feedback5: merge R19E — every enemy finishes its attack clip after a strike before it moves on (PRTS 状态机: ATTACK → MOVE after the attack ends; the 鸭爵 swap's 流泪小子 no longer walks off on its strike tick, community report and GitHub #214), and the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of 0 s (the owner's decision of 2026-10-07, a deliberate deviation for that copy only); golden as R19E's commits (216 scenarios + solo-HARD-2), the merged tree differs from the branch only in R19G's three 蕾缪安 scenarios

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@@ -370,7 +370,7 @@ blackboards (transitively). Level = `randomEnemyAttributeDict[key].level` (0 for
| `modelScale` | `0.5926` (`enemy_1005_yokai_3` 威龙) | official drawn size of the enemy's Spine model relative to the standard (user playtest #6): the battle prefab's transform scale down to its Spine renderer (Graphic × FaceSwitcher × Spine; SkeletonDataAsset.scale is 0.01 for every enemy skeleton) ÷ 0.27, the standard of 1454 of the client's 2147 enemy prefabs (2080 have exactly one Spine renderer) and of the operators' battle skins. The renderer multiplies `UNIT.modelScale` by it (render/units.js `enemyModelScale`). 125 keys (122 prefabs) carry one, from 0.5926 (威龙 0.16; 妖怪 0.7407, 寒霜 0.6667) to 2.2222 (青铜镜 / 青瓷茶器 0.6); absent = 1. Not in the game tables: `tools/build-data.mjs MODEL_SCALES` by `prefabKey`, read from the local client by `tools/local-extract/enemy_scales.py` |
| `modelScaleY` | `1.263` (`enemy_1112_emppnt` 帝国炮火先兆者) | **vertically stretched models only** (2 keys, the 先兆者 pair): the official prefab's `Graphic` scale sy ÷ sx — 1.263 because the pair's scale is (0.19, 0.24, 0.24), i.e. the game draws them 26 % taller than `modelScale` (which only carries the horizontal product) implies. The renderer multiplies the skeleton's **Y** scale (and the bar height) by it (render/units.js `enemyModelScaleY`). Not in the game tables: `tools/build-data.mjs MODEL_STRETCH_Y`, read from the local client by `tools/local-extract/enemy_model_offsets.py` (a sweep of all 242 readable enemy prefabs found no other non-uniform one), docs/research/12 §3.1 (PR #211 by @xcdoge; the owner's decision of 2026-10-06) |
| `mirrorX` | `true` (`enemy_1196_msfyin` 木制瑞印) | **mirrored models only** (1 key): the official prefab's `Graphic` X scale is negative (−0.4), so the game draws the authored model flipped; the size pipeline takes `abs(sx)`, and the renderer flips this model on top of the usual direction flip (render/units.js `mirrorX`). Same extraction as `modelScaleY` (`tools/build-data.mjs MIRRORED_PREFABS`) |
| `attackAnim` | `{"clip":"Attack","dur":1,"hit":0.533}` (`enemy_1019_jshoot` 隐形弩手) | the enemy's attack clip — the one the client plays for its attacks (data/assets.json `anims.attack.loop` of its model, not an Idle stand-in) —, its length (s) and first strike frame (`hits`, the OnAttack event; absent when the clip has none). An unblocked ranged enemy stands for this clip at each attack (sim/ai.js `attackStand`, GitHub #58), and every enemy attack strikes at `hit` after its swing starts — a stun before it cuts the swing (sim/ai.js `attackWindup`, 0.2.0). 213 keys; absent = no attack clip known (御4, 寒霜, the 岁 relics …: the sim keeps `ATTACK_PAUSE`). Not in the game tables: `tools/build-data.mjs enemyAttackAnim` reads the committed asset manifest (tools/fetch-assets.mjs, from the Spine skeletons) |
| `attackAnim` | `{"clip":"Attack","dur":1,"hit":0.533}` (`enemy_1019_jshoot` 隐形弩手) | the enemy's attack clip — the one the client plays for its attacks (data/assets.json `anims.attack.loop` of its model, not an Idle stand-in) —, its length (s) and first strike frame (`hits`, the OnAttack event; absent when the clip has none). An unblocked ranged enemy stands for this clip at each attack (sim/ai.js `attackStand`, GitHub #58) — any enemy for the rest of it after a strike once its block ends meanwhile (0.2.0) —, and every enemy attack strikes at `hit` after its swing starts — a stun before it cuts the swing (sim/ai.js `attackWindup`, 0.2.0). 213 keys; absent = no attack clip known (御4, 寒霜, the 岁 relics …: the sim keeps `ATTACK_PAUSE`). Not in the game tables: `tools/build-data.mjs enemyAttackAnim` reads the committed asset manifest (tools/fetch-assets.mjs, from the Spine skeletons) |
