feedback1 WB: 战术决策 review: independent R11 draws marked assumed (the slot pattern of the 4 drafts left open); twin battle passives stacking marked assumed in META

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sganggs committed 2026-10-03 09:36:22 +08:00
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{"events":{"artifact_paid_1":{"id":"artifact_paid_1","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_1_s":{"id":"artifact_paid_1_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_2":{"id":"artifact_paid_2","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_2_s":{"id":"artifact_paid_2_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_3":{"id":"artifact_paid_3","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_3_s":{"id":"artifact_paid_3_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_4":{"id":"artifact_paid_4","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_4_s":{"id":"artifact_paid_4_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_5":{"id":"artifact_paid_5","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_5_s":{"id":"artifact_paid_5_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"bossInitial_1":{"id":"bossInitial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_1_s":{"id":"bossInitial_1_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_2":{"id":"bossInitial_2","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_2_s":{"id":"bossInitial_2_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_3":{"id":"bossInitial_3","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_3_s":{"id":"bossInitial_3_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_4":{"id":"bossInitial_4","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_4_s":{"id":"bossInitial_4_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"Line truncated
{"events":{"artifact_paid_1":{"id":"artifact_paid_1","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_1_s":{"id":"artifact_paid_1_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_2":{"id":"artifact_paid_2","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_2_s":{"id":"artifact_paid_2_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_3":{"id":"artifact_paid_3","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_3_s":{"id":"artifact_paid_3_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_4":{"id":"artifact_paid_4","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_4_s":{"id":"artifact_paid_4_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_5":{"id":"artifact_paid_5","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_5_s":{"id":"artifact_paid_5_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"bossInitial_1":{"id":"bossInitial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_1_s":{"id":"bossInitial_1_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_2":{"id":"bossInitial_2","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_2_s":{"id":"bossInitial_2_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_3":{"id":"bossInitial_3","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_3_s":{"id":"bossInitial_3_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_4":{"id":"bossInitial_4","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_4_s":{"id":"bossInitial_4_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"Line truncated
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@@ -324,7 +324,7 @@ Types: `BAND_INITIAL` 41, `BOND` 23, `EQUIP` 115, `ENEMY_GAIN` 129 (悬赏), `BU
| `bountyDrafts[kind]` | `{"initial":{"events":[…],"slots":10,"pick":"slot","groups":[{"cards":[…6],"seen":[1,3,5,9,17]},…],"rule":{"series":[10,…,15,20],"tiers":[1,1,1,2,2,3],"perSeries":2,"prefer":["enemyeffect_10_6","enemyeffect_20_6"]},"count":6},"boss":{"events":[…],"slots":6,"pick":"seen","groups":[{"cards":[…9],"seen":[7,…,21],"weights":[12,13,…]},…],"count":6},"hunter":{"events":[…],"slots":7,"pick":"slot","groups":[{"cards":[…7],"seen":[1,6,21,22],"weights":[…]},{"cards":[…6],"open":1,…},…],"rule":{"size":7,"onePerSeries":[10,…,15],"maxSeries16":2,"giants":[…],"cards":[…]},"count":6}}` | the official 悬赏决策 