feedback7 R22-OSIM: a skill that 白铁's 铁钳号 opens now acts on it — 蕾缪安 S3 / 艾丽妮 S3 / 陈 S2 / 引星棘刺 S2 spend on it, skills that pick enemies only stay closed; golden: unchanged

Grok's review of the 铁钳号 change (HIGH): the device opened every non-heal skill, but kits that pick their victims
with enemiesInKeys only were spent on nothing — 蕾缪安 S3 went active with 0 locks, 艾丽妮 S3 and 陈 S2 struck nothing,
引星棘刺 S2 threw at the empty far tile. Audit: every skill of every chess (loadouts) and of the 自选 pool, placed with
only the device in range; of the 351 skills the device opened, 67 never touched it.

- skills.js `allyTargetsOk`: the device counts for a skill's start only if the skill acts on it — SkillSpec
  `allyTargets` (true / false) from the kit, else [ASSUMED] a skill acting through the unit's own attacks (timed and
  still attacking, or a cast that is the next attack) on a unit that attacks. An onStart-only cast or a no-attack timed
  skill picks enemies itself and waits for one (德克萨斯 S2 剑雨, 锡人 S1/S2, 铃兰 S3 … about 50 skills).
- Spend on the device (allyTargets: true; its kit cancels the hits, its 受击回复 counts): 蕾缪安 S3 locks it and spends
  her bullets (ammoUsed, so the per-bullet layers come) and shells it; 艾丽妮 S3 strikes it; 陈 S2 draws on it after
  every enemy; 引星棘刺 S2 throws onto it and its pulses hit it. queries.js allyTargetsInRadius for their areas.
- Explicitly closed ([ASSUMED], allyTargets: false): 普罗旺斯 S2 (never shoots above 80 % HP), 卡涅利安 S1 (charged: no
  attack), 山 S2 (blocked enemies), 余 S2 / S3, 迷迭香 S3 (blocked only), 荒芜拉普兰德 S1 / S2 (drone locks), 淬羽赫默 S1–S3
  and 遥 S1–S3 (heal attacks), 机械师 S3, 珊比 S2 / S3, 陈 S3 / 艾丽妮 S2 (their guards already refused).
- 雪猎's empty-magazine cast back to enemies only (its S2 does not act on the device).
Re-audit: 281 skills open on the device alone and all act on it (蕾缪安 S3 through her locks); none of those that
acted on it before stopped. Docs: SIM.md, design/engine.md, PLAYING.md.

Tests: test/content/feedback7-allytarget-kits.test.js (5; all fail on the parent).
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- 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。琳琅诗怀雅二技能的香槟炸弹也不会掉血(活性源石和各种伤害都不会)、不会被治疗,不会因为生命值而消失,只在「见面礼」炸到碰到它的第一个地面敌人后消失(维护者 2026-10-08 的决定);隐匿(没有被反隐、也没有被阻挡)或沉睡的敌人选不中,不会触发它。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。被冻结或晕眩的敌人同样会被接触到的干员挡住:干员再部署到它身边就会阻挡它,隐匿的敌人也随之破隐(沉睡、浮空、恐惧的敌人仍然挡不住)。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)。白铁的「铁钳号·原型机」能被我方干员攻击(不受伤害):它在攻击范围 / 技能范围内时,非治疗技能会像遇到敌人一样自动开启并消耗弹药(项目维护者 2026-10-08 按官方体验确认;白铁™多功能平台不会被攻击)。
- **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)。白铁的「铁钳号·原型机」能被我方干员攻击(不受伤害):它在攻击范围 / 技能范围内时,能作用到它的技能会像遇到敌人一样自动开启并消耗弹药(项目维护者 2026-10-08 按官方体验确认;白铁™多功能平台不会被攻击);技能效果只会挑选敌人、打不到它的技能(如德克萨斯「剑雨」)不会为它开启,留给真正的敌人。
- **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
- **生命回复不是治疗**(与官方一致):吟游者的特性(魔王、浊心斯卡蒂及其海嗣)、调香师的天赋、瑕光二技能、铃兰三技能、锡人和引星棘刺(一、二技能)的炼金单元给友军的「每秒恢复生命」是提高对方的**生命回复速度**,不是治疗:收割者 / 不屈者 / 武者(如隐德来希、圣约送葬人、折桠)这类「无法被友方治疗」的干员和处于禁疗的干员也能吃到,治疗量加成(如「受到的治疗效果提升」)也不会放大它;铃兰三技能开启后的第一秒没有回复。直接治疗(医疗干员的治疗、技能的「恢复…生命」)仍然对这些干员无效。
- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
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| `allySelectable(ally, by)`, `alliesFor(by, ownerId?)` | may an ability of ally `by` select `ally` — never a 孤立 unit (炎佑, 从不混淆的方向) but `by` itself (PRTS 选择器: "若掩码中孤立为1,且选择器的阵营与目标为友好关系,则不可选中"); `allies()` without the 孤立 ones — content picks ally targets (buffs, auras, 全场 talents, heal picks) through these, `alliesInGrid` too |
| `unitsInGrid(unit, grid, {side, extend})`, `alliesInGrid(unit)`, `enemiesInRadius(x, y, r, centre?)`, `foesInRadius(x, y, r, centre?)`, `alliesInRadius(x, y, r, ownerId?)` | grid offsets are relative to facing RIGHT, rotated by `unit.dir`; enemies by their body (§2 hit areas: a huge enemy on every tile it occupies / within `r` of its rectangle; `centre` = splash around a target, a 中点判定 by position; `foesInRadius` = the enemies an operator's area effect can select — no untargetable enemy, none whose 隐匿 is on (`targeting.js enemyStealthed`: not blocked, not revealed, not within 3 s of its last block), PRTS 作战机制 §AOE伤害判定 — while enemy-side auras / heals and collisions keep `enemiesInRadius`) |
| `enemiesInKeys(keys, attacker, profile)`, `blockedTargets(unit, profile)` | targetable enemies whose body is on the tiles (a huge one listed once); the enemies a unit blocks — always selectable by it, a ranged operator on a melee tile included (§1.2 Blocking) |
