feedback5: merge CB2 — community reports (healers / summons): 刺玫's S2 heals the most injured ally again (the counter's heal alone goes to her protégé), 琳琅诗怀雅 heals herself and her 破财消灾 cost restarts at 5 DP with every deployment, 赫默's S2 casts at full SP so the drone takes the field at once, the countdown summons (医疗探机, 诅咒娃娃, 海嗣 and four 自选 ones) take no damage, are never healed and show the life left on their bar, stacked ground areas stay readable; §25.16 after CB5's §25.19 (renumbered with the later merges); golden: vs feedback5 CB2's own rules — roster-001/002/003/005/008/016/018/027/035/037/045/046/049, bond-deputShip-low/high, bond-suntShip-high, bond-victoriaShip-low/high, bond-visiShip-low/high, boss-boss_1/3/5/7-pair, hidden-boss_9-pair, unite-1, matches solo-FUNNY-2, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins; vs CB2 exactly CB5's 18 bot matches

Merge fixes (the three tests the trial merge failed):
- test/content/summon_loadout_conflicts.test.js (赫默's drone lifetime per module variant): it asserted "no cast yet"
  after the drone's redeploy time and then cast S2 by hand — with nobody hurt the old DEFAULT rule never cast. S2 now
  casts by itself the tick its SP is full (22 s), which is the official rule (client skill skchr_silent_2: no
  `_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0; CB2 64f8bf9), so the test waits for that cast and
  checks both drones' lifetimes from it. Failed on fb5-cb2 itself (the stream did not run the file).
- test/sim/feedback1f-downed-tile.test.js (F5 rule 3): its "killed" case killed 浊心斯卡蒂's 海嗣 with 1e9 true damage;
  the 海嗣 is a countdown summon now — 无敌 + 禁疗, the official state (PRTS 海嗣 备注 「持有禁疗、无敌」) — so it only
  expires. The killed case takes 缪尔赛思's 流形 (a placed board summon that is attacked and killed and also comes back on
  its tile 25 s later); both cases now also check the summon's return. Failed on fb5-cb2 itself.
- test/golden-standins.test.js (the 补位 match fields at least 3 different stand-ins): already failing on feedback5
  37558f0 — CB5's 调度中心 upgrade card changed the human seat's shop in coop2-NORMAL-14-standins, which then fielded
  only 2 of its 7 not-owned chess (忍冬 → Sharp, 安洁莉娜 → Raidian). tools/golden.mjs MATCH_NOT_OWNED adds 缄默德克萨斯
  and 铃兰 (chess its AI fields now): 4 stand-ins (Sharp from round 4, Misery from 7, 预备干员-辅助 from 9, Raidian in 12);
  the test is unchanged, test/golden/README.md says 9 chess. This moves coop2-NORMAL-14-standins only.
- docs/history/0.2.0.md: the §25 intro's two stream lines joined into one sentence (the merge had cut it).

Golden moves outside CB2's commit list are CB2's rules on the paths CB5 gave the bots: coop2-HARD-4 fields 琳琅诗怀雅
from round 6, coop2-NORMAL-8-serverrun 刺玫 from round 7, coop2-ABYSS-10-boosted 刺玫 from round 2,
coop2-NORMAL-14-standins 刺玫 from round 3 and 琳琅诗怀雅 in rounds 6-7 (instrumented); coop2-NORMAL-3 and coop4-FUNNY-6
(in CB2's list) still field 刺玫 and her S2 heals now reach other allies (36 / 205 heals), but no kill, leak, LP or
end stat changes, so their digests stay.

Gate: non-browser suites 4949 / 4949, npm run golden ok (283 scenarios), test/golden.test.js 9 / 9, lint 0 errors,
check:imports ok, typecheck ok.
