Golden regenerated on the merged code and attributed by reverting each gameplay PR in a scratch tree: #66 alone moves the fights of roster-008/010/012/022/027/028/031/040, the boss pairs (boss_2/4/6, hidden boss_10) and the matches coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted (灵巧's aura no longer comes from merchant exits and retreats; hidden-layer bonds keep their internal layers); #109 changes the skill state of its deploy-timed skills (units / hooks / status events / snapshots); #160 adds the 0.5 s skill events of deploy passives (events.skill only in roster-001/006/025/049). The remaining scenarios listed by the full regenerate are those three effects together.
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@@ -84,7 +84,7 @@ The research JSONs in `docs/research/` (03, 05, 07) define **which** ids are nee
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| Token Spine | fexli: the default model, or else the first skin variant (`spine/{tokenId}/{variant}/Spine/`) | `spine/token/{tokenId}/{stem}.*` |
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| Enemy Spine (PC build, premultiplied alpha) | isHarryh/Ark-Models `models_enemies/{key}/`, file names from `models_data.json` | `spine/enemy/{enemyId}/{stem}.*` |
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| Enemy Spine that no dump carries (灼热源石虫 / 炽焰源石虫) | the local client only (`tools/local-extract/extract.py ENEMY_SPINES`, optional); never downloaded and never required: an overlay of the web alias (`enemies[id].spineLocal`) | `local/spine/enemy/{enemyId}/{stem}.*` (listed in `data/local-assets.json`) |
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| BGM | AA2 `voice` branch `audio/sound_beta_2/music/**` | `audio/bgm/{file}.mp3` |
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| BGM | AA2 `voice` branch `audio/sound_beta_2/music/**` (大厅/休整期 `act1autochess`, 开战 `act13side/m_bat_kazimierz2_{1,2}` — 骑士之日 / 无畏者; the 开战 track follows the round: `_2` 无畏者 rounds 1–7, `_1` 骑士之日 from round 8) | `audio/bgm/{file}.mp3` |
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| SFX (UI, battle, per unit) | AA2 `voice` `audio/sound_beta_2/**`, mapped from `audio_data.json` banks | `audio/sfx/{same sub-path}.mp3` |
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| Fonts: Bender Regular and Light, Novecento Wide | TimWangZi/The-font-of-Arknights | `public/fonts/*.{otf,ttf,woff2}`, `public/fonts/fonts.css` |
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@@ -153,11 +153,13 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
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// group + name of the same picture (the client takes the local one first)
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prof: { icon: {caster…warrior}, large: {…}, battlecard: {…, token}, sub: {[subProfessionId]: url} },
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audio: {
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bgm: { lobby, prep, combat, unite?: { intro?, loop }, boss: { intro?, loop } },
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// intro then crossfade to loop (1 s); `unite` = 联防's own track — the official
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// escaped_single / escaped_multi levels declare `bgmEvent = corrosion` (卡西米尔 act13d5d0),
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// so the rescue phase does not reuse the 作战's track (audio.js bgmKeyFor 'unite', falling
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// back to `bgm.combat` for a manifest that lacks it)
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bgm: { lobby, prep, combat, combatAlts?: [{ intro?, loop }, …], unite?: { intro?, loop }, boss: { intro?, loop } },
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// intro then crossfade to loop (1 s); combatAlts = the 开战 tracks of the mode's own act, chosen by the
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// round, not drawn: [0] = m_bat_kazimierz2_1 骑士之日 (rounds 8–13), [1] = m_bat_kazimierz2_2 无畏者
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// (rounds 1–7) — audio.js combatTrackFor / bgmKeyFor 'combat:<i>', the same on every client;
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// `unite` = 联防's own track — the official escaped_single / escaped_multi levels declare
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// `bgmEvent = corrosion` (卡西米尔 act13d5d0), so the rescue phase does not reuse the 作战's track
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// (audio.js bgmKeyFor 'unite', falling back to `bgm.combat` for a manifest that lacks it)
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bossBgm: { [bossId]: { intro?, loop } }, // per-boss track of its R14/R15 level
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sfx: {
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ui: { click, back, confirm, tab, pick, drop, error, buy, sell, income, refresh, freeze, levelup,
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@@ -268,10 +270,17 @@ Other renderer rules from research 07 §5.4–5.5:
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- **Enemy aliases:** `enemies[id].spineAliasOf` means the model belongs to another enemy. Two cases:
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- `_2` variants whose official prefab is the base one (鸭爵, 高普尼克, 流泪小子, 圆仔, 假想敌:胄, 假想敌:铳): the base model, as in the game.