| `setAllyTarget(unit, on)`, `allyTargetsInKeys(keys, attacker)`, `isAllyTarget(unit)` | an **ally target**: an ally unit our attacks select like an enemy — 白铁's 铁钳号·原型机, a summon of the enemy camp ("可被我方干员攻击但不受伤害", PRTS; kits/ops/op-ironmn.js). The attack loop (ai.js `acquireTargets`) appends the registered ones standing on the attacker's range after every enemy (their 嘲讽等级 −2 puts them last: one target ⇒ an enemy first; all in range / more targets ⇒ them too) and ranged attacks fly to them; heals, skills that pick their own victims and enemies never select them (the kit gives it `untargetable` against enemies and cancels the damage it takes in its `hit` hook). A non-heal skill's automatic start counts the registered ones like enemies (skills.js `_allyTargetIn`: every enemy condition of the trigger rules — the owner's rule of 2026-10-08). None registered ⇒ the loop is unchanged |
| `setAllyTarget(unit, on)`, `allyTargetsInKeys(keys, attacker)`, `isAllyTarget(unit)` | an **ally target**: an ally unit our attacks select like an enemy — 白铁's 铁钳号·原型机, a summon of the enemy camp ("可被我方干员攻击但不受伤害", PRTS; kits/ops/op-ironmn.js). The attack loop (ai.js `acquireTargets`) appends the registered ones standing on the attacker's range after every enemy (their 嘲讽等级 −2 puts them last: one target ⇒ an enemy first; all in range / more targets ⇒ them too) and ranged attacks fly to them; heals, skills that pick their own victims and enemies never select them (the kit gives it `untargetable` against enemies and cancels the damage it takes in its `hit` hook). A skill that acts on them counts the registered ones like enemies for its automatic start (skills.js `_allyTargetIn` / `allyTargetsOk`, every enemy condition of the trigger rules — the owner's rule of 2026-10-08): one that acts through the unit's own attacks, or whose kit flags `allyTargets: true` because its selectors take them too (`allyTargetsInKeys` / `allyTargetsInRadius`: 蕾缪安 S3's locks, 艾丽妮 S3, 陈 S2, 引星棘刺 S2); [ASSUMED] a skill that picks its victims among enemies only (or whose kit says `allyTargets: false`) is not opened by them and waits for an enemy. None registered ⇒ the loop is unchanged |
| `allies(ownerId?)`, `aliveEnemies()`, `unitAt(r, c)`, `unitById(id)`, `tileInfo(r, c)`, `lowestHpAllyInRange(unit)` | |
| `addLayers(playerId, bondId, n, reason, {source})`, `addCoins(playerId, n)` | layers are a no-op when `flags.layerGainsEnabled` is false (unite/boss); a gain adds at most the room left under `BOND_LAYER_CAP` (999, shared/constants.js `layerGainRoom`: the client's `AddBondCount` min(L + n, 999)) on the live copy — or, without one, on the battle's own gains — and returns what it added (0 at the cap: no hook, no event) |
| `getPlayer(playerId)` | `{ playerId, seat, side, colOffset, mirror, dir (default unit direction: RIGHT, mirrored side LEFT), facing (its sign), bonds (live copy, layers updated by addLayers), bandId, playerEffects, lpForBoss, dp, units }` |
@@ -919,8 +919,10 @@ instance) and skip `'counter'` / `'reflect'` damage. When the guard trips, the l
every tick; `NEVER` (alias `MANUAL`) — never auto-casts: the kit calls `unit.skill.activate(reason)` itself;
`MLYSS_WTRMAN` and any unknown rule behave like DEFAULT. Units that never attack (bard, phalanx, librator) check
DEFAULT every tick. In every enemy condition above a registered ally target (`setAllyTarget`: 白铁's 铁钳号·原型机, an
enemy-camp summon) counts like an enemy for a non-heal skill (`_allyTargetIn` — the owner's rule of 2026-10-08: with the
device alone in range a skill opens and spends its bullets on it). Silence blocks activation. The automatic operations cool down (`constants.js AUTO_OP_COOLDOWN` 3 s,
enemy-camp summon) counts like an enemy for a skill that acts on it (`_allyTargetIn`, `allyTargetsOk` — the owner's rule
of 2026-10-08: with the device alone in range such a skill opens and spends itself, its bullets included, on it): one
acting through the unit's own attacks, or flagged `allyTargets` by its kit; [ASSUMED] one that picks enemies only waits.
Silence blocks activation. The automatic operations cool down (`constants.js AUTO_OP_COOLDOWN` 3 s,
"自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"): a MANUAL skill is auto-cast no sooner than 3 s
after its previous cast (a charged skill spends its charges 3 s apart) or after its battle-start deployment
(`Battle._deploy` initial; `battle.flags.startOpCooldown`, default 3 — the test harness sets 0 unless told otherwise);
+1 -1
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@@ -139,7 +139,7 @@ Duration end cleans the window and emits `skillEnd`; it leaves zero charges and
Redeployment opens a new full window. Permanent passives retain `passive`; first-kill recasts of 缄默德克萨斯 explicitly
restart a full window. Special timed kits and their effect rules are described in SIM §7.2.