| `attackMoves` | `true` | **「不停止移动」 attackers only**: the handbook ability text says it attacks on the move (“十字路口”量产型's 四向攻击) — it never stops to attack (sim/ai.js `attackStand`). No enemy of the mode has it (build-data `attacksOnTheMove`) |
## 10. `factions.json` — special enemies (特训敌人)
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- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
- **敌人**:远程敌人的射程按官方从干员的碰撞体积(半径 0.25 格)算起,比数据上的攻击范围半径远 0.25 格——例如萨卡兹枯朽战车(射程 2.2)能打到中心 2.45 格以内、站在低地的干员。没被阻挡的远程敌人每次攻击都会站定、播完攻击动作,两次攻击之间才继续前进。它的第一下攻击就是「秽蚀轰击」(在目标处留下半径 1.7、持续 10 秒的污染区:低地每秒 50、高台 25 点真实伤害,同名不叠加),被阻挡时普通攻击伤害翻倍。“萨科塔之翼”等血量第一次低于一半时会在原地小范围乱飞 5 秒(官方叫「恐惧」);叙拉古、妮芙等干员造成的恐惧会让敌人朝远离干员的方向逃跑。隐匿的敌人只有被阻挡(或被揭示)时才能被选为攻击目标,溅射、技能的圆形范围伤害也打不到没被挡住的隐匿敌人(和官方一样);阻挡解除后 3 秒内它仍然可以被选中(官方页面注明 0 秒或 1 秒的敌人按页面),之后才重新隐匿:深池逐火战士每次被击倒后先重生 1 秒,然后变成继续往前走的隐匿「余烬」(需要 5 次伤害击倒,护卫的「火灰」10 次),一般要用干员挡住它才能选中(挡住时它不再半透明;被阻挡时被击倒的,重生结束后约 2 秒内也能用远程或范围伤害补刀),10 秒内没打掉就满血站起来;敌人重生时身上的减速、恐惧等状态会被清空、技能冷却从头开始,被恐惧的逐火战士变成余烬后也能被挡住;转译基底·α 原始形态受到的伤害全部无效,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时花 2 秒变成寻仇者、特战术师或幽灵,之后才能被击倒。
- **复活**(策略「埃芒加德」的前 3 次、M3茧甲)与官方一致:算作一次被击倒,紧接着在倒下的位置免费立即再部署——干员「被击倒时」和「部署时」的效果都会触发(例如砾的不屈 / 卡西米尔层数、瑕光的层数、卡西米尔盟约的部署攻击力),技力和身上的增益像普通再部署一样重置。
- **策略「鸭爵」(“神秘顾客”)**:从第 5 回合起,你和队友的每场作战(**最终攻势和隐秘核心也算**,联防不另外替换)有 0–2 名地面敌人(不含领袖及其部件、悬赏敌人)被替换为特殊版本的鸭爵、高普尼克、流泪小子或圆仔,出现在被替换敌人的时间和路线上(两人同场的领袖战里,各自只替换走向自己保护目标点的敌人);击倒者获得 1 资金(联防中的队友也算),漏进保护目标点照常扣 1 点目标生命值。鸭爵和圆仔**不攻击、无法被阻挡**:鸭爵受到伤害后移动速度 +300%;圆仔始终面向我方干员较多的一侧,来自正面的物理 / 法术伤害 −80%。流泪小子隐匿(被阻挡时才能被选中),攻击使目标晕眩 3.5 秒;高普尼克免疫晕眩、冻结和浮空。
- **策略「鸭爵」(“神秘顾客”)**:从第 5 回合起,你和队友的每场作战(**最终攻势和隐秘核心也算**,联防不另外替换)有 0–2 名地面敌人(不含领袖及其部件、悬赏敌人)被替换为特殊版本的鸭爵、高普尼克、流泪小子或圆仔,出现在被替换敌人的时间和路线上(两人同场的领袖战里,各自只替换走向自己保护目标点的敌人);击倒者获得 1 资金(联防中的队友也算),漏进保护目标点照常扣 1 点目标生命值。鸭爵和圆仔**不攻击、无法被阻挡**:鸭爵受到伤害后移动速度 +300%;圆仔始终面向我方干员较多的一侧,来自正面的物理 / 法术伤害 −80%。流泪小子隐匿(被阻挡时才能被选中),攻击使目标晕眩 3.5 秒,被晕眩的干员挡不住它(官方规则);它被放开后要过 1 秒才重新隐匿(官方是 0 秒,本模式有意放宽,维护者 2026-10-07 的决定);高普尼克免疫晕眩、冻结和浮空。
- 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、禁用干员、策略)。
## 5. 联防(同盟)
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@@ -319,8 +319,11 @@ halving — PRTS: a map effect —, 【国度】, a chimera's 源石污染区 au
and, unblocked, stand for each attack's clip — `attackStand`: data/enemies.json `attackAnim`, through its wind-up
(cooldown ≤ the strike frame, a target in range) and the rest of the clip after the strike, shortened when the attacks
come quicker than the clip; `ATTACK_PAUSE` (0.35 s) after the strike when no clip is known; an `attackMoves`
(「不停止移动」) enemy never stops; a stun ends the stand; only the walking waits — a route WAIT keeps running and
DISAPPEAR / APPEAR legs still happen, hiding ends the stand; GitHub #58 — then walk on. Every normal attack strikes at its clip's damage frame (`attackWindup`: `attackAnim.hit`, shortened like the clip; 0 with no clip known — the strike as the swing starts): the cooldown runs down to the frame and the swing (`enemy.swing`) starts when it reaches the wind-up with a target in reach — the whole wind-up from that tick when the cooldown ran out before (it walked ready, its swing was cut); a stun / freeze / sleep / 浮空, hiding, 缴械, 恐惧, 战栗 while blocked or losing every target before the frame cuts the swing — no strike, the next one starts from its wind-up (PRTS 状态机 ATTACK / COMBAT "每帧检查异常状态", 异常效果 STUNNED / DISARMED "正在进行的普通攻击将被中断"; GitHub #187 / #170, 0.2.0) —, a strike already made stays made (its shot lands); the targets are taken at the frame [ASSUMED]; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies
(「不停止移动」) enemy never stops; a stun or a displacement (失衡, 0.2.0) ends the stand; only the walking waits — a route WAIT keeps running and
DISAPPEAR / APPEAR legs still happen, hiding ends the stand; GitHub #58 — then walk on. Any enemy whose block ends after
its strike — its blocker stunned by that strike (流泪小子), knocked out or retreated — stands for the rest of that clip