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- an enemy whose own model no dump carries: 灼热源石虫 / 炽焰源石虫 (`enemy_1305_mhslim` / `_2`) use the plain 源石虫 on
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the web (`plan.mjs ENEMY_SPINE_ALIAS`). Their official skeletons only exist in the client's enemy art bundles
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(`refs/arts/enm_art_*.ab`), so they are an optional **overlay**, `enemies[id].spineLocal` = `{ group, skel, atlas,
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textures, pma, anims, animations, events, hits, bounds }` (file names in the `data/local-assets.json` group
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`spine/enemy/{enemyId}`; the rest as a `spine` entry):
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the web (`plan.mjs ENEMY_SPINE_ALIAS`). The reason is upstream: isHarryh/Ark-Models *indexes* `1305_mhslim` /
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`1305_mhslim_2` but with an **empty `assetList`** — registered, never uploaded — so `arkModel()` finds no files for
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them and the alias chain drops to `enemy_1007_slime`, a different enemy rather than a variant of it, which is why
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the renderer tints that alias toward the slug's own colours. Their official skeletons only exist in the client's
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enemy art bundles (`refs/arts/enm_art_*.ab`); the *mobile* build also ships them as
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`enemy_spine/<enemyId>/<enemyId>.{skel,atlas,png}` (straight-alpha pages: no `pma: true` line), but its only public
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mirror is a community wiki rather than a GitHub dump, so it is deliberately **not** an asset source — a third-party
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site is not added to `sources.mjs` for two models, and the tinted alias stays the web model until a GitHub dump
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carries them. The same official model from the local client is the optional **overlay**,
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`enemies[id].spineLocal` = `{ group, skel, atlas, textures, pma, anims, animations, events, hits, bounds }` (file
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names in the `data/local-assets.json` group `spine/enemy/{enemyId}`; the rest as a `spine` entry):
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- `tools/local-extract/extract.py` writes the model to `public/assets/local/spine/enemy/{enemyId}/` (page textures
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with their `[alpha]` texture merged in: premultiplied RGB + A like Ark-Models; the atlas gets `size:` and
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`pma: true`) and lists its files in `data/local-assets.json`.
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+31
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@@ -281,7 +281,14 @@ Engine helpers (content must use these, never touch internals): `battle.dealDama
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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.
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Auto-trigger rules (`skillTrigger.rule` in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §20.2): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range, or an enemy the unit blocks; with `trigger.allies` + `hpAtMost` an ally of the skill grid at or below that HP ratio — 塞雷娅 S1 急救, whose cast replaces that attack and is withdrawn with its charge if the ally recovers first), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own, not an attack-range change: any living enemy, stealthed ones included, on the skill range, checked every tick — "仅在技能范围内存在敌人(无视其不可选中)时释放技能"; 13 skills / 26 records by the official rule, 14 / 28 in the data with 余 S2's deviation, §22.10), `TAKE_DAMAGE` (on taking damage — any damage, 无来源 included, never a 流失; every MANUAL 重装 skill, §21.12 — but the six of the deliberate deviation, §21.29: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT`, `rawRule` keeping the official TAKE_DAMAGE; and 余 S2, `SKILL_RANGE` on its x-1 (§22.10)), `SP_FULL` (immediately — 执旗手 / 战术家 / 吟游者 MANUAL skills, and AUTO DP skills such as 伺夜 S1, 焰尾 S1, 凛御银灰 S1), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed; 解放者 / 阵法术师 MANUAL skills), `GDGLOW_SKILL_2` (a valid target anywhere on the field: 荒芜拉普兰德, 纯烬艾雅法拉 S3), special ids. The class rows cover **every MANUAL skill** of the class and never an AUTO skill (AUTO skills keep their own rule — an inference: PRTS names whole classes; the data's `skillIndex 0` / `-1` sentinel argues the other way, §20.2). **Operation cooldown**: the engine auto-casts a MANUAL skill no sooner than `AUTO_OP_COOLDOWN` (3 s) after its previous cast and after the unit's battle-start deployment ("自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"; `Battle._deploy` initial, `battle.flags.startOpCooldown`); kits with an automatic cast of their own check `skill.opCooling`; a pending "next attack" never takes a second charge. PASSIVE skills are always on.
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Timed deployment skills use `kind: 'duration'`, `activateOnDeploy: true`, `spCost: 0`, `spType: 'none'`, `trigger: 'NEVER'`.
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Deployment sets landing state, then `reset()` consumes one charge through `activate('deploy')`, then emits `deploy`;
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`skillStart` fires before deploy hooks. In 联防 this is a fresh deployment activation; no previous active skill state is restored.
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Duration end cleans the window and emits `skillEnd`; it leaves zero charges and `ready=false`, even after SP gifts.
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Redeployment opens a new full window. Permanent passives retain `passive`; first-kill recasts of 缄默德克萨斯 explicitly
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restart a full window. Special timed kits and their effect rules are described in SIM §7.2.