Auto-trigger rules (`skillTrigger.rule` in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §20.2): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range, or an enemy the unit blocks; with `trigger.allies` + `hpAtMost` an ally of the skill grid at or below that HP ratio — 塞雷娅 S1 急救, whose cast replaces that attack and is withdrawn with its charge if the ally recovers first), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own, not an attack-range change: any living enemy, stealthed ones included, on the skill range, checked every tick — "仅在技能范围内存在敌人(无视其不可选中)时释放技能"; 13 skills / 26 records by the official rule, 14 / 28 in the data with 余 S2's deviation, §22.10), `ACTIVE_RANGE` (the owner's deliberate deviation of 2026-10-05, 0.2.0: a MANUAL skill on the basic strategy — or, by the owner's further decisions of the same day, on the `SEARCH` row, and 深巡 S2 on top of its §21.29 DEFAULT — whose attack range while it runs strictly contains the operator's own range — its rangeId grid, or the own range grown by `ability_range_forward_extend` — checks the DEFAULT condition on that running range every tick, no attack needed; `customRangeGrid` = the running range, `rawRule` the official row (DEFAULT, SEARCH, 深巡's TAKE_DAMAGE); 39 skills / 78 records, of them 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2 and 安洁莉娜 S3 from SEARCH; 烛煌 S2 / S3, whose ranges do not contain her 3-1, keep DEFAULT), `TAKE_DAMAGE` (on taking damage — any damage, 无来源 included, never a 流失; every MANUAL 重装 skill, §21.12 — but the six of the deliberate deviation, §21.29: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT`, `rawRule` keeping the official TAKE_DAMAGE — 深巡 S2 then `ACTIVE_RANGE` on its 3-2; and 余 S2, `SKILL_RANGE` on its x-1 (§22.10); the 重装 of data/backups.json — the 补位 stand-ins 预备干员-重装 / Mechanist and every 自选 重装 — cast with an enemy in range, `DEFAULT` (or `ACTIVE_RANGE` when the skill's running range is larger), by the owner's decisions of 2026-10-05), `SP_FULL` (immediately — 执旗手 / 战术家 / 吟游者 MANUAL skills, AUTO DP skills such as 焰尾 S1, 凛御银灰 S1 (伺夜 S1 / S2 too, but only while his pack is on the field — PRTS 备注 「仅场上存在狼群时可触发技能」, the kit's own cast; the owner's decision of 2026-10-05 for S1; S1 also while the pack sits in its 战术点形态, which the cast ends — S2 too since 0.2.0: its DP at once, its gift kept for the returning pack [ASSUMED: S2's 备注 uses S1's words]; 黑键 S2 荒芜回响 likewise only while one placeable tile of his range is free, no enemy needed — PRTS 备注 「攻击范围内不存在可部署位时,技能不会被触发」, its kit's cast, 0.2.0), and, by their kits, AUTO skills whose effects act on allies only: 引星棘刺 S1, 浊心斯卡蒂 S2, 纯烬艾雅法拉 S1 — the owner's decision of 2026-10-05 for the last), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed; 解放者 / 阵法术师 MANUAL skills and 安洁莉娜 S2, those without a larger running range), `GDGLOW_SKILL_2` (a valid target anywhere on the field: 荒芜拉普兰德, 纯烬艾雅法拉 S3), special ids. In every enemy condition a registered ally target (白铁's 铁钳号·原型机, an enemy-camp summon our attacks select) counts like an enemy for a non-heal skill (the owner's rule of 2026-10-08). The class rows cover **every MANUAL skill** of the class and never an AUTO skill (AUTO skills keep their own rule — an inference: PRTS names whole classes; the data's `skillIndex 0` / `-1` sentinel argues the other way, §20.2). **Operation cooldown**: the engine auto-casts a MANUAL skill no sooner than `AUTO_OP_COOLDOWN` (3 s) after its previous cast and after the unit's battle-start deployment ("自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"; `Battle._deploy` initial, `battle.flags.startOpCooldown`); kits with an automatic cast of their own check `skill.opCooling`; a pending "next attack" never takes a second charge. Permanent passive skills are always on; finite deployment effects use the duration lifecycle above.
Auto-trigger rules (`skillTrigger.rule` in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §20.2): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range, or an enemy the unit blocks; with `trigger.allies` + `hpAtMost` an ally of the skill grid at or below that HP ratio — 塞雷娅 S1 急救, whose cast replaces that attack and is withdrawn with its charge if the ally recovers first), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own, not an attack-range change: any living enemy, stealthed ones included, on the skill range, checked every tick — "仅在技能范围内存在敌人(无视其不可选中)时释放技能"; 13 skills / 26 records by the official rule, 14 / 28 in the data with 余 S2's deviation, §22.10), `ACTIVE_RANGE` (the owner's deliberate deviation of 2026-10-05, 0.2.0: a MANUAL skill on the basic strategy — or, by the owner's further decisions of the same day, on the `SEARCH` row, and 深巡 S2 on top of its §21.29 DEFAULT — whose attack range while it runs strictly contains the operator's own range — its rangeId grid, or the own range grown by `ability_range_forward_extend` — checks the DEFAULT condition on that running range every tick, no attack needed; `customRangeGrid` = the running range, `rawRule` the official row (DEFAULT, SEARCH, 深巡's TAKE_DAMAGE); 39 skills / 78 records, of them 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2 and 安洁莉娜 S3 from SEARCH; 烛煌 S2 / S3, whose ranges do not contain her 3-1, keep DEFAULT), `TAKE_DAMAGE` (on taking damage — any damage, 无来源 included, never a 流失; every MANUAL 重装 skill, §21.12 — but the six of the deliberate deviation, §21.29: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT`, `rawRule` keeping the official TAKE_DAMAGE — 深巡 S2 then `ACTIVE_RANGE` on its 3-2; and 余 S2, `SKILL_RANGE` on its x-1 (§22.10); the 重装 of data/backups.json — the 补位 stand-ins 预备干员-重装 / Mechanist and every 自选 重装 — cast with an enemy in range, `DEFAULT` (or `ACTIVE_RANGE` when the skill's running range is larger), by the owner's decisions of 2026-10-05), `SP_FULL` (immediately — 执旗手 / 战术家 / 吟游者 MANUAL skills, AUTO DP skills such as 焰尾 S1, 凛御银灰 S1 (伺夜 S1 / S2 too, but only while his pack is on the field — PRTS 备注 「仅场上存在狼群时可触发技能」, the kit's own cast; the owner's decision of 2026-10-05 for S1; S1 also while the pack sits in its 战术点形态, which the cast ends — S2 too since 0.2.0: its DP at once, its gift kept for the returning pack [ASSUMED: S2's 备注 uses S1's words]; 黑键 S2 荒芜回响 likewise only while one placeable tile of his range is free, no enemy needed — PRTS 备注 「攻击范围内不存在可部署位时,技能不会被触发」, its kit's cast, 0.2.0), and, by their kits, AUTO skills whose effects act on allies only: 引星棘刺 S1, 浊心斯卡蒂 S2, 纯烬艾雅法拉 S1 — the owner's decision of 2026-10-05 for the last), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed; 解放者 / 阵法术师 MANUAL skills and 安洁莉娜 S2, those without a larger running range), `GDGLOW_SKILL_2` (a valid target anywhere on the field: 荒芜拉普兰德, 纯烬艾雅法拉 S3), special ids. In every enemy condition a registered ally target (白铁's 铁钳号·原型机, an enemy-camp summon our attacks select) counts like an enemy for a skill that acts on it (the owner's rule of 2026-10-08): one acting through the unit's own attacks, or whose kit flags `allyTargets` (its selectors take the device too — 蕾缪安 S3, 艾丽妮 S3, 陈 S2, 引星棘刺 S2); [ASSUMED] a skill that picks enemies only is not opened by it. The class rows cover **every MANUAL skill** of the class and never an AUTO skill (AUTO skills keep their own rule — an inference: PRTS names whole classes; the data's `skillIndex 0` / `-1` sentinel argues the other way, §20.2). **Operation cooldown**: the engine auto-casts a MANUAL skill no sooner than `AUTO_OP_COOLDOWN` (3 s) after its previous cast and after the unit's battle-start deployment ("自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"; `Battle._deploy` initial, `battle.flags.startOpCooldown`); kits with an automatic cast of their own check `skill.opCooling`; a pending "next attack" never takes a second charge. Permanent passive skills are always on; finite deployment effects use the duration lifecycle above.