before it walks on (PRTS 状态机: an enemy's ATTACK / COMBAT state "攻击结束后回退到MOVE状态"; only a character's COMBAT
drops when its blocker is gone; 0.2.0 — until then it walked on at once). Every normal attack strikes at its clip's damage frame (`attackWindup`: `attackAnim.hit`, shortened like the clip; 0 with no clip known — the strike as the swing starts): the cooldown runs down to the frame and the swing (`enemy.swing`) starts when it reaches the wind-up with a target in reach — the whole wind-up from that tick when the cooldown ran out before (it walked ready, its swing was cut); a stun / freeze / sleep / 浮空, hiding, 缴械, 恐惧, 战栗 while blocked or losing every target before the frame cuts the swing — no strike, the next one starts from its wind-up (PRTS 状态机 ATTACK / COMBAT "每帧检查异常状态", 异常效果 STUNNED / DISARMED "正在进行的普通攻击将被中断"; GitHub #187 / #170, 0.2.0) —, a strike already made stays made (its shot lands); the targets are taken at the frame [ASSUMED]; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies
never attack — unless content arms them through `enemy.profile` (`noAttack: false`, `melee`, `dmgType`, `maxTargets`:
转译基底·α's 寻仇者 / 特战术师 forms, which then attack like any enemy); `dmgType 'heal'` enemies heal the lowest-HP% enemy in their radius instead. A `noMove` enemy stands (not `moving`, drawn idle). Content can take over an
enemy's attack: `enemy.profile.deferHit` = the engine makes the attack (target, timing, the `'atk'` event) but deals no
@@ -621,7 +624,7 @@ of coverage per 3 s), kept because the current wording no longer says so (feedba
| `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); refused by 麻痹免疫 (data `palsyImmune`); each cancel fires the hook `palsyTrigger` (§5) | stacks, default 1 |
| `disarm` | no normal attacks | – |
| `stealth` / `reveal` | 隐匿: untargetable unless blocked (an ally: only the enemy it blocks attacks it, and an enemy's area effects and buff auras skip it even when it blocks that enemy — `targeting.js areaSelectable` / `auraSelectable`, GitHub #97, owner 2026-10-04; 0.1.2 made an exception for that blocker) / cancels stealth. An enemy's 隐匿 also stays off after a block: each block's end (`Battle._stealthSwitch`, every release path) switches each of its 隐匿 sources off for `STEALTH_RESTORE` (3) s — PRTS 作战机制 §隐匿 "不被阻挡的3秒后重新进入隐匿" — or the source's own "(解除阻挡N秒后恢复)" (buff `data.stealthRestore`: 0 s for 业余竞演者, 节日爵士乐手, 假想敌:骨刺, 流泪小子, 访问团强攻冠军 and 清明's veil, 1 s for the 家族灭迹人); a new block inside it lifts it again and its end restarts the window; our operators' 隐匿 / 迷彩 never lift by blocking (DESIGN §22.8). `targeting.js enemyStealthed` is the one test: the b.snap stealth bit is set only while its 隐匿 is on (drawn solid otherwise); an operator's radius area damage (`foesInRadius`) skips it too (PRTS 作战机制 §AOE伤害判定 "对攻击范围内的每个可以被选中的敌人进行判定"; until 0.1.1 the splash still hit it) | – |
| `stealth` / `reveal` | 隐匿: untargetable unless blocked (an ally: only the enemy it blocks attacks it, and an enemy's area effects and buff auras skip it even when it blocks that enemy — `targeting.js areaSelectable` / `auraSelectable`, GitHub #97, owner 2026-10-04; 0.1.2 made an exception for that blocker) / cancels stealth. An enemy's 隐匿 also stays off after a block: each block's end (`Battle._stealthSwitch`, every release path) switches each of its 隐匿 sources off for `STEALTH_RESTORE` (3) s — PRTS 作战机制 §隐匿 "不被阻挡的3秒后重新进入隐匿" — or the source's own "(解除阻挡N秒后恢复)" (buff `data.stealthRestore`: 0 s for 业余竞演者, 节日爵士乐手, 假想敌:骨刺, 流泪小子, 访问团强攻冠军 and 清明's veil, 1 s for the 家族灭迹人 — and no less than 1 s for a 鸭爵 swap, spawn tag `'duck'`: `content/enemies/helpers.js DUCK_STEALTH_RESTORE`, the owner's decision of 2026-10-07, a deliberate deviation for its 流泪小子); a new block inside it lifts it again and its end restarts the window; our operators' 隐匿 / 迷彩 never lift by blocking (DESIGN §22.8). `targeting.js enemyStealthed` is the one test: the b.snap stealth bit is set only while its 隐匿 is on (drawn solid otherwise); an operator's radius area damage (`foesInRadius`) skips it too (PRTS 作战机制 §AOE伤害判定 "对攻击范围内的每个可以被选中的敌人进行判定"; until 0.1.1 the splash still hit it) | – |