This commit is contained in:
sganggs committed 2026-10-07 03:10:22 +08:00
commit 47079456be
34 files changed
+964 -368

No files matched your search

+1 -1
View File
@@ -73,7 +73,7 @@
- 拖动时模型一直在指针 / 手指下(脚在指针下方约半格,鼠标和触屏一样),**指针所在的格子**就是落点并高亮;装备拖到哪个格子,就配发给那个格子上的干员;在商店栏上松手则放回原位。
- 点击干员显示攻击范围和底部按钮(「撤退」回到整备区、「出售 +1」);右键 / 长按查看详细信息:头像旁是盟约,下面第一项就是干员的**特质**(如「休整期结束时 …」),之后是特性、属性、攻击范围、技能、模组、装备、天赋。属性是**实时数值**:作战中每秒刷新 4 次(当前生命、攻击、防御、法抗、攻击间隔、阻挡),休整期显示棋盘上的干员**开战时**的数值(已算入装备、盟约层数、特质、策略与机变效果);高于基础值为绿色、低于为红色并标出差值(攻击间隔变短算增益),鼠标悬停可看基础值。
- **召唤物手动摆放**:把带可部署召唤物的干员放上棋盘后,它的召唤物会进入整备区(赫默的医疗探机、巫恋的诅咒娃娃、凯瑟琳的 2 个支援装置、浊心斯卡蒂的海嗣、伺夜的狼群、缪尔赛思的流形;同一干员的召唤物叠在一格,不占部署位),像干员一样拖到棋盘上并选方向。凯瑟琳的支援装置给**它面朝的那一格**上的干员加屏障,所以要放在干员旁边、朝向干员。**战术家的援军**(伺夜的狼群、缪尔赛思的流形,也就是选战术点)和官方一样**只能放在召唤者的攻击范围内**:拖动时只有这些格子会亮起;之后在原地给战术家换朝向时,不在新攻击范围里的援军会退回整备区(还在范围里的保持不动;整备区和临时整备区都满、援军无处可退时,这次换朝向不生效并提示「整备区已满」)。撤退或出售干员时它的召唤物一起移除;**移动干员到别的格子时(包括把召唤物拖到干员身上交换位置),它已摆放的召唤物会退回整备区**,需要重新摆放。整备区满时退回的召唤物进入临时整备区,休整期结束还没处理的会在下一回合重新回到整备区。
- 作战中:海嗣、狼群、流形、支援装置开战时就在摆放的位置部署;医疗探机、诅咒娃娃开战时也在摆放的位置免费部署一次(持续 10 / 15 秒,和官方一样不需要先开技能),之后所属干员每次发动技能时再次在原位出现;所属干员被击倒、再部署回场时,技能给的那一个如果还没出现,会立刻出现。巫恋退场时诅咒娃娃随之撤退,赫默退场时已出现的医疗探机不受影响。医疗探机、诅咒娃娃、支援装置、海嗣没有摆放就不会出现;狼群、流形(战术家的援军)没有摆放时会在战术点出现。狼群最后一只狼影被击倒后进入战术点形态:暂时离开战斗(不阻挡、不攻击、不会被攻击,格子仍然占着),经过狼影的恢复时间(25 秒)后在原地满血、带着 1 只狼影回来,之后重新开始每 25 秒加 1 只狼影;伺夜退场时狼群随之撤退,伺夜再部署回场时狼群重新带着 2 只狼影出现。
- 作战中:海嗣、狼群、流形、支援装置开战时就在摆放的位置部署;医疗探机、诅咒娃娃开战时也在摆放的位置免费部署一次(持续 10 / 15 秒,和官方一样不需要先开技能),之后所属干员每次发动技能时再次在原位出现;所属干员被击倒、再部署回场时,技能给的那一个如果还没出现,会立刻出现。巫恋退场时诅咒娃娃随之撤退,赫默退场时已出现的医疗探机不受影响。医疗探机、诅咒娃娃、海嗣(以及自选干员的工程蓄水炮、沙地兽、打字机、本能的召唤)这类不会受到攻击、到时间就离场的召唤物不受任何伤害(活性源石也一样)、也不会被治疗,它们的血条就是倒计时:随时间减少,空了就离场。医疗探机、诅咒娃娃、支援装置、海嗣没有摆放就不会出现;狼群、流形(战术家的援军)没有摆放时会在战术点出现。狼群最后一只狼影被击倒后进入战术点形态:暂时离开战斗(不阻挡、不攻击、不会被攻击,格子仍然占着),经过狼影的恢复时间(25 秒)后在原地满血、带着 1 只狼影回来,之后重新开始每 25 秒加 1 只狼影;伺夜退场时狼群随之撤退,伺夜再部署回场时狼群重新带着 2 只狼影出现。
- **阻挡**看接触:干员阻挡中心距离约 0.7 格以内、与它接触的敌人(地面干员挡不住飞行和近地悬浮的敌人)。敌人卡在两名干员之间时,阻挡它的干员倒下、撤退或被晕眩后,另一名仍与它接触、还有空余阻挡数的干员会**立刻接替阻挡**;都没有空位时敌人才会走掉。迎面走来的敌人会停在干员格子前面。**阻挡了就一定能打到**:任何干员(包括站在近战位的远程干员和召唤物)总能攻击自己阻挡的敌人,不管它在不在攻击范围内、在干员哪一侧,并且优先攻击它(医疗干员除外:咒愈师以外的医疗挡住敌人时照常治疗队友,不会攻击它;「停止攻击」类技能期间也除外;技能原文另有限制的也按原文:普罗旺斯二技能开启时不以生命值高于 80% 的敌人为目标,寒檀二技能的冰凌随机落在攻击范围内的地块上)。
- 开战时干员按**逐列从左到右、每列从上到下**的顺序部署(最左一列最先,与阿戈尔吞噬「更靠左和靠上」的顺序相同),召唤物在所有干员之后。被阻挡的敌人先打阻挡它的干员;没被阻挡的远程敌人先打嘲讽等级高的,同级时打最后部署的(召唤物、最右一列靠下的干员和刚再部署的干员更容易挨打)。隐匿的干员只会被它阻挡的敌人攻击,没被它挡住的敌人的溅射、爆炸、范围技能、留下的伤害区域(包括假想敌:蚀裂被击倒后喷出的毒雾)以及深池伙友卫队、扎罗的减攻速光环也落不到它身上(和官方一样;写明「无视无法选择」的效果如污染秽蚀照常能打到,寒霜的减攻速光环和“墓碑”这类地图效果照常生效);**迷彩**(如忍冬三技能期间击倒敌人后、寒芒克洛丝一技能)同样只会被它阻挡的敌人攻击,也显示为半透明,但躲不开溅射、爆炸和范围伤害(同时打范围内所有单位的普通攻击——如“斩胄之剑”“破胄之锤”“灵幛”——打不到它),也不算隐匿(不触发叙拉古等「隐匿时」效果)。叙拉古的隐匿按时(32 秒 + 每层 0.4 秒)结束;忍冬的迷彩按官方持续到她下一次开技能。**蒂比起飞**期间只挡飞行敌人,地面敌人不会选她为目标(普通攻击、溅射、技能范围、燃烧区域和要选中目标的减益都落不到她身上);飞行和悬浮敌人、写明「无视无法选择」的效果(如污染秽蚀)照常能打到她;地面敌人的光环和全场效果(如“墓碑”让全场攻击力、防御力减半)、她攻击敌人时招来的反制(如重装侦察兵的暴露)照常生效,起飞前已挂上的持续伤害也照常跳。