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Auto-trigger rules (`skillTrigger.rule` in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §20.2): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range, or an enemy the unit blocks; with `trigger.allies` + `hpAtMost` an ally of the skill grid at or below that HP ratio — 塞雷娅 S1 急救, whose cast replaces that attack and is withdrawn with its charge if the ally recovers first), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own, not an attack-range change: any living enemy, stealthed ones included, on the skill range, checked every tick — "仅在技能范围内存在敌人(无视其不可选中)时释放技能"; 13 skills / 26 records by the official rule, 14 / 28 in the data with 余 S2's deviation, §22.10), `TAKE_DAMAGE` (on taking damage — any damage, 无来源 included, never a 流失; every MANUAL 重装 skill, §21.12 — but the six of the deliberate deviation, §21.29: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT`, `rawRule` keeping the official TAKE_DAMAGE; and 余 S2, `SKILL_RANGE` on its x-1 (§22.10)), `SP_FULL` (immediately — 执旗手 / 战术家 / 吟游者 MANUAL skills, and AUTO DP skills such as 伺夜 S1, 焰尾 S1, 凛御银灰 S1), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed; 解放者 / 阵法术师 MANUAL skills), `GDGLOW_SKILL_2` (a valid target anywhere on the field: 荒芜拉普兰德, 纯烬艾雅法拉 S3), special ids. The class rows cover **every MANUAL skill** of the class and never an AUTO skill (AUTO skills keep their own rule — an inference: PRTS names whole classes; the data's `skillIndex 0` / `-1` sentinel argues the other way, §20.2). **Operation cooldown**: the engine auto-casts a MANUAL skill no sooner than `AUTO_OP_COOLDOWN` (3 s) after its previous cast and after the unit's battle-start deployment ("自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"; `Battle._deploy` initial, `battle.flags.startOpCooldown`); kits with an automatic cast of their own check `skill.opCooling`; a pending "next attack" never takes a second charge. Permanent passive skills are always on; finite deployment effects use the duration lifecycle above.
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**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*):
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```js
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@@ -290,6 +297,7 @@ export default {
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chess_char_1_01: (bb, chess) => ({
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skill: {
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kind: 'duration' | 'ammo' | 'instant' | 'charges' | 'passive' | 'toggle',
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activateOnDeploy: false, // optional boolean: consume a deployment charge synchronously in reset
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duration: bb.duration, // duration kind
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ammo: bb['attack@trigger_time'], // ammo kind
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mods: { atkPct: bb.atk, batPct: bb.base_attack_time }, // applied while active
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@@ -423,6 +431,8 @@ S→C:
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- `m.private` — the recipient's full PlayerState view (§6.2 minus server-only data) on every change.
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- `m.field` — field meta when watching starts: `{ fieldId, kind, rect, stageId, units: [UnitInfo], effects? }` (the units on the field, knocked-out operators waiting to redeploy included — `Battle.fieldMeta`, §18.3). The prep-scouting field (`Match.prepFieldMeta`) puts the scouted player's **hand (整备区) and 临时整备区 into `units` as well**: held pieces as units on the hand row (row 7, col = hand slot) and temp pieces on the temp row (row 8, cols 4..8 = the temp slots; PRTS 帮助 counts the temp area with the hand; a held item is a `kind: 'item'` unit the client draws as its floating plate) — the scout renders exactly like the own prep bench, for every watcher alike, the spectator seat's copy equal to a teammate's (§23.19's "never a private view" stays the no-`m.private` rule); the scout signature `_prepScoutSig` carries the hand / temp slots, so a piece moved to another slot is a change — and carries `effects`: the scouted player's effects view (策略 / 机变 / 悬赏 …), the watched player's effects column ready-made
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- NOTE: game time in `b.snap`/`b.ev` is carried as **`gt`** (the frame's `t` is the message type).
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- Active finite zero-SP timed skills display `sp=timeLeft`, `spMax=duration` and `UF.SKILL`; after end they display
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`0/0`. Snapshot display capacity does not change runtime SP/cost.
