Game** (Pixi field + DOM HUD: top bar with round/phase capsule/LP/timer/ready; bond strip + popups; left team panel with LP/status/emote bubbles, click to watch; bottom shop bar (level card, 3–5 chess cards, item card, funds, refresh, freeze, collapse); detail panel on click/hover (stats, skill, talents, 特质, bonds, items); enemy preview drawer (next round enemies with counts, factions); 机变 overlay; merge reward overlay; phase banners; ticker; toasts; emote wheel; settings (volume, quality, show damage numbers)), **Result** (victory/defeat, rounds, per-player lineup, stats, titles, back to room). + +Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card and upgrade are two-tap (select → confirm); drag bench↔board — a legal board drop (also onto the piece's own tile) opens the 4-direction deploy wheel (swipe UP/RIGHT/DOWN/LEFT with the rotated range striped orange; release in the centre, ✕ 点击取消 or Esc cancels); tap a unit ⇒ underframe with **出售 +N** (and **撤退** on the board; items/Arts in the hand / temp: **销毁** — equipped items are locked, §6.2) plus its rotated range; no drag-to-sell; drag item onto unit ⇒ equip (both slots used ⇒ the replace dialog `ui/equipReplace.js` shows the incoming and the two equipped items; the player picks the one to replace — it is destroyed — `g.equip replaceUid`; cancel changes nothing); Arts are dropped on a tile and get the direction step; right-click or long-press ⇒ detail; `R` refresh, `F` freeze, `D` level-up, `Space` ready (in a solo battle: pause / resume, §14 Solo pause). All actions optimistic-free: UI waits for server state (latency is small). + +Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), per-unit attack/hit SFX (throttled), boss music in R14/15. + +--- + +## 11. Quality bar & testing + +- **No crash paths**: every server handler guarded; a thrown error inside a Battle tick for one field must not kill the match (log, force-end that battle as timeout, continue). Invariants asserted in tests: no NaN/Infinity in any unit field; hp ∈ [0, maxHp]; positions inside rect; battles terminate within `timeLimit + 1 s` (boss: terminate by pool/force); pool copy counts never negative and never exceed caps; funds never negative; hand/temp sizes respected. +- Unit tests per module; content tests per effect; **full-match bot tests**: 1/2/4-player matches of every difficulty with fixed seeds run to RESULT headlessly (fast-forward: no real-time pacing) with zero errors; protocol fuzz (random/invalid intents) never crashes and never corrupts state. +- **Browser E2E** (puppeteer-core + system Chrome): open 2 tabs, create/join room, add AI, play through prep/combat of several rounds, zero console errors, screenshots saved to `test/e2e/out/` for visual review. +- Performance: a normal battle tick with 60 enemies + 10 ops < 0.5 ms; 4 parallel fields at 2× real time < 15% CPU of one core. + +--- + +## 12. Implementation phases + +1. **Foundation**: build-data, fetch-assets/vendor, server platform (http/ws/lobby), client shell (screens up to room). +2. **Core**: sim engine + harness; match/meta; render engine; game UI. +3. **Content**: kits, bonds, garrisons, items, bands, enemies/bosses/devices, choices. +4. **Integration & QA**: wire everything, bots, E2E, balance pass, bug-hunt workflows until dry, visual polish. + +--- + +## 13. Local-client art (optional, host-side) + +`tools/local-extract/extract.py` (Python: UnityPy + lz4 + Pillow; decodes Arknights' custom **LZ4AK** bundle compression via `aklz4.py`) extracts art that no web source has from a locally installed client (CrossOver Windows build or PlayCover iOS build) into `public/assets/local/**` and writes `data/local-assets.json` (`{ groups: { '': { name: { path, w, h, kind } } } }`). Everything here is **optional**: clients must render correctly when the file or any entry is missing (fall back to the web assets / procedural art). +- `map/autochess/TX_autochessi_*` — the real autochess board atlas (`_D` diffuse 2048² with floor tiles, gold-framed high-ground plates, REINFORCEMENTS bench pads, EQUIPMENTS pads, crates, gates; `_N/_M/_E` normal/mask/emission; `common_D` device icons; `BG` backdrop). `map/autochesssand/*` — the sand-theme variant. +- `ui/{common,battle,outer}/*` — every sprite of the three official autochess UI bundles (tier chips I–VI, bond disc rings, frames, banners, HUD pieces, badges, backgrounds, mode art). +- `emoticon/{basic,basic_2}/pic__battle.png` — the 12 official battle emotes (`shared/constants.js → EMOTES`, `emoteArtPath`). +- `guide/autochess_{home,shop,handbook}_N.png` — the official tutorial pages; stored squashed to 1024² — **display at 16:9**. +- `projectiles/*` — battle projectile sprites. +- `module/` — the official module (uniequip) TYPE icons (white glyphs; keys are the client's mixed-case file names, e.g. `PRI-X`, `mar-x`, `isw-a`), matched **case-insensitively** against a ModuleRecord's `typeName` by `assetUrls.moduleTypeIconUrl(local, typeName)` (Greek type letters map to the file's Latin letter: `ISW-α` → `isw-a`) — shown on the 干员调配 module cards / module info, the detail panel's 模组 row and the shop card's module tag; lettered tiles / type text without them. + +--- + +## 14. Client-side combat (v2 architecture — supersedes the combat-streaming parts of §4, §8.2, §9) + +**Why:** like the official client, each player's browser simulates its own battle locally and uploads the result. The server no longer paces battles in real time nor streams `b.snap`/`b.ev` for combat, so a low-power host (e.g. a Windows mini PC) is enough, and combat rendering has no network jitter. Measured (4 human seats, HARD, real sim, in-process): server CPU per combat round ≈ 170–360 ms → ≈ 1 ms; server→client traffic ≈ 2–3.3 MB → ≈ 0.25 MB per round. Browser cost ≈ 0.05–0.1 ms per tick (≈ 3–6 ms per real second at 2×) on the main thread (no worker needed). + +**Modes.** `Match` option `clientCombat` (default **on**; env `SP_COMBAT=server` → the legacy server-run + streaming mode, kept as a fallback). `m.public.combatMode` = `'client' | 'server'` tells the UI which one runs. + +**Shared deterministic sim.** `server/sim/**` is pure ESM runnable in both Node and browsers. Node-only code (reading `data/*.json` from disk, research fallbacks) lives in `server/sim/nodeData.js`, imported dynamically by `simdata.js` under Node only; the browser injects its own frozen copies of `/data/{chess,enemies,tokens,stages,waves,bonds,items,garrisons,bands,effects}.json` via `setSimData(data)` (`getSimData()` serves them). The HTTP server serves `server/sim/**` read-only at `/sim/` (`.js` only, no listings, `nodeData.js` excluded under any spelling — the on-disk name decides, for case-insensitive hosts) and a generated `/data.js` stand-in of `server/data.js` (the content support module imports `../../../data.js`; in the browser it returns `getSimData()`). A battle is fully described by a JSON **BattleSpec** (`server/sim/spec.js buildBattleSpec`: `{ v, battleId, fieldId, kind, seed, modeId, round, stageId, rect, timeLimit|null, players:[PlayerBattleInput], spawns, routes, flags, enemyOverrides, waveId, bossId, content, boss?: { poolHp, poolMax } }` — the JSON round trip of the Battle options; ±Infinity → ±1e308, spawns at time Infinity dropped) and constructed with `createBattleFromSpec(spec, dataSource, { sharedBoss? })` identically on both sides; **the server builds its own battles from the spec too**, so both run exactly the same input. No wall-clock or `Math.random` inside the sim. Verified: spec-built battles give identical result digests (`resultDigest`) in any construction order; whole client-combat matches are outcome-identical to server-run matches (same seed). + +**Authority per field.** +- Normal field: the owning human's client is **authoritative** (if connected). +- Unite field (联防) and boss/hidden pair fields: the lowest-seat **connected human** in that field is authoritative; every other human in (or watching) that field receives the same spec and simulates it locally **for display only**. +- Bots, departed/disconnected players, fields with no connected human: the **server** simulates. Normal and 联防 fields headlessly (`fields.js HeadlessJob`, with a `[gt, killed, total]` progress timeline) in wall-clock slices of `headlessSliceMs` (8 ms) per callback on a real host — never one blocking run per field (3 bot fields ≈ 0.2–0.5 s of CPU at COMBAT start here, seconds on a mini PC); at once in virtual time; the result is released at the battle's natural end on the field clock (so round pacing and the teammates' progress look live). Boss fields in real time without snapshots (`HeadlessPacer`); when no field of a boss round has a connected human the whole round runs server-side as before (FieldRunner with streaming off). +- Takeover: an authority that disconnects or leaves, or misses its deadline (`timeLimit / speed` real s + 15 s grace, normal/联防) loses the field: normal/联防 → the server re-simulates the spec from t = 0 (deterministic: the same result); boss → the partner's replica is promoted (`b.start authoritative: true`), else the server runs it, fast-forwarded to the field clock through a `CreditPool` that only credits damage beyond what the client already reported (the fast-forward is spread over the pacing intervals, ≤ 240 extra ticks each). A boss authority silent for 12 s is handed over the same way. The former authority gets `b.end { reason: 'takeover' }` and keeps displaying. + +**Protocol (additions; `shared/protocol.js` is normative).** +- `battleId` = `...` (`Match._ccField`; `` = the match seed in base 36 plus `-`, the room's match number the lobby passes as `opts.matchNo`; `` counts every battle of the match; the informational `.` is dropped when the id would exceed the protocol's 64 chars): unique for the whole match although field ids repeat (`n:` every round, `u`, `b1`/`b2` in both boss rounds), and across the matches of one room. The client runner keys its local battles by it (the same id again = the same battle, no rebuild) and the server matches reports by it, so a late `b.progress` / `b.result` of a finished battle — or one that crossed into the room's next match on the same socket — is ignored instead of being credited to another battle. +- S→C `b.start { battleId, fieldId, kind, spec, authoritative, startAt, serverNow, elapsed, speed, watch, done }` — sent at COMBAT/UNITE/FINAL_ASSAULT/HIDDEN start to every human in the field (联防: to every human; COMBAT and boss rounds: eliminated humans get the first field as a display replica — research 09 "keep-watching auto-observes the first available field"), on `g.watch`, and on reconnect/resync. `elapsed` = game seconds on the field clock (a finished field: its end time); the client fast-forwards to it. `speed` = game seconds per real second (2; tests/tools may speed up). +- C→S `b.progress { battleId, gt, killed, total, leaks?, bossDmg?, by?, done? }` — authoritative clients, ~1 Hz (boss fields 4 Hz). Normal/联防: `leaks` = counted leaks so far. Boss: `bossDmg` = cumulative damage of this field to the shared pool, `by` = the same per player, `leaks` = the field's cumulative LP cost (leaks × `lpr` + leader "扣除目标生命" effects; `spec.js attachLpMeter`). The server applies deltas (never twice). Stale reports (unknown battle, not the authority, after the match ended) are ignored, never answered with an error; the platform never answers a rid-less `b.progress` with an error frame (it would surface as a toast). +- C→S `b.result { battleId, result }` — authoritative client at battle end; `result` = `compactResult(BattleResult)` (the fields the match consumes; ≤ 4 players, ≤ 400 leaks, ≤ 64 unitsEnd, ≤ 160 unitStats, ≤ 40 layer gains; `fitResult` keeps the frame ≤ 60 KB: unit statistics, then leak mods, then — boss only — leak entries go first). Structural checks in `isBattleResult`; `server/net.js` routes `b.*` frames to the match (lobby `routeGame`). +- S→C `b.pool { hp, max, teamLp, acked: { [fieldId]: cumulative damage counted } }` (boss rounds, ≤ 4 Hz; exact numbers, never rounded) — clients reconcile their `LocalBossPool`: displayed pool = server hp − (local cumulative damage − acked). A boss field whose client result is `'cleared'` while < 1 HP is left on the server (float dust of summing both fields) empties the pool. +- S→C `b.end { battleId, fieldId, reason }` — `'cleared'` (pool 0) / `'forced'` (team LP 0): the client calls `battle.forceEnd` and reports; `'takeover'`: stop reporting, keep displaying. +- `m.public.fields[]` gains `progress: { killed, total, done }`; `m.public.combatMode`; `m.public.paused: boolean` (always present; solo pause below). +- `b.snap` / `b.ev` are **not sent for combat** in client mode. `g.watch` rules: see Spectating. + +**Result validation (server, `fields.js validateClientResult`).** A client result is accepted only if structurally valid and plausible for its spec: every spec player reported and nobody else; finite numbers; `killed ≤ total ≤ 4·spawns + 100`; every leaked `enemyKey` is in the spec's spawns (multiset bound) or a key the spawned enemies' data mentions (content summons/splits, bounded by the total) — boss fields excepted (their leaks cost team LP through `b.progress`); `counted: false` only for enemies that never count (data `notCountInTotal`, schedule `countInTotal: false`, boss/part entries, content spawns); 联防: leaks + `unspawned` per (enemy, leaker) ≤ what that leaker sent in (nobody's survivors are billed to a teammate); per-bond `layerGains ≤ 60 + 4·round`, none when the spec disables gains, bonds must exist and be named by the player's bond snapshot, band, effects, units or items; `coins ≤ Σ bounty coins of the spawns`; `perfect` consistent with the counted leaks; unit states only for the player's own board uids with hpPct ∈ [0, 1]. The accepted result is **rebuilt** from whitelisted fields (leak mods/tags/sources from the spec — a content-spawned enemy (split, summon) keeps the mods of the schedule entry they equal, i.e. its parent's round multipliers and bounty id, so its 联防 re-entry and bounty match the server run; unit names from server data). Otherwise (or on any exception) the server re-simulates (normal/联防); a boss field is **handed over** instead (below). `SP_VERIFY=all|sample|off` (default `off`): `all` re-simulates every accepted normal/联防 result before accepting it (the server result wins on a digest mismatch); `sample` checks ~1 battle in 8 in a later callback and logs mismatches. `Match.verifyStats = { checked, mismatches, rejected, takeovers }`. Desync between display-only clients and the authority is tolerated: the authoritative outcome is what counts and is broadcast at settlement. + +**Boss rounds.** The shared pool (`SharedBossPool`, co-op size = `bloodPoint[difficulty]`, see corrections) lives on the server and is fed by the authorities' `b.progress` damage deltas (attributed per player through `by`, BOSS_HIT tickers as before) and by server-run fields; a server clock (250 ms) applies the overtime drain (−`bossOvertimeDrainPerSec` team LP per whole **real** second past `bossOvertimeAfter` real s, measured on the field clock — `gamedata.js bossOvertimeDue`, §4), the silence watchdog and the end checks: pool 0 → `b.end cleared` (victory), team LP 0 → `b.end forced` (defeat); results are awaited ≤ 6 s (× timerScale) after a forced end. `b.pool` is the live channel for the pool and the team LP: a boss `b.progress` (4 Hz per field) and the team-LP losses never re-mark the whole public state — `m.public` (`bossHp`, `teamLp`, `fields[].progress`) and the players' merged-LP shares (`_syncTeamLp`) refresh at ~1 Hz (`Match._bossPublic`, `BOSS_PUBLIC_MS`), and at once when the round ends. A boss field's `b.result` ends it only when the shared pool is empty or after that `b.end`: any other result — `'forced'` / `'timeout'` at t = 0, `'cleared'` while the pool still holds — and any result failing validation would stop the pair's fight (and, with every field done, end the Final Assault as a defeat), so the field is **handed over** (`Match._bossHandover`) to the partner's display replica (promoted with `b.start authoritative: true`) or, without one, to the server (fast-forwarded to the field clock); the sender gets `b.end takeover` and is never that field's authority again (`f.demoted`). There is no synthetic zero result for a running boss field: a stats-only stand-in (`fields.js syntheticResult`, carrying the damage already credited, never charging LP) only fills a result that cannot be had otherwise — the Final Assault already ending (no result, or an invalid one, within the grace) or a server-run battle whose `result()` threw. + +**Solo pause (official `PauseUp` / `ResumeUp`; `Match.setPause`).