- **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**开启后攻击范围比平时大**的手动技能(如莫斯提马「序时之匙」、银灰「真银斩」、史尔特尔「黄昏」、白面鸮「脑啡肽」)在**开启后的攻击范围内出现敌人**(治疗技能:有受伤的队友)时就释放,不必等敌人走进平时的攻击范围,这是本作按玩家反馈有意与官方不同的地方;**重装干员**的手动技能在受到伤害时释放(例外:深巡、雷蛇的二技能,号角的二、三技能,灰毫的一、二技能按玩家反馈改为攻击范围内有敌人时就释放(深巡二技能按开启后更远的攻击范围判断),余的二技能「厚礼上宾」改为周围两格(技能范围)内有敌人时就释放,这是本作有意与官方不同的地方;深巡一技能仍要受到伤害);执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放(开启后攻击范围扩大的技能——薄绿「风语」、蜜蜡「沙暴扩散」、卡涅利安「食噬之印」、玛恩纳「未宽解的悲哀」,以及安洁莉娜「秘杖·反重力模式」——同样按开启后的攻击范围判断)。**自动触发**的技能按其本身规则:只作用于队友的(如引星棘刺「度算浪波」、浊心斯卡蒂「同葬无光之愿」、纯烬艾雅法拉「无声润物」)技力满就释放,不用等敌人或伤员;伺夜「领袖的呼唤」「领袖的馈赠」只在场上有狼群时释放:狼群处于战术点形态时,「领袖的呼唤」也会释放并让它立刻带着 1 只狼影回到场上(狼影未满时改为加 1 只狼影,已满时把狼群的生命值回满),「领袖的馈赠」也会释放(立即获得费用,强化留给回来的狼群的下一次攻击);又如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。
+4 -1
View File
@@ -126,7 +126,10 @@ owner's decision of 2026-10-06, kits/ops/op-wang.js); a skill's summon (赫默 S
and regardless of the holding (PRTS §作战阶段 "所有手动部署的召唤物,无视所属干员的持有状态…作战开始时立即部署一次"), then
waits on its tile and takes the field there each time the skill gives one (stock ≤ 1, after the token's redeploy time
once it left, free; never while its owner is off the field [ASSUMED] — a stocked one deploys as soon as the owner is
back; the doll also leaves when 巫恋 leaves, the drone stays when 赫默 leaves: PRTS token 备注). A skill's summon, a
back; the doll also leaves when 巫恋 leaves, the drone stays when 赫默 leaves: PRTS token 备注). The countdown summons —
those that "不会受到攻击" and leave after a fixed time (医疗探机, 诅咒娃娃, 海嗣; 自选: 工程蓄水炮, 沙地兽, “打字机”, 本能的召唤;
content/tokens.js `COUNTDOWN_SUMMONS`) — hold 无敌 + 禁疗 from each deployment (`startCountdown`) and their snapshot hp is
maxHp × the share of their life left (`unit.countdown`; community report of 2026-10-06, 0.2.0). A skill's summon, a
device or 海嗣 that was not placed never appears (the hidden 待部署区 deploys nothing by itself); the tacticians' 狼群 /
流形 still come as their 援军 on a tactical point without a piece (content/tokens.js `tacticalPoint`). Their piece stands
inside the tactician's attack range — the prep enforces "只能部署在召唤者攻击范围内" (tokens.json `ownerRange`, player
+1 -1
View File
@@ -23,7 +23,7 @@ S→C:
- NOTE: game time in `b.snap`/`b.ev` is carried as **`gt`** (the frame's `t` is the message type).
- Active finite zero-SP timed skills display `sp=timeLeft`, `spMax=duration` and `UF.SKILL`; after end they display
`0/0`. Snapshot display capacity does not change runtime SP/cost.