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- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? }` 20 Hz. Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state, row, col]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken — a safeguard, no ally deploys there (sim/constants.js `DOWN_STATE`); `row, col` = the tile it lies on and comes back on (§21.24); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
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- `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]` (`'hitCap' {id, n}` = a cancelled 限伤 hit, drawn as nothing, §20.12; `extra.form` = the unit's model form from then on (an enemy's mode, a 傀儡师's 替身 §22.11) — `shared/protocol.js fxForm`, state like a spawn: never dropped by the client, §21.4), `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]`
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- `m.toast {kind, text}` · `m.ticker {text, id, type, priority, playerId}` (the strip plays the highest priority first, §21.10) · `m.emote {playerId, id}` · `m.result {...}`
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@@ -492,6 +502,8 @@ Look & feel: research 06 §11–§12 (near-black green-grey panels, mint `#4ed8a
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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; 查看禁用盟约与干员 under the order list opens the briefing's bond rows, legend and banned operators again in a read-only dialog — one component, `ui/matchInfo.js`, §21.28), **Game** (Pixi field + DOM HUD: top bar with round/phase capsule/LP (live during the own battle, §17.5)/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 (header with bonds, then 特质 — the operator's own effect — right under it, 特性, stats (live: the battle's own numbers / the start-of-battle ones in prep, §18.5), skill, module, equipped items, talents: §17.5); enemy preview drawer (next round enemies with counts, factions; its 本局信息 tab lists the briefing's disabled bonds and banned operators, §21.28); 机变 overlay (the official card: framed icon + name, the effect text — data `descRaw` — under it, the taker's round avatar at the top-right; two taps, §18.2, §20.7); merge reward overlay (the promotion reward, or a special offer — 凯瑟琳's 定向投放 … — as item / chess cards under its source's label, with the count of offers queued behind it, §21.2); phase banners; ticker (by broadcast priority, highest first; a leader-damage line plays only in its round and a player's newer one replaces the older, §21.10); toasts; emote wheel; settings (volume, quality, show damage numbers)), **Result** (victory/defeat, rounds, per-player lineup, stats, titles, back to room).
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盟约栏支持「收起/展开盟约」(GitHub #142):收起时隐藏完整列表并关闭由列表打开的浮层,让原图标区域的指针事件到达棋盘,只保留至少 44×44 CSS px 的恢复按钮。折叠状态在本局阶段变化、观看队友时保留;展开后仍按当前观看对象显示最新盟约。按钮支持 Enter / Space,聚焦按钮时 Space 不触发准备或暂停。
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A bond the mode never activates (标准: official `inactiveBondIdList`) reads 本局禁用 on shop / reward cards (struck through), detail chips and the popup — no 在场 count, no 当前效果 (§21.7); a strategy built around one carries a 本局禁用 tag and note in the strategy draft and stays selectable (bands.json `bondIds`, §21.26).
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Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card, upgrade and 机变 card are two-tap (select → confirm, §18.2) — a tap anywhere on the card, its confirm strip included, is the card's tap (shop cards have no ⓘ corner; the armed bar sits above the detail card; a shop card that cannot be bought right now opens its detail on tap, §20.7); a press / drop goes by the tile under the pointer (§18.1); 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's tile ⇒ 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 an item onto a unit's tile ⇒ equip that unit (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 (or a tap on a shop card while the bar is locked); `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).
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@@ -1259,7 +1271,7 @@ Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were
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### 21.14 Special Originium slugs and 暴鸰's bomb (D3, D4) — `tools/local-extract/extract.py ENEMY_SPINES`, `tools/assets/local-enemy-spines.json`, `plan.mjs localEnemySpines`, `fetch-assets --local-spines`, `assets.js spineEntry`, `render/units.js ALIAS_TINT / FORMS`, `content/enemies.js kitBombd`, `snapshot.js form`, `style.js PROJ.droneBomb`
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- **D3** ("所有特殊源石虫的模型全表现为普通源石虫"), partly real: 高能 / 冰爆 / 简饲源石虫 and “庞贝” always had their own models; 灼热 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT slugs, up to 10 a round) were the plain 源石虫 — no web dump has their models (the asset plan aliases them); the official skeletons exist only in the client (refs/arts/enm_art_12.ab).
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- **D3** ("所有特殊源石虫的模型全表现为普通源石虫"), partly real: 高能 / 冰爆 / 简饲源石虫 and “庞贝” always had their own models; 灼热 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT slugs, up to 10 a round) were the plain 源石虫 — no web dump has their models (the asset plan aliases them); the official skeletons exist only in the client (refs/arts/enm_art_12.ab). Root cause located 2026-10-04: Ark-Models *indexes* `1305_mhslim` / `1305_mhslim_2` with an **empty `assetList`** (registered, never uploaded), so the alias chain falls to `enemy_1007_slime` — a different enemy rather than a variant of it. The *mobile* build ships their own model (`enemy_spine/<enemyId>/<enemyId>.{skel,atlas,png}`, straight-alpha pages), but its only public mirror is a community wiki and not a GitHub dump, so it is deliberately **not** an asset source (docs/ASSETS.md "Enemy aliases"): the tinted alias stays the web model until a GitHub dump carries these two.