| `camou` (迷彩) | an ally's camouflage (ba.camou "不阻挡时不成为敌方普通攻击的目标(无法躲避溅射类攻击)"): like `stealth` for enemy targeting (only the enemy it blocks attacks it) — but an enemy's splash and other area effects still hit it (`areaSelectable` does not check it) — and on screen (b.snap stealth bit, `snapshot.js flagsOf`), but not 隐匿 for 隐匿-conditions (叙拉古, 家族徽章) and under its own buff keys. 忍冬 S3 (key `vulpis:camou`, until her next cast), 寒芒克洛丝 S1 | – |
| `invulnerable` | ignores damage | – |
| `levitate` (浮空) | stun + unblockable (unblocks enemies) + 失衡免疫 (`noDisplace`); an air unit meanwhile (`isFlying`: melee cannot hit it); **half duration on units with (current) massLevel > 3**; refused on data flyers (`motion` FLY) that hold no 缚地 and on units already levitated (PRTS 异常效果 "若单位数据上为飞行单位且不持有缚地异常或是持有浮空异常则Buff取消") — a 近地悬浮 enemy is WALK in its data, so it can be levitated; 浮空 is not one of the 近地悬浮 enemies' drop triggers | – |
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@@ -122,7 +122,7 @@ Engine helpers (content must use these, never touch internals): `battle.dealDama
- **Blocking** (contact radius, PRTS 游戏数据基础 §阻挡半径 / 作战机制 "中点判定…案例:阻挡"; `constants.js BLOCK_RADIUS`, `Battle._checkBlock`, §19.2): an operator with free capacity blocks an unblocked, blockable enemy whose position lies within its block radius of its centre — ground 0.7071 (squared 0.49999037), 0.8944 × the blocker's 阻挡半径倍率 for blockFly units vs flyers (起飞; mod `blockRadiusScale` = 倍率 − 1 — PRTS 游戏数据基础 "飞行阻挡半径 = 0.8944 × 阻挡半径倍率", 凯尔希·思衡托 +0.23), devices 0.4472 (阻隔工事 / 障碍物); air units (FLY, 近地悬浮, 浮空) only by blockFly units. A ground enemy is never blocked by a unit standing on a tile ground units cannot pass (围墙 / 围栏: PRTS 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人" — an enemy pushed or pulled against the fence walks on; air blocking there stays [ASSUMED], §21.23) nor by an airborne (起飞) unit, which blocks flyers only (§21.22). An enemy holding 不可阻挡 (PRTS 异常效果 BLOCK_FREE 「无法阻挡/被阻挡,自动解除阻挡」) — `unblockable` (恐惧, 诱导, enemy abilities), 浮空, and 沉睡 (SLEEPING = 无法行动+无敌+不可阻挡) — is never blocked and is released at once: a sleeping enemy frees its blocker's slot, stays where it is and, once awake, is blocked again only by a blocker with room (§24.9). The nearest such operator wins (ties: scan order [ASSUMED]). It is re-checked every tick, moving or not, so another operator in contact with room takes the enemy over when its blocker dies, is withdrawn or is stunned, and an operator whose capacity frees up grabs an overlapping enemy; one that finds no room walks on. A stunned or frozen enemy is checked too — 晕眩 / 冻结 hold no 不可阻挡 (PRTS 异常效果: the STUN / FROZEN state machines stop its moves and attacks) —, so an operator redeployed beside a held enemy blocks it where it stands and lifts its 隐匿; one held short of contact is blocked once it walks in after the status (GitHub #232; until 0.2.0 the check waited for the status to end). A head-on enemy stops at contact (≈ 0.71 tile), outside the blocker's tile. Enemy uses `blockCnt` capacity (default 1). Blocked enemies stop moving and attack their blocker if melee (or anyone in range if ranged, blocker first). **Every blocker** — melee units (重装要塞 / 领主 / 哨戒铁卫 included), summons and a ranged operator on a melee tile alike — whose attack hits enemies may always target the enemies it blocks, in range or not, whatever its facing, and targets them first ("可以选择且优先选择阻挡单位", PRTS 选择器; the user's rule after playtest #6, "阻挡了就一定要能打到": officially the collision pushes a blocked enemy to its blocker's front; `Battle.blockedTargets`, `targeting.js sortEnemyTargets`; §20.3 — it replaces the playtest #5 QA's melee-only restriction of §19.2). A healer (dmgType `heal`, or a skill attack turned into a heal) selects injured allies only and keeps healing while it blocks (PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),攻击目标为需要治疗的单位"; §21.17); 咒愈师 follow the blocker rule. The huge leaders are 自缚 + unblockable (§7).