** C→S `g.pause { on }`: solo matches only (co-op → `WRONG_PHASE 'co-op battles never pause'`), and `on: true` only while a battle runs (COMBAT / FINAL_ASSAULT / HIDDEN_CORE with a live field, not once the Final Assault is ending — else `WRONG_PHASE 'no battle running'`); `on: false` is always accepted. While `m.public.paused` is true everything of the battle is frozen: the field clock (`b.start elapsed`, the boss plausibility budgets and the overtime drain), the authority deadline and the server-run release timers, the boss clock, the HUD `deadline` / `overtimeAt` (shifted by the paused time on resume) and the server-run pacers (FieldRunner / HeadlessPacer skip their intervals); the browser's runner stops its local clock. In solo battles the top bar shows a 暂停 / 继续作战 button (`ui/hud.js PauseButton`, `ui/matchStatus.js pauseAvailable`; `Space` toggles it), a paused overlay offers 继续作战 / 放弃模拟, and the HUD clocks freeze at the pause moment. A disconnect or leave resumes (the server takes the field over — nobody is left to resume it); the battle phase ending drops the pause. + +**Spectating (research 09 §3.1 / §6.3).** No live spectating while your own normal battle runs (`g.watch` → `WRONG_PHASE 'own battle running'`; the UI toasts "作战中无法查看队友"). After your own battle ends you see "⌛ 作战结束,等待队友完成作战" with each teammate's live progress (`m.public.fields[].progress`); tapping a teammate's avatar expands **前往查看** → `g.watch` → `b.start` (display replica fast-forwarded to the field clock); the own row shows **返回战场**. Prep: the same flow shows the teammate's board (`m.field` with `prep: true`, unchanged). 联防: every human receives the unite spec (helpers + observers). Final Assault: each human sees its own pair field; the other pair → `BAD_TARGET 'other group hidden'`. In 联防/FA fields the ‹ › pill switches the camera LEFT half / 全景 / RIGHT half ("你自己" / "👁 name" / "全景" / "无人在家"); there is **no** view switcher during normal combat. Eliminated players start each combat phase on the first field (auto-observe) and may watch any field. + +**Client runner.** `public/js/battle/runner.js` owns the local Battles: fixed-step clock at the battle speed (60 ticks per real second at 2×, at most `max(8, 4·speed)` ticks per frame, bounded fast-forward of ≤ 240 ticks per frame when far behind; a new battle is caught up silently before it is shown), feeds the existing renderer through the same `snapshot()`/`drainEvents()` wire formats every frame (`view.setLocalFeed` shrinks the interpolation buffer to ~2 frames), publishes the field meta (m.field shape + `local`, `battleId`, `players`, `sides`, `speed`) into `store.match.field` and its state into `store.match.battle`, sends `b.progress`/`b.result` when authoritative (results retried once on timeout; a result lost with the socket — the request failed `DISCONNECTED` / `OFFLINE` or timed out twice — is kept and sent again when the session is back online and whenever a `b.start` still names that finished battle `authoritative: true`; the server answers a duplicate `ok` and changes nothing; a server refusal is final), follows `m.public.paused` (solo pause: every local clock stands still, resume shifts it by the paused time), handles `b.pool`/`b.end`, fast-forwards on reconnect/observe, and survives tab backgrounding (a 250 ms interval pump keeps authoritative battles on their clock while hidden; catch-up when visible again; the server deadline + takeover cover extreme cases). Sim content errors are logged as console warnings (the server logs its own). The sim loader fetches the ten data files (one retry each) and fails when any is missing — a battle on partial data would report a plausible wrong result — so the next `b.start` retries and the server's deadline covers the field meanwhile. `public/js/battle/observe.js` holds the observing rules and labels. + +**Corrections from research 08/09 (normative):** +- Waves: official generator (research 08 §2): 3 of 6 types, each owns exactly 3 of the 15 round slots, SPECIAL the rest (shuffled per match); per round one type + one weighted special entry (half by round); each template SPAWN **action** becomes `clamp(roundHalfEven(n·P(t)/P(new)), 1, 5)` units over the same window; placeholder actions of the other movement class are skipped. Stage per match from the mode's list (标准 = 战场#01 only, §6.5). No custom balance multipliers (`data/tuning.json` keeps only titles); co-op boss pool = `bloodPoint[difficulty]` unscaled. +- Ground pathing: official SPFA-style 4-direction search from the goal with crates as cost-1000 tiles, then straight-line smoothing (research 08 §3.4). act1 m02 crates #001–#004 inactive in 下半. Remake refinement (user playtest #2): route lengths stay the official ones, but among equal-length routes the one with the fewest non-blockable (floor / gate) tiles wins and smoothing never cuts across floor the grid route does not walk — e.g. 战场#01's lower-gate enemies take the col-8 road, not the col-9 floor lane (server/sim/grid.js header; test/sim/pathing-blockable.test.js). +- Observing: no watching while your own normal battle runs; after it ends (and in prep) tap a teammate → 前往查看 (local replica, fast-forwarded). ‹ › only inside 联防/FA fields; FA: own pair only; eliminated: free. +- Prep interactions: tap a unit → underframe with 出售 +1 (and 撤退 on board); items/Arts → 销毁; shop and upgrade are two-tap (select → confirm); strategy draft forbids a strategy already taken by a teammate (队友已选). +- Emotes: 6 themes × 6 battle emotes (research 09 §4.2), image-only bubbles beside the sender avatar, 1 s cooldown, 3 s bubble; `g.emote {id}` with the official emoji id. + +--- + +## 15. Official 3D board scene (v2 visual target) + +Findings (2026-09-28): 卫戍协议 levels have no scene bundle (`mapId` null; the official hot-update list contains none). The client **builds the board at runtime** from the stage grid using the map theme `arts/maps/map_autochess` (materials `MT_autochess` (albedo `TX_autochessi_D` 2048², normal `_N`, metallic/gloss `_M`, emission `_E`), `MT_autochess_common` (`common_D/_E`: device/gate icons), `MT_autochess_Transparent` (`Transparent_D/N/M/E`), `MT_autochessi_BG` (`TX_autochessi_BG`)), the background meshes `arts/maps/map_autochess/bkg_mesh.ab` (`S_Background_common`, `S_Background_shadow`) and `arts/maps/common/meshes/s_background_common.ab`, device meshes (`s_common_box_01` crate, `s_wind_device` blower, …), plus the standard gate/objective effects. The level's `options.configBlackBoard` carries the official camera framing (`default_pos_x/y`, `default_size`, `enemy_pos_x/y`, …). + +Target: a **real 3D board layer** rendered with three.js (vendored ESM, no CDN) underneath the existing Pixi layer: +- Geometry generated from `data/stages.json` like the official builder: LOW tiles = top quads; HIGH tiles = raised blocks with side walls; forbidden/void, fences, gates (red), objective (blue), hand/temp pads, special terrain; UVs mapped onto the official atlas regions (reuse/extend `public/assets/local/map/autochess/tiles.json`); normal + emission + metallic maps; lighting tuned to match official screenshots (key directional light, ambient/hemisphere, soft contact shadows); official background meshes & texture; device meshes (OBJ exported by `tools/local-extract`) with their textures; animated gate/objective effects. +- One camera model drives both layers: `public/js/render/projection.js` keeps its public API (`worldToScreen`, `screenToWorld`/tile picking, presets, transitions) but derives it from a three.js `PerspectiveCamera` initialised from the official configBlackBoard framing, so Spine units, FX, drag/drop and hit-testing stay aligned with the 3D board. +- Must degrade gracefully: when local-client art or WebGL2 features are missing, fall back to the current 2D atlas board; keep 60 fps (static geometry merged into few draw calls; textures mipmapped; DPR-aware). +- Implemented (`public/js/render/board3d/*`, `render/app.js`): three.js is downloaded only when the local-art manifest lists the board atlas; the built 3D area, the drawn 2D rows and the lit rect follow `viewKind(kind, {rect})` (the field the camera actually shows: a 'prep' camera on rows ≤ 6 = `bossPrep`); the background plane is extended with mirrored copies and the clear colour matches the fog (no visible edge at any aspect); battle crates live in their own group (survive scene rebuilds) and follow the board mode (`switchableBox`: 3D mesh ⇄ 2D box on a mode switch or a lost WebGL context); quality 'low' drops shadows; `?board=2d|3d` overrides. The direction wheel's range stripes sit between the board canvas and the unit canvas. +- Done: Final Assault / Hidden Core prep takes place on your own half of the boss field (research 09 §1.2): pieces shown at boss-field positions (row − 7; right-hand player mirrored col → 20 − col, RIGHT ↔ LEFT), drop targets and wheel directions mapped back to board coordinates (`prepCamera` → `bossPrep` in public/js/ui/gameLogic.js; covered by the playtest2 browser tests). + +--- + +## 16. Operator loadout: skill & module selection (v2.1, user playtest #1) + +Official rule (bwiki 盟约, 更新公告 5114): before a match the player cannot change an operator's tier, but can change the **equipped skill and module** of each chess; some non-default choices are stronger. Scope in the remake (no accounts ⇒ everything the chess's status unlocks is selectable): +- **Skills:** any skill unlocked at the chess's status (`evolvePhase`: E1 ⇒ S1–S2, E2 ⇒ S1–S3) at the chess's skill level (normal Lv4, elite Lv7). Default = `defaultSkillIndex`. +- **Modules:** only matter for the elite (golden) chess (`equipLevel` 1, or 3 at T6): any module of that character (or none); default = `defaultUniEquipId`. Normal chess have no module (equipLevel 0). + +**Data (`data/chess.json`, built by tools/build-data.mjs):** every chess keeps `skill` (the default, unchanged shape) and gains `skills: [SkillRecord…]` (index, skillId, iconId, name, desc/descRaw, skillType, durationType, duration, spType, spCost, initSp, maxChargeTime, bb (at the chess's skill level), bbStr, rangeGrid, trigger {rule, customRangeGrid} resolved for THAT skill index, isDefault). Golden chess gain `modules: [ModuleRecord…]` = `{ uniEquipId, name, typeName, icon, isDefault, attr: {maxHp, atk, def, res, aspd, cost, blockCnt, respawnTime…} (flat adds at the chess's equipLevel), traitOverride: {desc, descRaw, bb} | null, talentChanges: [{talentIndex, name, desc, bb}] }` plus `statsBase` (stats WITHOUT any module); `stats` stays = stats with the default module (back-compat). + +**Loadout wire & state:** the client keeps a per-browser loadout `{ [baseChessId]: { skill: index, module: uniEquipId | 'none' } }` (localStorage) and sends it with C2S `room.loadout { entries }` (validated: known visible chess, legal skill index for that chess's normal AND elite status, legal module id). The lobby stores it on the seat; at match start `Match` receives `seats[].loadout`; `PlayerState` keeps it immutable for the match; board pieces are resolved to `{chessId, skillIndex, moduleId}` when building `PlayerBattleInput.units[]` (fields `skillIndex`, `moduleId`; BattleSpec carries them). Bots use defaults. m.private exposes the effective loadout so the UI (shop cards, detail panel) shows the chosen skill/module. + +**Sim:** `simdata` resolves a unit def for `(chessId, skillIndex, moduleId)` (cached): `skill` = the selected SkillRecord; stats = `statsBase` + module attr (elite) ; trait/talents = base with the selected module's overrides. Kit contract (backward compatible): a kit function `(bb, chess) => { skill?, skills?: { [skillId]: SkillSpec }, talents, trait }` receives `chess.skill` = the **selected** skill and `bb` = its blackboard; the loader uses `skills[selectedSkillId]` if present, else `skill` only when the selected skill is the chess's default, else the **generic** skill spec — talents/trait from the kit always apply. Every visible chess must get hand-authored specs for all of its selectable skills (tracked by a coverage test). + +**UI:** a 干员调配 screen reachable from the lobby, room and briefing (INFO_CHECK): filter by tier/bond/class, per chess choose skill (icon, name, SP info, desc at Lv4 and Lv7) and elite module (official type icon from the local-client art when extracted (§13), else a lettered tile; name/type, stat bonus, trait/talent changes), 恢复默认, persisted; the chosen skill/module shown on shop cards and in the detail panel (a teammate's unit — 前往查看 in prep, 联防 / 最终攻势 fields, an observed battle — shows **its owner's** skill/module from its UnitInfo `skillIndex` / `moduleId`, `gameLogic.js unitLoadout`) — which also shows the stats, 特性, talents and attack range the unit fights with (`shared/loadoutRecord.js` `loadoutRecord` / `attackRangeGrid`, the same composition the sim's `getChess(id, loadout)` uses; the deploy wheel's range preview too). In battle the renderer plays the equipped skill's own Spine clip and ON_SKILL_START sound (`UnitInfo.skillIndex`; `data/assets.json` lists icons, clips and sounds for every skill index). diff --git a/docs/META.md b/docs/META.md new file mode 100644 index 00000000..4eb88396 --- /dev/null +++ b/docs/META.md @@ -0,0 +1,505 @@ +# META.md — match & meta engine (server/match) + +Audience: **content authors** writing prep-side ("SERVER_*") effects in `server/sim/content/*.js → registerMeta(registry)`, +the **UI owner** consuming `m.public` / `m.private` / `m.result`, and anyone driving matches in tests or tools. +Normative contracts stay in DESIGN.md §6 and §8; this file documents the implementation and every assumption it makes. + +``` +server/match/ + Match.js state machine, timers, round loop, co-op orchestration, views (the lobby⇄match interface is at the top) + PlayerState.js per-player economy / shop / hand / board / items / bonds / LP + every prep intent handler + gamedata.js typed, defaulted view of data/*.json (config tunables with research defaults) + the balance layer + (data/tuning.json, §3.1) + pool.js SharedPool (copies per base chess, across players), per-match bans, copy-weighted rolls + board.js placement legality from the stage legend, slot helpers, deployment order + bondsMeta.js bond counting modes, tiers, 调和 / 独行 / 助力 / 绝技, layers + effectsMeta.js MetaRegistry + EffectDispatcher + the handler ctx (this document, §2) + builtinMeta.js engine built-ins (consume-on-equip items, Arts, EffectRefs used by 机变 defaults) + choices.js 机变 draft cards + family defaults + waves.js stage / factions / bosses per match, per-round spawns, bounties, 联防 wave, preview + unite.js 联防 planning and LP attribution + finalAssault.js pairing, boss pool, hidden-core condition + fields.js FieldRunner: battle pacing (2×), snapshots, per-field error isolation + results.js m.result rows, titles, trophies, rewards + bot.js AI player (AI teammates, departed humans, "AI 托管") + scheduler.js RealScheduler / VirtualScheduler + StubMatch.js the old platform stub (platform tests only) +``` + +--- + +## 1. Match flow + +``` +LOBBY → INFO_CHECK (co-op 25 s, solo untimed; all humans confirmed ⇒ next) → BAND_DRAFT → BATTLE_CHECK (3 s) +→ for r = 1..lastRound (+ hidden): + ROUND_START (2 s) income + pending coins, upgrade price −1 (r > 1, floor 0), temp wiped (reward offers earned after + the last prep — a SETTLE merge — are kept for this prep), + shop reroll (frozen slots kept in place, then unfrozen), the round's wave generated (preview), + onRoundStart dispatch + [SP_DRAFT] r ∈ modes[m].spRounds (机变) + PREP onPrepStart; co-op timer rounds[r].prepTime, solo untimed; ends when every alive seat is ready + (prep end) onPrepEnd, temp auto-resolved, reward offers expire, unfrozen shop cleared, funds lost + (band_cannot keeps them), boss round: Σ activated layers recorded for the hidden-core check + COMBAT one Battle per alive player (FieldRunner, 2× game speed; limit = 2 × maxPlayTime game s, §3) + UNITE co-op, ≥ 1 leaker and ≥ 1 perfect player (§4) + SETTLE (3 s) LP, coins, layers, bounties, eliminations, onBattleResult + boss round → FINAL_ASSAULT (instead of COMBAT/UNITE/SETTLE) hidden round → HIDDEN_CORE +→ RESULT (m.result to every human, then onEnd once) +``` + +| Timer (real s, × `opts.timerScale`) | Value | +|---|---| +| INFO_CHECK | `config.timers.infoCheck` 25 | +| band draft turn / whole step | `bandTurn` 12 / `bandDraft` 50 (co-op; solo untimed) | +| BATTLE_CHECK | `battleCheck` 3 | +| 机变 first / other pickers | `spFirst` 30 / `spTurn` 16 (co-op; solo untimed) | +| PREP | `modes[m].rounds[r].prepTime` (co-op; solo untimed) | +| COMBAT / 联防 | `modes[m].rounds[r].combatTimeLimit` (= the level's `maxPlayTime`) real seconds = 2× that in game seconds | +| 最终攻势 / 隐秘核心 | no hard stop: countdown `rounds[r].levelMaxPlayTime` 120 real s; overtime drain from `bossOvertimeAfter` 150 real s, 1 team LP per real s (§3) | +| ROUND_START / after combat / SETTLE | 2 / 1.5 / 3 (presentation delays, `Match.DELAYS`) | +| bot action delay | 0.9 s (+0.35 s per seat) | + +`m.public.deadline` is the absolute end of the current timer (ms epoch, 0 = untimed; combat: estimated end at 2×; +最终攻势 / 隐秘核心: the boss level's `levelMaxPlayTime` countdown, 120 real s — the battle goes on past it — with +`m.public.overtimeAt` = when the overtime drain starts, 150 real s; both on the field clock). + +### 1.1 Band draft +Co-op: random order (all seats, bots included), one pick per turn, 12 s per turn (timeout ⇒ `bandDraft.timeoutBandId` +华法琳), 50 s cap for the whole step (every unpicked seat gets 华法琳), one skip per player (`g.bandSkip`: the player moves to +the end of the order; refused when nobody is left to pass to), duplicates allowed, band must list the mode type in +`modeTypeList`. Solo: free pick, no timer, no skip. Starting LP = `bands[id].totalHp`. + +### 1.2 机变 (SP draft) +Family = weighted pick from `choices.schedule[modeId].rounds[r].families`; cards: co-op 6 shared (each player takes 1, +random order, 30 s first / 16 s others, timeout ⇒ a random remaining card), solo 3 untimed. A 驰援 tactic card +(`single_special_choice_gain_bond_chess`) is only offered while its bond still has chess in this match's pool +(`Match.bondInPool`; a bond whose every member is banned would grant nothing); more generally a 驰援 or 盟誓 +(`global_special_choice_bond_addlayer`) card is offered only while one of its bonds is live (`Match.bondLive`: not in +the mode's static `inactiveBondIds` — 标准 has no 拉特兰 / 阿戈尔 / 卡西米尔 / 奥术 … — and with chess in the pool), so +玛恩纳的盟誓 / 莫斯提马的盟誓 / 卡西米尔驰援 never show up in 标准. Card generation and the +family defaults are documented in `choices.js` (bounty / supply / shop / tactic). 