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? }` 20 Hz. Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state, row, col]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken — a safeguard, no ally deploys there (sim/constants.js `DOWN_STATE`); `row, col` = the tile it lies on and comes back on (§21.24); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? }` 20 Hz (a countdown summon's `hp` is maxHp × the share of its life left, §25.16.5). Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state, row, col]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken — a safeguard, no ally deploys there (sim/constants.js `DOWN_STATE`); `row, col` = the tile it lies on and comes back on (§21.24); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
- `b.ev` — `{ fieldId, ev: [ ... ] }` event tuples: `['spawn', UnitInfo]`, `['atk', srcId, tgtId, projKind]`, `['dmg', tgtId, amount, type]`, `['heal', tgtId, amount]`, `['skill', id, on:0|1]`, `['die', id, reason]` (reason `'killed'`, `'retreat'`, `'expired'` …; only `'killed'` plays an operator's knock-down sound), `['status', id, key, on]`, `['fx', kind, x, y, extra]` (`'hitCap' {id, n}` = a cancelled 限伤 hit, drawn as nothing, §20.12; `extra.form` = the unit's model form from then on (an enemy's mode, a 傀儡师's 替身 §22.11) — `shared/protocol.js fxForm`, state like a spawn: never dropped by the client, §21.4), `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]`
- `m.toast {kind, text}` · `m.ticker {text, id, type, priority, playerId}` (the strip plays the highest priority first, §21.10) · `m.emote {playerId, id}` · `m.result {...}`
- `m.unitStats {seq, round, units: [unitStatsEntry]}` — the answer to `g.unitStats` (`seq` echoed): every own board operator / summon by uid with `{id, uid, defId, hp, alive, maxHp, atk, def, res, interval, blockCnt, moveSpeed, range?, base: {…same}}` (shared/protocol.js `unitStatsEntry`; `range` = an ally's live range grid, facing RIGHT, never a target-selection grid, §21.16) as its next battle starts (§18.5)
+98 -1
View File
@@ -29,7 +29,9 @@ bounty burned to death by the 活性源石, 枯朽之种 paying a bounty) → §
2026-10-06, stream CB5 (match flow and UI: a module's 特性追加 line after the class trait, the new shop slot filled at the
upgrade, an eliminated player following a player through every round, the boss field and its leader in a watcher's boss
prep, the pair together in the boss prep with the official green frames; PRs #189 / #191 reused, not merged; the
battle-history and hotkey requests left to the owner) → §25.19.
