feedback5 R19D: 5-阿戈尔 revives — the members the battle-start devour knocks out revive once every devour pass is over, by board position (columns from the left, bottom first: the [ASSUMED] reading of the community report's 「左下到右上」), not in knock-out order; later knock-outs take the slots left in time order, uneaten members none (community report relayed 2026-10-07); golden: unchanged
The report's steps 1-2 were verified and hold: the bond HP is on every member before the devour (an elite 深巡, 2904 HP / DEF 655, stands its 4345 from 15 layers on), and each mark is one 5000 物理流失 less DEF (PRTS), so a member in the middle of a chain is marked by every 阿戈尔 behind it — that is what knocked out the reporter's 蓝蒂 / 小鲨. Golden unchanged: the corpus's only 5-阿戈尔 battle (bond-egirShip-high, 999 layers) has no devour knock-out. DESIGN §25.22.5.
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@@ -788,7 +788,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
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| `dollSwitch` | `{ unit, reason, done }` | content switches a 傀儡师 to its <替身> now (归溟幽灵鲨 S2 "技能结束后立刻切换为<替身>": no lethal HP loss); its trait does it unless it already is one or is not on the field, and sets `done` |
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| `dollSwap` | `{ unit, form }` | a 傀儡师 starts a switch — to its <替身> (`form` `'doll'`) or back to its <本体> (`null`); not when it is knocked out as the 替身 (不屈 rolls on it: "切换<替身>与<本体>时") |
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| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) |
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| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer, dying, revivedBy? }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1; `dying`: a `retreat` that plays the death animation — 史尔特尔's 余烬, 骑士戒律 + 竞技旗). Revives of a knock-out redeploy the operator inside it, free, where it lies — PRTS "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的再部署时间和费用归零", so the 被击倒时 and 部署时 effects both run (a deploy-timed skill — `activateOnDeploy` — starts anew: a 突袭 member with one jumps at once, DESIGN §25.17.5): M3茧甲 (`PRIO_RESPAWN` 13) → 埃芒加德 (`PRIO_BAND_REVIVE` 12) — `items/battle.js reviveNow`, which sets `revivedBy` ('item' / 'band'; 阿戈尔 5 does not count such a knock-out as the member's first) — → 阿戈尔 5 (11) → 不屈 (10); until 0.2.0 the two 复活 were `fatal` savers that kept the unit standing |
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| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer, dying, revivedBy? }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1; `dying`: a `retreat` that plays the death animation — 史尔特尔's 余烬, 骑士戒律 + 竞技旗). Revives of a knock-out redeploy the operator inside it, free, where it lies — PRTS "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的再部署时间和费用归零", so the 被击倒时 and 部署时 effects both run (a deploy-timed skill — `activateOnDeploy` — starts anew: a 突袭 member with one jumps at once, DESIGN §25.17.5): M3茧甲 (`PRIO_RESPAWN` 13) → 埃芒加德 (`PRIO_BAND_REVIVE` 12) — `items/battle.js reviveNow`, which sets `revivedBy` ('item' / 'band'; 阿戈尔 5 does not count such a knock-out as the member's first) — → 阿戈尔 5 (11; a knock-out by the battle-start devour waits for the last devour pass, then the knocked-out members go by board position, DESIGN §25.22.5) → 不屈 (10); until 0.2.0 the two 复活 were `fatal` savers that kept the unit standing |
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| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart (bullets added there raise `skill.ammoMax`, the ammo bar's full mark) |
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| `ammoUsed` | `{ unit, left, skill }` | per ammo consumed |
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| `spGain` | `{ unit, amount, reason:'time'|'attack'|'hurt'|'init'|…, skill }` | mutable `amount` (time gains fire every tick) |
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@@ -102,7 +102,7 @@ Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `ba
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| `heal` | `{ source, target, amount }` | before application (mutable amount) |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — fired by every HP loss of a unit without a boss pool (hits of any type, element bursts, 无来源 damage, `loseHp`); set `prevented`. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤, once per deployment) `PRIO_REVIVE` −100; a running 坚固 window's hook sits at `PRIO_UNDYING_HELD` −99, before a 傀儡师's switch to its 替身 (−100, ahead of the lock — a 本体 holding 不死 does not switch, §22.11). The 复活 are no `fatal` savers since 0.2.0: they answer the knock-out (`death`, below) |
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| `kill` | `{ killer, victim }` | victim hp reached 0; a `killed` ability that keeps the enemy alive (a knock-out into a 重生 / form change, §21.4) hides it from every later handler, the kill count, credit and the bounty |