机密商店 cards are **free** (official +text "无需消耗资金"). A `choice:` registry handler overrides the default application (§2.4). + +### 1.3 Disconnects, AI takeover +* Disconnected human: the seat keeps playing its last lineup; drafts auto-resolve at their deadlines, prep auto-readies at + the deadline (temp sold/destroyed). Nothing is bought for them. A battle the human was authority of goes to the server + (normal / 联防: re-simulated from t = 0) or, on a boss field, to the partner's replica (DESIGN §14). The session stays + resumable for 10 min (net.js `reconnectWindowMs`); a **solo** run's for the official `constants.singleReconnectTime` + (86 400 s = 24 h, lobby.js `soloResumeWindowMs`) — nothing in a solo run is timed, so it simply waits. `onReconnect` + resends `m.public`, `m.private` and the `b.start` of the field the player is on / watching. +* `g.autoplay { on }` ("AI 托管"): the bot plays the seat (drafts, buying, placement, ready) until turned off. +* `onLeave` (quit / reconnect window expired): 中途退出 counts as elimination (research 00-INDEX §3, 01 §9, 06 §7 / + §10.3): every copy the seat holds returns to the shared pool at once; the seat leaves the round loop and the Final + Assault pairing (re-planned when it quits before the boss fight; the boss pool has no alive-player factor, so it does + not change); its running normal battle is force-ended; a pending band pick + becomes the default band and a 机变 turn passes on. Status `left`, LP 0, rounds passed = the rounds it had survived. + When no human is left at all the match ends immediately (`reason: 'abandoned'`); when only eliminated spectators are + left it ends as `'eliminated'`. + +### 1.3a Solo pause +`g.pause { on }` (`Match.setPause`, DESIGN §14 Solo pause): solo matches only (co-op → `WRONG_PHASE`), `on: true` only +while a battle runs (COMBAT / 最终攻势 / 隐秘核心 with a live field, not while the Final Assault is ending); `on: false` +always. While paused (`m.public.paused`) the field clocks, the authority deadlines / release timers, the boss clock +(overtime drain, silence watchdog) and the server pacers stand still; `_resume()` shifts `deadline`, `overtimeAt`, the +fields' `startAt` / `lastProgressAt` and the boss start by the paused time and re-arms the timers. A disconnect or +`onLeave` resumes; the battle phase ending clears it (`pausedMs` totals the paused time). + +### 1.4 Watching fields +Client-side combat (the default, DESIGN §14 Spectating; `Match._watchClient`): `g.watch` answers with the field's +`b.start` (a display replica fast-forwarded to the field clock); an alive player may not watch another normal field +while its own normal battle runs (`WRONG_PHASE 'own battle running'`) nor the other pair's boss field (`BAD_TARGET 'other +group hidden'`); eliminated players watch anything. The rest of this section is the legacy server-run mode +(`SP_COMBAT=server`): +`g.watch { fieldId }`: any live field during COMBAT / 联防; while no battle field is up (PREP, drafts, SETTLE) +`'n:'` returns a one-shot board view — during a battle phase an `'n:'` id must name a live field +(`BAD_TARGET 'no such field'` otherwise, and the viewer keeps its stream). In the +最终攻势 / 隐秘核心 a player fighting in a boss field may only watch its own field ("两名参与者会处于同一个战场,但无法查看 +另一组队友的战场情况" → `BAD_TARGET 'other group hidden'`); eliminated / departed players spectate any field. + +### 1.5 AI player (bot.js) +Buys toward a full board first (the cap is 8 from R1; leftover funds are lost), then levels on a curve +(L2 ≈ R3, L3 ≈ R5, L4 ≈ R7, L5 ≈ R10, L6 ≈ R12 — the competent curve of docs/BALANCE.md; free levels always), then +spends the rest on merge progress, bond thresholds around a focus core bond (most owned members, ties → most copies +left in the shared pool), role needs (2 blockers, anti-air when the wave flies, ≤ 2 healers), 特质 that keep adding +layers (every prep / refresh — the layer engines) and items for free carriers; refreshes while a purchase stays +affordable; sells bench chess that neither make the lineup nor build toward something (a live pair, the focus bond, +an elite). The deployed set maximizes unit value + activated bond tiers (exact counting via `computeBonds`). Placement +uses the round's enemy preview: every route is traced over the own board (ground: the stage's device-aware ground +paths; flyers: through their checkpoints) and weighted by its enemies; an exposure model (time on each tile × DPS of +the units covering it, blocker hold time, anti-air only on flying routes) is maximized greedily (blockers, then +damage dealers, then healers). Boss rounds: the player's boss-field template (`Match.bossWaves`) is mapped onto the +own board (rows −7, the right player of a pair mirrored, only the routes that end on its half) and the leader counts +as 10 tough enemies with a 30 s dwell on its first tiles, so the damage dealers reach stationary leaders. +**Rehearsal:** with `opts.botRehearsal = N` (default 3) the bot simulates the N best +distinct layout variants once each with the real `Battle` (a rehearsal seed, no meta dispatch, board restored exactly) +and keeps the one with the fewest leaks; a candidate whose counted leaks already exceed the best finished one's stops +early. A candidate is a whole battle — ≈ 20–300 ms of CPU (late rounds, 4 bots: 0.2–1 s per bot prep, about twice the +CPU of the real battles), so it never runs in one go on a real server: `Match.scheduleBotPrep` runs `botPrepBegin` +(economy + the default layout on the board), then steps the rehearsal in slices of ≤ `opts.botSliceMs` (default 8 ms of +wall clock, checked every 4 ticks; one scheduler callback each, so other rooms' battles and every request keep +flowing), then `botPrepEnd` (the rehearsed layout when it won, temp, Ready). The prep ending first drops the job (the +default layout stays). Virtual time runs it in one go (same decisions). Tests default rehearsal to 0 +(`test/match/harness.js`); `tools/matchrun.mjs --rehearsal N` sets it. + +--- + +## 2. Effect registry (content API) + +```js +// server/sim/content/bands.js +export function registerMeta(registry) { + registry.band('band_cannot', { // 坎诺特 利滚利: +1 fund at round start when ≥ 5 were carried over + onPrepEnd(ctx) { ctx.setCounter('cannot:left', ctx.funds()); }, + onRoundStart(ctx) { + const b = ctx.data.bands.band_cannot.params; // numbers from data, never hard-coded + if (ctx.counter('cannot:left') >= (b.capital ?? 5)) ctx.addFunds(b.interest ?? 1, 'band'); + }, + }); +} +``` + +### 2.1 Keys +One handler object per key; a later `register` of the same key **replaces** the earlier one (content registers after +the engine built-ins, so content always wins). Sugar: `registry.band(id, h)`, `.bond`, `.garrison`, `.item`, +`.choice`, `.effect`, `.global`. A bare function registers `{ run: fn }`. + +| key | runs for | source (`ctx.source`) | +|---|---|---| +| `global:` | every player, every hook | `{ kind:'global' }` | +| `band:` | the band's owner | `{ kind:'band', bandId, band }` | +| `bond:` | every player (active or not — check `ctx.bondActive`) | `{ kind:'bond', bondId, bond: {count,active,tier,layers} }` | +| `garrison:` | owners of chess whose garrison has that `effectKey`, on its eventType hook only (§2.3) | `{ kind:'garrison', piece, garrisonId, garrison, bb, bbStr, where }` | +| `item:` | items **equipped** on owned chess (every hook); the item itself for onEquip / onArt / onDestroy | `{ kind:'item', piece, holder, item }` | +| `effect:` | EffectRefs in `ps.effects` whose `key` is this key | `{ kind:'effect', ref }` | +| `choice:` | the picker (and teammates for team cards) when the card is applied | `{ kind:'choice', card }` | + +`itemKey` = item id without `_a`/`_b` (`chess_item_1_03_e`); Arts have no suffix (`chess_item_6_02_m`). +Normal and golden share the key: read `ctx.gd.item(ctx.source.piece.id).params` (or `ev.item`) for the numbers. + +### 2.2 Hooks and events +Every handler method is `(ctx, ev)`; `ev` is shared by all handlers of one dispatch and may be mutated where noted. + +| hook | when | `ev` | +|---|---|---| +| `onIncome` | ROUND_START, before the income is credited | `{ round, income, pending }` — write `ev.income` / `ev.pending` (e.g. 老鲤 withholds R1–R2 income until R3) | +| `onRoundStart` | ROUND_START, after income / shop roll | `{ round }` | +| `onPrepStart` | PREP opens (after 机变) | `{ round }` | +| `onPrepEnd` | prep end, before funds are cleared | `{ round }` | +| `onGain` | a chess / item was acquired (buy, reward, grant, merge result) | `{ piece, kind:'chess'|'item', source }` | +| `onSold` | a chess was sold (after refund of copies) | `{ piece, gain }` — **write `ev.gain`** to change the funds paid | +| `onRefresh` | manual refresh | `{ slots, free, price }` (slots mutable, or use `ctx.setShopSlot`) | +| `onPrice` | every price query of a shop slot (views + buy) — must be **pure** | `{ slot, kind, id, price }` — write `ev.price` / `ctx.setPrice` / `ctx.modifyPrice` | +| `onBuy` | after a purchase | `{ piece, slot, price, kind }` (`piece` = owned result, elite after a merge) | +| `onMerge` | chess or item merge | `{ kind, piece, baseId|itemId, consumed:[uid] }` | +| `onLevelUp` | shop level up | `{ level, price }` | +| `onSpend` | a payment's action is complete (buy / refresh / levelUp / reward / effect) | `{ amount, reason, total }` (`total` = funds spent this match) | +| `onBattleStart` | a battle input is built (normal / unite / boss / hidden) | `{ input: PlayerBattleInput, kind, round }` — mutate/replace `ev.input` | +| `onBattleResult` | SETTLE (normal rounds) and after boss fields | `{ result, lpLoss, perfect, unite?|boss? }` | +| `onChoicePick` | a 机变 card was applied (the card's own `choice:` handler runs first, then every source observes) | `{ card, family, picker, forTeammate }` | +| `onEquip` | `g.equip` (item handler only) | `{ item, target, golden, consumed, keep, error }` — see §2.5 | +| `onArt` | `g.art` (item handler only) | `{ item, row, col, targets:[pieces], error, used }` | +| `onDestroy` | an item was destroyed (player / replaced) | `{ item, holder, reason }` | +| `onLayers` | bond layers were added (prep or battle gains) | `{ bondId, from, to, reason }` (milestones: 维多利亚 25, 远见 10, 奇迹 100 …) | + +Dispatch order per player: `global` → `band` → `bond` (data order) → garrisons (board in deployment order, then hand) +→ equipped items → EffectRefs (insertion order). Every call is isolated with try/catch (the error is logged once and +counted in `match.dispatcher.errors`); nested dispatches are capped at depth 6. + +### 2.3 Garrisons (特质) +The dispatcher calls `handler[hook] ?? handler.run` only on the hook of the garrison's `eventType` (a handler may widen +that per garrison with `garrisonHooks(garrison) → hook[]`, e.g. "<进入休整期时><休整期结束时>"): + +| eventType | hook | whose garrisons | +|---|---|---| +| `SERVER_GAIN` 获得时 | `onGain` | the gained piece — run **×2 while 投资人 is active, ×3 at ≥ 100 投资人 layers** | +| `SERVER_PREP_START` 进入休整期时 | `onRoundStart` | owned chess: board, and hand unless `bbStr.conditionkey === 'character_target_inboard'` | +| `SERVER_PREP_FIN` 休整期结束时 | `onPrepEnd` | same | +| `SERVER_REFRESH_SHOP` 刷新时 | `onRefresh` | same | +| `SERVER_CHESS_SOLD` 售出时 | `onSold` | the sold piece | +| `SERVER_PRICE` 购买价格 | `onPrice` | the chess in the priced slot (`ctx.source.where === 'shop'`) | +| `IN_BATTLE` | — | battle side (server/sim/content/garrisons.js `install`) | + +```js +// garrisons.js — "<获得时>获得等于当前调度中心等级的【炎】层数(无需激活盟约)" (SERVER_ADD_BOND_METHOD, add_method shoplv) +registry.garrison('SERVER_ADD_BOND_METHOD', { + run(ctx, ev) { + const { bb, bbStr } = ctx.source; // garrison blackboard + let n = 0; + if (bbStr.add_method === 'shoplv') n = ctx.shopLevel() * (bb.multi ?? 1); + else if (bbStr.add_method === 'hand_count') n = ctx.hand().filter((p) => p && p.kind === 'chess').length * (bb.multi ?? 1); + const requireActive = ctx.source.garrison.desc.includes('已激活'); + ctx.addLayers(bbStr.bond, n, { requireActive }); + }, +}); +``` + +### 2.4 The handler context (`ctx`) +Reads: `playerId seat name round phase modeId difficulty isSolo isCoop data (frozen raw data) gd (GameData) rng` +(`rng()`, `rng.int(n)`, `rng.pick(a)`, `rng.chance(p)`, `rng.shuffle(a)` — the match's meta stream, never +`Math.random`), `funds() lp() alive() bandId() shopLevel() bond(id) bonds() bondActive(id) bondCount(id) layers(id) +board() hand() temp() piece(uid) pieceAt(row, col) pieceBonds(uid) garrisonsOf(uid) chessRecord(id) stats() roundStats() +shopSlots() effect(id)` (`piece(uid)` adds `area`, `holderUid`, `idx`; "身前一格" of (r, c) is (r, c + 1)), +counters `counter(k) setCounter(k, v) incCounter(k, n)` (player scope, persistent; prefix keys with your module). + +Writes (all validated, never throw on bad input, never make funds / pools negative): + +| helper | effect | +|---|---| +| `addFunds(n, reason?)` / `addPendingFunds(n)` / `spendFunds(n)` | funds now / at the next round start / pay (false when short) | +| `addLayers(bondId, n, { requireActive })` | layer gain (`requireActive` = "使已激活的…"); returns layers added; fires onLayers | +| `grantChess(id, { toTemp, golden, requirePool=true, fromPool=true })` | acquire a chess (takes pool copies; with `requirePool` a pool chess with no copy left fails → `null`); merges; fires onGain | +| `grantItem(id, { toTemp })` | acquire an item (merges with an identical normal item) | +| `rollChess({ maxTier, tier, bond, filter })` / `rollItem({ pool, tier, maxTier })` | copy-weighted chess id from the shared pool / item id (choices.json pools) | +| `grantFreeRefresh(n)` | free refreshes (stack) | +| `modifyPrice(delta)` / `setPrice(v)` | onPrice only: edit `ev.price` | +| `promote(uid)` / `transform(uid, chessId)` / `upgradeItem(uid)` | elite in place / replace a chess (keeps tile) / item → golden | +| `destroyPiece(uid)` / `equipDirect(itemUid, chessUid)` | remove a piece (chess copies return, items go back) / attach without equip effects | +| `offerChess(ids, { tier })` | queue a pick-one offer (shown as `shop.rewardOffer`, free) — 寻呼模块 / 信标 style | +| `offerItems(ids, { tier })` | the same for items (slots of kind `'item'`) — 凯瑟琳 定向投放 style | +| `triggerGarrisons(uid, eventType, { asUid })` | run another owned chess's 特质 of that eventType now (铃兰 "触发…的获得时效果"); 投资人 still multiplies SERVER_GAIN; SERVER_PRICE cannot be triggered; depth-capped | +| `setShopSlot(i, { kind, id, price?, frozen? } \| null)` | rewrite a shop slot (special refreshes) | +| `addDeployCap(n)` / `setDeployCapAtLeast(n)` | deploy cap (+effects; 人事部文档 = 9) | +| `setBondCountBonus(bondId, n)` | extra member count for a bond | +| `setDeviceActive(alias, on)` / `setTileOverride(r, c, 'melee'\|'ranged'\|'none')` | terrain changes of this player's board (legality + battle input `deviceOverrides`) | +| `addEffect(ref)` / `removeEffect(id)` / `setEffectCounter(id, v)` | EffectRefs `{ id, key?, name, desc, iconKind, iconId, counter?, battle=true, params?, data?, hidden? }` — shown in `m.private.effects`, passed to battles as `playerEffects` when `battle` | +| `addBounty(card)` | a bounty (choices.json cards.bounty shape) on the next battles | +| `toast(text, kind)` / `ticker(text)` / `giftTicker(fromName, chessId)` | messages | +| `teammates()` / `player(playerId)` | ctx objects of other alive players (team effects) | + +### 2.5 Items: consume-on-equip and Arts +Items whose data `kind` starts with `consume_on_equip` resolve through their `item:` handler's `onEquip` and are +destroyed (they never take a slot); set `ev.keep = true` to keep the item equipped instead (博士投影 normal), or +`ev.error = 'BAD_TARGET'` (+ `ev.detail`) to refuse. Without a registered handler the equip is refused +(`BAD_TARGET 'effect not available'`). Arts (`MAGIC`): `g.art` needs a handler; at most `maxArtsPerRound` (2) per round; +`ev.targets` are the pieces under the Art's `rangeGrid` at (row, col); set `ev.error` to refuse, `ev.used = false` to keep it. +Other equipment: 2 slots; a third replaces the equipped item the player picks in the replace dialog — `g.equip +{ itemUid, targetUid, replaceUid }` (research 09 §1.2 `UseEquipUp.unloadInstId`; absent ⇒ the oldest; a `replaceUid` not +equipped on the target ⇒ `BAD_TARGET`, nothing changes) — and the replaced item is destroyed. Equipped items are +otherwise locked (research 04 §2 / addendum: they leave the operator only on promotion, merge or sale): `g.destroy` +refuses them (`BAD_TARGET 'equipped items are locked'`). A second copy of an equipped normal item merges into the golden +item in the hand. + +Built-ins (builtinMeta.js, overridable): 盟约之币 / 骑士储蓄罐 (random funds), 随身身份牌 (layers of the target's bonds), +紧急调度券 (take shop chess), 精打细算玩偶 (+funds each round), 简易通讯机 / 拟态物质 (same-bond chess), 见钱眼开玩偶 +(+funds next round), 人事部文档 (cap 9), 博士投影 (elite now / at the next round start), 寻呼模块 / 信标 (pick-one +offers; 信标 gifts the original chess to the teammate with the most members of its bonds next round), 商业包装方案 (every +N sells → same-bond chess), 突变细胞 (after battle → random tier+1 chess), 画卷 (copy the operator in range with its +items), 教鞭 / “神秘顾客” (a random bounty is added). + +**教鞭 / “神秘顾客” stay a random bounty (deliberate).