- **Operator attacks**: every `interval` s if a valid target exists; targets = up to `maxTargets` (default 1) from `unitsInGrid(rangeGrid)` (a `rangeAoe` profile — 阵法术师, 轰击术师 — takes every selectable enemy in range, §21.18; 「同时攻击阻挡的所有敌人」 — 强攻手 / 重剑手 / 推击手 and the skills worded so, `hitAllBlocked` — up to the block count, never fewer than 1, since 0.2.0: PRTS 分支特性信息 "普通攻击最大目标数等于阻挡数(不会低于1)"), priority: (1) the enemies it blocks (every blocker, in range or not, §20.3), (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) and ground-only attacks cannot hit air units (`Unit.isFlying`: FLY, or a 近地悬浮 / 浮空 enemy — PRTS "算作空中单位", §19.1). Stealthed enemies can't be targeted unless blocked or revealed — or within 3 s of a block's end (§22.8). Ranged ops fire projectiles (speed ~12 tiles/s, instant for melee/arts-beam classes as data indicates); damage applies on impact; a 锁定攻击范围 AoE (`rangeAoe`) strikes every selectable enemy on its range at once with instant hits (§21.18).
- **Healers** (`dmgType heal`): target the ally in range with the lowest HP% below 100%, never a 禁疗 / 孤立 unit (tokens.json `abnormal`, `noHeal`; §20.3; 史尔特尔 during 余烬, §22.7), and never the enemies they block — also while blocking (§21.17); 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 (`dmgType 'none'` enemies never attack unless content arms them through `e.profile` — 转译基底's armed forms, §21.4); ranged enemies (`rangeRadius > 0`) attack ops whose 0.25 collider touches their radius (centre distance ≤ `rangeRadius` + 0.25, §3, §20.4): the enemy's own target rule filters the candidates first (`profile.canTarget`: 只攻击地面单位 …), then priority blocker → special priority → highest taunt → **latest deployed** (`aggroSeq`) — PRTS 索敌 "阻挡→特殊优先级→仇恨值→最早出现"; a stealthed ally is attacked only by the enemy it blocks (§19.1) — and not even by that one when its 索敌不受阻挡影响 (自制投石机, `profile.blockFree`: it selects as if unblocked, §25.18) —, and an enemy's area effects — splash, blasts, area skills, zones, jumps — and buff auras skip it unless it blocks that enemy, while 迷彩 does not protect from splash and the other area effects (`targeting.js areaSelectable` / `auraSelectable`, §22.12); an airborne (起飞) ally is never a ground enemy's selection — picks, area damage, zones and statuses skip it, while 无视无法选择 abilities, direct picks, debuff ticks and flying units still reach it (§21.22); unblocked, they stand for each attack's clip (enemies.json `attackAnim`: its wind-up before the strike and the rest of the clip after it, shortened when the attacks come quicker than the clip; `ATTACK_PAUSE = 0.35 s` after the strike when no clip is known; a 「不停止移动」 attacker never stops; §22.14). Every enemy attack strikes at its clip's damage frame after its swing starts — the first one of a contact too —, and a stun / freeze / sleep / 浮空, hiding, 缴械, 恐惧 or 战栗 (blocked) before that frame cuts the swing: no strike, the next swing starts from its wind-up (0.2.0, `ai.js attackWindup`; PRTS 状态机 / 异常效果 STUNNED; no clip known: no wind-up). FLY enemies ignore ground obstacles (only blockFly units block them) and follow their checkpoint route. A feared enemy runs between random 恐惧可达地块 away from the source (PRTS 诱发移动; `fear.js`); 恐惧 outranks 诱导; the 恐惧 / 诱导 walks re-plan from where the enemy stands after a push or an obstacle change, and the route re-plans when they end (§20.4).
- **Enemy AI**: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight (`dmgType 'none'` enemies never attack unless content arms them through `e.profile` — 转译基底's armed forms, §21.4); ranged enemies (`rangeRadius > 0`) attack ops whose 0.25 collider touches their radius (centre distance ≤ `rangeRadius` + 0.25, §3, §20.4): the enemy's own target rule filters the candidates first (`profile.canTarget`: 只攻击地面单位 …), then priority blocker → special priority → highest taunt → **latest deployed** (`aggroSeq`) — PRTS 索敌 "阻挡→特殊优先级→仇恨值→最早出现"; a stealthed ally is attacked only by the enemy it blocks (§19.1) — and not even by that one when its 索敌不受阻挡影响 (自制投石机, `profile.blockFree`: it selects as if unblocked, §25.18) —, and an enemy's area effects — splash, blasts, area skills, zones, jumps — and buff auras skip it unless it blocks that enemy, while 迷彩 does not protect from splash and the other area effects (`targeting.js areaSelectable` / `auraSelectable`, §22.12); an airborne (起飞) ally is never a ground enemy's selection — picks, area damage, zones and statuses skip it, while 无视无法选择 abilities, direct picks, debuff ticks and flying units still reach it (§21.22); unblocked, they stand for each attack's clip (enemies.json `attackAnim`: its wind-up before the strike and the rest of the clip after it, shortened when the attacks come quicker than the clip; `ATTACK_PAUSE = 0.35 s` after the strike when no clip is known; a 「不停止移动」 attacker never stops; §22.14); any enemy whose block ends after its strike (its blocker stunned by it, knocked out, retreated) stands for the rest of that clip too — PRTS 状态机: the enemy's COMBAT state ends with its attack — and a displacement ends a stand (0.2.0). Every enemy attack strikes at its clip's damage frame after its swing starts — the first one of a contact too —, and a stun / freeze / sleep / 浮空, hiding, 缴械, 恐惧 or 战栗 (blocked) before that frame cuts the swing: no strike, the next swing starts from its wind-up (0.2.0, `ai.js attackWindup`; PRTS 状态机 / 异常效果 STUNNED; no clip known: no wind-up). FLY enemies ignore ground obstacles (only blockFly units block them) and follow their checkpoint route. A feared enemy runs between random 恐惧可达地块 away from the source (PRTS 诱发移动; `fear.js`); 恐惧 outranks 诱导; the 恐惧 / 诱导 walks re-plan from where the enemy stands after a push or an obstacle change, and the route re-plans when they end (§20.4).
