feedback5 R4: paths after the kit split — DESIGN §7 and SIM.md (layout, §7.2 kit contract, kit citations), research 09, code comments (content/generic, tokens, items/battle, shared/loadoutRecord, render fx / demo), test comments, and the kits' own comments that named tierN.js; DESIGN §17–§23 history citations are left as they are
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@@ -59,8 +59,6 @@ export function tinmanKit(bb, chess, def) {
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}
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export default {
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// 1_15 盟约·辅助干员 (hidden, band 优等生): its kit is tier6.js `pithst` (迭代元素 — one implementation only).
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// ---------------------------------------------------------------------------------------------------------------
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// 1_16 锡人 (hidden tier-1 entry of chess_char_2_19): see tinmanKit.
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chess_char_1_16_a: tinmanKit,
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@@ -6,7 +6,7 @@ import { tinmanKit } from './chess_char_1_16-tinman.js';
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export default {
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// ---------------------------------------------------------------------------------------------------------------
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// 2_19 锡人 “大拉里”: see tinmanKit (tier1.js).
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// 2_19 锡人 “大拉里”: see tinmanKit (chess_char_1_16-tinman.js).
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// S1 “老科利” (alt, attack SP, needs a target): throws an alchemy unit at the target (ground first); for
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// projectile_delay_time s ground enemies within projectile_range tiles are 虚弱 (weaken −atk) and take atk_scale ×
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// ATK arts per second (ATK cached at the cast; damage over time, so the elite 凋敝魂灵 ×skill@damage_scale applies;
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@@ -12,7 +12,7 @@ import {
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/**
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* 鼓舞 (ba.inspire "获得额外附加的基础属性加成(同类属性取最高)"): +`val` ATK (or max HP) on top of the target's own
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* percentage multipliers (the flat mod is compensated, so an ATK+% skill does not scale it), the strongest source wins
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* (the ATK key `inspire` is shared with tier6's 鼓舞); units flagged `mem.noInspire` (bards: 自身不受鼓舞影响) never
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* (the ATK key `inspire` is shared with 浊心斯卡蒂's 鼓舞); units flagged `mem.noInspire` (bards: 自身不受鼓舞影响) never
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* receive it. Refreshed by an aura: lapses within AURA_DUR once the source stops.
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*/
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function inspire(battle, target, val, src, stat = 'atk') {
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@@ -22,7 +22,7 @@ export default {
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// off, all allies regenerate 20 HP/s. Module (elite): longer sluggish (trait bb, profession tunables).
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// S1 秘杖·速充模式 (duration, attack SP): ATK +; she attacks normally with S1 ("技能未开启时无法普通攻击" is only in the
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// S2/S3 texts). S2 秘杖·微粒模式 (duration, SEARCH): attack interval ×base_attack_time ("极大幅度缩短": a positive value
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// described as a shortening is the new interval ratio, tier1 batMod convention), each attack damage_scale × ATK arts.
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// described as a shortening is the new interval ratio, the shared/tier1.js batMod convention), each attack damage_scale × ATK arts.
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// Module DEC-X (elite): SP +0.2/s with an enemy in range.
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chess_char_5_20_a: (bb, chess, def) => {
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const t0 = talent(chess, 0), t1 = talent(chess, 1), tm = talent(chess, -1);
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@@ -50,7 +50,7 @@ function whitw2(bb, chess, def) {
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// ② the selectable enemy nearest to the drone, ties broken by the one nearest to her. [ASSUMED] distances are measured
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// to every enemy's position (a huge enemy's centre, its 判定中心) — the owner's decision of 2026-10-04: the centre, so
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// leader rounds stay close to 0.1.1; the sim's general convention for operator-side distance picks, the hit rectangle
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// (body.js bodyDist: targeting.js sortEnemyTargets 'nearest', tier3 enemiesAround, 异客 / 溯光星源's chains), was
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// (body.js bodyDist: targeting.js sortEnemyTargets 'nearest', 空弦's enemiesAround, 异客 / 溯光星源's chains), was
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// considered — it made a huge leader (胄, 管) the nearest enemy of every drone around it (DESIGN §22.9)
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const pickTarget = (battle, unit, d, ok) => {
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let best = null, bd = Infinity, bh = Infinity;
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