** The official Arts open a personal 悬赏 choice +("选择一项(特殊)悬赏任务进行挑战", `choice_event hunter_band_1`). The server applies a random bounty instead: content +(server/sim/content/items/meta.js) draws 3 of the band-bounty family `enemyeffect_b_*` and takes one at random (the +built-in fallback: a random tier ≤ II bounty of `cards.bounty`) and adds it with `ctx.addBounty`. A personal choice +overlay would need its own phase / protocol message outside SP_DRAFT (a second, simultaneous draft in co-op, with +timers and AI takeover) for a rarely used Art, while the random pick keeps the risk / reward the item is about. The +bounty then behaves like any other (next battles, 联防 payouts, Final Assault spawns). 神秘顾客's destroy clause (+1 +fund, the Art passes to the next alive player) is content too (`onDestroy`). +EffectRefs: `effect:builtin_round_coin`, `effect:builtin_gift`, `effect:builtin_next_buy_golden_item` (整备), +`effect:builtin_next_buy_elite` (升华). + +### 2.6 机变 card application +`choice:` handler (content) → else the family default (choices.js): bounty → `ctx.addBounty`; supply/shop → +item to the hand; tactic by buff key (`global_special_choice_gain_equip`, `_bond_addlayer`, `_gain_coin`, `_refresh_free`, +`single_special_choice_gloden_equip_chess`, `_gloden_char_chess`, `_gain_bond_chess`, `auto_chess_change_map`); every +other buff becomes a battle EffectRef (`key: 'choice:'`, `params` = effect params) for the sim content. +Team cards (`team: true`) apply to every alive teammate as well. + +```js +// choices.js — override the 自愈 card: keep it as a battle effect but show a counter +registry.choice('allybuff_select_11', { + onChoicePick(ctx, ev) { + // the EffectRef below carries this same key, so this handler also runs (source kind 'effect') on every LATER + // onChoicePick dispatch — apply the card only when it is the card being applied + if (ctx.source.kind !== 'choice') return; + ctx.addEffect({ id: `heal:${ctx.round}`, key: 'choice:allybuff_select_11', name: ev.card.name, desc: ev.card.desc, + iconKind: 'team', params: ctx.data.effects.allybuff_select_11.params }); + }, +}); +``` +Any `choice:` handler whose EffectRef reuses its own key must guard like this (or give the EffectRef an `effect:` key). + +--- + +## 3. Rules implemented (summary; details in each module header) + +* **Economy**: income `config.economy.income[r]` (= min(3+r, 12)); bounty coins / pending funds credited at the next + round start; leftover funds lost at prep end except `leftoverFundsKeptByBands`. Chess price by tier (2/3/3/3/4/4), + items by `price`, refresh 1 (free refreshes first), sell +1 (elite too; items cannot be sold, only destroyed). +* **Shop**: `shopSlots[level]` chess slots + item slot(s), copy-weighted rolls over remaining pool copies of unbanned, + visible chess with tier ≤ level; item slot: tier by the same shares, uniform item within the tier. Level-up price = + base per mode, −1 each round start (floor 0), reset to the next base after upgrading; `MAX_LEVEL` at 6. One freeze + toggle freezes every unsold slot until the next round start; a manual refresh rerolls everything (new slots stay + frozen). Unfrozen slots are cleared at combat start. Slot positions are stable (frozen slots keep their index). +* **Pool**: copies 12/14/18/16/8/5 (缪尔赛思 4); a normal piece holds 1 copy, an elite 3; displays never reserve copies; + selling, temp wipes and elimination return exactly what a piece holds (`left + held = cap` always). +* **Hand**: 10 slots filled right→left, 5 temp slots for passive overflow (merge results, grants, returned equipment); + a full hand refuses buys unless the purchase completes a merge, and withdrawals unless the withdrawn summoner's own + summon stack frees a slot (a deployed summon withdrawn with no stack of its own left to join is a new card: `HAND_FULL`, + never temp); temp blocks Ready; temp is resolved (chess sold back to the pool, items destroyed) at the + prep deadline and at the next round start. +* **Merge**: 3 normal copies (风丸 2) anywhere (board/hand/temp) → elite to the hand (the incoming copy, then temp, hand, + board copies are consumed); equipment returns to the hand; summons of consumed copies are removed; a reward offer of 3 + free chess of tier min(level+1, 6) (pick 1, expires at prep end; queued when several merges happen). A merge + completed after the prep (SETTLE / Final Assault effects such as 突变细胞) keeps its offer for the next prep, and with + a full hand its elite takes a freed board tile of a consumed copy instead of temp (wiped at the round start). +* **Board**: rows 9–12 × cols 2–10, legality from `stages[id].tiles` + devices (board.js); deploy cap 8 (+effects); + summons don't use slots; board↔hand swaps always allowed. A terrain change (terrain 机变 cards such as 模拟战场演变· + 模式二 "阻隔工事变为射击台", content `setDeviceActive` / `setTileOverride`) is checked at the next `recompute()` (at the + latest when the battle input is built): a piece left on a tile it may no longer occupy — a melee operator on a new + 射击台 — is withdrawn to the hand (overflow temp: re-placed during the prep; its summons leave with it), a summon back + onto its stack, with a toast (`PlayerState._evictIllegal`). +* **Bonds**: bondsMeta.js (BOARD distinct, BOARD_AND_DECK, 绝技 elites, 调和 +1, 独行 downward, 助力 upper tiers, + 变形同构体 grants). Σ activated layers for the hidden core = Σ layers of active bonds at the boss round's prep end. +* **Waves**: waves.js header (stage/factions/boss per match, faction replacement per round with `k` copies, scaling by + `enemyScale[r]` × the tuning layer §3.1, bounties, boss templates, 联防 routing). Multi-round bounties ("之后的每场作战") + also spawn in the Final Assault / Hidden Core, on the owner's half of the boss field (a route ending at its goal); the + boss battle then uses up one of the bounty's battles and its kill coins go to pending funds. +* **Combat time limit**: data `combatTimeLimit` (the level's `maxPlayTime`) counts REAL seconds of the forced 2× + battle; the Battle / 联防 limit is `gd.combatTimeLimit(r)` = 2 × that in game seconds (`config.combatTimeScale`, + default 2). Read as game seconds the rounds' own spawn schedules would not fit (R2's last flyer spawns at 43 s of + 45 s, R3's at 62 s of 55 s); × 2 every limit ≈ last spawn + one flyer crossing. docs/BALANCE.md §2.1. +* **SETTLE**: LP −min(counted leaks, 10) (after 联防: survivors attributed to their source, same cap); IN_BATTLE layer + gains applied; kill-bounty coins (paid by the Battle to the killer — a 联防 helper included) and perfect-bounty coins + (own phase perfect) go to pending funds; bounty rounds decrement; LP ≤ 0 ⇒ eliminated (all copies back to the pool). +* **Final Assault / Hidden Core**: finalAssault.js header. Boards are passed in board coordinates; the sim maps board + rows 9–12 onto boss rows 2–5 (`BOSS_ROW_OFFSET` −7, matching every stage's boss rows) and mirrors the right side. + Pool (`finalAssault.js bossPoolHp`, research 08 §6 #7): co-op = `bloodPoint[difficulty]` as is — one pool shared by + every boss field, no alive-player factor ("敌方领袖的总生命值不变"); solo = × `bossHpScale.solo` (0.25 [ASSUMED]); leaders + are never scaled by `enemyScale`. The merged team LP loses leaks (`lpr`), the overtime drain + (`bossTurnHpReduceTime` 150 counts REAL seconds, like the boss level's 120 s maxPlayTime that runs out first — the + battle goes on — so 1 LP per real second from 150 real s = 300 game s on the 2× field clock; `gd.bossOvertimeDue`) + and leader "扣除目标生命" effects (the sim's `lpLoss` hook: boss_7 Doom, 斥退 …); after every change it is written back + to the alive players as shares of the LP each brought in (`lpAtFinal`, largest remainder), so `lp` in m.public / + m.private / m.result is what is left (Σ = team LP). + Client-side combat (DESIGN §14): a boss field's reports are plausibility-bounded on the SERVER's field clock — the + credited pool damage of one field ≤ the whole pool per `BOSS_MIN_CLEAR_GS` (5) game s (20 %/s; the balance model's + fastest mean kills run ≈ 5 %/s per field), its LP cost ≤ 10 + 1 per game s; reports are cumulative, so what exceeds + the budget is credited later (the boss clock re-applies the latest report), never lost. A boss field's `b.result` ends + it only when the pool is empty or after the match's `b.end`; any other (a 'forced' result at t = 0, 'cleared' while + the pool holds, a result failing validation) hands the field to the partner's replica or the server, and the sender is + never its authority again (`f.demoted`). Every boss field run by the server (takeover, or nobody connected at the + start) publishes its own damage as `b.pool.acked[fieldId]` (its CreditPool total), so the display replica of a + reconnecting / watching human stays in sync. + +### 3.1 Balance layer (data/tuning.json) +`data/config.json` is generated and stays research-faithful. There is **no custom balance** any more (DESIGN §14 +corrections, research 08 §6): enemy numbers are the official ones (the PRTS `enemyScale` table, leader pool = +`bloodPoint`). `data/tuning.json` (hand-maintained, loaded as `data.tuning`, layered on the config by gamedata.js only) +keeps just the result-title rules: + +```jsonc +{ "titles": { "comment_3": { "stat": "lpLost", "rule": "min" } } } // merged over config.titles +``` +The former `enemyHpMul` / `enemyAtkMul` / `enemySpeedMul` / `bossHpMul` / `flyPlaceholders` knobs were removed; a +tuning file that still carries them is ignored (`gd.bossHpMul()` always returns 1). `tools/balance.mjs --tuning off` +drops the file (titles only, so the numbers are the same). Titles: `rule: 'min'` ranks the players still alive by the +smallest stat (坚若磐石 "目标生命值损失最少" = least `lpLost`). docs/BALANCE.md has the balance measurements. + +--- + +## 4. 联防 (Unite) +Planned after the normal combats, at the end of the COMBAT_END pause from the players still in (`Match._afterCombat`, so a +player who quit during the last field or the pause is neither a helper nor a leaker whose enemies re-enter; unite.js): +helpers = `unite.js helperOrder` (research 08 §5, PRTS 卫戍协议/帮助 §联防阶段): ≤ `unite.maxHelpers` (2) perfect players +chosen by most units on the field (downed included) > an active bond > most standing units > seat; the pair ordered by +units > active bond > Σ active layers > standing > seat (LP plays no part), the first one on the right-hand field +(colOffset +8, where escaped_multi enters), the other colOffset 0; the escaped template of that size routes the leaked +enemies by slot class; helpers' operators carry +`{ hpPct, sp, skillActive }` from `unitsEnd` ("阵地以其当前状态"); an operator dead at the end of the helper's own combat +stays out of the 联防 battle with its summons [ASSUMED: the sim has no "start undeployed with a running redeploy timer" +input]; `flags.layerGainsEnabled = false`; time limit = the round's combat limit. +Every enemy still alive at the end (leaked again, or never spawned before the limit) costs its **source** player 1 LP. +A client-run 联防 result may bill a survivor only to a leaker who sent that enemy in — a split / summon only to a leaker +who sent in its parent, ≤ the parents' data offspring count (磨砻 2, 烹泉 4 …; fields.js offspringPerParent). + +--- + +## 5. Views (DESIGN §8.2 / §8.3) and deviations + +`m.public` (throttled ≤ 10/s, only sent when it changed) carries the DESIGN fields plus: `drawnDisabledBonds` (the 3+4 +drawn set; `disabledBonds` = drawn ∪ the mode's static list), `hiddenBossId`, `bossRound`, `hiddenRound`, `spRound`, +`combatMode` (`'client'` | `'server'`), `fields[].progress { killed, total, done }` (teammates' progress UI), `paused` +(solo pause, §1.3a), +`players[].autoplay`, and per phase: `draft { order, turn, picks, skipsLeft, turnDeadline, untimed }` (BAND_DRAFT), +`sp { family, name, desc, eventId, cards:[{ idx, kind:'bounty'|'item'|'tactic', id, name, desc, tier, coin?, payout?, +rounds?, enemyKey?, count?, price?, team?, tacticKind? }], order, turn, picks:{pid: idx}, taken:{idx: pid}, untimed }` +(SP_DRAFT), `teamLp` / `bossHp {hp,max}` (Final Assault on), `overtimeAt` (最终攻势 / 隐秘核心: ms epoch when the +overtime drain starts; `deadline` = the level's 120 s countdown), `unite { helpers, leakers }` (UNITE). +`players[].status`: INFO_CHECK ready/deciding · drafts ready (picked) / deciding (their turn) / acting (waiting) · +PREP ready/acting · COMBAT/boss combat/done · UNITE helping/done · others done · `left` / `dead` override. + +`m.private` = DESIGN §8.3 exactly (sent per player whenever it changed). `nextEnemies` = the current round's wave +(+ the player's bounty enemies, tag `bounty`; boss rounds: the player's boss field, tag `boss`, + its bounties). + +`m.field` = `{ fieldId, kind, rect, stageId, units, live }`; during prep `g.watch 'n:'` returns a one-shot board +view with `prep: true` (scouting a teammate). + +**`b.snap` / `b.ev` game time**: every frame is `{ t: '', … }`, so the snapshot's game time (DESIGN `b.snap.t`) +is sent as **`gt`** (game seconds); `b.ev` carries the same `gt`. The client reads `gt` (`render/interp.js frameTime`, +used by `normalizeSnapshot`). Legacy server-run mode only: client-side combat sends no `b.snap` / `b.ev`. + +`m.result` (unicast to every human, `playerId` = the recipient) = `{ victory, roundsPassed, hiddenReached, +hiddenCleared, reason: 'victory'|'defeat'|'eliminated'|'abandoned'|'error', teamLp (merged Final Assault LP, null before +it; players[].lp are the alive players' shares), modeId, difficulty, stageId, bossId, +hiddenBossId, seed, durationMs, players:[{ playerId, seat, name, isBot, left, alive, victory (the team won AND this +player was still in at the end), roundsPassed, +eliminatedRound, lp, bandId, lineup:[{ id, golden, tier, row, col, items }], bonds, stats:{ dmgDealt, kills, leaks, gold, +refreshes, merges, itemsEquipped, bossDamage, activatedLayers, lpLost, perfectRounds }, title:{ id, name, picId, text }|null, +trophies, reward }] }`. Trophies and 卫戍认证 follow each row's OWN rounds passed (research 06 §6 / §10.4): the +Hidden-Core trophy row only for the players still in when it was cleared — a teammate eliminated or departed earlier +gets the table value of its own rounds. `onEnd(summary)` receives the same object (without `t`, plus `errors`). + +`m.emote { playerId, id }`: `id` must be one of `shared/constants.js EMOTES` (`BAD_MSG` otherwise, also when `handle()` +is called without protocol validation); 1 per second per player (`RATE`). + +Tickers (`m.ticker { text, id, type, priority, playerId }`) from `config.broadcasts`: SHOP_LEVEL, GOLDEN_CHAR, +CHAR_DAMAGE (per board unit per battle, highest threshold; summons created in battle once per unit type — a client +result may only name the unit types its lineup can field, fields.js validateClientResult), BOSS_HIT (20/50/80 % of the +pool per player), CHAR_GIFT (to the +receiver only), plus CUSTOM texts (eliminations, 联防, hidden core). + +--- + +## 6. Testing & tools + +* `test/match/fakeBattle.js` — scriptable DESIGN §5.1 Battle (`FakeBattle.script = (battle) => plan`); inject with + `new Match({ …, BattleClass: FakeBattle })`. +* `test/match/harness.js` — `makeMatch(opts)` (virtual