|
||||
- **D3 now**: an optional overlay — the manifest keeps the alias as the web model and `enemies[id].spineLocal` names the files of the data/local-assets.json group `spine/enemy/<id>` with the metadata of the committed `tools/assets/local-enemy-spines.json` (data/assets.json is byte-identical with or without the extraction). The client draws the official model when the local manifest lists every file, else (or on a load failure) the web alias tinted toward the slug's own lava colours (`ALIAS_TINT`: 灼热 orange, 炽焰 red-orange, research 07 §5.6) [ASSUMED look]. The 0.1.1 release bundle carries the models (extracted with `node tools/setup.mjs --local`, the `spine/enemy` job). Audit (249 enemies vs the client's prefabs): no other enemy is drawn with another's model; 伊利昂的木驮兽 starts on skin `Full` in the game and is drawn with `default` (unchanged). `fetch-assets --prune` never deletes `public/assets/local` any more.
|
||||
- **D4** ("暴鸰的炸弹无法正常投放"), partly real: the bomb hit in the trigger tick, with no projectile, and stayed under the drone. **Official** (prefab enemy_1040_bombd / projectile_bombd; PRTS 暴鸰): Boomb plays Attack, the bomb leaves on OnAttack (frame 8) and flies homing at 5 tiles/s; the cast ends when the bomb is gone, ≥ 0.667 s after the release; buff bomb_s: the bomb-less mode S1 (*_2 clips) + speed ×2 ("技能结束后"); `_immuneStunWhenAffecting` 0.
|
||||
- **D4 now**: the drone holds still at the trigger; 8 ticks later (8/30 s) the release ('atk' droneBomb + the form 'bombed' — UnitInfo `form`); on landing the target 100 % ATK + the 8 tiles around 100 % splash (a target gone mid-flight: the bomb lands where it was; the drone's death after the release does not stop it); at max(landing, release + 0.667) ×2 speed and it flies on. A stun / freeze / sleep before the release interrupts the cast (no drop; the skill re-arms with its 1 s cooldown).
|
||||
@@ -2111,3 +2123,20 @@ Decisions of the owner, 2026-10-04: a 联防 devour counts members who enter alr
|
||||
- **Now**: one attempt at `local` or `assets` is abandoned after `ART_MANIFEST_TIMEOUT_MS`. A timeout or any other failure sets that file `missing` and notifies immediately, which is the existing glyph path. The status stays `missing` through the retry wait (going back to `loading` would blank the button again). A later attempt that succeeds notifies `ready` and the picture replaces the glyph. A 404 or bad JSON is still not retried. Chess and the other text files are not on this clock and still stay `loading` across retries.
|
||||
- [ASSUMED]: 8 seconds. A response that arrives after that attempt's clock is ignored; the retry is a new request, and the in-flight fetch is not aborted. After the two existing retries the glyph stays until the next `invalidate` or page load.
|
||||
- **Tests**: `test/ui/emotes.test.js` (stub timer, no network: hung `local` is `missing` before the retry wait, then `ready`; a thrown fetch is the same; a timeout with no retry and a 404 stay `missing`; `chess` arms no timer). `test/ui/playtest3.test.js` data-store retry and `test/client-static.test.js` data.js still pass. No browser render: `EmoteArt` already picks the glyph from `missing`.
|
||||
|
||||
---
|
||||
|
||||
## 24. Community reports after 0.1.3
|
||||
|
||||
Reports after the 0.1.3 release. Each was checked against the official data and PRTS; anything with no source is marked [ASSUMED]. Where each is handled: a skill clip with no Begin and no own Idle plays once (德克萨斯 S2 剑雨) → §24.1.
|
||||
|
||||
### 24.1 A skill clip with no Begin and no own Idle plays once — 德克萨斯 S2 剑雨 (player report) — `render/spine.js SpineActor.setSkill / update` (`SKILL_CLIP_MIN`, `skillClipOnce`, `skillEndPending`)
|
||||
|
||||
- **Seen** (player report after 0.1.3): 德克萨斯's S2 剑雨 casts with no skill animation — she stays in her idle through the whole cast.
|
||||
- **Official** [DATA]: her Front model has a single skill clip, `Skill` (2.167 s) — no `Skill_Begin`, no `Skill_Idle`, no `Skill_End`, so the manifest roles are `anims.skill {begin: null, loop: 'Skill', end: null}` and `anims.skills["0"] / ["1"]` are the same clip. Both her skills are instant (`durationType NONE`, duration 0; S1 冲锋号令·γ型, S2 剑雨). The official plays that `Skill` clip on the cast.
|
||||
- **Cause**: `setSkill(true)` played a clip only when the skill had a Begin clip; with `begin === null` it fell through to `else if (this.mode === 'base') this._play(this._baseName())` — the idle. The loop clip was reachable only through an attack (`_attackClip`), and an instant skill makes no attack inside its activation window: sim `skills.js` fires `['skill', id, 1]` and `['skill', id, 0]` in the same tick (`activate` → `end('instant')`) and only holds the anim code `SKILL` for 0.5 s (`snapshot.js animOf`), so the actor was back on its idle before a frame passed.