card lists, read from 66 screenshots of 22 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data `BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_GROUPS` / `BOUNTY_HUNTER_GROUPS`, readings in `test/fixtures/official-bounty-drafts.json`, `seen` = its match numbers). A draft = one group (`pick` `slot`: one of `slots` events, uniform — a seen group or, for an unseen event, a list built by `rule`; `seen`: a group by the matches it came in), then `count` different cards of its `cards` drawn one by one by `weights` (1 + the drafts of the group the card showed in; a rule-built card 1). `initial`: 9 seen sets of 6 (all six shown), the 10th by `rule` — tiers I I I II II III, ≤ `perSeries` a series, the III one of `prefer` (the two-battle cards no draft showed) [ASSUMED]; `boss`: the 6 groups of 9, 9, 9, 9, 8 and 6 cards (one per bossInitial event; 9 where three named bosses came; the three single-draft groups completed only with the base cards they lack [ASSUMED] — match 4's base-only group may instead be a draft of the 泥岩 group), the 鼠王 group in 14 of 22 matches — every one on the dark grey board — so picked by `seen` [ASSUMED: the per-match cause is open]; `hunter`: the 7 seen lists of 7, `slots` 7 so one of them uniform, so no list is built from nothing [ASSUMED] (which of the 15 events R11 fires is open: by the blocks of effectChoiceInfoDict it would be bounty_hunter_8..15, beside artifact_paid_4 / 5 and hardbuff_select; with 8 events an unseen list would come in about 1 R11 bounty draft in 8); `open` = cards still unseen, drawn by `rule`: a giant for a list without one, else tier I / II cards, one per `onePerSeries` series, ≤ `maxSeries16` of 16_9..12 [ASSUMED] — the only way 12_8 / 16_2 / 16_6 (in no draft) come, about 1 R11 bounty draft in 15 |
| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws `shopDraft` at its `rounds` (R11), else any normal shop item of tiers I–VI per card (duplicates allowed); `bountyDraft` = the `bountyDrafts` kind of the round's 悬赏决策 (R3 / 险境 R6 `initial`, R9 `boss`, R11 `hunter`); 绝境 / 终极 R11 = 悬赏决策 14 / 机密商店 4 / 战术决策 4 (the official co-op R11s of 22 matches, no 道具补给; weights = those counts [ASSUMED]; solo takes the same weights [ASSUMED: no solo screenshot — extrapolated from co-op, the data has solo R11 悬赏决策 events `bounty_hunter_*_s`]); `events` = the official event ids of that kind (`enemy_initial_*`, `bossInitial_*`, `bounty_hunter_*`), usable as the phase header |
| `shopDraft` | `{"rounds":[11],"slots":[{"6":1},{"6":1},{"5":1},{"coin":1},{"3":1,"4":2,"5":3,"coin":2},{"3":1,"4":2,"5":3,"coin":2}],"coin":"chess_item_1_03_e_a","itemWeights":{"chess_item_6_09_e_a":5,…},"seen":[2,4,5,8],"count":6}` | the official 机密商店 (R11 of matches 2, 4, 5, 8; build-data `SHOP_DRAFT`; the user: "机密商店按官方改成可以重复吧"): six slots, each drawn on its own — with replacement, so an item can come twice (official: 盟约之币 ×2, 变形同构体 ×2) — a tier (or `coin` = 盟约之币) by the slot's weights, then an item of that tier by `itemWeights` (1 + the official cards it showed on; unlisted 1). Every official shop: exactly two tier VI, ≥ 1 V, ≥ 1 盟约之币, no other tier I / II; the slot split and the weights [ASSUMED]; solo 3 of the 6 [ASSUMED]; only at `rounds` (R11 = 绝境 / 终极, the rounds of the screenshots) — the earlier 机密商店 of 标准 R3 / R9 and 险境 R3 / R6 / R9 (no screenshot; the data's shop events sit in three blocks) keep the previous draw, any normal shop item of tiers I–VI per card, with replacement [ASSUMED]; free (price 0) |
| `tacticDraft` | `{"rounds":[11],"kinds":["ally"],"weights":{"allybuff_select_4":4,…},"seen":[7,9,18,20],"count":6}` | the official 战术决策 (R11 of matches 7, 9, 18, 20; build-data `TACTIC_DRAFT`; the user: "战术决策也按官方改成可以重复吧"): six cards, each drawn on its own — with replacement, so a card can come twice (official: 补给 ×2 in match 7; the other three drafts show six different cards). All 24 official cards are `ally` cards (no 排斥 / 责罚 / 裁决, no 模拟战场演变; four drafts without a debuff: about 0.04 % for the previous draw, 6 different cards of the 26 ally + 9 debuff cards), and 列装 / 财富 / 补给 / 整备 / 升华 made 12 of them (uniform: about 4.6), so at `rounds` (R11 = 绝境 / 终极, the round of the screenshots) only the cards of `kinds`, each by `weights` (1 + the official cards it showed on; unlisted 1) [ASSUMED: the weights; no terrain card at R11 — the maps of the 4 matches are unknown]; solo 3 [ASSUMED]; other rounds (标准 R3 / R9, 险境 R3 / R6 / R9, 险境 solo R9; no screenshot) every card uniform, terrain cards only for the match stage, with replacement too [ASSUMED]. A card acting only on dead bonds is never offered (`Match.bondLive`) |