scheduler, captured frames, `drive()` for human decisions, + `toPrep(r)`, `checkInvariants(m)`, `give()/giveItem()` scenario helpers). +* `VirtualScheduler({ instantCombat })`: `advance(ms)`, `runNext()`, `runUntil(pred)`, `runAll()`; with + `instantCombat` (default) battles run synchronously, so a full match takes milliseconds of wall time. +* Suites: pool, board, economy, merge, bonds, draft, combat (FakeBattle), finalAssault, connection, meta, waves, + results, fullmatch (fullmatch*.test.js, parallel files, runner fullmatchRun.js — REAL sim: solo × 4 difficulties, co-op + 2/3/4 incl. AI, 20 seeds each; `MATCH_SEEDS=n` to change), + fuzz (random valid-shaped intents + connection churn), lobby-integration (real server + sockets), realtime (the real + server + lobby + Match with RealScheduler and the REAL sim: 2 scripted websocket humans + 2 AI from the room to the + prep of round 4 — drafts, 机变, buying/placing, combat snapshots `gt`, watching, 联防, throttled m.public), bot (field + model, layout planner, rehearsal side-effect freedom, economy/bench regression). + `node --test test/match/*.test.js` +* `node tools/matchrun.mjs --mode coop --difficulty HARD --players 4 --seeds 20` — per-round balancing summary / aggregate + (`--check` audit, `--errors` per-source error table, `--lp N` / `--layers N` to reach late rounds, `--rehearsal N`). +* `node tools/balance.mjs --mode multi --difficulty NORMAL` — the competent-board difficulty model (docs/BALANCE.md): + per round leaks / LP after 联防 / clear time of representative boards against the real waves, boss damage by 150 s + and kill time; `--tuning off` (research numbers), `--legacy-time`, `--profile weak|strong`, `--bots N`, `--json`. + Tests: `test/match/balance.test.js` (tuning layer, model), `test/match/followups.test.js`. + +## 7. Assumptions (all documented in module headers) +* Unite helper choice: `unite.js helperOrder` (§4; selection units > active bond > standing units > seat, the pair + units > active bond > Σ active layers > standing > seat; the ranks marked 存疑 in PRTS). Unite enemies re-enter with + their original stats on the official 联防 spawn timing (waves.js `buildUniteWave`, DATA.md §15 #22). +* A manual refresh while frozen keeps the new slots frozen until the next round start. +* Level-up does not add slots until the next roll (refresh / round start). +* Buying a second copy of an equipped normal item merges into the golden item in the hand (not equipped). +* Promotions by effects (升华, 博士投影) keep the equipment; merges return it. +* Chess granted by effects need a free pool copy unless `requirePool: false` (then they hold 0 copies). +* Boss-round `local` pack spawns (boss parts) all spawn; content scripts (bosses.js) decide their behaviour. +* The Final Assault ends as a defeat when every field finished with the boss pool above 0 (boss escaped). +* Combat limits are real seconds (× 2 in game seconds) — see §3; research 00-INDEX §8 #10 assumed game seconds. +* Emotes faster than 1/s answer `RATE`. +* 中途退出 = elimination at once (research); a quitter's operators already fighting in a shared field (联防, boss + field) finish that battle, its LP already merged into the team LP stays there. +* After the LP merge (Final Assault) the per-player LP shown is a share of the team LP ∝ the LP each player brought in. +* A 联防 helper's operators dead at the end of its own combat do not take part in the 联防 battle. +* A merge completed after the prep (SETTLE effects) keeps its reward offer for the next prep; with a full hand its elite + takes a freed board tile (a prep merge still overflows into temp). diff --git a/docs/PLAYING.md b/docs/PLAYING.md new file mode 100644 index 00000000..56e9f830 --- /dev/null +++ b/docs/PLAYING.md @@ -0,0 +1,114 @@ +# 玩法指南 + +「卫戍协议:盟约」是自走棋 + 塔防:休整期在调度中心招募干员、摆阵、配装备,作战期干员自动部署并迎击从红门涌来的敌人,漏过去的敌人扣目标生命值(LP)。同盟模拟中 1–4 人**合作**(没有 PvP),撑到第 14 回合打倒敌方领袖即胜利。 + +本文数值来自官方数据表(`data/config.json` 等)与 [research](research/00-INDEX.md);游戏内左下角 📖「玩法说明」有官方教程图(需本地提取)。操作方式见 [README · 操作](../README.md#操作)。 + +## 1. 一局的流程 + +``` +确认本局信息(25 s)→ 选择策略(轮选)→ 协议启动 +→ 每回合:[机变] → 休整期 → 作战 → [联防] → 结算 +→ 第 14 回合:最终攻势 →(满足条件)第 15 回合:隐秘核心 → 结算称号 +``` + +| 阶段 | 说明 | +|---|---| +| 确认本局信息 | 本局地图(标准模拟固定为「战场#01」;险境从 8 张地图中随机,绝境 / 终极从不含战场#01 的 7 张中随机)、敌方派系、**被禁用的盟约及其干员**、领袖预告。所有人确认后继续;同盟模拟最多 25 秒,独立模拟不限时。 | +| 选择策略 | 40 名策略(分队长)决定**初始目标生命值(20–45)**和一条永久规则。同盟:随机顺序轮流选,每人 12 秒,队友已选的不能重复,每人可**跳过一次**(排到最后);超时自动选华法琳。独立:自由选择、不限时。 | +| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒),独立 3 选 1。卡片包括资金、干员、盟约层数、战术特训(悬赏敌人)等。 | +| 休整期 | 购买、摆阵、配装备、冻结 / 刷新、升级调度中心;同盟有倒计时(65–215 秒,随回合增加),独立不限时。所有人「准备就绪」即提前开战,全员就绪前可取消。 | +| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。 | +| 联防 | 见第 5 节。 | +| 结算 | 扣 LP、发放悬赏资金、结算层数;LP ≤ 0 的玩家淘汰(其干员回到公共卡池)。 | + +**断线与离开**:同盟模拟断线后 10 分钟内重新打开页面即可回到原座位;期间你的阵容照常自动作战,机变和休整期到时自动选择 / 准备,但不会替你购买(想让 AI 代打,请在「离开模拟」里选「暂离(AI 托管)」)。独立模拟的休整期与机变不计时,断线或关掉页面后 **24 小时内**用同一个浏览器打开即可继续;独立模拟的作战(含最终攻势 / 隐秘核心)还可以点顶栏的「暂停」(或按 Space)随时暂停,倒计时和领袖战的加时扣血一起停下(暂停中断线会自动继续,由服务器接着打完这场作战)。同盟模拟的作战不能暂停。「放弃模拟」:独立模拟立即结束本局;同盟模拟中视为你被淘汰(干员回到公共卡池),队友继续。服务器重启会结束所有对局。 + +**回合数与机变回合** + +| 难度 | 同盟:回合 / 机变回合 | 独立:回合 / 机变回合 | +|---|---|---| +| 标准模拟 | 14 / 3、9 | 9(第 9 回合为领袖)/ 无 | +| 险境模拟 | 14 (+15) / 3、6、9 | 14 (+15) / 6、9 | +| 绝境模拟 · 终极模拟 | 14 (+15) / 3、9、11 | 14 (+15) / 3、9、11 | + +难度越高敌人的攻击 / 生命倍率越高、出现的危险敌人越多,领袖血量也越高。 + +## 2. 经济 + +| 项目 | 数值 | +|---|---| +| 每回合资金 | 第 r 回合 `min(3 + r, 12)`:4、5、6、7 … 从第 9 回合起 12 | +| 剩余资金 | **休整期结束时清零**(策略「坎诺特」例外) | +| 招募价格(按阶级 I–VI) | 2 / 3 / 3 / 3 / 4 / 4 | +| 刷新 | 1 资金 | +| 出售干员 | 任何干员(含精锐)都只返还 **1** 资金 | +| 装备 / 法术 | 不能出售,整备区里的只能「销毁」(不返还)。已配发的装备锁定在干员身上:只能被第三件装备替换(弹出替换窗口,选择要替换的一件,它会被销毁),或在干员出售 / 合成精锐时退回整备区 | +| 冻结 | 免费,保留当前所有未买的格子到下一回合;冻结状态下仍可主动刷新 | +| 升级调度中心(1→2 … 5→6) | 险境及以上 5 / 8 / 11 / 12 / 13;同盟标准 5 / 8 / 10 / 11 / 11;独立标准 1 / 1 / 5 / 8 / 10。**每过一回合价格 −1**(最低 0),升级后按下一级的价格重新计算 | +| 其他收入 | 悬赏敌人、盟约「远见」「奇迹」、装备「骑士储蓄罐」、部分策略和特质 | + +调度中心等级决定商店能出现的**最高阶级**和格子数(险境及以上:干员 3 / 4 / 4 / 5 / 5 / 5 格 + 装备 1 格)。 + +## 3. 招募、整备区与晋升 + +- **公共卡池**(同盟):每名干员的副本数有限,I–VI 阶分别 12 / 14 / 18 / 16 / 8 / 5 份,所有玩家共用;持有的干员(棋盘 + 整备区)占用副本,商店里展示的不占用。一名干员被大家拿光后就刷不出来了;淘汰玩家的干员会还回卡池。 +- **位置上限**:棋盘最多部署 **8** 名;整备区 **10** 格;整备区满时新获得的单位进入**临时整备区**(5 格),下一回合开始时自动销毁。 +- **晋升精锐**:3 名同名干员(无论是否部署)自动合成**精锐**(等级、技能、模组大幅提升;风丸只需 2 名),精锐不会再合成。原先配发的装备退回整备区。 +- **晋级奖励**:每次晋升后获得一次特殊招募:从 3 名 **高一阶**(最高 VI)的随机干员中**免费**挑 1 名。它不能刷新、不能冻结、本回合结束失效。 +- 每回合商店会自动刷新未冻结的格子。 + +## 4. 摆阵与朝向 + +- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。 +- 想只改朝向:把干员拖回它自己所在的格子再选方向。朝向会一直保留到下一回合。 +- 点击干员显示攻击范围和底部按钮(「撤退」回到整备区、「出售 +1」);右键 / 长按查看详细信息(属性、技能、天赋、特质、盟约、装备)。 +- 部署顺序是**从上到下、从左到右**,最后部署的干员嘲讽等级最高;部署费用不够时后面的干员会晚一点上场。 +- 右上角 🔍▶▶ 可以查看本回合即将来袭的敌人(预览区),左上角 🔍 查看本局信息(禁用盟约、策略)。 + +## 5. 联防(同盟) + +某回合**有人漏怪、又有人完美作战**(全歼且无漏怪)时触发:最多 2 名完美作战的队友带着自己的阵容(保持作战结束时的生命与技能状态,已倒下的干员不参加),迎击其他玩家漏掉的全部敌人。 + +- 参加者按官方规则挑选:场上单位最多 > 有已激活的盟约 > 未倒下的单位最多 > 座位靠前(与 LP 无关);两人参加时,排在前面的一位(再比较激活盟约的层数总和)在右半场「率先迎敌」。 + +- 只有完美作战的队友能参与联防;联防中**盟约不会叠加层数**。 +- 联防中击杀悬赏敌人,资金归击杀者。 +- 联防后仍然存活的敌人,按原主人扣 LP;没人完美作战时直接扣。 +- 每个普通回合每人**最多扣 10 点 LP**。 + +## 6. 盟约 + +干员属于 1–2 个盟约。场上**不同名**的成员达到人数后激活(大多只数棋盘上的,「远见」「奇迹」「投资人」连整备区也算)。 + +- **核心盟约**(8 个势力:炎、萨尔贡、维多利亚、谢拉格、拉特兰、阿戈尔、叙拉古、卡西米尔):3 名激活,6 名获得强力的额外效果。 +- **附加盟约**(精准、迅捷、灵巧、奥术、坚守、助力、远见、奇迹、投资人、突袭、不屈、调和、协防干员、独行、绝技):多为 2 / 3 名激活;「独行」需要场上**恰好 1 名**,「绝技」按场上的精锐数量计算,没有势力盟约的干员算「协防干员」。 +- **层数**:盟约通过各种效果叠加层数,层数越高效果越强(例如「炎」攻击力随层数提升、「远见」每 10 层给资金)。**层数整局保留,但只有盟约激活时才生效**,多数情况下也只有激活的盟约能叠层。 +- 每局会随机**禁用**若干盟约(标准模拟较少),它们的干员不会出现在商店;开局的「确认本局信息」会列出。 +- 两件同名装备会合成一件更强的装备;特定的装备组合可以为干员赋予额外的盟约效果。 + +## 7. 最终攻势与隐秘核心 + +- **最终攻势**(第 14 回合;独立标准为第 9 回合):按座位两两配对,每对共享一个战场,一人守左半边、一人守右半边(右侧玩家的棋盘左右镜像)。所有人**共同削减同一条领袖血条**,看不到另一组的战场。全队 LP 合并成一个池,不再有每回合 10 点上限。顶部的 120 秒倒计时结束后战斗**继续**(不会超时判负);从开战第 150 秒起(实际秒数)全队每秒扣 1 点 LP。领袖血量归零即胜利,LP 归零即失败。此阶段盟约不叠层。 +- **隐秘核心**(第 15 回合,仅险境及以上):打倒领袖后,若全队激活的盟约层数总和 **> 1200**(独立 > 350)且 LP > 1,进入隐秘核心,挑战更强的领袖。失败不影响本局的通关。 + +## 8. 表情与观战 + +- 左下角「交流」打开表情面板:6 套主题 × 6 个表情,左右滑动(或方向键)换主题。表情以气泡形式显示在你头像旁 3 秒,发送冷却 1 秒。 +- 休整期、或自己的作战结束后(显示「作战结束,等待队友完成作战」),点左侧队友头像 →「前往查看」观看他的战场;自己的作战进行中不能观战。联防和最终攻势中可以用 ‹ › 切换左半 / 全景 / 右半。 +- 被淘汰后可以自由观看任何战场。 + +## 9. 结算称号 + +结算时按表现评选称号(每人最多一个,每个称号只给一人):**卫戍之星**(对领袖伤害最高,仅胜利时)、**不朽盟约**(激活层数总和最高)、**坚若磐石**(LP 损失最少)、**精英云集**(晋升精锐最多)、**万事俱备**(装备配发最多)、**挥金如土**(消耗资金最多)。 + +## 10. 小技巧 + +- 前期优先凑出一个能激活的盟约,比零散买高阶干员更稳;同名 3 张会自动晋升并带来一次免费的高阶招募。 +- 资金不能留到下回合:没用完就刷新或升级;想要的卡没钱买时先**冻结**。 +- 升级价格每回合自动 −1,不急的话可以等一两回合再升。 +- 休整期看看右上角的敌人预览,有飞行单位就留好对空(远程)干员。 +- 同盟模拟里别和队友抢同一系干员(卡池共用),分工凑不同的盟约更容易。 +- LP 只剩 10 左右时(一回合最多扣 10)要优先保完美作战。 +- 联防只让完美作战的队友上场,所以稳定清怪的阵容对全队都有价值。 +- 进入隐秘核心看的是全队的**激活层数总和**:后期可以针对性地堆层数。 diff --git a/docs/SIM.md b/docs/SIM.md new file mode 100644 index 00000000..3e9aa8b1 --- /dev/null +++ b/docs/SIM.md @@ -0,0 +1,773 @@ +# SIM.md — battle simulation engine reference (server/sim) + +Audience: **content authors** (kits, bonds, garrisons, items, bands, enemies, bosses, devices, choices) and the +**match owner** who drives `Battle`. The normative contract is DESIGN.md §5; this file documents the concrete +implementation, every hook and helper, the SkillSpec schema with worked examples, the profession defaults and +the test harness. Everything here is deterministic: the only randomness is `battle.rng()`. + +``` +server/sim/ + Battle.js one field (normal / unite / boss / hidden) — public API, hook bus, helpers + constants.js TICK, MOVE_SCALE, ATTACK_PAUSE, element numbers, tuning knobs + rng.js mulberry32 PRNG (+ int/range/chance/pick/shuffle/weighted) + grid.js stage grid, tile semantics, 8-dir A* (no corner cutting), obstacles + units.js Unit model + stat aggregation + buffs.js Buff model, mod keys, status catalogue + damage.js damage / heal pipeline, shields, dodge, element gauges + targeting.js range grids (rotated by the unit direction), target filters, priorities + dir.js the 4 deploy directions: vectors, rotation, mirror (shared with server/match and browsers) + projectiles.js projectile flight & impact + skills.js SkillRuntime (SP, charges, triggers, kinds, SkillSpec) + ai.js operator attack loop, enemy route following / blocking / attacks + professions.js default behaviour per subProfessionId + snapshot.js wire format (UnitInfo, snapshot tuples, flags, anim codes) + simdata.js data access + normalisation (data/*.json, research fallback) + content/index.js installContent / setupUnitKit / registerAllMeta + content/generic.js generic kit from skill blackboards + content/kits/tier1..6.js, content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js (content phase) +``` + +--- + +## 1. Driving a battle (match owner) + +```js +import { Battle } from './sim/Battle.js'; +const b = new Battle({ + seed, kind: 'normal' | 'unite' | 'boss' | 'hidden', modeId, round, + stageId | stage, // data/stages.json id or entry + rect, // optional; defaults: normal rows 9–12 × cols 0–10, unite cols 0–20, boss rows 0–5 × cols 0–20 + timeLimit, // game seconds (the match passes 2 × the round's combatTimeLimit, which data gives in + // real seconds of the forced-2× battle — DESIGN §4); boss/hidden default Infinity (match force-ends) + players: [PlayerBattleInput], // DESIGN §5.1 + spawns: [SpawnSpec], routes: [RouteSpec], + sharedBoss, // { hp, maxHp, damage(playerId, amount) } or null + flags: { layerGainsEnabled, dpInit: 10, dpPerSec: 1, dpMax: 99 }, + fieldId, // echoed in snapshots + enemyOverrides, // waves.json `overrides` ({ [enemyKey]: { stats: {…partial} } }) + // optional: data (DataSource or raw maps), content ('full'|'generic'|'none'), kits ({baseId: kitFn}), + // extraContent ([{install(battle)}]), setup(battle) (runs after content install, before deployment), + // recordEvents (default true), autoFinish (default true), logger, quiet, verbose, devices (false = no stage crates) +}); +while (!b.finished) b.step(); // 1 TICK = 1/30 game s; live battles run at the forced 2× = 60 ticks per real second +b.snapshot(); b.drainEvents(); // every 3 ticks for watchers (§8.2 wire format) +b.result(); // BattleResult (DESIGN §5.1) — see §1.3 +b.forceEnd('forced' | 'timeout'); // 'timeout' converts remaining enemies to leaks +b.fieldMeta(); // { fieldId, kind, rect, stageId, units: UnitInfo[] } for m.field +``` + +Construction creates every ally unit (not yet deployed) and installs content (kits, then domain modules). The first +`step()` (or `b.start()`) spawns stage crates, deploys all board units for free — per player, **top→bottom then +left→right** (right boss side: right→left in field columns) — firing `deploy {initial:true}` for each, then +`battleStart`. Register hooks before the first step (e.g. `opts.setup(battle)` or right after `new Battle`). + +**Tick order:** scheduled callbacks → spawns → DP → buffs (+HP regen) → enemies (attack, move, block) → +enemy tile index → allies (skill tick, attack) → projectiles → auto-redeploys → boss pool sync → `tick` hook → +release hooks/timers of units removed this tick (§1.4) → `time += TICK` → end checks. + +### 1.1 Coordinates (PlayerBattleInput units) + +`units[].row/col` are **board coordinates** (rows 9–12, cols 2–10) unless `abs: true` (or player +`coords: 'field'`). Mapping: + +| field | row | col | direction | +|---|---|---|---| +| normal | row | col + colOffset (0) | unit `dir` (default RIGHT) | +| unite | row | col + colOffset (0 or 8) | unit `dir` | +| boss/hidden, side L | row − 7 when row ≥ 7 (board 9–12 → boss 2–5) | col + colOffset | unit `dir` | +| boss/hidden, side R | same | **20 − col** (mirrored; colOffset ignored) | **mirrored**: RIGHT ↔ LEFT, UP / DOWN unchanged (`battle.mapDir`) | + +`rowOffset` on the player overrides the boss row mapping. Unit input `dir` ∈ `'UP'|'RIGHT'|'DOWN'|'LEFT'` (the board +piece's facing, research 09 §1.2; absent/junk ⇒ RIGHT; with `abs` / `coords:'field'` it is a field direction as given). +Token pieces: `{ kind:'token', tokenId, ownerUid, row, col, dir? }`. + +**Facing (DESIGN §3, `sim/dir.js`).** Every ally has `unit.dir`; `unit.fwd` = its forward vector `[dRow, dCol]` (UP +`[1,0]`, RIGHT `[0,1]`, DOWN `[−1,0]`, LEFT `[0,−1]`; row 0 is the bottom). Range grids and every relative offset +`[dRow, dCol]` are authored facing RIGHT and rotated: RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)` +(`rotateOffset`; the inverse `toLocal` turns an absolute delta into the unit's frame); `rangeExtend` adds tiles along ++dCol **before** rotating. `unit.facing` (±1) survives only as the derived horizontal sign for sprite flipping (a legacy +`facing = ±1` assignment sets RIGHT / LEFT). Content rules: "身前 k 格" = `frontOf(r, c, dir, k)` (`support.frontTile`); +"左右两格" = `offsetTile(r, c, ±1, 0, dir)` (`support.sideTiles`); kit pushes / pulls use `unit.fwd`; blowers compare +directions (same ⇒ `equal`, reverse ⇒ `opposite`, perpendicular ⇒ `vertical`); board-position rules ("更靠左", "最右边", +"同一行最右边") stay board positions in the player's own frame (mirrored FA side: counted from the field's other end), +independent of the units' directions. Enemies keep their own horizontal facing logic (content/enemies.js frontGuard). +"First tile" tie-breaks relative to a unit (tactical points `findTacticalPoint`, summon tiles `findSummonTile`, the 突袭 +landing tile) compare offsets in the unit's facing-RIGHT frame (`localOrder` / `localBefore`; for a RIGHT unit exactly +the old tile-key order), so a rotated layout plays the same (test/sim/facing-invariance.test.js: every chess × 4 +directions on an open field). 