**SkillSpec** (authored per chess in `sim/content/kits/tierN.js`; values come from the chess's skill blackboard at its level — normal Lv4, elite Lv7 — so a spec is a *function of the blackboard*):
```js
+15 -1
View File
@@ -47,7 +47,8 @@ export class BattleQueries {
* 铁钳号·原型机, a summon of the enemy camp that "可被我方干员攻击但不受伤害" (PRTS 铁钳号·原型机 备注 "该召唤物阵营为敌方";
* kits/ops/op-ironmn.js). Those standing on one of `keys` (tile keys, or a Set of them), alive and deployed — never
* `attacker` itself, and an ally target selects none. ai.js acquireTargets appends them after the enemies (their 嘲讽等级
* −2 puts them last); a non-heal skill's automatic start counts them like an enemy (skills.js `_allyTargetIn`). [] at
* −2 puts them last); a skill that acts on them counts them like an enemy for its automatic start (skills.js
* `_allyTargetIn` / `allyTargetsOk`). [] at
* once while none is registered, so every other battle runs exactly as before.
*/
allyTargetsInKeys(keys, attacker) {
@@ -59,6 +60,19 @@ export class BattleQueries {
return out;
}
/**
* The registered ally targets within `r` of (x, y) (centre distance) — the radius form of allyTargetsInKeys, for a kit
* whose area selection takes them too (a skill flagged `allyTargets`, skills.js allyTargetsOk). [] while none is registered.
*/
allyTargetsInRadius(x, y, r, attacker) {
const set = this._allyTargets;
if (!set || !set.size || !attacker || set.has(attacker)) return [];
const r2 = r * r + 1e-9;
const out = [];
for (const a of set) if (a.alive && a.deployed && !a.hidden && (a.x - x) * (a.x - x) + (a.y - y) * (a.y - y) <= r2) out.push(a);
return out;
}
/** Register (`on`) or drop an ally target (allyTargetsInKeys); one off the field is skipped while registered. */
setAllyTarget(unit, on = true) {
if (!unit || unit.side !== 'ally') return false;
@@ -28,7 +28,9 @@ export default {
const s2On = (u) => !!(u.skill && u.skill.active && u.skill.id === S2);
return {
skill: { kind: 'passive' },
skills: { [S2]: { kind: 'duration', mods: { atkPct: num(skillBbOf(chess, S2).atk) } } },
// [ASSUMED] S2 never shoots 白铁's 铁钳号 (its damage is cancelled, so it never drops below 80 %): the device alone does
// not open it (skills.js allyTargetsOk)
skills: { [S2]: { kind: 'duration', mods: { atkPct: num(skillBbOf(chess, S2).atk) }, allyTargets: false } },
trait: {
canAttack: (battle, u) => !s2On(u) || battle.enemiesInKeys(u.rangeKeys, u, u.profile).some(huntable),
},
@@ -58,9 +58,7 @@ export default {
battle.on('tick', () => {
const sk = unit.skill;
if (!alive(unit) || !unit.canAct || !sk || !sk.ready || sk.opCooling || unit.s.flags.silence || (unit.trait.ammo ?? 1) > 0) return;
// (白铁's 铁钳号·原型机, an ally target, counts like an enemy — skills.js `_allyTargetIn`)
const keys = unit.baseRangeKeys || unit.rangeKeys;
if (battle.enemiesInKeys(keys, unit, unit.profile).length || battle.allyTargetsInKeys(keys, unit).length) sk.activate('DEFAULT');
if (battle.enemiesInKeys(unit.baseRangeKeys || unit.rangeKeys, unit, unit.profile).length) sk.activate('DEFAULT');
}, { owner: unit });
}
if (extra > 0) {
@@ -37,6 +37,8 @@ export default withDefaults({
skills: alt(def, {
skchr_billro_1: () => ({
kind: 'duration',
// [ASSUMED] a charged cast makes no attack at all: 白铁's 铁钳号 alone does not open it (skills.js allyTargetsOk)
allyTargets: false,
mods: { atkPct: num(bb.atk), defPct: num(bb.def) },
onStart({ battle, unit, skill }) {
unit.mem.billroCharged = isCharged(skill);
@@ -121,10 +121,13 @@ export default {
}),
skill: {
kind: maxCharges(chess, def) > 1 ? 'charges' : 'instant',
// 白铁's 铁钳号·原型机 (a registered ally target) is a target like an enemy when no enemy is in her range — the owner's
// rule of 2026-10-08: the unit lands on it and its pulses hit it (cancelled by its kit) [ASSUMED] (skills.js allyTargetsOk)
allyTargets: true,
onStart({ battle, unit }) {
const list = battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile);
sortEnemyTargets(battle, unit, list, null);
let t = list.find((e) => !e.isFlying) ?? list[0];
let t = list.find((e) => !e.isFlying) ?? list[0] ?? battle.allyTargetsInKeys(unit.rangeKeys, unit)[0];
if (!t) {
// PRTS 备注: no enemy in range → thrown at the farthest tile straight ahead inside her range
let best = null;
@@ -191,6 +194,8 @@ export default {
if (z.acc >= 1 - 1e-9) {
z.acc -= 1;
for (const e of foes) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale), type: 'arts', isSkill: true, tags: ['skill', 'alchemy'] });
// (白铁's 铁钳号 too, like a ground enemy — its kit cancels the hit)
for (const a of battle.allyTargetsInRadius(z.x, z.y, r, unit)) battle.dealDamage(unit, a, { amount: unit.s.atk * num(bb.atk_scale), type: 'arts', isSkill: true, tags: ['skill', 'alchemy'] });
const regen = unit.s.atk * num(bb.hp_recovery_per_sec_ratio_chr); // 生命回复速度 (see the header)
if (regen > 0) {
for (const a of battle.alliesInRadius(z.x, z.y, r, null)) {
@@ -39,6 +39,9 @@ export default {
}),
skill: {
kind: 'toggle',
// [ASSUMED] its attacks reach the enemies he blocks; the unblockable 铁钳号 of 白铁 never: it does not open it (skills.js
// allyTargetsOk)
allyTargets: false,
mods: mods({ atkPct: num(bb.atk), defPct: num(bb.def), blockCnt: num(bb.block_cnt), hpRegenRatio: num(bb.hp_recovery_per_sec_by_max_hp_ratio) }),
targeting: skillGrid(chess, def) ? { rangeGrid: skillGrid(chess, def) } : undefined,
attack: { hitAllBlocked: true },
@@ -58,7 +58,11 @@ function lemuen(bb, chess, def) {
const d2 = num(bb['attack@dist_2'], num(bb['attack@projectile_range'], 1.5));
const s1 = num(bb['attack@proj_atk_scale_1'], 1), s2 = num(bb['attack@proj_atk_scale_2'], 1);
const pickLock = (battle, unit, locks) => {
const cands = battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile);
let cands = battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile);