|
||||
- **Now**: a skill clip with neither a Begin nor its own Idle (its loop is not its idle, and it is not borrowed from the attack clip: `via !== 'attack'`) plays that clip once for its own length — `max(SKILL_CLIP_MIN 0.2 s, dur(loop))` — as the skill's own window; a `setSkill(false)` inside that window only marks the transition, so when the window ends the actor plays the skill's End clip (if it has one) or the idle. An instant skill therefore shows its animation instead of a one-frame flash, and a longer skill of the same shape still rests in its idle between attacks while its attacks use the loop, exactly as before. Untouched: a Begin clip with its queued idle / loop, a skill with an idle clip of its own (§23.13), `via: 'attack'` clips, `loop === idle` stances and enemies.
|
||||
- **Scale**: 90 such clips on 61 Front models (96 clips have no Begin at all — the 6 with an own Idle keep the §23.13 path); 57 of the 90 belong to instant skills.
|
||||
- **A PASSIVE skill reaches none of this through `activate()`**: `Skill.activate()` returns early for `kind === 'passive'` (`sim/skills.js`); a passive goes through `_startPassive()` (active + mods + `onStart`). Three of the 57 instant clips are passives in the data — 琳琅诗怀雅 S1 仗义疏财 / S2 “见面礼” and 凯瑟琳 S1; 凯瑟琳 S1 turned out to be `kind: instant` in the sim (so it already casts), and the two 琳琅诗怀雅 ones now fire the same window from `_startPassive` — on at the deployment, off after `SKILL_ANIM_WINDOW` (0.5 s) while the passive itself stays active. So all 57 are live.
|
||||
- **Deploy-time passives with a duration are left alone** (缄默德克萨斯 S1–S3 8–12 s, 野鬃 S1, 伊内丝 S3, 耀骑士临光 S2): the sim keeps a passive active until death, so how long its stance should show is a separate question. A clip that IS the normal attack clip (`anims.skill.loop === anims.attack.loop`: 缄默德克萨斯 S1, 砾, 普罗旺斯, 斯卡蒂 S2) is never played as a skill animation — the new branch requires a distinct clip, so a deploy-time passive on those shows no attack twitch.
|
||||
- **Tests**: `test/render/feedback4-texas-skill-clip.test.js` (德克萨斯 S2: the clip plays, holds through the same-tick off, then the idle, with no base flash in between; two more real instant entries — `char_140_whitew` S1 日晷, `char_206_gnosis` S2 零度爆发; 银灰 S3 真银斩 — the same shape but long — rests without freezing on the clip's last frame and still attacks with the loop; the deploy-time passives 琳琅诗怀雅 S1/S2 hold their 1 s clip through the sim's 0.5 s window and then idle; a clip that is the attack clip falls through to the base clip; unchanged: 折桠 S2 begin → idle, 耀骑士临光 S3 own idle, 宴 begin → loop). `test/sim/skills.test.js` covers the sim side (the passive window opens at the deployment and closes 0.5 s later, the passive staying active; a timed passive fires nothing). `test/render/feedback3-skill-idle.test.js`, `feedback3-move-deploy.test.js`, `loadout-skill.test.js` and the full suite stay green.
|
||||
@@ -750,6 +750,8 @@ round was over. The official 1 s `broadcastBeginDelay` is not modelled.
|
||||
|
||||
## 6. Testing & tools
|
||||
|
||||
* `test/match/lobby-integration.test.js` 的联机轮选使用固定种子 `69`,覆盖 AI 先选走默认策略的情况(GitHub #144)。模拟玩家从当前公开选牌结果中选择未被占用的策略,并断言请求成功;不依赖拒绝后的超时分配。单人和联机用例均通过 `b.start` 确认战斗开始,避免瞬间结束的模拟战斗被公开状态节流而漏掉 `COMBAT` 阶段。
|
||||
|
||||
* `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,
|
||||
|
||||
@@ -94,6 +94,8 @@
|
||||
|
||||
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)。
|
||||
|
||||
盟约栏挡住棋盘时,点左侧的「收起」隐藏列表,再点「盟约」展开。收起会关闭从盟约栏打开的详情,原来图标覆盖的位置可以直接点选或拖动棋子;本局切换回合、查看队友时保留收起状态。
|
||||
|
||||
- **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」。
|
||||
- **本局禁用**:「标准模拟」与官方相同,关闭拉特兰、阿戈尔、卡西米尔、灵巧、奥术、奇迹、投资人、突袭、独行、绝技这 10 个盟约,它们不会激活。你有这些盟约的成员时(奇迹、投资人也算整备区里的成员),盟约栏末尾显示**灰色带 ✕ 的盟约图标和「本局禁用」**,干员卡、盟约标签和盟约详情也这样标注。「远见」「奇迹」「投资人」计入整备区,盟约详情的「成员」人数也一样计入整备区里的成员(临时整备区不算)。
|
||||
|
||||
+26
-3
@@ -150,6 +150,8 @@ later redeploys keep those gifts); `carryState: { sp }` a board summon
|
||||
piece's SP only (PRTS "召唤物仅修改技力"). Nothing else is carried: a skill running at the end of the own combat enters
|
||||
switched off with the SP it had left — spent at its activation, 0 for a one-charge skill (`unitsEnd.skillActive` is
|
||||
reported, never carried; community report #34 — it used to restart for free).
