feedback5 WK: merge feedback5 (O2–O8 自选 operator kits and their engine hooks; 焰狐龙梓兰 out of the 自选 pool) — no conflict; golden unchanged (the 自选 match and the 52 diy scenarios match)

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@@ -567,7 +567,7 @@ Glyph legend (`rows`):
`chess 266 (112 visible; 283 selectable skills over the visible chess, 184 module choices over 129 goldens; 74 PRESET / 55 NORMAL / 4 DIY base chess)`, `bonds 23`, `garrisons 249 (43 effect keys)`, `items 115`, `bands 40`, `effects 361`,
`enemies 249`, `factions 67 entries`, `waves 38`, `stages 11 (8 active)`, `bosses 10`, `tokens 22`, `choice events 109`,
`bounty cards 129`, `tactic cards 43`, `backups: 89 units (17 stand-ins, 72 owned-6★ picks; 259 forms), 38 自选 summons, 4 DIY slots, 15 / 9 prototype picks (tier 5 / 6), 72 owned-6★ picks (6 collab operators excluded)`.
`bounty cards 129`, `tactic cards 43`, `backups: 88 units (17 stand-ins, 71 owned-6★ picks; 256 forms), 38 自选 summons, 4 DIY slots, 15 / 9 prototype picks (tier 5 / 6), 71 owned-6★ picks (7 collab operators excluded)`.
## 17. Integrity guarantees (checked by the builder and `test/data.test.js`)
@@ -618,7 +618,7 @@ server/match/player/diy.js, docs/META.md §3). The rules in the data (activity_t
character takes S2 on one chess and S3 on another), module `backup.uniEquipId` (null at tiers 3–4 and for every 4★, so
even their elite form has none) and potential 0 (`potRank` 0 on all 55).
`units[charId]` — first the 17 stand-ins, then the 72 owned-6★ 自选 picks (`diy.ownedPool`); no unit for a PRESET or DIY
`units[charId]` — first the 17 stand-ins, then the 71 owned-6★ 自选 picks (`diy.ownedPool`); no unit for a PRESET or DIY
chess:
| Field | Example (`char_611_acnipe`) | Meaning |
@@ -681,7 +681,7 @@ operator (自选)"). (`shared/standIn.js diyRecord(slot, charId, backups, sel)`
| `prototypes[tier]` | `{"5":[…15],"6":[…9]}` | the legal prototype picks: the nine 6★ at both tiers, at tier 5 also the six 4★ that are not 先锋 / 特种 ("第5阶可额外从6名四星原型干员(先锋、特种职业除外)中选取"; `DIY_EXTRA_PROTOTYPES`). A prototype may fill a tier-5 and a tier-6 slot ("原型干员可于5、6阶之间重复选取") |
| `locked[tier][charId]` | `{"skillIndex":2,"uniEquipId":"uniequip_002_acguad","from":["chess_char_5_06_a","chess_char_5_13_a"]}` | the skill and module a prototype carries in a slot of that tier — "技能携带规则与系统补位时一致" (PRTS 卫戍协议), read as [ASSUMED] (the owner's decision of 2026-10-05) the selection of its 补位 rows at that tier (`from`): the eight 6★ elites S3 with their own module, 领主·Sharp S1, the reserves S3 without a module; 预备干员-医疗 has no tier-5 row: S3 by analogy (`from` `[]`, `DIY_PROTOTYPE_FALLBACK_SKILL`) |
| `ownedPool[]` | 72 charIds | the owned 6★ a player may slot: obtainable, rarity = the requirement, and no chess names it — hidden chess included ("不可甄选加入已在名单中的固定干员"); each at most once per roster ("玩家已拥有干员不可重复选取"). Not the collab operators (`excluded`) |
| `excluded[]` | `["char_456_ash","char_1029_yato2","char_4123_ela","char_4141_marcil","char_4182_oblvns","char_4217_makoto"]` | the 6 obtainable 6★ outside the pool whose `mainPower` / `subPower` team is a collab (`DIY_EXCLUDED_TEAMS`: rainbow, action4, mujica, sees, laios — 灰烬, 麒麟R夜刀, 艾拉, 玛露西尔, 丰川祥子, 结城理): left out of the data and the pool by the owner's decision of 2026-10-05 (copyright); the excel does not exclude them |
| `excluded[]` | `["char_456_ash","char_1029_yato2","char_1048_orchd2","char_4123_ela","char_4141_marcil","char_4182_oblvns","char_4217_makoto"]` | the 7 obtainable 6★ outside the pool that come from a 联动寻访 — a collab team in `mainPower` / `subPower` (`DIY_EXCLUDED_TEAMS`: rainbow, action4, mujica, sees, laios — 灰烬, 麒麟R夜刀, 艾拉, 玛露西尔, 丰川祥子, 结城理) or a collab series in `displayNumber` (`DIY_EXCLUDED_NUMBER_PREFIXES` MH / RS / AM / PS / DD — also 焰狐龙梓兰 MH05, whose team reserve6 names no collab): left out of the data and the pool by the owner's decision of 2026-10-05 (copyright); the excel does not exclude them |
| `operators[charId]` | `{"name":"煌","rarity":6,"profession":"WARRIOR","subProfessionId":"centurion","obtainable":true,"powers":["rhodes","elite","yan","victoria"],"bonds":["yanShip","victoriaShip"]}` | every pick (owned pool + prototypes): `powers` = the `nationId` / `groupId` / `teamId` of `mainPower` and of every `subPower` (隐藏势力); `bonds` = the core bonds whose `powerIdList` meets them — one or several — else `economy.fallbackBondId` 协防干员 ("甄选加入的干员会根据其实际阵营所属分配核心盟约,若没有可匹配的则改为分配协防干员盟约"); every prototype gets `["emptyShip"]` |
`tokens[tokenId]` — the summons of the owned picks (38 tokens of 27 operators): a tokens.json record (§14: name, text,
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@@ -112,7 +112,7 @@ player sees the current Chinese text, never an outdated number).