// 白铁's 铁钳号·原型机 (a registered ally target, an enemy-camp summon) is locked like an enemy when no enemy is in her
// range — the owner's rule of 2026-10-08 (it draws aggro like an enemy): her bullets are spent on it, the shells' hits
// are cancelled by it [ASSUMED: after every enemy, its 嘲讽等级 −2]
if (!cands.length) cands = battle.allyTargetsInKeys(unit.rangeKeys, unit);
if (!cands.length) return null;
sortEnemyTargets(battle, unit, cands, 'lowDef');
const cnt = (e) => locks.reduce((n, L) => n + (L.e === e ? 1 : 0), 0);
@@ -85,6 +89,10 @@ function lemuen(bb, chess, def) {
const d = bodyDist(e, x, y);
battle.dealDamage(unit, e, { amount: atk * (d <= d1 + 1e-9 ? s1 : s2), type: 'phys', isSkill: true, isSplash: true, tags: ['skill', 'bombard'] });
}
// (the 铁钳号 too, like an enemy — its kit cancels the hit)
for (const a of battle.allyTargetsInRadius(x, y, d2, unit)) {
battle.dealDamage(unit, a, { amount: atk * s2, type: 'phys', isSkill: true, isSplash: true, tags: ['skill', 'bombard'] });
}
};
const bombard = (battle, unit, locks) => {
const atk = unit.s.atk;
@@ -164,6 +172,7 @@ function lemuen(bb, chess, def) {
kind: 'ammo',
ammo: Math.max(1, Math.floor(num(bb['attack@trigger_time'], 5))),
attack: { noAttack: true },
allyTargets: true, // its locks take 白铁's 铁钳号 too (pickLock) — skills.js allyTargetsOk
onStart({ unit }) { unit.mem.lemLocks = []; unit.mem.lemAcc = aim; },
onTick({ battle, unit, skill, dt }) {
const m = unit.mem;
@@ -51,6 +51,8 @@ function yu(bb, chess, def) {
// 'teleport' fx). PRTS's 0.13 s between the damage and the teleport is not modelled (same tick).
skchr_yu_2: {
kind: 'duration',
// [ASSUMED] its burst and teleport pick enemies; 白铁's 铁钳号 alone does not open it (skills.js allyTargetsOk)
allyTargets: false,
mods: { hpPct: num(bb.max_hp), atkPct: num(bb.atk), blockCnt: num(bb.block_cnt) },
attack: { dmgType: 'arts' },
onStart({ battle, unit }) {
@@ -79,6 +81,7 @@ function yu(bb, chess, def) {
skill: {
kind: 'duration',
mods: { hpPct: num(bb.max_hp), atkPct: num(bb.atk), defPct: num(bb.def) },
allyTargets: false, // [ASSUMED] its wall burns enemies crossing it; 白铁's 铁钳号 alone does not open it
// the wall runs through his tile perpendicular to his direction (RIGHT / LEFT: his column; UP / DOWN: his row —
// it turns with the deploy direction like a range) [ASSUMED orientation for UP / DOWN]
onStart({ battle, unit }) {
@@ -31,6 +31,8 @@ function rosmon(bb, chess, def) {
// two 战术装备 on melee tiles of her range (the token kit: appear stun, blocked enemies DEF −160, lifetime)
skchr_rosmon_3: {
kind: 'duration',
// [ASSUMED] blocked enemies only; 白铁's unblockable 铁钳号 never: it does not open it (skills.js allyTargetsOk)
allyTargets: false,
mods: { batPct: batOf(bb.base_attack_time, def, true), atkPct: num(bb.atk) },
targeting: { maxTargets: Math.max(1, Math.floor(num(bb['attack@max_target'], 2))) },
onStart({ battle, unit }) {
@@ -128,6 +128,8 @@ function whitw2(bb, chess, def) {
// grid only selects those targets — no rangeId, no 攻击范围 in the text — so the card keeps her 3-1 (showOwnRange)
skchr_whitw2_1: {
kind: 'toggle',
// [ASSUMED] her drones lock enemies only (install): 白铁's 铁钳号 alone does not open S1 / S2 (skills.js allyTargetsOk)
allyTargets: false,
mods: { atkPct: num(bb.atk) },
targeting: { rangeGrid: WHOLE_FIELD, showOwnRange: true },
onStart({ unit }) { unit.mem.lazyLock = null; },
@@ -136,6 +138,7 @@ function whitw2(bb, chess, def) {
// (install); each drone hit ramps on its own target (trait init → max) and fears it attack@fear s with attack@prob
skchr_whitw2_2: {
kind: 'duration',
allyTargets: false,
mods: { atkPct: num(bb.atk) },
...(skillGridW ? { targeting: { rangeGrid: skillGridW } } : {}),
attack: {
+7
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@@ -114,9 +114,13 @@ export default {
},
[S2]: {
kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
// 白铁's 铁钳号·原型机 (a registered ally target) is drawn on like an enemy, after every enemy (嘲讽等级 −2) — the
// owner's rule of 2026-10-08; its kit cancels the hits [ASSUMED] (skills.js allyTargetsOk)
allyTargets: true,
onStart({ battle, unit }) {
const list = battle.enemiesInKeys(keysOf(unit, grid2), unit, AIR);
sortEnemyTargets(battle, unit, list, null);
list.push(...battle.allyTargetsInKeys(keysOf(unit, grid2), unit));
const v = list.slice(0, Math.max(1, Math.floor(num(b2.max_target, 1))));
battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length, skill: 'chen:draw' });
const amount = () => unit.s.atk * num(b2.atk_scale, 1);
@@ -132,6 +136,9 @@ export default {
duration: S3_CLIP,
flags: { invulnerable: true, noBlock: true },
attack: { noAttack: true },
// [ASSUMED] its slashes and its guard (guardActivation) take ground enemies only: 白铁's 铁钳号 alone does not open
// it (skills.js allyTargetsOk) — the skill ends at once without a target
allyTargets: false,
onStart({ battle, unit }) {
battle.releaseBlocked(unit); // 无法阻挡
unit.mem.chenS3 = { t: 0, n: 0, target: null };
+4 -2
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@@ -168,9 +168,10 @@ export default {
return {
trait: atkTargets > 1 ? { maxTargets: atkTargets } : null,
skills: {
[S1]: { kind: 'duration', mods: { aspd: num(b1.attack_speed) }, attack: healAttack(healTargets) },
// [ASSUMED] her skills' attacks heal: 白铁's 铁钳号 (禁疗, no patient) alone does not open them (skills.js allyTargetsOk)
[S1]: { kind: 'duration', mods: { aspd: num(b1.attack_speed) }, attack: healAttack(healTargets), allyTargets: false },
[S2]: {
kind: 'duration', attack: healAttack(healTargets + Math.max(0, Math.floor(num(b2['attack@max_target_heal_add'])))),
kind: 'duration', attack: healAttack(healTargets + Math.max(0, Math.floor(num(b2['attack@max_target_heal_add'])))), allyTargets: false,
onStart({ battle, unit }) {
unit.mem.harukaS2Uses = (unit.mem.harukaS2Uses ?? 0) + 1;
unit.mem.harukaS2Endless = unit.mem.harukaS2Uses >= 2;