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| `death` | `{ unit }` | unit removed (ops may redeploy later); the `die` event and the death hooks fire only on removal. Knock-out revives redeploy the operator at once inside it, free, where it lies (PRTS "“复活”的实现方式为:…下次部署的再部署时间和费用归零": the 被击倒时 and 部署时 effects both run, a deploy-timed skill (`activateOnDeploy`) started anew: §25.17.5): items' 复活 (M3茧甲) `PRIO_RESPAWN` 13 → 埃芒加德 `PRIO_BAND_REVIVE` 12 (both `items/battle.js reviveNow`, ctx `revivedBy`) → 阿戈尔 5's first-knock-out revive 11 → 不屈 10 |
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| `death` | `{ unit }` | unit removed (ops may redeploy later); the `die` event and the death hooks fire only on removal. Knock-out revives redeploy the operator at once inside it, free, where it lies (PRTS "“复活”的实现方式为:…下次部署的再部署时间和费用归零": the 被击倒时 and 部署时 effects both run, a deploy-timed skill (`activateOnDeploy`) started anew: §25.17.5): items' 复活 (M3茧甲) `PRIO_RESPAWN` 13 → 埃芒加德 `PRIO_BAND_REVIVE` 12 (both `items/battle.js reviveNow`, ctx `revivedBy`) → 阿戈尔 5's first-knock-out revive 11 (a knock-out by the battle-start devour waits for the last devour pass, then the knocked-out members go by board position: §25.22.5) → 不屈 10 |
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| `skillStart` / `skillEnd` | `{ unit, skill }` | |
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| `ammoUsed` | `{ unit, left }` | per ammo consumed |
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| `spGain` | `{ unit, amount }` | mutable |
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@@ -74,7 +74,7 @@ Reports after the 0.1.3 release. Each was checked against the official data and
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高台; the bots plan each record on a 高台 that covers the road, a 重装 on the road, no 高台 fallback for it);
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`test/ui/gameLogic.test.js` (the drag mirror under four loadouts).
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### 24.3 阿戈尔 5: the 3 revives go to the first 3 members knocked out (GitHub #105, #140; the owner's decision of 2026-10-05) — `content/bonds/core.js installEgir`
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### 24.3 阿戈尔 5: the 3 revives go to the first 3 members knocked out (GitHub #105, #140; the owner's decision of 2026-10-05) — refined in 0.2.0: the battle-start devour's knock-outs revive by board position once the devour is over, see §25.22.5 — `content/bonds/core.js installEgir`
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- **Seen**: GitHub #105 (comment 2) and #140 (comment 3), and a report the owner quoted: 「没被吃的阿戈尔干员也会占用复活名额」
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— with 5 阿戈尔, "whatever the food chain eats, only 3 阿戈尔 stand at the end". #140 item 3 (screenshot): the chain ends
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@@ -1980,3 +1980,66 @@ here, each reproduced first; the rest were answered (not a bug, already fixed in
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the parent), `test/match/playtest6-matchflow.test.js` #235 (2; the 联防 one fails on the parent: losses = the LP
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settled, no result ticker, gone in the next phase), SP_E2E `test/ui/resultbox.e2e.test.js` (3, mock variants
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`unite[,through][,helper|,dead]`). Docs: PLAYING.md §1 / §5, design/network.md, design/client.md, design/match.md.
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#### 25.22.5 「阿戈尔盟约的二阶复活逻辑应该有些bug」 (a community report the owner relayed on 2026-10-07, two screenshots not yet seen): the 5-阿戈尔 revives of the battle-start devour's knock-outs go by board position once the devour is over — `content/bonds/core.js installEgir` (`egirReviveScan`, `egirStart`)
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- **Seen**: the player's model of the official game: 「原作里是第一步给所有鱼加盟约的血量,第二步是开始一个个大鱼吃小鱼,
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第三步是检测左下到右上哪些鱼睡着了给他复活」 — a fish that survives the devour on the bond's HP takes no revive; in the
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remake 「蓝蒂的位置肯定是比水月要更优先复活的」 and 「中间位的小鱼(蓝蒂、小鲨)已经超5000血量了还是被吞死了」; in an
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official game they recorded an elite 深巡 (under 3000 HP in prep) stood its devour, 「所以肯定是部署后先经过盟约加血才
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活了下来」. Reproduced on 0255afd (real chess, scratchpad w5-r19d-notes/repro.mjs): (a) one row 浊心斯卡蒂 → 乌尔比安 →
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斯卡蒂 → 幽灵鲨 → 水月 → 深巡, all elite, 60 layers: 斯卡蒂 at 7513 HP and 幽灵鲨 at 4965 each take two marks (浊心斯卡蒂's
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and 乌尔比安's, 2 × 4751 and 2 × 4635); 斯卡蒂 is saved only by her module DRE-Y. (b) 乌尔比安 → elite 深巡 (2904 HP, DEF
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655), one mark of 4345: knocked out at 0 and 14 layers (3920 / 4327 HP), standing at 15 (4356 → 11 HP). (c) Two rows,
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乌尔比安 → 水月 → 海霓 on the top row and 浊心斯卡蒂 → 幽灵鲨 → 深巡 on the bottom one: four knocked out at t = 0 in the
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order 水月, 海霓, 幽灵鲨, 深巡 — the first three revived, 深巡 down.