battle-history and hotkey requests left to the owner) → §25.19; the community reports of 2026-10-06, stream CB2 (healers, summons, timers: 刺玫's S2 heals, 琳琅诗怀雅 healing herself and her 破财消灾 cost after a
redeploy, 赫默's drone at full SP, the countdown summons' 无敌 / 禁疗 / timer bar, stacked alchemy zones; the chain heal,
DoT damage, 伺夜's 狼影 and the 吟游者 trait answered) → §25.16.
Decisions of the owner: 2026-10-04 — the server stays on plain `node:http` + `ws`, no web framework (§25.1);
2026-10-05 — the 补位 plan (§25.3); the 自选编队 rules, the collab operators out of the pool, ISW-A refused (§25.4);
@@ -1211,3 +1213,98 @@ one commit with its tests; two open community PRs were reused without merging th
a sanitised map in the settings (`sanitizeSettings`), `shortcutFor` reading it, every `<kbd>` hint and tooltip reading it
too, i18n and tests. Decision: whether to allow it at all (the official PC client's keys are fixed as far as the data
shows: `pc_key_holder` hints).
### 25.16 Community reports of 2026-10-06, stream CB2: healers, summons, timers — `kits/ops/chess_char_1_06-vendla.js`, `chess_char_3_04-swire2.js`, `chess_char_2_02-silent.js`, `content/tokens.js COUNTDOWN_SUMMONS / startCountdown`, `sim/snapshot.js unitTuple`, `render/fx/zones.js zoneAlpha`
The owner's second collection of community reports (2026-10-06/07) was split over five streams; CB2 took the healers,
the summons and the timers (items 11, 12, 13, 14, 18, 26, 31, 32, 33, 34 of the list). Each was reproduced on the 0.2.0
tree with a script first (on the v0.1.4 sources too where the report could be older), then checked against the official
data — the local client's battle prefabs (charpack, token and skill prefabs, projectiles; abnormal flag ids per PRTS 异常
效果: 5 无敌, 7 禁疗), ArknightsGameData's buff templates, skill_table / character_table, PRTS (备注 included) — and the
earlier decisions. Six were real and are fixed, one commit each with its golden scenarios named; four are answered with
the evidence.
#### 25.16.1 「刺玫开技能(装备源石药剂)之后不能治疗」 (item 12): only the S2 counter's trait heal goes to her protégé — `kits/ops/chess_char_1_06-vendla.js`
- **Seen**: during 荆藤庇荫 every trait heal went to the protégé, usually at full HP — a 源石溶剂 carrier drained from 1017 to
297 HP over the skill with all eight heals spent on a 9000 / 9000 ally.
- **Official**: 「该角色受到攻击时刺玫对目标造成攻击力20%的法术伤害并仅对该角色触发刺玫特性」 (en "…and activates her Trait on the
ally"); the client buff `vendla_tr` heals through the selector S2TraitHealRange (the `vendla_s_2` holder) only for a
damage whose modifier carries the key `vendla_s_2` — the counter, `vendla_s_2[extra_damage]` — else through
TraitHealRange (`_excludeOwner` 0, 禁疗 excluded).
- **Now**: the counter's damage names the protégé (`traitAlly`); every other damage she deals heals the lowest-HP ally of
her range, herself included, skill running or not.
- Golden: roster-001 / 002, bond-deputShip-low / -high, bond-suntShip-high, bond-victoriaShip-low / -high, the bot matches
solo-FUNNY-2, coop2-NORMAL-3, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7. Tests:
`test/content/feedback5-vendla-heal.test.js`.
