feedback5 WF: ACTIVE_RANGE also replaces the SEARCH row and covers 深巡 S2 — a skill whose running range strictly contains the own one casts with an enemy inside it (the owner's decisions of 2026-10-05)
tools/build-data.mjs resolveTrigger: a MANUAL operator skill on DEFAULT (no row, or a DEFAULT entry of the deviation
tables) or on the SEARCH row ("在初始攻击范围内存在敌人时释放技能": 解放者 / 阵法术师 / 安洁莉娜 — ACTIVE_RANGE_OVER) whose
running range strictly contains its own is ACTIVE_RANGE on that range, rawRule the official row; validateAll accepts a
DEFAULT deviation resolved to ACTIVE_RANGE (chess and stand-in tables) and ACTIVE_RANGE over SEARCH. Data rebuilt
offline, JSON-compared: only skills[].trigger rule / customRangeGrid of 薄绿 S1 (x-2), 蜜蜡 S1 (x-2), 卡涅利安 S3 (x-2),
玛恩纳 S2 (2-3), 安洁莉娜 S3 (y-4) — rawRule SEARCH — and 深巡 S2 (3-2, rawRule TAKE_DAMAGE), normal + elite (32
leaves); backups.json unchanged. Kits: 薄绿 S1 drops its DEFAULT trigger and 深巡 S2 PR #12's DEFAULT line, both read the
data now (雷蛇 S2 keeps PR #12's line). The sim needs no change (SEARCH was the DEFAULT condition on the initial range
every tick; ACTIVE_RANGE is the same on the running range). Docs: DESIGN §5.6 and the §21.20 flip row, DATA, SIM,
PLAYING, kits README, shared tier comments, skills.js header.
Tests: data (78 records / 39 skills, the five from SEARCH, the SEARCH skills that stay), feedback5-active-range (安洁莉娜
S3 on its y-4, S2 keeps SEARCH), feedback1-tank-triggers and kits_t1t2 (深巡 S2 on its 3-2, before any hit), kits_alt_t3
(薄绿 S1 on its x-2), feedback1f-fence (the idle measure uses the interval of the cooldown still running: the S2 now casts
between two attacks), docs-consistency (one PR #12 kit line left).
Golden: roster-001 / 002 (深巡), roster-016 / 044 (玛恩纳, 安洁莉娜), roster-026 / 027 (薄绿), roster-041 / 042 (卡涅利安),
bond-egirShip-low / bond-suntShip-high (深巡), boss-boss_2-pair / boss-boss_6-pair (玛恩纳, 安洁莉娜), matches solo-NORMAL-1,
coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun — each fields one of the six skills, which now casts when an
enemy enters its running range.
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@@ -14,10 +14,11 @@
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// too), checked every tick, no attack needed. Kit option `trigger.allies` (+ `hpAtMost`, default 1): a healable,
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// injured ally of the grid whose HP ratio is at most that instead (an AUTO heal skill's own rule — 古米 S1 waits in
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// its heal mode until it has healed);
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// ACTIVE_RANGE — the owner's rule (2026-10-05, a deliberate deviation): a MANUAL skill on the basic strategy whose attack
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// range while it runs strictly contains the unit's own range checks the DEFAULT condition on that larger range
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// (trigger grid = the running range, grown by the unit's permanent rangeExtend unless the skill ignores 攻击距离), every
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// tick, no attack needed — an enemy the unit can target there (or one it blocks), a heal skill an injured ally;
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// ACTIVE_RANGE — the owner's rule (2026-10-05, a deliberate deviation): a MANUAL skill on the basic strategy (深巡 S2's
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// DEFAULT deviation included) or on the SEARCH row (薄绿 S1, 玛恩纳 S2, 安洁莉娜 S3 …) whose attack range while it runs
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// strictly contains the unit's own range checks the DEFAULT condition on that larger range (trigger grid = the running
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// range, grown by the unit's permanent rangeExtend unless the skill ignores 攻击距离), every tick, no attack needed —
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// an enemy the unit can target there (or one it blocks), a heal skill an injured ally;
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// TAKE_DAMAGE (ready + just took a hit: 重装 "不受技能范围影响,受到伤害时释放技能"), SP_FULL/ALWAYS (as soon as ready),
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// CUSTOM_RANGE (enemy inside the custom trigger grid), SEARCH (an enemy inside the INITIAL range, checked every tick
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// without waiting for an attack: "不受基础策略影响,在初始攻击范围内存在敌人时释放技能" — not any enemy on the field,
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