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- **Official**: PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 阿戈尔 (fetched 2026-10-07, unchanged since the 2026-10-03 copy): the
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3-tier gives the members 生命值 +(35+1×层数)% (bonds.json `base_max_hp` 0.35, `max_hp_per_stack` 0.01; 直接乘算, the
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page's 「盟约效果…提供的属性加成均为直接乘算」) and the devour; the 5-tier the revives (`max_free_respawn_cnt` 3). The devour
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is 「5000点物理流失」 (the in-game text says 物理伤害; PRTS corrects it), one per mark (「每个标记令目标受到一次5000点物理流失」),
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and the marks chain (「以及被自身吞噬的【阿戈尔】干员身前一格干员」), so a member is marked by every 阿戈尔 behind it in its
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chain. PRTS 作战机制 §伤判效果与生命流失: a 物理流失 「会受到目标当前防御力…影响而相应衰减」 and skips every other step
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(no 脆弱 / 庇护, no dodge, block, shield or barrier). No source gives the moment of the HP bonus or the order of the
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revives; PRTS 卫戍协议/帮助: 「满足再部署条件时…自动部署」.
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- **Steps 1 and 2 hold (not changed)**: the bond's HP is a match-long buff put on the members when the battle is built, so
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each is deployed with it at full HP and the devour finds it — (b) is the player's official 深巡 exactly: it stands from 15
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layers on. The prep card's 「开战时」 生命上限 comes from a started preview battle (match/intents.js `_unitStatsOf`), so it
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includes the bond's HP as the battle does. The devours resolve one by one in marking order, one 5000 物理流失 less DEF
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per mark, as PRTS says; a fish over 5000 HP stands one mark and falls to a second — that is (a)'s 「中间位的小鱼」: in a
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chain each 阿戈尔 behind it marks it. So the HP was real; what killed 蓝蒂 and 小鲨 was the second mark.
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- **Cause (step 3)**: §24.3's rule gave the 3 slots to the first 3 members knocked out, at the knock-out, so inside the
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devour the knock-out order decided — the food the first marks reach (often the far end of a chain, or the row whose big
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fish marks first) took the slots while a member further left fell to a later mark and stayed down.
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- **Now**: the members the battle-start devour knocks out wait until every player's devour pass on the field is over (the
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window `egirStart`: the passes counted at install, a depth while one resolves, the 5-tier players' batches run after the
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last pass); then those still down are revived by board position (`egirReviveScan`) while slots last; the rest stay down,
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their first knock-out spent. Unchanged from §24.3: a member takes one slot at most, on its first knock-out; a member never
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knocked out takes none (survivors = uneaten + up to 3 eaten); a knock-out later in the fight takes a slot left at once,
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in time order; a save by its own kit / item / band is no knock-out; a member entering 联防 down is not knocked out; each
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battle counts its own; a mirrored boss player scans its own board. (c) now: 幽灵鲨, 水月 and 深巡 revive (left column
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first, bottom first), 海霓 stays down. A member a teammate's devour knocks out on a shared field waits for its owner's
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scan too (before: back at once, so it was standing — and marking — in its owner's pass).
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- **Changed from §24.3**: only which battle-start knock-outs take the slots and when they come back (after the last devour
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pass instead of inside it). With three or fewer knocked out at t = 0 the same members revive; the order of their
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redeploys (the later deployed is attacked first) is now the scan order.
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- [ASSUMED]: (1) 「左下到右上」 on the player's own board as seen in prep — row 0 at the bottom of the screen
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(render/projection.js), col 0 at the left, a mirrored player from its own left as `egirOrder` — read as the columns from
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the left, bottom first inside a column, like the act-2 positional orders (the deployment, the devour order). The other
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reading, the rows from the bottom with left first inside a row (act 1's deployment order), is the one-line comparator in
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the comment above `egirReviveScan`; `test/content/bonds_core.test.js` '阿戈尔 5 (community report, 2026-10-07) step 3'
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pins the choice — under the other reading its F1 stays down instead of F4. The screenshots should settle it. (2) Inside
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the window a devour knock-out is otherwise any knock-out: 被击倒 triggers fire and 不屈 rolls (before, the 阿戈尔 revive
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answered first and 不屈 never rolled); a member 不屈 redeploys is awake at the scan and takes no slot (「哪些鱼睡着了」).