|
||||
Timed deployment skills (`activateOnDeploy`) trigger once from the new deployment, consuming their deployment charge;
|
||||
they do not resume the previous skill state.
|
||||
`carryState: { down: true }` = an operator knocked out at the end of the helper's own combat (PRTS 卫戍协议/帮助 "上一阶段为
|
||||
退场状态的干员强制退场", user playtest #5 item 2): `start()` deploys it with everyone (initial `deploy` fires), then — before
|
||||
`battleStart` — withdraws it with reason `FORCED_EXIT` (constants.js `'forcedExit'`) and HP 0 (the end-of-phase HP ratio, as after
|
||||
@@ -830,6 +832,11 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
|
||||
- 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).
|
||||
- Timed deployment skills use `duration`, `activateOnDeploy: true`, `spCost: 0`, `spType: 'none'`, `trigger: 'NEVER'`.
|
||||
Landing state is set before `reset()` synchronously calls `activate('deploy')`; `skillStart` precedes the `deploy`
|
||||
hooks. Each deployment grants and consumes one charge. Duration end clears effects and fires `skillEnd('duration')`;
|
||||
staying deployed or receiving SP never refills that charge. Early removal ends the active window with `death`;
|
||||
removing an expired skill emits no second end. `activations` accumulates across deployments.
|
||||
- `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
|
||||
@@ -869,6 +876,17 @@ has the generic spec. Summons: `battle.tokenDef(tokenId, unit)` / `battle.spawnT
|
||||
(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]`.
|
||||
|
||||
Timed deployment kits: 宴 S2 uses `bb.duration` and skill ATK mods, loses current HP once on landing, and converts normal
|
||||
physical attacks to arts only while S2 is active; S1 has no such conversion. 斯卡蒂 S2 uses its own record's
|
||||
`s.bb.duration` / `s.bb.atk`; DRE-Y revival in place does not restart it. 野鬃 S1 uses its record's `duration` /
|
||||
`bb.attack_speed`, with the existing deploy discount talent. 砾 S1/S2 retain their one-second DEF/barrier decay steps
|
||||
(damaged barrier scales with capacity); skill end removes the decay buff. 伊内丝 S3's first deployment places the sentry
|
||||
with zero effect time and retreats with a refreshed redeploy timer; later deployments recall it and open the full
|
||||
ATK/DP window, then stay deployed. 缄默德克萨斯 S1/S2/S3's first kill per deployment heals and explicitly ends/restarts
|
||||
the skill for a full duration, including a synchronous kill inside its deploy burst; S3 rain is cancelled on end,
|
||||
while enemy silence/DoT/RES cuts keep their own expiry. 耀骑士临光 S2 ends naturally by retreating with the preceding
|
||||
operator's faction-based redeploy multiplier; an early death only cleans the skill and shields.
|
||||
|
||||
Element conventions of the kits (user playtest #5 #3; official term dictionary: 元素损伤 = the gauge, 元素伤害 = HP damage):
|
||||
- **元素损伤 dealt** = `{ type: 'element', element, amount }` with the official base: "N%攻击力的…损伤" ⇒ `N × ATK` at that
|
||||
moment, "伤害N%的…损伤" / "相当于法术伤害N%" ⇒ `N ×` the HP damage just dealt (post-mitigation, `damaged` ctx.amount).
|
||||
@@ -896,9 +914,10 @@ Element conventions of the kits (user playtest #5 #3; official term dictionary:
|
||||
```js
|
||||
{
|
||||
kind: 'duration'|'ammo'|'instant'|'charges'|'passive'|'toggle',
|
||||
activateOnDeploy: bool, // optional: reset activates synchronously and consumes a deployment charge
|
||||
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
|
||||
spCost, initSp, charges, spType: 'time'|'attack'|'hurt'|'none', // optional overrides of the data values
|
||||
trigger: 'DEFAULT' | { rule, grid, allies?, hpAtMost? }, // optional override (allies / hpAtMost: an injured ally condition, §7.1)
|
||||
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)
|
||||
@@ -941,8 +960,10 @@ whose skill "恢复…友方/友军…生命" heals the most injured ally in ran
|
||||
"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 by the official 力度 − 重量 rules (拖拽/hookmaster: `pullToFront`; else `push`, directional for 往攻击方向 / 朝部署方向 /
|
||||
向前 / 身前方向 and 推击手, radial otherwise — §6; only a fallback: hand-written kits follow the client templates
|
||||
`knockback[dir]` / `knockback[relative]`, e.g. 琳琅诗怀雅 S3's "向前推开" is radial). **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
|
||||
`knockback[dir]` / `knockback[relative]`, e.g. 琳琅诗怀雅 S3's "向前推开" is radial). A passive with self stat mods,
|
||||
positive `bb.duration` and "N秒内" uses a deployment duration (宴 +65 % ATK for 14 s); its mods, targeting, arts conversion
|
||||
and attack/status overrides follow that window. Other **passive** skills apply permanent stat mods and 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)
|
||||
@@ -1161,6 +1182,8 @@ Unknown subprofessions fall back to the profession default (test `professions.te
|
||||
- `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem? }`.