- **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; 元素伤害 ('elemental') `max(A × (1 − 元素抗性/100), 0.05·A)`. Then × `dmgDealtMul` (source) × `dmgTakenMul` & type-specific taken multipliers (target) × `dmg.mul` — 元素伤害 takes 元素脆弱 (`elementalTakenMul`) alone, not `dmgTakenMul` (脆弱 = "受到的物理、法术、真实伤害提升"). Then **限伤**: on a leader (`isBoss` — the 10 bossInfoDict enemyIds and their mirrored copies; never parts, drones or escorts) in a `'boss'` / `'hidden'` battle a hit with `ceil(final) ≥ 300000` is cancelled — no HP or pool loss, no credit, no damage number, no `damaged` / kill (`shared/constants.js BOSS_HIT_LIMIT`, `damage.js leaderHitCancelled`, after every multiplier and the hit-step blocks, before HP shields; `loseHp` too — a part's 传递, but not 胄's drone link, a share of the pool that is no hit (`noHitLimit`, §25.13.4); the client's `MAX_BATTLE_DAMAGE`, §20.12). Then shields absorb; dodge checks for phys/arts. Element damage fills a gauge (1000; enemy leaders 2000) × `elemTakenMul` × max(0.05, 1 − 损伤抵抗/100), 损伤抵抗 = data `epResistance` (PRTS 元素; the 5 % floor of DMG_e, PRTS 游戏数据基础). An element fill on a target with no HP left is refused (damage.js `hasHp`: no burst on a corpse). A full gauge bursts with the side-specific official effects, as **无来源** damage (no damage-dealt multiplier or penetration of the unit that filled the gauge, which keeps the kill and the stats; §19.5) (sim/constants.js `ELEMENT`; operators: 灼燃 1200 arts + RES −20, 神经 stun 10 s then 1000 true, 凋亡 15 s of 阻回 (`noSp`: no SP gain of any kind) + 静默 with −1 SP/s and 100 arts/s, 侵蚀 DEF −100 then 800 phys; enemies: the "·我方" terms). Every burst starts a **爆发冷却** = its duration (灼燃 / 神经 / 侵蚀 10 s — enemies' 侵蚀 8 s — 凋亡 15 s) during which NO element of the unit fills or can be recovered; when it ends every gauge of the unit resets (§18.3).
- **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.
- **Results**: `damageDealt` / a unit's `dmg` count only HP removed from the other side — a unit's own drain or 流失 and friendly damage are the target's `taken` only (§21.12).
@@ -175,7 +175,7 @@ Each domain file `server/sim/content/{tokens,bonds,garrisons,items,bands,enemies
- 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). 鸭爵 “神秘顾客” swaps 0–2 ground enemies (not the leader, its parts or bounties; on a pair boss field only the player's half — the boss / hidden `onBattleStart` event carries `routes` and `side`) in every teammate's normal / Final Assault / Hidden Core battle from R5 into the act2 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 (lpr 1, 1 fund to the killer, 联防 included) (§21.5).
- bands: 40 strategies (meta + battle). 鸭爵 “神秘顾客” swaps 0–2 ground enemies (not the leader, its parts or bounties; on a pair boss field only the player's half — the boss / hidden `onBattleStart` event carries `routes` and `side`) in every teammate's normal / Final Assault / Hidden Core battle from R5 into the act2 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 (lpr 1, 1 fund to the killer, 联防 included) (§21.5); the swaps carry the spawn tag `'duck'`, and the swapped 流泪小子 hides again 1 s after a block ends, not the official 0 s (the owner's decision of 2026-10-07, §25.22.6).
- enemies: special-type behaviours (FLY, TIMES, ELEMENT, DOT, INVISIBLE, REFLECTION, SPECIAL) and notable individual abilities from `data/enemies.json`; bosses 1–10 scripted — the huge leaders (假想敌:胄 ×2, 假想敌:管 ×2, 盐风主教昆图斯, 阿利斯泰尔, “萨米的意志”) are 自缚 + 无法被阻挡 (PRTS 天赋; `content/bosses.js SELF_BOUND`: a persistent noMove + unblockable buff from spawn) with their hit area (§19.4); 圆仔 and 鸭爵 are 无法被阻挡 (PRTS 天赋, §21.5); the knock-out forms follow PRTS — 深池逐火 余烬 (5 / 10 hits, 隐匿, blockable, back after 10 s), 转译基底·α (damage cancelled until its 2 s change into 寻仇者 / 特战术师 / 幽灵), the leaders' 重生, 守墓石像's statue and flight — and every 重生 clears what operators put on the enemy and restarts its skills from their initial cooldown (§21.4, §21.19); the mode's air units are 静态刚体, never moved (§21.9); leader parts (斩胄之剑 / 破胄之锤 / 碎铳之簧) pass every damage they take to their leader 1:1 as 无来源 HP loss (`PART_TRANSFER` 1, PRTS "等量"), a 假想敌:胄 drone that dies costs it 2 % of the pool (`DRONE_LINK_BASE 'pool'`) (§20.10, §20.13); 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). 悬赏决策 = the official structure of its round (choices.json `bountyDrafts`, 86 drafted cards: R3 a fixed set of six 两场 cards, R9 6 of a boss group's list, R11 6 of a seen 7-card list; §21.2); 机密商店 (R11 the official composition) and 战术决策 can offer the same card twice (`shopDraft` / `tacticDraft`); bounty cards carry `descRaw`; no draft offers a multi-round card, and 教鞭's lasts two battles (`choices.js MULTI_ROUND_BOUNTY_BATTLES`, §20.6). 教鞭 = a random 战术特训 card (3 drawn, 1 taken).