余 S3's fire wall runs through his tile perpendicular to his direction (his column facing +RIGHT / LEFT, his row facing UP / DOWN; fx `firewall.axis` = `'col'|'row'`). +`carryState: { hpPct, sp, skillActive }` restores unite helpers (HP ratio, SP; `skillActive` restarts a timed skill for a +fresh duration/ammo **without spending a charge** — `unitsEnd` reports `sp: 0` while a skill runs, so pass it through as is). + +### 1.2 Enemies, routes, ownership + +`SpawnSpec = { time, enemyKey, routeIndex, count=1, interval=0, mods:{hpMul,atkMul,defMul,resMul,speedMul}, sourcePlayerId?, +bounty?:{coins, ownerPlayerId}, tag?:'boss'|'part'|'escort'|'bounty', ownerPlayerId?, pos?:[r,c], route?:RouteSpec, countInTotal? }`. +`RouteSpec` accepts data/waves.json routes (`{motion, start, end, checkpoints:[[r,c]…], steps:[{t:'move',p},{t:'wait',s},{t:'disappear'},{t:'appear',p}]}`) +and research routes (`{m, s, e, cp:[['MOVE',r,c]…]}`). `spawnsFromTemplate(waveEntry, {mods})` (simdata.js) converts a +template into `{ routes, spawns, maxPlayTime, overrides, extraRoutes }` (non-spawn `action` entries are skipped; `unharmful` +and `tag:'part'` spawns don't count in `total`). + +WALK legs pathfind on the stage grid inside the rect with the official flow field (grid.js: 4-direction SPFA from the +destination, crates cost 1000, then Bresenham line-of-sight smoothing — research 08 §3.4). Among equal-length routes the +one crossing the fewest non-blockable tiles (floor / gate lanes) wins, and a smoothed segment never cuts across floor +the grid route does not walk (user playtest #2 item 2; test/sim/pathing-blockable.test.js). Enemies re-path whenever +an obstacle changes (`grid.version`), after a displacement and when 诱导 ends; the smoothed chain is only line-of-sight +clear from a tile centre, so an enemy re-planning off-centre first steps back to its tile centre when the straight line +to its first waypoint would cut a tile it cannot walk or a crate (a pushed enemy never clips a fence corner or breaks +the decorative crate on it — act1 m03 (11,5); test/sim/pathing.test.js). If crates cut every path the enemy walks through them, gets blocked by the crate +and destroys it. FLY legs fly straight between checkpoints. `disappear` hides +the enemy (untargetable, not in snapshots), `wait` pauses, `appear` teleports. + +**Enemy attacks:** blocked melee enemies hit their blocker; enemies with `rangeRadius > 0` **and `applyWay` ≠ `MELEE`** +attack allies within the radius (a MELEE enemy only ever hits its blocker — data/enemies.json already zeroes their +`rangeRadius`, the engine enforces it for any source; content may set `enemy.profile.melee = false`) (blocker → highest taunt → latest deployed; stealthed and `untargetable` allies are skipped for ranged shots) +and pause `ATTACK_PAUSE` (0.35 s) after each unblocked attack; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies +never attack; `dmgType 'heal'` enemies heal the lowest-HP% enemy in their radius instead. Crates (stage devices with +role `crate`, 100 HP) are ground obstacles; an enemy forced through one is blocked by it and destroys it. A device is +present when data/stages.json says `active: true` (this wins over the level file's `hidden`: act1 m02's crates); +research stages without `active` use `!hidden`. Active platforms/mounds (射击台, act1 m03) [ASSUMED, DATA §15.11] are +ground obstacles, and an operator standing on one is elevated (`unit.ground = false`: never blocks). + +**Ownership** (`enemy.ownerId`, used for `killed/total` and leak attribution): `ownerPlayerId` if given, else the +player whose half contains the spawn tile (cols ≥ 11 = right half / player with colOffset 8 or side R). A leak is +recorded for the player whose half contains the goal it reached, with `sourcePlayerId` preserved for unite LP. + +### 1.3 BattleResult + +```js +{ time, reason: 'cleared'|'timeout'|'forced', killed, total, errors, unspawned?: [{enemyKey,time,tag}], bossHpLeft?, + perPlayer: { [playerId]: { killed, total, perfect, + leaked: [{ enemyKey, mods, lpr, sourcePlayerId, tag, counted, boss?, spawned }], + layerGains: {bondId: n}, coins, damageDealt, bossDamage, healingDone, deaths, + unitsEnd: [{ uid, id, defId, hpPct, sp, skillActive, alive }], + unitStats: [{ id, uid, defId, name, kind, dmg, kills, heal, taken, attacks }] } } } +``` +- `cleared`: no spawns pending and no enemy alive (or the shared boss pool reached 0). A boss/hidden battle **with a + `sharedBoss`** ends only when the pool reaches 0 or on `forceEnd` (DESIGN §5.5) — an emptied field keeps running + (the h07_04 pair leader has no wait step and can walk into the objective: the leak costs its `lpr`, then the field + idles while another field may still empty the pool or the match's overtime drain — team LP, from 150 real s — ends it); without a pool + (sandboxes, tools) it still ends `cleared` when empty. `timeout`: `time ≥ timeLimit` — + every living non-boss enemy becomes a leak; spawns that never happened are dropped from `total` and listed in `unspawned`. +- `leaked[].counted = false` for `notCountInTotal`/`unharmful`/boss parts (LP rules: normal rounds count only `counted` + leaks, cap 10; boss rounds use `lpr`). `perfect = no counted leak`. +- `battleEnd {result}` fires before the result is frozen: handlers may still call `addLayers`/`addCoins`. + +### 1.4 Robustness + +Every content callback (hooks, buffs, timers, kits, projectiles, skill callbacks) runs inside try/catch: the error is +logged once per (label, unit, message) into `battle.errors` and the battle continues. Engine-phase errors +(`internal:*`) are counted separately; after 200 of them the battle force-ends as a timeout. `step()` never throws. + +Guarantees content can rely on (pinned by `test/sim/robustness.test.js`): +- **Re-entrancy.** `forceEnd()` called while a step runs (from any hook/callback) is deferred to the end of the current + phase: the remaining phases are skipped, `time` does not advance and the result is built once (never mutated later). + Enemies/units created by hooks during the enemy loop or the buff pass start acting next tick. A skill `onEnd` that runs + because its unit is dying cannot redeploy it (use the `death` hook). `gainSp` / `dealDamage` re-read cost and stats + after their `spGain` / `hit` hooks. +- **Recursion.** Hook emits and content callbacks share one nesting counter; deeper than `MAX_HOOK_DEPTH` (32) the + handler/callback is skipped and a `hookDepth:*` content error is logged (deterministic — no stack overflow). Its message + lists the open frames (`chain: hit(enemy_x→chess_y) > damaged(chess_y) > …`) so the looping pair is named; see the + re-entrancy rule in §5. A tripped guard is always a content bug, never a limit to raise. +- **Bad numbers.** Helpers sanitize their inputs: DP flags and non-boss `timeLimit` (0/NaN ⇒ 60 s) fall back to defaults; + unit rows/cols are coerced to integers (junk ⇒ unit skipped); `spawnEnemy` mods must be finite ≥ 0 (else ×1), the spawn + point is clamped into the rect; `spawnDevice`/`spawnToken`/`relocate` accept only integer in-rect free tiles + (`spawnToken` returns null and leaves nothing behind when the tile is busy, `relocate` only moves living deployed allies, + `redeploy {tile}` refuses a non-integer / out-of-rect / occupied tile without falling back to the home tile); + non-finite `hp`/`stats`/`duration`/`extend`/`addAmmo`/`addCharge`/`addLayers`/`addCoins`/`spCostMul` values are ignored; + aggregated stats that overflow (stacked `*Mul`) fall back to base values; a revive written by a `kill` handler is + clamped to max HP (NaN/≤ 0 ⇒ the unit dies with hp 0); projectiles with non-finite coordinates are re-aimed at their + origin; a NaN shared-boss pool shows the boss at full HP and counts 0 damage. +- **Runaway content.** At most `MAX_ALIVE_ENEMIES` (600) living enemies per field (`spawnEnemy` returns **null** beyond — + content must handle it); a SpawnSpec `count` is capped the same way and `time: Infinity` spawns are never scheduled. +- **Movement.** Route legs outside the rect are clamped onto it (h07_01's extra fly route runs along row 6, outside the + boss rect: without the clamp the flyer hovered at the border forever). An enemy that gains `unblockable`/`levitate` + through a plain buff is released by its blocker on its next update. +- **Listener hygiene.** When a unit is removed for good (enemy killed/leaked, token expired or dead, device destroyed, + permanent retreat) its hooks and periodic `every` timers registered with `{ owner: unit }` are dropped at the end of + that step — after its own `death`/`enemyLeak` handlers ran; one-shot `after` callbacks still run. Register global + handlers without an owner (or with a longer-lived owner) if they must outlive the unit. + +--- + +## 2. Units + +`Unit` fields: `id, side ('ally'|'enemy'), kind ('op'|'token'|'enemy'|'device'), defId, def (normalised), name, ownerId +(playerId), uid (board piece), ownerUnit (tokens), x, y (floats; x = col, y = row), tileR, tileC (allies), homeR, homeC +(board tile: auto-redeploys land there), dir ('UP'|'RIGHT'|'DOWN'|'LEFT'; getters `fwd` = forward vector, `facing` = +horizontal sign ±1 for sprites only), hp, alive, deployed, removed, hidden, base {…}, buffs[], +rangeKeys / rangeKeySet (current range, absolute tile keys `r × 21 + c`), baseRangeKeys (initial range, §7.1), +extraRangeKeys (content extra targets, `battle.setExtraRange`), blocking[] (allies), blockedBy (enemies), motion +('WALK'|'FLY' enemies), profile, skill (SkillRuntime), kit, items (itemIds), lpr/mods/tag/bounty/sourcePlayerId (enemies), +stats {dmg,kills,heal,taken,attacks}, mem {} and trait {} (free scratch space), persist {redeployMul, …}.` +Getters: `s` (aggregated stats), `maxHp`, `atk`, `hpRatio`, `sp`, `spMax`, `canAct`, `isFlying`, `statusFlags` (UF bits), +`dmgType`, `weight`. + +`unit.s` (lazy, recomputed after any buff change): `maxHp, atk, def, res, aspd, bat, interval, blockCnt, moveSpeed, +rangeExtend, baseRangeExtend (its permanent part: persist + never-expiring buffs), massLevel (base + ΣmassFlat, ≥ 0 — +`unit.weight`), maxTargets (+n), taunt, dodgePhys, dodgeArts, defIgnoreFlat/Pct, resIgnoreFlat/Pct, dmgDealtMul, +physDealtMul, artsDealtMul, dmgTakenMul, physTakenMul, artsTakenMul, trueTakenMul, elemTakenMul, healingDealtMul, +healingTakenMul, atkScaleMul, spRecovery, spCostFlat, redeployMul, hpRegen, shield, flags{…}`. + +Aggregation: `ATK/DEF/maxHp = (base + Σflat) × (1 + Σpct) × Πmul`; `res = clamp((base + ΣresFlat) × ΠresMul, 0, 100)`; +`aspd = clamp(base + Σaspd, 10, 600)`; `interval = bat × (1 + ΣbatPct) × 100 / aspd`; `moveSpeed = (base + ΣmoveFlat) × ΠmoveMul`; +tiles/s = `moveSpeed × MOVE_SCALE (0.5)`. A maxHp change keeps the HP ratio. Elite stats (module included) come from data. + +--- + +## 3. Buffs, mods, statuses + +`battle.addBuff(unit, { key, duration=Infinity, refresh='replace'|'extend'|'stack'|'independent'|'keep', stacks, maxStacks, +mods, flags, onTick(ctx), interval, onExpire(ctx), onRemove(ctx), tags, shield, shieldHits, persist, visible, data, allowDead })` +- `replace`: new instance replaces the old; `extend`: keep the longer remaining time, take the new mods; `stack`: +stacks + up to maxStacks, timer reset; `independent`: separate timers, at most `maxStacks` alive (oldest dropped); `keep`: ignore. +- Additive mods scale with stacks (`value × stacks`), `*Mul` mods multiply (`value ^ stacks`). +- `onTick({battle, unit, buff, dt})` every tick, or every `interval` s. `persist: true` survives death/redeploy. +- `shield` = HP absorbed (consumed, buff removed when empty); `shieldHits` = number of damage instances fully negated. +- `visible: true` emits `['status', id, key, 1/0]` client events. `battle.removeBuff(unit, key|buff)`. + +**Mod keys** — additive: `atkFlat atkPct defFlat defPct hpFlat hpPct resFlat aspd batPct blockCnt rangeExtend +defIgnoreFlat defIgnorePct resIgnoreFlat resIgnorePct dodgePhys dodgeArts spRecoveryFlat maxTargets taunt hpRegen +hpRegenRatio spCostFlat moveFlat massFlat` (重量 levels: 失重 = `massFlat: −1`; never edit `base.massLevel`); +multiplicative: `atkMul defMul hpMul resMul moveMul dmgDealtMul dmgTakenMul physTakenMul artsTakenMul trueTakenMul +elemTakenMul healingDealtMul healingTakenMul spRecoveryMul redeployMul atkScaleMul physDealtMul artsDealtMul`. +A `rangeExtend` on a `persist` never-expiring buff is **permanent**: it also widens the initial range (§7.1). +**Flags:** `stun freeze sleep silence disarm stealth invulnerable unblockable levitate fear cold reveal bind noHeal +untargetable blockFly noMove noSp burstLock hidden attract`. `taunt: true` as a flag counts as +1 taunt level (DESIGN §5.3). + +**Statuses** — `battle.applyStatus(target, key, { duration, source, value, force, refresh, point })` (returns true if +applied); honours enemy/op immunities (`stun`, `silence`, `sleep`, `frozen`, `levitate`, `feared`) unless `force`; fires +`beforeStatus` (cancellable; handlers may also change `ctx.duration` / `ctx.value`), then applies 抵抗 (`resist`, below) +and the 浮空 weight rule, then `statusApplied { source, target, status, duration (final), value, entered }` — `entered` += the target carried no buff of that status before (a refresh / a weaker "取最高" application is not an entry: "进入…时"). Effects follow the official term table +(`gamedata_const.termDescriptionDict`, `ba.*`). Same-key statuses refresh to the longer duration, except the +"同名效果取最高" ones marked *strongest* below: the strongest value wins, a weaker application never overrides it and, +if it outlasts it, resumes when the strong one expires (pass `refresh` to opt out). + +| key | effect | value | +|---|---|---| +| `stun` | cannot act / move; **a stunned operator blocks nothing** (its blocked enemies walk on) | – | +| `freeze` | stun; **enemies** also RES −15 | – | +| `cold` | ASPD −30; a 2nd cold while cold ⇒ `freeze` 3 s (unless frozen-immune) | – | +| `sleep` | 无敌且无法行动: inactive, untargetable, **takes no damage** (unless the attacker profile has `hitSleep` or the damage `ignoreSleep`), blocks nothing | – | +| `slow` | moveMul 1 − value (*strongest*) | default 0.5 | +| `sluggish` (停顿) | moveMul 0.2 | – | +| `bind` (束缚) | cannot move | – | +| `fragile` / `artsFragile` / `physFragile` / `elemFragile` | taken ×(1+value) (*strongest*) | 0.3 / 0.3 / 0.3 / 0.2 | +| `silence` | no skill activation | – | +| `fear` (恐惧) | 无法被阻挡并四散逃跑: enemy cannot attack, is unblockable (released) and does not advance | – | +| `tremble` (战栗) | 被阻挡后无法进行普通攻击: no normal attack **while blocked** (abilities still fire) | – | +| `palsy` (麻痹) | each stack cancels one enemy normal attack (max 3, lasts until consumed) | stacks, default 1 | +| `disarm` | no normal attacks | – | +| `stealth` / `reveal` | untargetable unless blocked / cancels stealth | – | +| `invulnerable` | ignores damage | – | +| `levitate` (浮空) | stun + unblockable (unblocks enemies); **half duration on units with (current) massLevel > 3** | – | +| `attract` (诱导) | 无法被阻挡并向目标位置移动: unblockable (released); the engine walks it (own speed, grid path re-planned on obstacle changes; flyers straight) to `opts.point` (`[r, c]` or `{x, y}`, default the source's tile, clamped to the rect) and keeps it there; stun/bind/sleep stop it; its route re-plans from where it stands when the status ends. A new application moves the point | point | +| `resist` (抵抗) | the control statuses of `RESIST_STATUSES` (晕眩 冻结 寒冷 沉睡 恐惧 战栗 诱导 浮空 束缚 沉默 缴械 停顿 减速) applied to the unit last ×(1 − value); a resisting unit loses one 麻痹 stack every 5 s. **同名效果不叠加** — `battle.resistOf(u)` = the strongest `status: 'resist'` buff (never a product): several sources (灵知, 流明, 寒檀, enemy talents) never compound. *strongest*; a permanent one that survives death is a `persist` buff with `status: 'resist', data: { value }` | 0.5 (≤ 0.95) | +| `taunt` | taunt level +value | 1 | +| `weaken` | atkMul 1 − value (*strongest*) | 0.3 | +| `aspdDown` | aspd + value (*strongest*) | −30 | +| `defDown` / `resDown` | defMul 1 − value / RES −value (*strongest*) | 0.3 / 20 | + +Unknown keys become a flag buff `{ [key]: true }`. Flags `noBlock` (blocks nothing) and `tremble` exist for custom buffs; +a custom buff with `flags.sleep` also blocks nothing and is untargetable/invulnerable like the status. + +**Element gauges** (`unit.elem = {burn, neural, apoptosis, erosion, necrosis}`; capacity `unit.gaugeMax` = 1000, enemy +leaders (rank BOSS / boss units) 2000): deal `{ type:'element', element, amount }` (fires `elementHit` first; the gauge +gain is × `elemTakenMul` × (1 − target `epDamageResistance`)). A full gauge bursts with the official effects, which +depend on the side hit (constants.js `ELEMENT`): + +| element | operator hit by enemies (ba.dt.*) | enemy hit by operators ("·我方" ba.dt.*2) | +|---|---|---| +| `burn` 灼燃 | 1200 arts + RES −20, 10 s lock | 7000 元素伤害 + RES −20, 10 s lock | +| `neural` 神经 | 1000 true + stun 10 s (10 s lock) | 6000 元素伤害 + 3 `palsy`, 10 s lock | +| `apoptosis` 凋亡 | 15 s: no skill activation, −1 SP/s, 100 arts/s | 15 s: 50 % weaken recovering over the burst, 800 元素伤害/s | +| `erosion` 侵蚀 | permanent DEF −100 (stacking `erosionDown`) then 800 phys; no lock | permanent DEF −120 then 5000 元素伤害, 8 s lock | +| `necrosis` (legacy spare gauge) | 12 s: 100 true/s, ATK −20 % | same | + +The gauge stays full during the lock (`Burst` buff) and resets when it ends. A burst that is still resolving counts +as locked too (`unit.burstPending[el]`, `burstLocked(unit, el)` in damage.js): the `elementBurst` hook fires before the +lock buff exists (and operator erosion has no lock), so same-element fills of that unit are refused until the burst has +resolved — an `elementBurst` handler that spreads the element to neighbours (淤困 parasite) cannot bounce it back into +a second burst. `battle.reduceElement(unit, amount, el?)