| `tacticDraft` | `{"rounds":[11],"kinds":["ally"],"weights":{"allybuff_select_4":4,…},"seen":[7,9,18,20],"count":6}` | the official 战术决策 (R11 of matches 7, 9, 18, 20; build-data `TACTIC_DRAFT`; the user: "战术决策也按官方改成可以重复吧"): six cards, each drawn on its own — with replacement, so a card can come twice (official: 补给 ×2 in match 7; the other three drafts show six different cards). All 24 official cards are `ally` cards (no 排斥 / 责罚 / 裁决, no 模拟战场演变; four drafts without a debuff: about 0.04 % for the previous draw, 6 different cards of the 26 ally + 9 debuff cards), and 列装 / 财富 / 补给 / 整备 / 升华 made 12 of them (uniform: about 4.6), so at `rounds` (R11 = 绝境 / 终极, the round of the screenshots) only the cards of `kinds`, each by `weights` (1 + the official cards it showed on; unlisted 1) [ASSUMED: the weights; no terrain card at R11 — the maps of the 4 matches are unknown]; each card independent, no slots like `shopDraft` [ASSUMED, open: all 4 drafts hold a 驰援, a 盟誓 and two of 列装 / 财富 / 补给 / 整备 / 升华 — about 3 % under independent draws, a pattern spotted after the fact]; solo 3 [ASSUMED]; other rounds (标准 R3 / R9, 险境 R3 / R6 / R9, 险境 solo R9; no screenshot) every card uniform, terrain cards only for the match stage, with replacement too [ASSUMED]. A card acting only on dead bonds is never offered (`Match.bondLive`). `assumed` lists the assumed parts |
| `pools[poolId]` | `{"kind":"equip","items":[…]}` / `{"kind":"chess","tier":2,"rule":"shopEligible"}` | server-side reward pools referenced by effects (`pool_equip_*`, `pool_chess_shop_N_reward`, `pool_char_later`, …), all [ASSUMED]; `rule:"shopEligible"` = visible/non-hidden entries, `maxTier:"shopLevel"` = ≤ current shop level, `weighted` = `[[id, weight]]`. `pool_equip_vict` (维多利亚, every 25 layers: "获得一件带有随机特殊效果的维式重锤") and `pool_equip_rockr` (洛洛's 定制品; user playtest #4 — the research 04 §8 guess 有限加速器 / 激光发射器 / 护盾无人机 / 双模机械臂 / 蜂鸣器 is superseded) = the 4 special 维式重锤, uniform |
## 9. `enemies.json` — `{ [enemyKey]: Enemy }` (249 keys that can appear)
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@@ -118,9 +118,14 @@ replacement [ASSUMED]; two identical cards are two cards (picks go by index).
补给 ×2) — at R11 (绝境 / 终极) only the ally cards (the 24 official cards hold no 排斥 / 责罚 / 裁决 and no terrain card),
each weighted 1 + the official cards it showed on (列装 / 财富 / 补给 / 整备 / 升华 made half of them) [ASSUMED: the
weights]; the earlier 战术决策 of 标准 / 险境 (no screenshot) keep every card, uniform, terrain cards only for the match
stage, with replacement too [ASSUMED]. Identical tactic cards are separate cards as well: each pick applies its own card
once, and two picks of one team card stack (both reach every teammate). The header reads the official
"进行协同调整,做好迎战准备。". 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS
stage, with replacement too [ASSUMED]. At R11 the cards are drawn independently rather than in slots like the 机密商店
[ASSUMED, open: all 4 drafts hold a 驰援, a 盟誓 and two of 列装 / 财富 / 补给 / 整备 / 升华 — about 3 % under
independent draws, but a pattern spotted after the fact]. Identical tactic cards are separate cards as well: each pick
applies its own card once, and two picks of one team card (two players taking the twins) both reach every teammate and
add up — settled for the prep cards (补给 "可叠加"; 列装 / 财富 / 盟誓 grant their own items, coin and layers each time),
[ASSUMED] for the battle passives 自愈 / 火力 / 征召 / 无瑕 / 锐利: one buff per pick, so 锐利 ×2 ignores 60 % of the DEF
(open: whether the official keeps one instance of a 同名 env buff; twin passives come in about 4–5 % of R11 drafts).