@@ -185,6 +186,7 @@ export default {
kind: 'duration',
mods: { atkPct: num(b3.atk), batPct: batMod(b3.base_attack_time, chess) },
targeting: { rangeGrid: s3?.rangeGrid ?? null },
allyTargets: false,
attack: healAttack(healTargets),
onStart({ battle, unit }) { rescale(battle, unit); },
onEnd({ battle, unit }) { rescale(battle, unit); }, // (`active` is already false: ×1 again)
+10 -3
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@@ -100,6 +100,9 @@ export default {
},
[S2]: {
kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
// [ASSUMED] its strike and its guard (guardActivation) take ground enemies only: 白铁's 铁钳号 alone does not open
// it (skills.js allyTargetsOk)
allyTargets: false,
onStart({ battle, unit }) {
const list = battle.enemiesInKeys(keysOf(unit, grid2), unit, GROUND);
sortEnemyTargets(battle, unit, list, null);
@@ -116,9 +119,12 @@ export default {
kind: 'duration',
duration: S3_DURATION,
attack: { noAttack: true },
// 白铁's 铁钳号·原型机 (a registered ally target) is struck like an enemy — the owner's rule of 2026-10-08; its kit
// cancels the hits [ASSUMED: its strikes take it like a ground enemy of the skill range] (skills.js allyTargetsOk)
allyTargets: true,
onStart({ battle, unit }) {
unit.mem.ireneS3 = { t: 0, n: 0 };
const v = battle.enemiesInKeys(keysOf(unit, grid3), unit, GROUND);
const v = [...battle.enemiesInKeys(keysOf(unit, grid3), unit, GROUND), ...battle.allyTargetsInKeys(keysOf(unit, grid3), unit)];
battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1.5, id: unit.id, skill: 'irene:judgment' });
for (const e of v) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(b3.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] });
@@ -132,11 +138,12 @@ export default {
const iv = Math.max(0.05, num(b3.multi_hit_interval, 0.3)), times = Math.max(0, Math.floor(num(b3.multi_times, 10)));
while (m.n < times && m.t + 1e-9 >= (m.n + 1) * iv) {
m.n++;
const cands = battle.enemiesInKeys(keysOf(unit, grid3), unit, AIR);
const foes = battle.enemiesInKeys(keysOf(unit, grid3), unit, AIR);
const cands = foes.length ? foes : battle.allyTargetsInKeys(keysOf(unit, grid3), unit); // (the 铁钳号 when no enemy)
if (!cands.length) continue;
const c = battle.rng.pick(cands);
battle.fx('aoe', { x: c.x, y: c.y, radius: S3_SPLASH, id: unit.id, skill: 'irene:judgment' });
for (const e of battle.foesInRadius(c.x, c.y, S3_SPLASH, true)) {
for (const e of [...battle.foesInRadius(c.x, c.y, S3_SPLASH, true), ...battle.allyTargetsInRadius(c.x, c.y, S3_SPLASH, unit)]) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(b3.multi_atk_scale, 1), type: 'phys', isSkill: true, isSplash: e !== c, tags: ['skill'] });
}
if (!unit.alive || !unit.skill?.active) return;
+2
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@@ -269,6 +269,8 @@ export default {
[S3]: {
kind: 'duration',
mods: { atkPct: num(b3.atk), batPct: batMod(b3.base_attack_time, chess) },
// [ASSUMED] the cross lands on an enemy target only: 白铁's 铁钳号 alone does not open it (skills.js allyTargetsOk)
allyTargets: false,
// the attack is the cross: no damage on the target itself (its 0.8 s later landing does it)
attack: { dmgType: 'arts', hitsFn: () => 0 },
onAttack({ battle, unit, targets }) {
+4 -3
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@@ -158,9 +158,10 @@ export default {
return {
trait: targets > 1 ? { maxTargets: targets } : null,
skills: {
[S1]: { kind: 'duration', mods: { atkPct: num(b1.atk) }, attack: healAttack },
// [ASSUMED] her skills' attacks heal: 白铁's 铁钳号 (禁疗, no patient) alone does not open them (skills.js allyTargetsOk)
[S1]: { kind: 'duration', mods: { atkPct: num(b1.atk) }, attack: healAttack, allyTargets: false },
[S2]: {
kind: 'duration', mods: { aspd: num(b2.attack_speed) }, attack: healAttack,
kind: 'duration', mods: { aspd: num(b2.attack_speed) }, attack: healAttack, allyTargets: false,
onStart({ battle, unit }) {
// a 夜灯 already up (the battle-start deploy) is this skill's drone; else her placed piece takes the field
if (!battle.allyUnits.some((t) => t.kind === 'token' && t.defId === LAMP && t.ownerUnit === unit && t.alive)) releaseSkillSummon(battle, unit, LAMP);
@@ -168,7 +169,7 @@ export default {
onEnd({ battle, unit }) { withdrawLamps(battle, unit); },
},
[S3]: {
kind: 'duration', mods: { atkPct: num(b3.atk) }, attack: healAttack,
kind: 'duration', mods: { atkPct: num(b3.atk) }, attack: healAttack, allyTargets: false,
onStart({ unit }) { unit.mem.slent2Grave = true; }, // the one 不死 of this cast (slent2_shallow_grave[self])
onEnd({ unit }) { unit.mem.slent2Grave = false; },
},
+3
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@@ -177,6 +177,8 @@ export default {
},
[S2]: {
kind: 'duration',
// [ASSUMED] its glue / belt act on ground enemies only: 白铁's 铁钳号 alone does not open it (skills.js allyTargetsOk)
allyTargets: false,
// the owner's rule for a skill whose area is larger than her range (her tile): cast as soon as a ground enemy she
// can affect is on the glue's first five tiles — her tile, the front one, its two sides and the one beyond
// (glueTiles' PRTS order), as 余 S2's x-1 (§22.10); the data's DEFAULT (重装 exception) only saw her own tile
@@ -200,6 +202,7 @@ export default {
},
[S3]: {
kind: 'duration',
allyTargets: false,
// likewise on the conveyor: her tile and the four ahead (the owner's larger-area rule; 余 S2 precedent)
trigger: { rule: 'ACTIVE_RANGE', grid: [[0, 0], [0, 1], [0, 2], [0, 3], [0, 4]] },
mods: nz({ atkPct: num(b3.atk), defPct: num(b3.def), blockCnt: num(b3.block_cnt) }),
+26 -3
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@@ -30,7 +30,9 @@
// rule AND such an ally on the trigger grid — the cast replaces the attack about to be made (塞雷娅 S1 "触发时会替换当
// 次攻击"); should that ally condition fail before the attack, the cast is withdrawn and its charge returned.