#### 25.16.2 「琳琅诗怀雅不会治疗自己」 (item 18): S1 仗义疏财 heals her own tile too — `kits/ops/chess_char_3_04-swire2.js`
- **Official**: the client charpack (char_1033_swire2, mode S1, ability HealAlly) selects with range x-4 — the 3×3 with her
own tile —, ally side, `_excludeOwner` 0, max HP ratio 0.7, one target. **Cause**: the kit skipped her and kept
Chebyshev distance 1 only. **Now**: the lowest HP ratio below 70 % of the 3×3, herself included (her own 禁疗 still
stops it); the owner's cadence of 2026-10-04 is unchanged.
- Golden: roster-027. Tests: `test/content/feedback5-swire2-self-heal.test.js`.
#### 25.16.3 「进入联防阶段琳琅诗怀雅所需的复活费用应该重置,正常对局中死亡之后再部署复活费用也应该重置」 (item 33): 破财消灾 restarts at 5 DP with every deployment — `kits/ops/chess_char_3_04-swire2.js`
- **Official**: PRTS 破财消灾 备注 「再部署时重置本天赋费用消耗」; the client buff `swire2_t_2` doubles the `cost` of its own
blackboard, rebuilt when she is deployed. **Cause**: the kit kept its save count for the whole battle (5 → 10 → 20 across
a redeploy). **Now**: reset at each of her deployments (battle start, redeploy, 突袭 再部署); a 联防 field is a battle of
its own, so it always started at 5 (pinned).
- Golden: roster-008 (a cheaper save after a redeploy), roster-049 (snapshots only). Tests:
`test/content/feedback5-swire2-revive-cost.test.js`.
#### 25.16.4 「赫默的无人机在2技能好了之后应该秒放」 (item 34): S2 医疗无人机 casts at full SP — `kits/ops/chess_char_2_02-silent.js`
- **Seen**: S2 full at 26 s and no cast while nobody was hurt; the drone came only once an ally in her range was injured.
- **Official**: the client skill `skchr_silent_2` (AUTO) has no `_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast`
0 and a RechargeToken action — no cast condition; `_stopSpWhenTokenIsFull` 1 = PRTS S2 备注 「库存达到上限后赫默获得阻回,
直到库存被消耗为止」.
- **Now**: trigger SP_FULL — the placed drone takes its tile the moment S2 is ready; 阻回 (`noSp`) while her stock is full.
- Golden: roster-003 / 005, bond-visiShip-low / -high. Tests: `test/content/feedback5-silent-drone.test.js`.
#### 25.16.5 「赫默的无人机、浊心斯卡蒂的海嗣等这种召唤物不会受到外来伤害(包括源石地板),也不会被干员治疗,血量随时间减少」 (item 26): the countdown summons — `content/tokens.js COUNTDOWN_SUMMONS / startCountdown`, `sim/snapshot.js unitTuple`, `sim/units.js` (`countdown`), the kits of 浊心斯卡蒂, 温蒂, 莱伊, 鸿雪, 酒神
- **Seen**: a 海嗣 on 活性源石 lost 70 of its 100 HP every second; a hurt drone drew every medic's heals and the 吟游者
regeneration; their bars were plain HP.
- **Official / sources**: PRTS 斯卡蒂的海嗣 备注 「持有禁疗、无敌」; the token prefabs give 海嗣 and 沙地兽 the abnormal flags 5 +
7, 工程蓄水炮 7; their lives are suicide buffs (`suicide_after_buff`, the drone's `skcom_withdraw`). The report describes
the official mode: no outside damage, no heal, a bar that runs down like a timer and the summon gone when it is empty.
- **Now**: the summons that "不会受到攻击" and leave after a fixed time — 医疗探机 (10 s), 诅咒娃娃 (15 s), 斯卡蒂的海嗣 (25 / 30
s) and the 自选 工程蓄水炮 (20 s), 沙地兽 (25 s), “打字机” (25 s), 本能的召唤 (10 s) — hold 无敌 + 禁疗 from each deployment
(`startCountdown`, called where each lifetime is scheduled) and the snapshot's hp is maxHp × the share of the life left
(`unit.countdown`). The sim HP stays full, so no selector sees a low-HP summon. Summons that block and are attacked
(沙之碑, 战术装备, “小自在”, 结构性原理, 狼群 …) keep real HP.