with `_h`, a 2-character hash of each replaced Chinese string; `names` maps every record-level Chinese name to English
(server messages and ticker lines name operators / items / bonds in Chinese).
- **Coverage** (build of 2026-10-05 with the 自选 data, 22 183 texts): 97.6 % translated, 97.2 % from the official EN
data. What stays Chinese is CN-only content the EN client does not have yet: some of the 72 owned 6★ of the 自选
data. What stays Chinese is CN-only content the EN client does not have yet: some of the 71 owned 6★ of the 自选
pool (names, skills, talents) and some newer modules (before the 自选 data: 14 931 texts, 99.9 %). Per kind in `.cache/build-i18n-report.json` (also `missing`:
every untranslated text) and in `meta.coverage`.
- **Client**: `data.setLocale(lang)` downloads the overlay once (~1.5 MB, ~190 KB gzipped) and from then on `get`,
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@@ -509,12 +509,14 @@ per source — DoTs and slows do that on purpose; a damage-taken / DEF / RES mod
## 3. Buffs, mods, statuses
`battle.addBuff(unit, { key, duration=Infinity, refresh='replace'|'extend'|'stack'|'independent'|'keep', stacks, maxStacks,
mods, flags, onTick(ctx), interval, onExpire(ctx), onRemove(ctx), tags, shield, shieldHits, persist, visible, data, allowDead })`
mods, flags, onTick(ctx), interval, onExpire(ctx), onRemove(ctx), tags, shield, shieldHits, shieldType, persist, visible, data, allowDead })`
- `replace`: new instance replaces the old; `extend`: keep the longer remaining time, take the new mods; `stack`: +stacks
up to maxStacks, timer reset; `independent`: separate timers, at most `maxStacks` alive (oldest dropped); `keep`: ignore.
- Additive mods scale with stacks (`value × stacks`), `*Mul` mods multiply (`value ^ stacks`).
- `onTick({battle, unit, buff, dt})` every tick, or every `interval` s. `persist: true` survives death/redeploy.
- `shield` = HP absorbed (consumed, buff removed when empty); `shieldHits` = number of damage instances fully negated.
- `shield` = HP absorbed (consumed, buff removed when empty); `shieldHits` = number of damage instances fully negated;
`shieldType` ('phys' | 'arts' | 'true' | 'elemental') = a 屏障 that absorbs that damage type only (夜莺 S2 法术护盾 "能吸收…
法术伤害"); none = every type (PRTS 术语释义 屏障 "若无特殊说明,屏障可吸收全种类伤害"). Shields are spent oldest first.
- `visible: true` emits `['status', id, key, 1/0]` client events. `battle.removeBuff(unit, key|buff)`.