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(3) Each player's devour stays its own pass (§24.4 [ASSUMED] (2)).
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- Golden: unchanged — traced with an instrumented copy: the corpus's only 5-阿戈尔 battle (bond-egirShip-high, 999 layers)
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has no devour knock-out, and no 5-阿戈尔 member is knocked out later in any scenario.
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- Tests: `test/content/bonds_core.test.js` +3 — step 1 / 2 (the elite 深巡 at 14 / 15 layers, the HP before the devour; an
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elite 幽灵鲨 at 5013.54 HP stands one mark and falls to a second in a chain; passes on the parent too: those steps held),
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step 3 (four food knocked out in the order F1, F2, F4, F3: all marks first, then F3, F2, F1 revive and F4 stays down —
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normal, 联防 with a marker entering down, the mirrored boss player; the parent revives F1, F2, F4 inside the pass), later
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knock-outs / uneaten members / 不屈 (fail on the parent); three titles of the older 阿戈尔 tests reworded.
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`test/content/feedback4-egir-unite.test.js` +1 (a teammate's mark knocks out p2's 幽灵鲨: revived after p2's own pass,
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fails on the parent). Docs: research 02 §3.6 and its JSON spec (data/bonds.json `egirShip.spec` regenerated with
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`build-data --offline`; only `tiers[0]` / `tiers[2]` / `algorithm[3]` / `assumed[0]` changed — the stale assumption
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「5000 physical 流失 ignores DEF and shields」, wrong since 0.1.1, gave way to the scan reading), DESIGN §5's `death` row
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(design/engine.md), docs/SIM.md (`death` hook), the core.js comments; §24.3's title points here.
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@@ -2719,7 +2719,7 @@
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"tiers": [
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{
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"need": "3 distinct",
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"effect": "阿戈尔 members maxHP x(1 + 0.35 + 0.01*L)."
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"effect": "阿戈尔 members maxHP x(1 + 0.35 + 0.01*L) (直接乘算), on the members from their deployment, so before the battle-start devour."
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},
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{
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"need": "3 distinct (battle start)",
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@@ -2727,14 +2727,14 @@
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},
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{
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"need": "5 distinct",
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"effect": "The first 3 阿戈尔 members to be knocked out, in knock-out order (the battle-start devour's food included; a member never knocked out takes none), each revive immediately on that first knock-out; a member takes at most one, and a save by its own kit / item / band revive is no knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05)."
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"effect": "3 revives (max_free_respawn_cnt), one per member at most, on its first knock-out; a member never knocked out takes none, and a save by its own kit / item / band revive is no knock-out (the owner's decision of 2026-10-05). The members the battle-start devour knocks out are revived once every devour pass is over, by board position on the player's own board from the bottom-left (columns from the left, bottom first inside a column; a community report relayed on 2026-10-07), while slots last; a later knock-out takes a slot left at once, in time order."
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}
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],
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"algorithm": [
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"Order: 阿戈尔 members sorted leftmost first, then topmost (\"更靠左和靠上\").",
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"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.",
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"The marker immediately gains the base ATK of every unit it marked (a 最终加算: added after its ATK percentages, PRTS \"基础攻击力(最终加算)\") and their block counts.",
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"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; a marker knocked out earlier in the pass still resolves its own marks (only the target's state cancels a mark).",
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"After all marks are placed, each mark makes its target suffer one 5000-point physical 流失 (HP loss less the target's DEF, no shields, dodge or damage multipliers; source = the target itself; if it dies, the kill is credited to the marker), resolved in marking order — a member in a chain takes one from every 阿戈尔 behind it. A target that dies cancels its remaining pending marks; a marker knocked out earlier in the pass still resolves its own marks (only the target's state cancels a mark).",
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"Each devoured unit adds layers to 阿戈尔 equal to its tier (1-6), once per unit per battle.",
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"(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)."