- [ASSUMED]: 无敌 + 禁疗 for the four whose base prefabs carry no flag (医疗探机, 诅咒娃娃, “打字机”, 本能的召唤), and the bar as
a display of the time left — from the report; no HP-drain node exists in the client data.
- Golden: snapshot hashes only (the bar): roster-003 / 016 / 018 / 035 / 045 / 046, bond-visiShip-low / -high,
boss-boss_1 / 3 / 5 / 7-pair, unite-1; gameplay too: roster-005 (medics no longer heal the drone), roster-037 and
hidden-boss_9-pair (a 海嗣 / drone under damage stays up). Tests: `test/sim/feedback5-countdown-summons.test.js`. Docs:
docs/SIM.md (token pieces), docs/PLAYING.md.
#### 25.16.6 「炼金师分支干员的炼金单元等范围持续性技能特效太亮(尤其是多层叠加以后)」 (item 14): stacked areas stay readable — `render/fx/zones.js zone / zoneAlpha`, `render/fx/simfx.js`, `kits/ops/chess_char_5_15-thorn2.js`
- **Cause**: 引星棘刺 S2's drifting unit was re-sent every second and drawn as a new additive zone for the rest of its life —
up to twelve layers on one spot; overlapping units (锡人's charges, several alchemists) added up the same way.
- **Now**: the fx carries `key` and the client moves / resizes that one zone; a persistent area (> 3 real s) is drawn at
0.16 / 0.5 (disc / edge) and ÷ √n among the n persistent areas overlapping it; short bursts and telegraphs unchanged.
- Golden: unchanged. Tests: `test/render/feedback5-zone-stack.test.js` (node; no browser suite draws zones).
#### 25.16.7 Answered with the evidence: items 11, 13, 31, 32 — no change
- **11 「链愈师…只能从周身8格里的干员开始,最远不会跳出攻击范围,…即使后续跳跃干员满血也会按照规则顺序跳跃」**: the x-4 jump
around the last one healed and full-HP allies jumped in order are 0.2.0's WE1 (§25.7.6; on v0.1.4 a full-HP ally was
never jumped). The main target is the lowest-HP ally of the whole attack range y-2 (PRTS 分支特性信息), and the client's
chain selector (`projectile_chr_papyrs`: `_rangeId` x-4 around the hit, `_maxTarget` 3) has no attack-range bound, so a
jump may leave the range — not implemented.
- **13 「有的持续造成伤害类的技能无伤害(如炼金师分支干员的炼金单元)」**: not reproduced — every DoT skill of the pool and of
the 自选 operators deals damage once its condition is met (a sweep with two layouts; on two real stages 锡人 S1 / S2 and
引星棘刺 S2 / S3 deal 13 000–134 000, the same on v0.1.4). The only zero is the hidden 锡人 record chess_char_1_16 (never
in the shop) whose kit lacks S1. The stacked, over-bright zones (item 14) are the likely cause of the impression.
- **31 「伺夜的召唤物随时间增长的狼影最高能叠三只(即在新的狼影恢复前能受到三次致命伤害才死亡)」**: what the sim does (kit pack
and placed piece, this tree and v0.1.4): 2 狼影 at deployment, 3 after 25 s, lethal hits 3 → 2 → 1 at full HP, the third
into the 战术点形态 — PRTS 狼群 备注. Pinned by `test/content/tokens_devices.test.js`, `kits_alt_t3.test.js`.
- **32 「吟游者的特性能恢复战术家的召唤物、不屈者分支干员的血量…(但赫默的无人机、浊心斯卡蒂的海嗣这种的血量不可以恢复)」**: the
trait is 生命回复速度, which 禁疗 and 无法被友方治疗 do not stop (§25.6.8): 狼群 440 → 532 and 斥罪 1480 → 1618 HP in 3 s
under 魔王 (pinned by `test/content/feedback5-regen.test.js`); 孤立 units stay out (PRTS 孤立). The countdown summons
cannot be refilled since §25.16.5.