**Mod keys** — additive: `atkFlat atkPct defFlat defPct hpFlat hpPct resFlat aspd batPct blockCnt rangeExtend
@@ -586,7 +588,7 @@ of coverage per 3 s), kept because the current wording no longer says so (feedba
| `silence` | no skill activation | – |
| `fear` (恐惧) | 无法被阻挡并四散逃跑: enemy cannot attack, is unblockable (released) and leaves its route: it runs between random checkpoints of the fan away from the source (§1.2 恐惧 movement; no source / itself ⇒ inside its own tile) | – |
| `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`) | stacks, default 1 |
| `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) | – |
| `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 | – |
@@ -678,7 +680,9 @@ PRTS 异常效果: 无法选择 effects "仅在选择时生效"); checked before
with `ceil(final) ≥ BOSS_HIT_LIMIT` (300000, shared/constants.js) is cancelled whole: returns 0 before shields (阿利斯泰尔's
`boss:vest` barrier stays untouched; a `hit`-step block such as 假想敌:再生's aura acts earlier) [ASSUMED order], no HP /
pool loss, no credit or stats, no `dmg` event, no `damaged` / `fatal` / kill; an fx `hitCap` `{ id, n }` marks it and
draws nothing; research 11) → shields → HP loss
draws nothing; research 11) → shields (a typed one — buff `shieldType` — only for its damage type) → **`hpDamage`** (what
passed the shields; a handler may only lower `amount` — the 伤判效果 that act after a barrier: 煌's 紧急除颤 HP floor, PRTS
备注 "该伤害减少(伤害值-煌当前生命值+煌最大生命值×50%)点"; 左乐's 庇护 re-applied after his 行险 barrier; never for a 流失) → HP loss
(boss units: routed to `sharedBoss.damage(playerId, amount)`; a pool left under 1 HP is emptied) → if HP ≤ 0: **`fatal`** (`ctx.prevented = true` keeps the
unit at ≥ 1 HP) → **`damaged`** → SP-on-hurt / TAKE_DAMAGE → `kill` + `death`.
@@ -735,6 +739,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
| `hit` | `{ source, target, dmg, credit }` | before mitigation; mutate `dmg` (not fired for gauge fills — see `elementHit`). `source` may be null (terrain; 无来源 `dmg.sourceless` bursts, whose `credit` names the unit credited) |
| `elementHit` | `{ source, target, dmg }` | before a gauge fill (`dmg.type === 'element'`); mutate `dmg.amount`/`dmg.mul`, set `dmg.cancel` |
| `damaged` | `{ source, target, amount, type, dmg, credit }` | after application (`amount` may be 0 when shielded); element fills too (with their source); 无来源: `source` null, `credit` set |
| `hpDamage` | `{ source, target, amount, dmg, credit }` | a damage instance after shields, before the HP loss (§4; not a 流失): lower `amount` only (a raise is ignored) — HP floors / reductions ordered after a barrier (kits/ops/op-huang.js, op-zuole.js) |
| `heal` | `{ source, target, amount, opts }` | mutable `amount` |
| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes and an in-place 复活 changes too; one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — the lock `PRIO_REVIVE` −100 after the substitutes (−100, registered first), the running windows `PRIO_UNDYING_HELD` −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110); both 复活 revive in place and call `revivedInPlace` (a new deployment for the lock) |
| `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` |
@@ -749,7 +754,9 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
| `blocked` | `{ blocker, enemy }` | enemy became blocked |
| `enemySpawn` / `enemyLeak` | `{ enemy }` | |
| `elementBurst` | `{ source, target, element }` | before the burst's lock/effects; same-element fills of `target` are already refused |
| `palsyTrigger` | `{ enemy, buff, keep }` | a 麻痹 stack interrupts the enemy's normal attack ("触发麻痹"), before the stack is used: set `keep` to leave it (真言 噤声限域); a handler may kill the enemy (its turn ends) |
| `dodge` | `{ source, target, dmg }` | an attack was dodged |
| `boomerangCaught` | `{ unit, attackId, isSkill, x, y }` | a 回环射手 boomerang came back to its thrower (`ai.js throwBoomerang`; `isSkill` = thrown by a skill attack): 娜仁图亚 LPS-Y "每回收5次回旋投射物", S3 "投射物全部回收时" |
| `layerGain` | `{ playerId, bondId, n, reason, source, tile }` | mutable `n` before recording (魔王 +1 …), then clamped to the room left under `BOND_LAYER_CAP` (999); not emitted for a bond already at the cap; `tile` = `[r, c]` where `source` stands — or was knocked out this very instant ("被击倒时" gains) — else null (`addLayers` opts.tile overrides) |
| `merchantPay` | `{ unit, cost, cancel }` | a merchant (行商) is about to pay its periodic DP; change `cost` or set `cancel` |
| `battleEnd` | `{ result }` | may still add layer gains / coins |
@@ -1141,9 +1148,14 @@ S3 未照耀的荣光 — its CUSTOM_RANGE trigger also counts flyers). A stun /
3.75 back = `BOOMERANG_RETURN_SPEED`, PRTS 跃跃; droneBomb 5 = 暴鸰's bomb, the official projectile_bombd); melee/`none` hits are
instant, and so are `'beam'` hits (a 锁定攻击范围 AoE without a projectile — `rangeAoe` profiles: "在攻击前摇结束时选取范围内的全体目标,同时造成伤害", PRTS 作战机制). Kit-settable profile flags beyond the
table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡的敌人"), `onEachHit(b, u, victim, hctx)`, `dmgMul`,
`afterHit`, `afterAttack`, `canAttack`, `hitsFn`, `priority`, `blockFly`, `noHeal`, `boomerang` (the projectile stays
`'boomerang'` whatever the data's generic ranged projectile says), `rangeAoe` (applied after every override: sets
`allInRange` and, on a ranged profile, the instant `'beam'`) (see the header of professions.js).