// A registered ally target (Battle.setAllyTarget: 白铁's 铁钳号·原型机, an enemy-camp summon our attacks select) counts
// like an enemy in each of these enemy conditions for a non-heal skill (`_allyTargetIn` — the owner's rule of 2026-10-08).
// like an enemy in each of these enemy conditions for a skill that acts on it (`_allyTargetIn`, `allyTargetsOk` — the
// owner's rule of 2026-10-08): one that acts through the unit's own attacks, or whose kit flags `allyTargets: true` (its
// selectors take ally targets too); a skill that picks its own victims among enemies only is not opened by it.
// Automatic operations cool down (constants.js AUTO_OP_COOLDOWN, "自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位
// 将进入冷却"): the engine auto-casts a MANUAL skill (def.skillType) no sooner than 3 s after its previous cast (so a
// charged skill spends its charges 3 s apart) or after the unit's deployment at the battle start (Battle._deploy
@@ -44,7 +46,8 @@
// mods, flags, targeting {maxTargets, rangeGrid, priority, allInRange, rangeExtend, noRangeExtend (the range ignores
// the unit's 攻击距离), showOwnRange (rangeGrid only selects targets: the detail card keeps the unit's own range)},
// attack {dmgType, atkScale, splashRadius, splashScale, hits, projectile, maxTargets, dmgMul, onHit, heal…},
// heal (bool: heal-type skill for the trigger rule), onStart(ctx), onEnd(ctx), onHit(ctx), onAttack(ctx), onTick(ctx).
// heal (bool: heal-type skill for the trigger rule), allyTargets (bool: the skill acts on a registered ally target — see
// `allyTargetsOk`), onStart(ctx), onEnd(ctx), onHit(ctx), onAttack(ctx), onTick(ctx).
// ctx passed to spec callbacks: { battle, unit, skill, bb, target?, dealt?, targets?, dt?, reason? }; onAttack's ctx
// also carries `noAmmo` (set it to true: this attack spends no ammo). onEnd runs while the skill's mods / range are
// still applied (`active` is already false); they are removed right after it (unless onEnd re-activated the skill).
@@ -177,11 +180,31 @@ export class SkillRuntime {
* canTargetEnemy (every other selector keeps to enemies); a heal skill never counts it (禁疗: not a patient).
*/
_allyTargetIn(keys) {
if (this.healSkill || !keys) return false;
if (!keys || !this.allyTargetsOk) return false;
const b = this.battle;
return !!(b._allyTargets && b._allyTargets.size) && b.allyTargetsInKeys(keys, this.unit).length > 0;
}
/**
* Does this skill act on a registered ally target, so that one may start it (`_allyTargetIn`)? Never a heal skill.
* SkillSpec `allyTargets` (true / false) answers for a kit: true where its selectors take ally targets too
* (allyTargetsInKeys / allyTargetsInRadius — 蕾缪安 S3, 艾丽妮 S3, 陈 S2, 引星棘刺 S2), false where they never do although
* the skill keeps attacking. Without it: a skill that acts through the unit's own attacks — which select the device
* (ai.js acquireTargets) —, a timed one that keeps attacking (no `attack.noAttack`) or a cast that is the next attack
* (`spec.attack`), on a unit that attacks. [ASSUMED] Any other skill picks its victims itself among the enemies
* (enemiesInKeys, foesInRadius …) and would be spent on nothing: the device does not open it — it waits for an enemy.
* (Grok's review of round 22: 蕾缪安 S3 / 艾丽妮 S3 / 陈 S2 / 引星棘刺 S2 opened on the device alone and did nothing.)
*/
get allyTargetsOk() {
if (this.healSkill || this.noSkill || this.kind === 'passive') return false;
const s = this.spec;
if (s.allyTargets != null) return !!s.allyTargets;
const p = this.unit.profile;
if (p && p.noAttack) return false;
if (s.attack && s.attack.noAttack) return false;
return this.isTimed || !!s.attack;
}
get spCost() {
const c = Math.floor(this.baseSpCost * this.spCostMul + (this.unit.s ? this.unit.s.spCostFlat : 0));
// content writes spCostMul / spCostFlat: a NaN/Infinity cost would freeze SP forever — use the base cost instead
@@ -0,0 +1,106 @@
// test/content/feedback7-allytarget-kits.test.js — a skill that 白铁's 铁钳号·原型机 (a registered ally target) opens must act on
// it (Grok's review of round 22: 蕾缪安 S3, 艾丽妮 S3, 陈 S2 and 引星棘刺 S2 opened on the device alone and were spent on
// nothing — their kits picked enemies only). The owner's rule (2026-10-08): the device draws aggro like an enemy. So:
// - these four kits now take ally targets in their selectors (the hits are cancelled by the device, its 受击回复 counts;
// 蕾缪安's locks spend her bullets);
// - a skill whose effect does not reach it — one that picks its own victims and has no kit flag `allyTargets: true` — is
// not opened by it (skills.js `allyTargetsOk`), e.g. 德克萨斯 S2 剑雨: it waits for an enemy.