` skips locked gauges. +**元素伤害** (element HP damage, e.g. "每秒受到…元素伤害") is the DamageInfo type `'elemental'` (+ optional `element` for the +client colour): no DEF/RES/dodge, × source `dmgDealtMul` × target `dmgTakenMul` × `elemTakenMul`, shields absorb it. + +--- + +## 4. Damage & heal pipeline + +`battle.dealDamage(source, target, dmg)` → HP removed. `DamageInfo = { amount, type:'phys'|'arts'|'true'|'elemental'|'element', +element?, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul=1, canDodge (phys/arts), isSkill, isSplash, +isAttack, attackId, ignoreSleep, tags[], cancel }` (`battle.makeDamage(d)` normalises). `attackId` is the same for every +damage instance of one normal attack (all targets, splash, chain, projectile impacts; 0 for non-attack damage) — use it +for "本次攻击" procs that must roll once per attack. **Dodge** from several buffs rolls independently: the unit's +`s.dodgePhys` = 1 − Π(1 − pᵢ) (a single source keeps its exact value). +Order: invulnerable / asleep? → **`hit`** (mutate `dmg`, set `dmg.cancel`) → dodge (`rng()`) → mitigation (phys +`max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 5 %A)`, arts `max(A×(1 − R′/100), 5 %A)`, true = A; source ignore +mods are added) → × source `dmgDealtMul` (× phys/artsDealtMul) × target `dmgTakenMul` × type-taken mul × `dmg.mul` → +shields → HP loss (boss units: routed to `sharedBoss.damage(playerId, amount)`) → if HP ≤ 0: **`fatal`** +(`ctx.prevented = true` keeps the unit at ≥ 1 HP) → **`damaged`** → SP-on-hurt / TAKE_DAMAGE → `kill` + `death`. + +`battle.heal(source, target, amount, { overheal=false, self, silent })`: no-op on `noHeal` targets (unless self); +× source `healingDealtMul` × target `healingTakenMul`; **`heal`** hook (mutable amount); capped at max HP; `overheal` +turns the excess into an `overheal` shield. `battle.loseHp(target, amount, {source})` = HP loss ignoring DEF/RES/shields/dodge (流失). + +--- + +## 5. Hook bus + +`battle.on(name, fn(ctx, battle), { priority=0, owner, once })` → handle; handlers run in descending priority, then +registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offOwner(owner)` (also cancels timers); +`battle.emit(name, ctx)` (custom events allowed); `ctx.stopPropagation = true` stops later handlers. + +| name | ctx | notes | +|---|---|---| +| `battleStart` | `{}` | after the initial deployment | +| `deploy` | `{ unit, initial }` | ops/tokens (initial & redeploy), enemies (`initial:false`), devices | +| `tick` | `{ dt }` | end of every tick | +| `beforeAttack` | `{ attacker, targets, isSkill, profile }` | allies **and** enemies; replace/filter `ctx.targets` | +| `attack` | `{ attacker, targets, isSkill }` | an attack/heal was performed (projectiles may still be in flight) | +| `hit` | `{ source, target, dmg }` | before mitigation; mutate `dmg` (not fired for gauge fills — see `elementHit`). `source` may be null (terrain, bursts) | +| `elementHit` | `{ source, target, dmg }` | before a gauge fill (`dmg.type === 'element'`); mutate `dmg.amount`/`dmg.mul`, set `dmg.cancel` | +| `damaged` | `{ source, target, amount, type, dmg }` | after application (`amount` may be 0 when shielded); element fills too | +| `heal` | `{ source, target, amount, opts }` | mutable `amount` | +| `fatal` | `{ unit, source, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, 不屈, 复活 items) | +| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) | +| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired', killer }` | unit removed | +| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart | +| `ammoUsed` | `{ unit, left, skill }` | per ammo consumed | +| `spGain` | `{ unit, amount, reason:'time'|'attack'|'hurt'|'init'|…, skill }` | mutable `amount` (time gains fire every tick) | +| `beforeStatus` | `{ source, target, status, duration, value, cancel }` | set `cancel` (e.g. 浓缩嗅盐) | +| `statusApplied` | `{ source, target, status, duration, value, entered }` | after immunity check; `duration` = final (after 抵抗 / weight); `entered` = newly started (not a refresh) | +| `blocked` | `{ blocker, enemy }` | enemy became blocked | +| `enemySpawn` / `enemyLeak` | `{ enemy }` | | +| `elementBurst` | `{ source, target, element }` | before the burst's lock/effects; same-element fills of `target` are already refused | +| `dodge` | `{ source, target, dmg }` | an attack was dodged | +| `layerGain` | `{ playerId, bondId, n, reason, source, tile }` | mutable `n` before recording (魔王 +1 …); `tile` = `[r, c]` where `source` stands — or was knocked out this very instant ("被击倒时" gains) — else null (`addLayers` opts.tile overrides) | +| `merchantPay` | `{ unit, cost, cancel }` | a merchant (行商) is about to pay its periodic DP; change `cost` or set `cancel` | +| `battleEnd` | `{ result }` | may still add layer gains / coins | + +**Re-entrancy rule for content.** A handler that deals damage from `hit`/`damaged` (counters, reflection, sharing, +"bonus damage on hit") must not react to its own output or to other reactive damage, or two such effects ping-pong +until the nesting guard trips (the guard then skips *every* nested handler, including `kill`/`death` bookkeeping of +content). Respond only to `dmg.isAttack` (normal attacks), tag your damage (`tags: ['counter']`) and skip tagged damage, +or guard with a per-unit flag while dealing it. When the guard trips, the logged error names the open frames +(`chain: hit(enemy_x→chess_y) > damaged(chess_y) > …`). + +--- + +## 6. Engine helpers (content must use these) + +| helper | notes | +|---|---| +| `dealDamage(src, tgt, dmg)`, `heal(src, tgt, amount, opts)`, `loseHp(tgt, amount, {source})` | §4 | +| `applyStatus(tgt, key, {duration, source, value, force, point})`, `removeStatus(tgt, key)`, `resistOf(unit)` | §3 | +| `addBuff(unit, buff)`, `removeBuff(unit, key)` | §3 | +| `spawnToken(ownerUnit | playerId, tokenId, row, col, { def, stats, hp, duration, untargetable, dir, kit, force, anySource })` | field tiles; def from data/tokens.json `variants[ownerChessId]` for the owner unit's selected skill / module (`tokenDef`); `dir` defaults to the owner unit's (else the player's: RIGHT, mirrored side LEFT; a legacy `facing` ±1 is still read); returns the token or null (tile busy; or the owner runs a **non-default** skill that does not produce the token — `producesToken` — unless `anySource`: kit install hooks written for the default skill run under every skill). `spawnDevice(key, row, col, { …, dir })` likewise | +| `tokenDef(tokenId, ownerUnit | chessId)`, `producesToken(ownerUnit, tokenId)` | the token def a summon of that owner gets — `getToken(id, owner.defId, owner.def.loadout)`, exact even when two players of one field give the same chess different loadouts (prefer it over an id-only `battle.data.getToken(id, unit.defId)` for summon stats / blackboards); whether the owner's loadout makes the token (DATA.md §14 `sources` has 'skill' or 'talent'; true when the data does not tell: no own variant, player-owned summons) | +| `spawnEnemy(enemyKey, { routeIndex, route, pos, mods, tag, sourcePlayerId, ownerPlayerId, bounty, countInTotal, def })` | returns the enemy, or null past `MAX_ALIVE_ENEMIES`; `def` = inline record (enemies.json shape or normalised) for keys missing from data | +| `spawnDevice(key, row, col, { hp, obstacle, blockCnt, name, def, res, atk, bat, aspd })`, `setObstacle(r, c, on)` | obstacles re-path enemies; spawnDevice returns null outside the rect or on a living unit | +| `isReservedTile(r, c)` | true when a living unit stands there or it is the home tile of an ally piece that has not deployed yet / waits to redeploy — summon tile pickers must skip these (`findTacticalPoint` does) | +| `addProjectile({ from, target | to:{x,y}, speed, onHit(ctx), visual, source, hitDead })` | homing; fizzles if the target dies unless `hitDead` | +| `unitsInGrid(unit, grid, {side, extend})`, `alliesInGrid(unit)`, `enemiesInRadius(x, y, r)`, `alliesInRadius(x, y, r, ownerId?)` | grid offsets are relative to facing RIGHT, rotated by `unit.dir` | +| `allies(ownerId?)`, `aliveEnemies()`, `unitAt(r, c)`, `unitById(id)`, `tileInfo(r, c)`, `lowestHpAllyInRange(unit)` | | +| `addLayers(playerId, bondId, n, reason, {source})`, `addCoins(playerId, n)` | layers are a no-op when `flags.layerGainsEnabled` is false (unite/boss) | +| `getPlayer(playerId)` | `{ playerId, seat, side, colOffset, mirror, dir (default unit direction: RIGHT, mirrored side LEFT), facing (its sign), bonds (live copy, layers updated by addLayers), bandId, playerEffects, lpForBoss, dp, units }` | +| `mapTile(ps, row, col, abs?)` / `mapDir(ps, dir, abs?)` | board → field tile / direction of a player (the FA right-side mirror) | +| `addDp(playerId, n)`, `retreat(unit, {reason, permanent})`, `relocate(unit, r, c)` | | +| `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); `tile: [r, c]` lands on that tile once (home unchanged — later redeploys use the board tile; refused when off-rect or occupied, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — 突袭 raids, 阿戈尔 revive in place | +| `refreshRange(unit)`, `setExtraRange(unit, keys)`, `rangeChanged(unit)` | rebuild the ranges after changing `unit.rangeGrid` (流形 copies); extra targetable tiles (absolute keys; merged into every later rebuild until set again; `null` clears; never in `baseRangeKeys`): 蕾缪安 wanted, 维娜 S3 | +| `displace(enemy, {x, y}, tiles, {force})` | push/pull along passable tiles; heavier (massLevel) enemies move less; unblocks + re-paths | +| `after(seconds, fn, {owner})`, `every(seconds, fn, {owner, immediate})` | return `{cancel()}`; fn(battle, sched) | +| `fx(kind, params)`, `rng()` (+ `rng.int/range/chance/pick/shuffle/weighted`) | never use Math.random | +| `forceAttack(unit, targets?, { noAmmo })` | an immediate attack with the current profile (hooks, attack SP, a running ammo skill's bullet); `noAmmo: true` = spends no bullet and emits no `ammoUsed` (圣约送葬人 extra attack). Returns true when it attacked | +| `findTacticalPoint(unit)`, `groundPathTiles()` | tactical point (战术点, tactician 援军 / talent tokens): a free (`isReservedTile`) walkable tile of the initial range **on an enemy ground path first** (`groundPathTiles`: grid paths of every non-FLY route, cached per grid version), then nearest (Chebyshev, rows break ties), then the lowest tile key | +| `effectiveProfile(unit)`, `reduceElement(unit, amount, el?)` | | +| `battle.grid` | `tile(r,c)` → `{glyph, key, height:'LOW'|'HIGH', build, pass:'ALL'|'FLY'|'NONE', terrain, special}`, `inRect`, `canStand(r,c,{ranged})`, `groundPassable`, `isLow`, `findPath(sr,sc,er,ec)`, `specialTiles('start'|'end'|…)`; `battle.rect`, `battle.stage` (normalised stage incl. `special` terrain params) | +| `battle.data` | DataSource: `getChess(id, loadout?)`, `getEnemy(key)`, `getToken(id, ownerChessId, ownerLoadout?)`, `getStage(id)`, `getWave(id)` (normalised defs; raw record in `def.raw`; the per-battle loadout view, §12) | + +--- + +## 7. Skills + +### 7.1 Runtime rules (skills.js) +- SP types: `time` (+`s.spRecovery`/s), `attack` (+1 per attack), `hurt` (+1 per hit taken); starts at `initSp`; **no SP + gain while a duration/ammo/toggle skill is active, while stunned, or with the `noSp` flag**. Attack-type SP: attacks made + by the skill (the pending "next attack" of an instant/charge skill, every shot of a timed skill including the one that + ends it) recover nothing, so a cost-N skill fires every **N+1** attacks (AK). Charges (`maxChargeTime > 1`): + SP fills to cost → +1 charge (SP restarts) until charges are full (then SP stays full). +- Triggers (`skill.trigger.rule` in data): `DEFAULT` — ready **and** about to attack/heal **and** an enemy (heal skills: + an injured ally) inside the **initial** range (`unit.baseRangeKeys`: its own grid + its permanent rangeExtend — + "攻击范围扩大" modules/talents as persist never-expiring `rangeExtend` buffs; no skill range, no temporary extend, no extra + keys) — or, checked **every tick**, an enemy (flyers included) inside a content trigger range + (`unit.skill.addTriggerRange(fn)`, `fn(battle, unit)` → list of ally units (their current range) or tile-key arrays; + returns an unregister fn; not for heal skills: 海嗣 "攻击范围视为自身攻击范围的延伸", 流形); `TAKE_DAMAGE` — ready and just hit; `SP_FULL` (`ALWAYS`) — immediately; + `CUSTOM_RANGE` — an enemy inside `trigger.customRangeGrid` (rotated by the unit direction like every grid); `SEARCH` — an enemy inside the INITIAL range, checked every tick (no attack needed; BWIKI "解放者/阵法术师子职业干员 技能1,初始攻击范围内出现敌人后自动释放", research 03 Addendum C1); + `NEVER` (alias `MANUAL`) — never auto-casts: the kit calls `unit.skill.activate(reason)` itself; + `GDGLOW_SKILL_2`, `MLYSS_WTRMAN` and any unknown rule behave like DEFAULT. Units that never attack (bard, phalanx, + librator) check DEFAULT every tick. Silence blocks activation. `gainSp` is ignored while a duration/ammo/toggle skill + runs (its bar shows the skill), whatever the reason. +- Kinds: `duration` (mods for `duration` s), `ammo` (mods until `ammo` attacks were made, optional duration cap), + `instant` (onStart + optional one-shot attack override applied to the next attack), `charges` (instant with charges), + `passive` (always on from deployment, no SP), `toggle` (stays on until death once activated). +- `end()`: `active` turns false, then **onEnd runs while the skill's mods / range are still applied** (finishers and + end bursts use the skill's stats and range), then they are removed (kept when onEnd re-activated the skill), then + `skillEnd` fires. `onAttack` ctx carries `noAmmo` (set it to true: this attack spends no bullet, no `ammoUsed` — 流明's + free heals). +- Runtime helpers on `unit.skill`: `activate(reason, {free})`, `end(reason)`, `stop()`, `addAmmo(n)`, `extend(s)`, + `addCharge(n)`, `gainSp(n, reason)`, `addTriggerRange(fn)`; fields `sp, spCost (= floor(base×spCostMul + spCostFlat)), spCostMul, charges, + maxCharges, active, timeLeft, ammoLeft, activations, kind, rule, bb`. + +### 7.2 Kits + +```js +// server/sim/content/kits/tierN.js +export default { + [baseChessId]: (bb, chess, def) => Kit, // bb = flattened blackboard of the SELECTED skill (normal Lv4 / elite Lv7) +}; // chess = the record as the unit's loadout makes it (simdata loadoutRecord), + // def = normalised def (def.skill = selected skill, def.talents[].bb, def.loadout) +Kit = { + skill: SkillSpec | null, // the chess's DEFAULT skill; null ⇒ unit never casts + skills: { [skillId]: SkillSpec }, // optional: specs of the other selectable skills (DESIGN §16 operator loadout) + talents: [{ install(battle, unit) {} }], // hooks with { owner: unit }; check unit.alive in handlers + trait: { ...profile overrides }, // e.g. { priority: 'lowDef', maxTargets: 2, splashRadius: 1.2 } + install(battle, unit) {}, // optional extra per-unit setup (runs under EVERY selected skill) +} +``` +Keys: the data `baseId` (`chess_char_1_01_a`, also used for the elite `_b`), the exact chess id, or the suffix-less id of the +DESIGN §5.6 example (`chess_char_1_01`) — all three are looked up. +Missing kit ⇒ `content/generic.js` builds one from the blackboard (§7.4), so every chess always fights. +Operator loadouts (DESIGN §16): the unit's def is `getChess(chessId, { skillIndex, moduleId })` of its PlayerBattleInput +entry (no loadout fields = the default). The skill spec is `kit.skills[selectedSkillId]` when authored, else `kit.skill` +only when the selected skill is the default one, else the GENERIC spec of the selected skill (its generic install is +chained after the kit's; `kit.skillSource` = 'skills' | 'generic', absent for the default spec) — talents, trait and +`install` always come from the kit, so keep default-skill logic inside `skill` (or check `unit.skill.id`). Under a +non-default skill `spawnToken` refuses summons that skill does not make (琳琅诗怀雅 S1/S3: no 香槟炸弹), and the +tokens.js skill-summon fallback (a table of skill summons, e.g. 