`afterHit`, `afterAttack`, `canAttack`, `hitsFn`, `priority` (targeting.js PRIORITY_FNS — `'heaviest'`: the 攻城手 trait
"优先攻击重量最重的敌人", the highest current 重量等级 first: 早露 / 提丰), `blockFly`, `noHeal`, `skipEnemy(e)` (an enemy the unit never
selects — its attacks, the enemies it blocks and its skill-trigger targets: targeting.js canTargetEnemy; 嵯峨 "不攻击重伤
单位"), `boomerang` (the projectile stays
`'boomerang'` whatever the data's generic ranged projectile says), `boomerangOnward(ctx)` (a boomerang's flight after its
first hit belongs to content: ctx `hit(target, x, y)` / `comeBack(x, y)` — 娜仁图亚 S1's bounces, S2's dash; the loopshooter
row), `rangeAoe` (applied after every override: sets `allInRange` and, on a ranged profile, the instant `'beam'`) (see the
header of professions.js).
| sub | behaviour |
|---|---|
@@ -1154,7 +1166,7 @@ table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡
| blastcaster | `rangeAoe`: every selectable enemy on its line at once, the same damage near and far, instant (`'beam'`) — "超远距离的群体法术伤害" is the whole line, not a splash (primary: PRTS 作战机制 §AOE伤害判定 names 伊芙利特's 炎爆 a 锁定攻击范围 AoE, and 炎爆 is her next-attack skill "下次攻击造成…" (PRTS 伊芙利特 S2), so a 轰击术师 normal attack; secondary: Terra Wiki, Blast Caster; supporting: PRTS 溅射半径一览 documents no splash radius for it; community report E3). A stealthed enemy is not struck unless it is revealed or blocked (a 锁定范围 AoE cannot hit a 隐匿 unit, PRTS 作战机制) |
| bombarder | ground-only splash 0.9 (PRTS 溅射半径一览: 投掷手 0.9; 1.0 until 0.1.1) + aftershock(s) at 50 % ATK (bb append_atk_scale / times); 迷迭香's S2 末梢阻断 1.5 (the same table) |
| hunter | 8 bullets (bb value), ×1.2 ATK (bb atk_scale), reloads 1/s after 1 s without attacking; can't attack when empty |
| loopshooter | 回环射手 (user playtest #3): every attack throws a boomerang (`ai.js throwBoomerang`, projectile `'boomerang'`) out to the target at 15 tiles/s — it hits on arrival — and back to the thrower's current position at 3.75 tiles/s without damage (PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75"); attacks only while holding it (every boomerang thrown caught — "必须回收全部回旋投掷物才可以进行下一次攻击", `unit.trait.boomerangsOut`) and with the attack cooldown ready, so the real interval is the longer of the two; a target dead mid-flight is not hit (it still flies to the last position and back); knocked out / withdrawn ⇒ lost, a redeployed thrower holds a fresh one; 跃跃 S2's extra boomerangs share the one flight (cnt hits) |
| loopshooter | 回环射手 (user playtest #3): every attack throws a boomerang (`ai.js throwBoomerang`, projectile `'boomerang'`) out to the target at 15 tiles/s — it hits on arrival — and back to the thrower's current position at 3.75 tiles/s without damage (PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75"); attacks only while holding it (every boomerang thrown caught — "必须回收全部回旋投掷物才可以进行下一次攻击", `unit.trait.boomerangsOut`) and with the attack cooldown ready, so the real interval is the longer of the two; a target dead mid-flight is not hit (it still flies to the last position and back); knocked out / withdrawn ⇒ lost, a redeployed thrower holds a fresh one; 跃跃 S2's extra boomerangs share the one flight (cnt hits); each catch fires `boomerangCaught`, and an attack profile's `boomerangOnward(ctx)` flies it on after the first hit before it turns back — ctx `hit` (a hit of the same attack), `comeBack(x, y)` once (a content error sends it back from the hit point): 娜仁图亚 S1 bounces, S2 dashes on and hits on its way back (kits/ops/op-narant.js) |
| reaperrange | hits every enemy in range; ×1.5 (bb atk_scale) on the trait front grid (or its own line ahead) — both along its direction |
| chain | chain N (trait text/bb max_target) with −15 % per jump (bb chain.atk_scale), 1.7-tile jumps (constants.js CHAIN_RADIUS, PRTS 溅射半径一览: 链术师 1.7; 1.8 until 0.1.1), sluggish on each hit |
| funnel | drone damage 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max) |