|
||||
`sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active (ammo: `ammoLeft / ammoMax`, the
|
||||
activation's real total — 拉特兰's and 逃犯引渡手续's extra bullets included, community report #35). Units in DIE state stay 0.8 s.
|
||||
Active finite zero-SP duration skills display `timeLeft/duration` using `duration` as `spMax`; after end they show
|
||||
`0/0`. This display capacity leaves runtime SP/cost unchanged; active skills carry `UF.SKILL`.
|
||||
`down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = operators lying down waiting to redeploy
|
||||
(`Battle.isDown(u)`: reason `'killed'` or `FORCED_EXIT` (§1.1 carryState `down`), or a forced exit `'retreat'` /
|
||||
`'merchant'` (GitHub #60) — every removal but the 突袭 `'raid'` —, not removed for good, deployed at least once, a finite
|
||||
|
||||
@@ -58,6 +58,7 @@ Core (isPower, bondType SEASON): 炎 萨尔贡 维多利亚 谢拉格 拉特兰
|
||||
### 2.2 Layers (层数)
|
||||
|
||||
- Each player has one integer layer counter L per bond (23 counters). All start at 0 when the simulation starts, are never reset between rounds and are never reduced (no layer-loss effect exists in the data) [ASSUMED: never reduced].
|
||||
- `noStack: true` hides layer counts for 调和 / 协防干员 / 独行 / 绝技; it does not prohibit gains or clear stored layers. Their effects depend on member thresholds, but internal layers still participate in active-layer totals and unite ordering. [PRTS 下半盟约记录](https://prts.wiki/w/卫戍协议:盟约_下半/PRTS盟约记录): hidden-layer bonds still accept trait / strategy / equipment layer gains (review correction, 2026-10-04).
|
||||
- L is kept while the bond is inactive, but bond effects only apply while the bond is active (PRTS 盟约记录).
|
||||
- Wording contract used by every source: "使已激活的【X】层数+N" -> add only if bond X is active at the moment of the trigger; "(无需激活盟约)" -> add even if X is inactive. "自身所属盟约" = every bond of that operator; "自身已激活的盟约" = only its bonds that are active.
|
||||
- No layer cap in the data. Caps are per source: max_add_count_per_battle (layers a single garrison instance may add in one battle), max_layer (per round, e.g. 安洁莉娜 12/round). The official cap is in the client, not the data: `AutoChessBattleConst.MAX_GARRISON_STACK = 999`, `AddBondCount` stores `min(L + n, 999)` per bond (research 11 §1). Since 2026-10-01 (DESIGN §20.12) the remake stops each bond at 999 (`shared/constants.js BOND_LAYER_CAP`, `layerGainRoom`); the community agrees (巴哈姆特 12534 "每把都能999层", "沒999層的盟約情況下"; 12316 "999謝").
|
||||
@@ -614,6 +615,7 @@ Members (14 chess, 12 in current shop pool; by tier in shop: {'1': 2, '2': 2, '3
|
||||
|
||||
- **[2 distinct]** 灵巧 members and operators on their 4 orthogonally adjacent tiles: ASPD +(10 + 1*L).
|
||||
- **[L >= 40]** Area becomes the 8 surrounding tiles.
|
||||
- 灵巧干员被击倒(`removeReason === 'killed'`)、等待再部署时,仍以倒地位置为中心为周围队友提供攻速加成。主动撤退及联防 `forcedExit` 虽然也留下倒地模型,但不继续提供光环;联防强制离场不算本阶段击倒,重新部署后恢复在场光环(评审修正,2026-10-04)。
|
||||
- Formulas: `aspd = 10 + L`
|
||||
- How layers are gained: 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. (act1 灵巧 also had a 20-layer shop reward; removed in act2.)
|
||||
- [ASSUMED] a unit covered by several 灵巧 auras gets the bonus once
|
||||
|
||||
Reference in new issue
Block a user