The header reads the official "进行协同调整,做好迎战准备。". 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS
"※以下悬赏任务仅由法术教鞭生成") nor the 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 cards (user playtest #6 item 4). **Each draft is
built like the official one of its round** (`choices.js bountyDraftCards`, choices.json `bountyDrafts` / schedule
`bountyDraft`; player feedback after 0.1.0, report #2 — late bounty enemies in the early drafts — settled by 66
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@@ -51,6 +51,12 @@ test('战术决策 (4 official drafts, R11): six ally cards each, 补给 twice i
for (const n of all) seen[byName(n)[0].effectId] = (seen[byName(n)[0].effectId] || 0) + 1;
assert.deepEqual(SPEC.weights, Object.fromEntries(Object.entries(seen).map(([id, k]) => [id, 1 + k])));
assert.equal(SPEC.weights[byName('补给')[0].effectId], 4, '补给 on 3 of the 24 cards');
// open: every official draft holds a 驰援, a 盟誓 and two basic cards (a slot structure?) — the draws stay independent, marked
for (const { match, names } of DRAFTS) {
assert.ok(names.some((n) => n.endsWith('驰援')) && names.some((n) => n.endsWith('的盟誓')), `match ${match}: a 驰援 and a 盟誓`);
assert.ok(count(names, (n) => BASIC.includes(n)) >= 2, `match ${match}: two basic cards`);
}
assert.ok(SPEC.assumed.includes('independent draws (no slot structure)'), 'the independent draws are marked assumed');
// the official header of the event
for (const id of ['buff_select_1', 'hardbuff_select_1']) assert.equal(DATA.choices.events[id].desc, '进行协同调整,做好迎战准备。');
assert.equal(DATA.choices.families.tactic.desc, '进行协同调整,做好迎战准备。');
+5 -1
View File
@@ -2470,6 +2470,10 @@ const SHOP_DRAFT = {
* replacement) from the ally cards (`kinds`), weight 1 + the official cards it showed on (`seen`) [ASSUMED: the weights;
* terrain cards left out — the maps of the 4 matches are unknown]; solo shows 3 [ASSUMED]. Other rounds (标准 / 险境, no
* screenshot) keep every card, uniform, terrain cards only for the match stage — with replacement too [ASSUMED].
* Open: a slot structure like SHOP_DRAFT's. Every one of the 4 drafts has at least one 驰援, at least one 盟誓 and at least
* two of 列装 / 财富 / 补给 / 整备 / 升华; under these independent draws a draft has 驰援 + 盟誓 about 70 % of the time (all
* four: about 24 %) and all three about 41 % (all four: about 3 %). The pattern was spotted after the fact, so it is kept as
* a question rather than slots [ASSUMED: independent draws]; more R11 战术决策 screenshots would settle it.
*/
const TACTIC_DRAFT = {
rounds: [11],
@@ -2689,7 +2693,7 @@ function buildChoices(ctx, effects, items, chess) {
rounds: TACTIC_DRAFT.rounds, kinds: TACTIC_DRAFT.kinds,
weights: Object.fromEntries(Object.entries(TACTIC_DRAFT.seen).map(([n, k]) => [tacticByName(n), 1 + k]).filter(([id]) => id).sort((a, b) => naturalCmp(a[0], b[0]))),
seen: TACTIC_DRAFT.matches, count: 6,
assumed: ['card weights 1 + seen', 'no terrain card at R11', 'solo shows 3', 'other rounds (标准 / 险境) keep every card, uniform, with replacement'],
assumed: ['card weights 1 + seen', 'independent draws (no slot structure)', 'no terrain card at R11', 'solo shows 3', 'other rounds (标准 / 险境) keep every card, uniform, with replacement'],
},
schedule,
pools: {