迷迭香 S3's two 战术装备) runs while the selected skill +has the generic spec. Summons: `battle.tokenDef(tokenId, unit)` / `battle.spawnToken(unit, …)` resolve the owner's loadout +(token skill of that slot: `variants[owner].bySkill[i]`, module attributes: `.byModule[id]`). Coverage of the selectable +skills: `node tools/kit-coverage.mjs --missing [--tier N] [--strict]`. + +### 7.3 SkillSpec schema + +```js +{ + kind: 'duration'|'ammo'|'instant'|'charges'|'passive'|'toggle', + duration, // s (duration kind; optional cap for ammo) + ammo, // attacks (ammo kind) + spCost, initSp, charges, spType: 'time'|'attack'|'hurt', // optional overrides of the data values + trigger: 'DEFAULT' | { rule, grid }, // optional override + heal: bool, // heal-type skill for the DEFAULT trigger (default: unit is a healer) + mods: { …mod keys }, // buff while active (instant: only during the pending attack) + flags: { …flags }, + targeting: { maxTargets, rangeGrid, rangeExtend, priority, allInRange, canHitFly }, + attack: { dmgType, atkScale, healScale, splashRadius, splashScale, hits, projectile, maxTargets, dmgMul, + chain: {count, falloff, radius, sluggish}, heal: {mode, count, falloff}, onHitStatus: {key, duration, value}, + onHit(ctx), // once per attack (main target; target may be null for a splash landing) + onEachHit(ctx) }, // per victim: main, every splash / chain victim — ctx += { dealt, kind:'main'|'splash'|'chain', isSplash, isChain, main, attackId } + // (overrides the profession profile while active; profiles may define onEachHit(b, u, victim, hctx) too) + onStart(ctx), onEnd(ctx) /* mods & range still applied */, onHit(ctx), onAttack(ctx) /* ctx.noAmmo */, onTick(ctx), +} +ctx = { battle, unit, skill, bb, target?, dealt?, heal?, targets?, dt?, reason?, x?, y? } +``` + +### 7.4 Generic kit (content/generic.js) +Kind: PASSIVE (or a free skill without duration/ammo) ⇒ passive; AMMO ⇒ ammo; duration > 0 ⇒ duration; duration < 0 ⇒ +ammo if an ammo key exists, **toggle only when the text says 持续时间无限** (史尔特尔) — the data also uses −1 for instant/charge +skills (塑心, 妮芙, 夕, 流星, 莱恩哈特 …); else instant (charges when maxChargeTime > 1). +Keys → spec (stat keys prefer the plain key, attack/targeting keys prefer `attack@`: 薄绿 hits for `attack@atk_scale` 1.1, +its `atk_scale` 2.1 is the end burst): `atk→atkPct, def→defPct, max_hp→hpPct` (values > 5 are flat: 史尔特尔 +5000 HP), +`attack_speed→aspd, base_attack_time→batPct, magic_resistance→resMul` (|v| < 1, "法术抗性+60%") or `resFlat`, +`damage_scale→dmgDealtMul, block_cnt→blockCnt, taunt_level→taunt, damage_resistance→dmgTakenMul (1−v)`, positive +`hp_recovery_per_sec(_by_max_hp_ratio)→hpRegen(Ratio)`, `sp_recovery_per_sec→spRecoveryFlat, magic_resist_penetrate_fixed→ +resIgnoreFlat, def_penetrate_fixed→defIgnoreFlat, ability_range_forward_extend→targeting.rangeExtend, max_target→ +targeting.maxTargets, atk_scale→attack.atkScale, heal_scale→attack.healScale, times→attack.hits, attack@range_radius→ +attack.splashRadius, trigger_time/ammo→ammo`. +Text-aware rules: negative atk/def/RES described on enemies debuff the **targets** (aura over the range while a timed skill +runs — 初雪; on hit for bb.duration otherwise — 流星, 莱恩哈特); statuses (`stun cold sleep fear sluggish root unmovable`, × +`prob`): `attack@` keys on hit, plain keys on hit for instant/charges but **once at start** on ≤ max_target enemies in range +for timed skills (小满), a plain `stun` described "…结束后…晕眩" = self-stun at the end; "立即…造成…" / "技能结束时…造成…" = +one AoE burst of the plain atk_scale at start / end (乌尔比安, 薄绿); "额外造成攻击力N%…" is bonus damage, never the attack +scale (烛煌); "停止攻击…" (duration skills) ⇒ `attack.noAttack` (泡泡, 蛇屠箱, 凯瑟琳, 菲莱, 铃兰); "受到攻击时…攻击力/防御力N%的X伤害" +⇒ counter-damage while the skill is active (星熊, 泡泡; 周围 ⇒ AoE, `aoe_cd` cooldown: 菲莱) via `kit.install`; a non-healer +whose skill "恢复…友方/友军…生命" heals the most injured ally in range on each hit (古米, 瑕光; 所有友军 ⇒ all: 塞雷娅); +`ep_damage_ratio` + "附带…凋亡/灼燃/神经损伤" ⇒ element damage on hit (凋亡 → `apoptosis`; × damage dealt when the text says +"伤害N%的…损伤", else × ATK); "屏障" + `shield_max_hp_ratio`/`hp_ratio` ⇒ decaying self shield at start (砾, 新约能天使); +"立即流失N%当前生命" ⇒ self HP loss at start (宴, 风丸); `hp_ratio` + "恢复/回复…生命" ⇒ self heal at start; `force` ⇒ on-hit +displacement (拖拽/hookmaster pull, else push). **Passive** skills only apply stat mods (timed when the text says "N秒内": +宴 +65 % ATK for 14 s) and the self/counter effects — their scales describe procs that need a kit. Instant skills with +mods/targeting but no attack override apply them to the next attack (the skill range is switched in for that attack). + +### 7.5 Worked examples (real operators, numbers from blackboards) + +**1. Ammo sniper — 隐现 `chess_char_1_01_a` “解决麻烦”** (bb `atk 0.8, base_attack_time −0.3, attack@trigger_time 14`; +text: prefers ranged enemies, less likely to be targeted; talent: +2 ammo after 20 s on field): +```js +chess_char_1_01_a: (bb, chess, def) => ({ + skill: { + kind: 'ammo', ammo: bb['attack@trigger_time'], + mods: { atkPct: bb.atk, batPct: bb.base_attack_time, taunt: -1 }, + targeting: { priority: 'ranged' }, + }, + talents: [{ install(battle, unit) { + const t = def.talents[0].bb; // { self_ammo: 2, duration: 20 } + battle.on('skillStart', ({ unit: u, skill }) => { + if (u === unit && battle.time - unit.deployedAt >= t.duration) skill.ammoLeft += t.self_ammo; + }, { owner: unit }); + } }], +}), +``` + +**2. Duration ATK buff guard — 幽灵鲨 `chess_char_2_07_a` 肉斩骨断** (bb `atk 0.7, stun 10`: HP never below 1 during the +skill, self-stun 10 s afterwards): +```js +chess_char_2_07_a: (bb) => ({ + skill: { + kind: 'duration', // duration comes from the data (11 s) + mods: { atkPct: bb.atk }, + onStart({ battle, unit }) { + unit.mem.undying = battle.on('fatal', (c) => { if (c.unit === unit) c.prevented = true; }, { owner: unit }); + }, + onEnd({ battle, unit, reason }) { + battle.off(unit.mem.undying); + if (reason !== 'death') battle.applyStatus(unit, 'stun', { duration: bb.stun, source: unit }); + }, + }, +}), +``` + +**3. Instant burst caster — 至简 `chess_char_3_13_a` 神工意匠** (bb `atk_scale 1.3, ct 2`; next attack 130 % arts, hits +twice; 2 charges; the funnel profile already ramps damage on the same target): +```js +chess_char_3_13_a: (bb) => ({ + skill: { kind: 'charges', attack: { atkScale: bb.atk_scale, hits: 2, dmgType: 'arts' } }, +}), +``` +An AoE instant (德克萨斯 剑雨, bb `stun 2`: two hits of 120 % arts around her + stun) uses `onStart` instead: +```js +onStart({ battle, unit, bb }) { + for (const e of battle.enemiesInRadius(unit.x, unit.y, 1.5)) for (let i = 0; i < 2; i++) { + battle.dealDamage(unit, e, { amount: unit.s.atk * 1.2, type: 'arts', isSkill: true }); + battle.applyStatus(e, 'stun', { duration: bb.stun, source: unit }); + } + battle.addDp(unit.ownerId, 10); +} +``` + +**4. Healer — 调香师 `chess_char_2_14_a` 精调** (bb `atk 1.8, attack_speed −50`, 30 s; the ringhealer profile heals 3 allies): +```js +chess_char_2_14_a: (bb) => ({ + skill: { kind: 'duration', heal: true, mods: { atkPct: bb.atk, aspd: bb.attack_speed } }, +}), +``` +and 华法琳 紧急包扎 (charges, bb `hp_ratio 0.15`: next heal +15 % of the target's max HP if it is below half): +```js +skill: { kind: 'charges', heal: true, attack: { onHit({ battle, unit, target, bb }) { + if (target && target.hpRatio < 0.5) battle.heal(unit, target, target.s.maxHp * bb.hp_ratio); +} } }, +``` + +**5. Summoner — 赫默 `chess_char_2_02_a` 医疗无人机** (bb `cnt 1`: gain a medical drone that heals nearby allies for 10 s): +```js +chess_char_2_02_a: (bb) => ({ + skill: { + kind: 'instant', trigger: 'SP_FULL', + onStart({ battle, unit }) { + for (const k of unit.rangeKeys) { // first free walkable tile in range, nearest first + const r = Math.floor(k / 21), c = k % 21; + if (!battle.unitAt(r, c) && battle.grid.canStand(r, c, { ranged: true })) { + battle.spawnToken(unit, 'token_10000_silent_healrb', r, c, { duration: 10 }); + break; + } + } + }, + }, +}), +``` +(the drone's stats come from `tokens.json variants[chess_char_2_02_a]`; it is untargetable and uses the heal profile.) + +**6. Tank TAKE_DAMAGE — 古米 `chess_char_1_10_a` 备用军粮** (rule `TAKE_DAMAGE`, bb `heal_scale 1.15`: the next attack +heals a nearby ally for 115 % ATK): +```js +chess_char_1_10_a: (bb) => ({ + skill: { + kind: 'instant', // trigger comes from data: TAKE_DAMAGE + attack: { onHit({ battle, unit }) { + const ally = battle.alliesInRadius(unit.x, unit.y, 1.5, unit.ownerId).sort((a, b) => a.hpRatio - b.hpRatio)[0]; + if (ally) battle.heal(unit, ally, unit.s.atk * bb.heal_scale); + } }, + }, +}), +``` + +**7. Bond hook example — 精准 3-tier** (`bonds.js`): members + ranged ops ignore 30 % DEF/RES: +```js +export function install(battle) { + battle.on('battleStart', () => { + for (const p of battle.players) { + const bond = p.bonds.preciShip; + if (!bond?.active || bond.tier < 2) continue; + for (const u of p.units) if (u.def.bonds?.includes('preciShip') || u.def.position === 'RANGED') + battle.addBuff(u, { key: 'bond:preci', persist: true, allowDead: true, mods: { defIgnorePct: 0.3, resIgnorePct: 0.3 } }); + } + }); +} +``` + +--- + +## 8. Professions (server/sim/professions.js) + +Profile resolution: `PROFESSION_DEFAULTS[profession] → SUB[subProfessionId] → trait tunables (trait text + data +trait.bb, elites include module upgrades) → data fields (dmgType / attackKind / projectile / canHitFly / targetPriority) +→ kit.trait`. Defaults: SNIPER ranged phys arrow · CASTER ranged arts bolt · MEDIC ranged heal · SUPPORT ranged arts · +TANK/WARRIOR/PIONEER/SPECIAL melee phys (melee cannot hit FLY). Ranged attacks fly as projectiles (arrow 14, bolt 11, +bomb/lob 8, drone 16 tiles/s); melee/`none` hits are instant. Kit-settable profile flags beyond the table: `hitSleep` +(targets and damages sleeping enemies — "可以攻击沉睡的敌人"), `onEachHit(b, u, victim, hctx)`, `dmgMul`, `afterHit`, +`afterAttack`, `canAttack`, `hitsFn`, `priority`, `blockFly`, `noHeal` (see the header of professions.js). + +| sub | behaviour | +|---|---| +| fastshot | FLY first; module `atk_scale` vs FLY | +| closerange, underminer, primcaster, corecaster, ritualist, summoner, counsellor, pioneer, fearless, fighter, protector, guardian, primprotector, executor, duelist | plain profile (numbers from data; skills/talents via kits). underminer module: weaken 10 % ATK 2 s on hit | +| longrange | lowest DEF first | +| aoesniper / splashcaster / blastcaster | splash 1.1 tiles at full damage | +| bombarder | ground-only splash 1.0 + aftershock(s) at 50 % ATK (bb append_atk_scale / times) | +| hunter | 8 bullets (bb value), ×1.2 ATK (bb atk_scale), reloads 1/s after 1 s without attacking; can't attack when empty | +| loopshooter | next attack waits for the boomerang (2 × distance / 10 s) | +| reaperrange | hits every enemy in range; ×1.5 (bb atk_scale) on the trait front grid (or its own line ahead) — both along its direction | +| chain | chain N (trait text/bb max_target) with −15 % per jump (bb chain.atk_scale), 1.8-tile jumps, sluggish on each hit | +| funnel | drone damage 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max) | +| mystic | stores up to 3 (bb times) attacks while idle, fires them all at once | +| phalanx | no attack & DEF +200 %, RES +20 (bb) while the skill is off; attacks with 1.1 splash while on | +| physician | heal the lowest HP% injured ally in range (a skill `targeting.maxTargets` widens any heal profile) | +| ringhealer | heal 3 allies | +| chainhealer | heal bounces 3× (−25 %, bb chain.*) within 2.5 tiles | +| healer (流明) | heal ×0.8 (bb heal_scale) beyond 2 tiles | +| wandermedic | heal + reduce element gauges by 50 % ATK (bb ep_heal_ratio); also targets uninjured allies with gauge | +| incantationmedic | arts attack; heals the lowest ally in range for 50 % (bb scale) of damage dealt | +| slower | sluggish 0.8 s on hit (bb sluggish) | +| bard | no attack; every second heals allies in range 10 % ATK (bb atk_to_hp_recovery_ratio) | +| craftsman | melee phys (support devices via kit) | +| shotprotector | ranged phys, can hit FLY, blocks 3 | +| fortress | melee single target while blocking, ranged 1.0 splash otherwise | +| unyield / musha / reaper | cannot be healed by others; musha heals itself 50 (bb value) per hit; reaper hits every enemy in range and heals 50 × min(hits, block) | +| centurion / crusher / pusher | hit every blocked enemy at once | +| hammer | 50 % splash (bb atk_scale_2) to others within 1 tile | +| instructor | ×1.2 (bb atk_scale) vs enemies it doesn't block | +| librator | no attack & block 0 while the skill is off; ATK +5 %/s up to +200 % (bb atk / max_stack_cnt), reset at skill end; elite module starts at +100 % (bb init_atk) | +| lord | can hit FLY at range; ×0.8 (bb atk_scale) unless the target is on its tile / the tile in front (along its direction) or blocked by it | +| sword / swordmaster | 2 hits per attack | +| artsfghter | melee arts | +| charger | +1 DP (bb cost) per kill | +| tactician | spawns a 援军 token (70 % HP, 50 % ATK, block 1) on the nearest walkable tile in range at each deployment; ×1.5 vs enemies it blocks | +| agent / hookmaster | can hit FLY (ranged reach); hook displacement comes from skills (generic: `force`) | +| bearer | block 0 while the skill is active | +| alchemist | ranged lob, can hit FLY | +| dollkeeper | fatal damage ⇒ substitute for 20 s (bb duration): block 0, doll HP (its own substitute token's stats, else 50 % max HP: 归溟幽灵鲨); swaps back at full HP; dies if the doll dies | +| geek | loses 1–3 % max HP per second (bb hp_ratio), never lethal on its own | +| merchant | −3 DP every 3 s (bb cost/interval); retreats when DP runs out | +| skywalker | can block FLY enemies | +| stalker | hits every enemy in range; 50 % dodge (bb prob), taunt −1 | +| traper | ranged, ground only | + +Unknown subprofessions fall back to the profession default (test `professions.test.js` checks every pool subprofession). + +--- + +## 9. Wire format (snapshot.js, DESIGN §8.2) + +- `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss? }`. + `sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active. Units in DIE state stay 0.8 s. +- `drainEvents()` tuples: `['spawn', UnitInfo]` (first appearance), `['deploy', id]` (every (re)deploy), `['atk', src, tgt, projKind]` + (`none|arrow|bolt|bomb|lob|orb|drone|enemy|chain|chainHeal`), `['dmg', tgt, amount, type]` (`phys|arts|true|burn|neural|necrosis|apoptosis`), + `['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`, + `['fx', kind, x, y, extra]`, `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`. +- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, skillIndex? }` (`skillIndex`: an ally's equipped skill, DESIGN §16) + (`dir` = the unit direction, allies meaningful, enemies 'RIGHT'; `facing` = its horizontal sign for sprite flipping) + (`spine`/`avatar` are asset ids from data). +- flags: UF bits (blocked 1, stunned 2, frozen 4, stealth 8, skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512); + anim: ANIM codes (idle 0, move 1, attack 2, skill 3, die 4, stun 5, deploy 6). + +--- + +## 10. Testing content (test/helpers/battleHarness.js) + +```js +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; + +test('隐现 S2: 14 shots then the skill ends', () => { + const h = makeBattle({ + defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0 }) } }, // synthetic target + units: [{ chessId: 'chess_char_1_01_a', row: 10, col: 4 }], // board coords + enemies: [{ key: 'enemy_dummy', pos: [10, 6] }], + hooks: ['ammoUsed', 'skillEnd'], + }); + const u = h.unit('chess_char_1_01_a'); + assert.ok(h.runUntil(() => u.skill.activations === 1, 60)); + h.runUntil(() => !u.skill.active, 60); + assert.equal(h.hooksOf('ammoUsed').length, 14); + checkInvariants(h.b); +}); +``` +`makeBattle(opts)` options: `stageId` (default `'flat'`: synthetic open lanes, gates (9,10)/(12,10), goal (9,2); `flat: +{ rows, crates }` to customise) or `stage`; `kind`; `seed`; `units` (board coords, player `p1`; each may carry +`dir: 'UP'|'RIGHT'|'DOWN'|'LEFT'`, default RIGHT — facing tests: test/sim/facing.test.js, test/sim/facing-invariance.test.js, +test/content/facing.test.js) +or `players`; `enemies: +[{ key, time, route (index | RouteSpec), pos, count, interval, mods, tag, bounty, sourcePlayerId }]` or `waveTemplate` +(id or object ⇒ routes, spawns, time limit); `routes` (flat defaults: 0 walk low gate, 1 walk high gate, 2/3 fly); +`timeLimit`; `content` (`'full'|'generic'|'none'`); `kits` (inject `{ baseId: kitFn }`); `defs: { chess, enemies, tokens }` +(extra/override records; build them with `chessRec({...})` / `enemyRec({...})`); `bonds`, `bandId`, `playerEffects`, +`flags`, `sharedBoss`, `setup(battle)`, `hooks` (names to capture; `captureNoisy` to keep tick/hit/damaged/heal/spGain/ +attack contexts), `autoFinish` (default: true when enemies are scheduled). +Harness API: `battle`/`b`, `step(n)`, `run(seconds)`, `runUntil(pred | seconds, maxSeconds)`, `runToEnd(max)`, +`unit(uid | chessId | baseId | id)`, `allies()`, `enemies()`, `enemy(key)`, `spawn(key, opts)`, `events` / +`eventsOf(kind)` (client tuples), `hooks` / `hooksOf(name)` (captured ctx copies with `t`), `result()`, `snapshot()`, +`invariants()`. `checkInvariants(b)` (no NaN, hp ∈ [0, maxHp], positions inside the rect, SP/charge bounds, finite skill +timers, occupancy map in sync with deployed allies, block links, DP, finite projectiles and per-player result counters, +no open hook emit between steps), `hashOf(v)`, `flatStage()`, `flatRoutes(kind)` are exported too. + +Soaks: `SIM_FUZZ_N=3000 SIM_FUZZ_CHECK_EVERY=3 node --test test/sim/fuzz.test.js` (random real battles) and +`SIM_CHAOS_N=500 SIM_CHAOS_SEED= node --test --test-name-pattern="chaos fuzz" test/sim/robustness.test.js` (content that +abuses every helper from every hook with junk numbers; asserts invariants and zero engine errors). +Normalised defs from `battle.data` are **deep-frozen** (shared by every battle in the process): never mutate `bb`, `def`, +`def.stats` or range grids in a kit — copy them (`{ ...bb }`, `grid.map(…)`). + +Rules for content tests: seed everything, prefer synthetic `enemyRec` targets for exact numbers, assert on ids (not unit +objects), and call `checkInvariants` at the end. Run: `node --test test/sim/*.test.js test/content/*.test.js`. + +## 11. Tools + +`node tools/simrun.mjs --mode mode_multi_normal --round 5 --stage act2autochess_m01 --lineup "角峰@9,7 隐现@10,4 艾丝黛尔*@12,5" --ascii 10` +prints a per-unit damage/DPS/kills/heal table (+ ASCII frames: letters = operators, digits = ground enemies per tile, +`^` = flyers, `■` = crates). `--wave