// Run: node --test test/content/feedback7-allytarget-kits.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
const CRAB = 'token_10027_ironmn_pile3';
const IRON = { uid: 2, diy: { slot: 6, charId: 'char_4072_ironmn', skillIndex: 2 }, elite: true, row: 12, col: 9, dir: 'RIGHT' };
const crabAt = (col) => ({ uid: 10, kind: 'token', tokenId: CRAB, ownerUid: 2, row: 10, col, dir: 'RIGHT' });
const diy = (charId, skillIndex) => ({ uid: 1, diy: { slot: 6, charId, skillIndex }, elite: true, row: 10, col: 4, dir: 'RIGHT' });
function field(unit, extra = {}) {
const h = makeBattle({
timeLimit: 60, autoFinish: false, seed: 3, flags: { dpPerSec: 0, dpMax: 999, dpInit: 99 },
hooks: ['hit', 'skillStart', 'skillEnd', 'ammoUsed'], captureNoisy: true,
defs: { enemies: { e_d: enemyRec({ key: 'e_d', hp: 1e7, speed: 0, def: 0, atk: 0 }) } },
units: [unit, IRON, crabAt(5)], ...extra,
});
h.step();
const u = h.unit(1);
const crab = h.b.allyUnits.find((a) => a.defId === CRAB);
return { h, u, crab };
}
/** Hits of `u`'s skill on the device (cancelled by it). */
const skillHits = (h, u, crab) => h.hooksOf('hit').filter((c) => c.target === crab && (c.source === u || c.credit === u) && c.dmg?.isSkill);
test('蕾缪安 S3: on the device alone she locks it, spends her bullets on it and ends with the last one', () => {
const { h, u, crab } = field({ uid: 1, chessId: 'chess_char_6_01_a', skillIndex: 2, row: 10, col: 4, dir: 'RIGHT' });
assert.equal(u.skill.id, 'skchr_lemuen_3');
u.skill.gainSp(999, 'test');
const ammo = u.skill.ammo;
assert.ok(h.runUntil(() => u.skill.activations > 0, 5), 'opened');
assert.ok(h.runUntil(() => !u.skill.active, 15), 'ended');
assert.ok(h.hooksOf('skillEnd').some((c) => c.unit === u && c.reason === 'ammo'), 'by its bullets');
assert.ok(h.hooksOf('ammoUsed').filter((c) => c.unit === u).length >= ammo, `${ammo} bullets spent`);
assert.equal(crab.hp, crab.s.maxHp);
checkInvariants(h.b);
});
test('艾丽妮 S3 / 陈 S2: on the device alone their strikes land on it (cancelled)', () => {
for (const [charId, si, id] of [['char_4009_irene', 2, 'skchr_irene_3'], ['char_010_chen', 1, 'skchr_chen_2']]) {
const { h, u, crab } = field(diy(charId, si));
assert.equal(u.skill.id, id);
u.skill.gainSp(999, 'test');
assert.ok(h.runUntil(() => u.skill.activations > 0, 5), `${id} opened`);
h.run(4);
assert.ok(skillHits(h, u, crab).length >= 1, `${id} hit the device`);
assert.equal(crab.hp, crab.s.maxHp);
checkInvariants(h.b);
}
});
test('引星棘刺 S2: on the device alone the alchemy unit lands on it, not on the far tile ahead', () => {
const { h, u, crab } = field({ uid: 1, chessId: 'chess_char_5_15_a', skillIndex: 1, row: 10, col: 4, dir: 'RIGHT' });
assert.equal(u.skill.id, 'skchr_thorn2_2');
u.skill.gainSp(999, 'test');
assert.ok(h.runUntil(() => u.skill.activations > 0, 5), 'opened');
const z = u.mem.zones?.[0];
assert.ok(z, 'a zone');
assert.ok(Math.abs(z.x - crab.x) < 0.3 && Math.abs(z.y - crab.y) < 0.3, `thrown at the device (${z.x}, ${z.y})`);
checkInvariants(h.b);
});
test('a skill whose effect picks enemies only (德克萨斯 S2 剑雨) is not opened by the device; an enemy opens it', () => {
const { h, u } = field({ uid: 1, chessId: 'chess_char_1_08_a', skillIndex: 1, row: 10, col: 4, dir: 'RIGHT' });
assert.equal(u.skill.id, 'skchr_texas_2');
u.skill.gainSp(999, 'test');
const ch = u.skill.charges;
h.run(5);
assert.equal(u.skill.activations, 0, 'kept for an enemy');
assert.equal(u.skill.charges, ch);
h.spawn('e_d', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.activations > 0, 5), 'an enemy opens it');
checkInvariants(h.b);
});
test('the engine rule: the device opens a skill acting through the attacks or flagged allyTargets — not an onStart-only or a no-attack one', () => {
const id = 'test_cast_a';
const opens = (skill) => {
const h = makeBattle({
defs: { chess: { [id]: chessRec({ id, profession: 'SNIPER', rangeGrid: [[0, 0], [0, 1]], skill: { skillType: 'MANUAL', spCost: 1, initSp: 1 } }) } },
kits: { [id]: () => ({ skill: { spCost: 1, initSp: 1, trigger: 'DEFAULT', ...skill } }) },
units: [{ uid: 1, chessId: id, row: 10, col: 4, dir: 'RIGHT' }, IRON, crabAt(5)],
timeLimit: 20, autoFinish: false, seed: 2, flags: { dpPerSec: 0, dpMax: 999 },
});
h.step();
const u = h.unit(1);
u.skill.gainSp(999, 'test');
h.run(3);
checkInvariants(h.b);
return u.skill.activations > 0;
};
assert.equal(opens({ kind: 'duration', duration: 3 }), true, 'a timed skill that keeps attacking');
assert.equal(opens({ kind: 'instant', attack: { atkScale: 2 } }), true, 'a cast that is the next attack');
assert.equal(opens({ kind: 'instant', onStart() {} }), false, 'an onStart-only cast');
assert.equal(opens({ kind: 'duration', duration: 3, attack: { noAttack: true } }), false, 'a timed skill that stops attacking');
assert.equal(opens({ kind: 'instant', onStart() {}, allyTargets: true }), true, 'flagged by its kit');
assert.equal(opens({ kind: 'duration', duration: 3, allyTargets: false }), false, 'opted out by its kit');
});