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],
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@@ -2747,7 +2747,7 @@
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"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.",
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"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.",
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"assumed": [
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"5000 physical 流失 ignores DEF and shields",
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"the 5-tier revive scan of the battle-start devour's knock-outs, 「左下到右上」: columns from the left, bottom first inside a column (the other reading: rows from the bottom, left first inside a row)",
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"marked allied units are operators of any player (devour hits allies): on a shared field a teammate's operator in front, standing or entering 联防 knocked out, is devoured too and the chain continues through a teammate's 阿戈尔 (the owner's decision of 2026-10-05: PRTS has no own-side limit)"
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]
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},
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@@ -372,14 +372,14 @@ Members (11 chess, 10 in current shop pool; by tier in shop: {'1': 1, '2': 1, '3
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**Implementable spec**
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- **[3 distinct]** 阿戈尔 members maxHP x(1 + 0.35 + 0.01*L).
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- **[3 distinct]** 阿戈尔 members maxHP x(1 + 0.35 + 0.01*L) (直接乘算). The members carry it from their deployment, so the battle-start devour finds it (a community report relayed on 2026-10-07: 「第一步给所有鱼加盟约的血量」; an elite 深巡, 2904 HP and DEF 655, stands a mark from 15 layers on — DESIGN §25.22.5).
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- **[3 distinct (battle start)]** Devour (吞噬): see algorithm.
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- **[5 distinct]** The first 3 阿戈尔 members to be knocked out, in knock-out order, each revive immediately on that first knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05, following players' reports — GitHub #105, #140). The battle-start devour's knock-outs count, so the food usually takes them at t = 0 (it stands again, step 4) and survivors = uneaten members + 3. A member takes at most one, on its first knock-out of the battle, however many 阿戈尔 mark it (step 4 cancels its pending marks); a save by its own kit / item / band revive (斯卡蒂's DRE-Y, M3茧甲, 埃芒加德 [ASSUMED for the band]) is no knock-out and takes none. 0.1.3 gave them to the first 3 members by position, fixed at battle start (from PRTS's devour note "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始" and players' videos), so uneaten front members held them.
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- **[5 distinct]** 3 revives (max_free_respawn_cnt), one per member at most, on its first knock-out of the battle; a member never knocked out takes none (the owner's decision of 2026-10-05, following players' reports — GitHub #105, #140). The members the battle-start devour knocks out wait until every devour pass is over, then those still down are revived by board position while slots last — a community report relayed on 2026-10-07, 「第三步是检测左下到右上哪些鱼睡着了给他复活」, read as the columns of the player's own board from the left, bottom first inside a column [ASSUMED; the other reading is the rows from the bottom, left first] (DESIGN §25.22.5). A knock-out later in the fight takes a slot left at once, in time order. However many 阿戈尔 mark a member, it spends one slot at most (step 4 cancels its pending marks); a save by its own kit / item / band revive (斯卡蒂's DRE-Y, M3茧甲, 埃芒加德 [ASSUMED for the band]) is no knock-out and takes none. 0.1.4 gave the slots to the devour's knock-outs in knock-out order; 0.1.3 to the first 3 members by position, fixed at battle start (from PRTS's devour note "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始" and players' videos), so uneaten front members held them.
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- Algorithm:
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1. Order: 阿戈尔 members sorted leftmost first, then topmost ("更靠左和靠上").
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2. 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.
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3. The marker immediately gains the base ATK of every unit it marked — a 最终加算, added after its ATK percentages (PRTS "该付与来源获得所有标记单位的基础攻击力(最终加算)和阻挡数"; until 0.1.3 the engine added it before them, so a skill's ATK +% scaled it — DESIGN §24.7) — and their block counts.
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4. 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 knocked out for the first time has its pending marks cancelled ("目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果") — also when it is back at once (the 5-tier revive, 不屈's 立刻重新部署, 埃芒加德, M3茧甲), so a revived member is not devoured again. DESIGN §22.3. Only the target's state cancels a mark: a marker knocked out earlier in the pass still resolves its own marks, credited to it (DESIGN §24.7; until 0.1.3 they were dropped).
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4. 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 member in a chain loses one to every 阿戈尔 behind it. A target knocked out for the first time has its pending marks cancelled ("目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果") — also when it is back at once (不屈's 立刻重新部署, 埃芒加德, M3茧甲; the 5-tier revive comes after the last devour pass), so a revived member is not devoured again. DESIGN §22.3. Only the target's state cancels a mark: a marker knocked out earlier in the pass still resolves its own marks, credited to it (DESIGN §24.7; until 0.1.3 they were dropped).
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5. Each devoured unit adds layers to 阿戈尔 equal to its tier (1-6), once per unit per battle.
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6. (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).
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- Formulas: `hpMultiplier = 1.35 + 0.01*L`; `devourDamage = 5000`; `layersPerDevoured = tier of devoured unit`
|
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|
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Reference in new issue
Block a user