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@@ -2122,3 +2122,69 @@ here, each reproduced first; the rest were answered (not a bug, already fixed in
`build-data --offline`; only `tiers[0]` / `tiers[2]` / `algorithm[3]` / `assumed[0]` changed — the stale assumption
「5000 physical 流失 ignores DEF and shields」, wrong since 0.1.1, gave way to the scan reading), DESIGN §5's `death` row
(design/engine.md), docs/SIM.md (`death` hook), the core.js comments; §24.3's title points here.
#### 25.22.6 「ai的鸭爵分队真的好阴…哭狗瞬间隐匿没有后摇马上就到下一格干员的脸上秒抬手秒晕」 (community report of 2026-10-07) and GitHub #214 「鸭爵技能生成的泪眼汪汪没有反隐直接一路顺畅走进蓝门」 (@FrogThai; PR #243 by @TsangAsuna declined): an enemy finishes its attack clip after its block ends — `sim/ai.js enemyAttack`, `sim/battle/displacement.js displace`
- **Seen**: 泪眼汪汪 / 哭狗 / 隐匿狗 is 流泪小子 (`enemy_2034_sythef_2`, 「唯唯诺诺的佩洛」 — no enemy is named 泪眼汪汪), the
only 隐匿 and stunning enemy of the four the 鸭爵 strategy swaps in. Measured on 0255afd with a lane of four blockers that
never attack (route 0, cols 8 → 5): blocked at 3.233 s, swing 3.267, strike 4.033 (the wall stunned 3.5 s, the block
released, 隐匿 at once) and walking on the very next tick; the next wall reached at 6.533 (one tile at 0.4 tiles/s) and
struck 0.767 s after the contact, its cooldown ready; a wall whose stun ended took it over again while it was still
inside that wall's block radius. 8 stuns, 19.8 s 隐匿 / 9.0 s revealed, leaked at 28.9 s.
- **Official**: every number the report questions is the official one. enemy_database `enemy_2034_sythef_2` level 0:
moveSpeed 0.8 (× the level's moveMultiplier 0.5: 0.4 tiles/s), baseAttackTime 2.0, MELEE, `Combat.attack@stun` 3.5 —
PRTS 卫戍协议:盟约 下半/PRTS盟约记录 鸭爵 备注: a 「特殊版本,相较于原版更弱」 (4500 HP, 3.5 s stun) that keeps its 隐匿 (the
handbook line is unchanged). PRTS 流泪小子 (same prefab): 「隐匿(解除阻挡0秒后恢复),近战攻击使目标晕眩」 — it attacks only
its blocker. Its Spine Attack clip: 1.567 s, OnAttack at 0.767 s (data/assets.json). gamedata_const `ba.stun`
「无法移动、阻挡、攻击及使用技能」, PRTS 异常效果 STUNNED 「无法攻击、释放技能、阻挡敌人类单位」: a stunned operator lets it go —
the hypothesis that it should keep blocking is wrong. The attack cooldown is the unit's and runs on the walk, so a new
blocker sees the swing at once and the strike 0.767 s later (official too). PRTS 状态机: an enemy's ATTACK state
「每帧检查异常状态…攻击结束后回退到MOVE状态」 and COMBAT 「逻辑同ATTACK」 — only a character's COMBAT 「检测到不存在阻挡对象时强行
切回IDLE状态」: an enemy finishes its attack when its blocker goes. The band: 「你和队友遭遇的部分敌人可能会替换为…」 — a bot
teammate's 鸭爵 swaps into a human's battles, the Final Assault and the Hidden Core too, on the replaced enemy's route
(`content/bands/meta.js duckReplace`; #214's 「上路」 is that route).
- **Cause**: enemyAttack set the post-strike stand only for an unblocked ranged enemy (`!e.blockedBy && radius > 0`), so
a melee enemy released by its own strike — or by its blocker's knock-out — walked on the same tick: the 「没有后摇」.
- **Now**: every enemy stands for the rest of its attack clip after a strike (`attackStand(e).rest`; ATTACK_PAUSE with no
clip known); a blocked enemy never walks, so the stand shows only when its block ends meanwhile — its blocker stunned
or knocked out by that strike, or gone (retreat, substitution). A stun / freeze / sleep / 浮空, leaving the field and,
new, a displacement (失衡: the UNBALANCE state replaces ATTACK) end it. 流泪小子 now stands 0.8 s after each strike —
隐匿, since its restore is 0 s — and a stunned blocker often takes it over again before it leaves its radius. The same
lane: 13 stuns, 29.1 s 隐匿 / 12.8 s revealed, leaked at 42.0 s; four blockers that hit back (550 ATK) now knock it out
(it leaked with 2 % HP before); the real R6 wave on 战场#01 with one swapped 流泪小子 and 8 elite operators (8 seeds):
leaked 8 / 8 before and after, 47 → 58 % HP left.
- [ASSUMED]: the stand lasts the clip's rest, as the #58 stand (no source gives a length); a melee swing whose target
goes before the strike is still cut (unchanged, §22.14).
- PR #243 (declined): it removed the copy's 隐匿 — the data and PRTS keep it — and, on a stale base, reverted the
high-ground rule (only elite 歌蕾蒂娅 with HOK-Y) and rewrote unrelated skills (宴 S2, 野鬃 S1, 锡人 / 吟游者 heals).
- Golden: 216 scenarios — roster 41 of 49 (all but -003, -005, -009, -018, -019, -025, -035, -049), bonds 21
(deputShip-low, emptyShip-low / -high, indomShip-low / -high, investShip-low, kazimierzShip-low / -high,
kjeragShip-high, lateranoShip-high, miraShip-high, raidShip-low, sargonShip-high, siracusaShip-low, soloShip-low /
-high, suntShip-low / -high, swiftShip-high, visiShip-low, yanShip-low), fields 13 (all but boss-boss_1-solo,
boss-boss_2-pair / -solo, boss-boss_6-solo, boss-boss_7-pair / -solo, hidden-boss_8-solo, hidden-boss_10-solo,
unite-1), matches 17 (all but solo-HARD-9-boosted), standins 10 of 10, diy 114 of 138 (all but -011, -012, -018,
-020, -025, -027, -029, -031, -033, -047, -053, -077, -080 … -082, -086 … -088, -091 … -093, -098, -108, -123). Traced
in lockstep against a copy of the parent: in each of the 199 battle scenarios the first differing tick is an enemy
standing out its clip after a strike where the parent walked on; every moved match has such stands from an earlier or
the same round. The displacement rule alone moves one roster scenario.
- Tests: `test/sim/feedback5-attack-clip-rest.test.js` (5; the four behaviour tests fail on 0255afd, the data pin passes
on both). Docs: docs/SIM.md (enemy attacks), DESIGN §5 (design/engine.md), docs/DATA.md (`attackAnim`).
- **Deliberate deviation — the owner's decision of 2026-10-07** (「鸭爵策略产生的泪眼汪汪我想了一下,要不等待个1秒这样再重新隐匿,
或者提供点别的降低难度的方案」): the 鸭爵 swap's copies (spawn tag `'duck'`, `content/bands/meta.js duckReplace` — in
practice 流泪小子, the only one of the four with 隐匿) get their 隐匿 back no sooner than 1 s after a block ends
(`content/enemies/helpers.js DUCK_STEALTH_RESTORE`, `archetypes.js stealth`; officially 0 s). The same enemy anywhere
else — the bounty card's 流泪小子 (`enemy_2034_sythef`), any other spawn — keeps 0 s; a copy leaked into 联防 keeps its
tag and the 1 s. After each strike it is now revealed through its 0.8 s stand and 0.2 s of walking.
- Measured, 8 seeds each (W: 3 elite melee operators in a lane + an elite sniper against the R6 wave's ground enemies with
one swapped 流泪小子; B: 8 elite operators on 战场#01 against the whole R6 wave with one swap) — leaked, HP left, revealed
s per battle: before 0.2.0's fixes W 5/8, 42 %, 2.3 / B 8/8, 47 %, 3.2; after the clip fix W 5/8, 31 %, 2.6 / B 8/8,
58 %, 2.5; with the 1 s W 4/8, 31 %, 4.0 / B 8/8, 56 %, 5.5. Other options, measured on the fixed engine and not built:
2 s — W 4/8, 31 %, 5.4 / B 8/8, 46 %, 8.5; 3 s (the general 隐匿 rule of PRTS 作战机制) — W 4/8, 31 %, 6.4 / B 8/8,
39 %, 11.5; a 1.5 s stun on the copy (below its 2 s interval: its blocker recovers while it still stands in its block
radius and takes it over again) — W 4/8, 2 %, 4.0 / B 4/8, 6 %, 5.5; a 1 s stun — knocked out in all 16; the 1 s delay
with a 2 s stun — W 4/8, 21 %, 5.1 / B 5/8, 26 %, 8.1. Worse, not offered: half speed while 隐匿 (B 8/8, 76 % — it
stays hidden longer), a stunned operator that keeps blocking it (pins that operator for the whole battle).
- Golden (this rule alone): matches solo-HARD-2 — its bot holds 鸭爵; the swapped 流泪小子 of round 13 is free and revealed
for 49 ticks in its 1 s windows (the round-12 one is never released by a block), so the match parts at round 13 and
ends in a victory instead of a defeat; the other 282 scenarios are unchanged. Tests:
`test/content/feedback5-duck-restealth.test.js` (3; the swap's 1 s and the band path fail before it, the 0 s guard
for the same enemy elsewhere passes on both).