diff --git a/data/bonds.json b/data/bonds.json index 39334ce2..7e698ee7 100644 --- a/data/bonds.json +++ b/data/bonds.json @@ -1 +1 @@ -{"yanShip":{"bondId":"yanShip","name":"炎","identifier":1,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["yan","sui","lungmen","lee","lgd"],"iconId":"icon_yanShip","activeCount":3,"thresholds":[3,6,9],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【炎】干员攻击力提升(受层数影响)\n<在场6名不同【炎】干员>战斗开始时召唤可自主行动的“炎佑”,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用“祛恶之焰”,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场9名不同【炎】干员>改为召唤2只“炎佑”,攻击力提升至1.5倍,受到的伤害-90%","descRaw":"【炎】干员<@ba.vup>攻击力提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【炎】干员>战斗开始时召唤可自主行动的<@ba.vup>“炎佑”,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用<@ba.vup>“祛恶之焰”,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场<@autochess.dgreen>9名不同【炎】干员>改为召唤2只<@ba.vup>“炎佑”,攻击力提升至<@ba.vup>1.5倍,受到的伤害<@ba.vup>-90%","effectId":"bondeffect_yan","effectName":"炎","effectDesc":"【炎】干员攻击力+{0:0%}(受层数影响)\n<在场6名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%攻击力的灼燃损伤,周围敌人受到20%的元素脆弱,周期性使用“祛恶之焰”\n<在场9名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescRaw":"【炎】干员攻击力<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%<@ba.vup>攻击力的<@ba.vup>灼燃损伤,周围敌人受到20%的<@ba.vup>元素脆弱,周期性使用“祛恶之焰”\n<在场<@ba.vup>9名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescParams":[{"index":0,"format":"0%","base":"base_atk","perStack":"atk_per_stack"}],"bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"},"buffs":[{"key":"env_gbuff_new","bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"}}],"baseParams":["base_atk"],"perStackParams":["atk_per_stack"],"members":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_15_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"visibleMembers":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"spec":{"tiers":[{"need":"3 distinct 炎 on board","effect":"炎 members (+调和 members) ATK x(1 + 0.23 + 0.009*L)."},{"need":"6 distinct","effect":"At battle start spawn 1 \"炎佑\" (enemy_9012_acloon template, allied flying ranged unit, not blockable, moves on its own). ATK = 0.30 x sum(ATK of 炎 operators on board at battle start), maxHP = 0.30 x sum(maxHP of those operators). Template: DEF 200, RES 0, BAT 2.5 s, ASPD 100, attack range radius 2.0 tiles, magic damage, hits up to 3 targets; every hit adds 灼燃损伤 (burn elemental damage) = 20% of its ATK and applies 元素脆弱 (elemental damage taken x1.2) to enemies within 0.8 tiles of the target. Skill \"祛恶之焰\": cooldown 15 s (first cast 15 s after spawn), channels a flame on one enemy in range dealing 60% ATK magic damage per second to it and to enemies within 1.0 tile, for up to 20 s."},{"need":"9 distinct","effect":"Spawn 2 炎佑 instead; each has ATK x1.5 and takes 90% less damage (damage_resistance 0.9)."}],"formulas":{"atkMultiplier":"1 + 0.23 + 0.009*L"},"caps":"none","layerGain":"Economy-driven: 惊蛰 获得时 +shop level (no activation needed); 小满 休整期结束 +1 per operator gained this round; 夕 +2 炎/奥术 per operator gained; 录武官 获得时 +6 炎 +3 奇迹; 星熊 获得时 +8 own bonds; 烛煌 获得时 +5 炎/维多利亚; 机变 \"诗怀雅的盟誓\" +10. Strategy 杜遥夜: first 2 manual refreshes each round prefer a 炎 operator.","howToPlay":"Buy many operators each round (every gain feeds 小满/夕), rush 6 炎 for the 炎佑 spike; 琳琅诗怀雅 / 诗怀雅 give early gold. 9 炎 is a late-game luxury.","assumed":["炎佑 base stats are replaced (not added) by the 30% sums","祛恶之焰 hit_duration=20 read as 20 one-second ticks","spawn point: centre of the player's board / near the objective","targets = 3 nearest enemies in range"]}},"sargonShip":{"bondId":"sargonShip","name":"萨尔贡","identifier":2,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["sargon"],"iconId":"icon_sargonShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度提升(有上限),持续一定时间(受层数影响,每层持续时间独立计算)\n<在场6名不同【萨尔贡】干员>开启技能还会为所有【萨尔贡】干员提供等持续时间的攻击力(有上限)\n选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","descRaw":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员<@ba.vup>攻击速度提升(有上限),持续一定时间<@autochess.gray>(受层数影响,每层持续时间独立计算)\n<在场<@autochess.dgreen>6名不同【萨尔贡】干员>开启技能还会为所有【萨尔贡】干员提供等持续时间的<@ba.vup>攻击力(有上限)\n<@ba.acrem>选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectId":"bondeffect_sargon","effectName":"萨尔贡","effectDesc":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度+12(至多+300),持续{0:0}秒(受层数影响)\n<在场6名不同【萨尔贡】干员>开启技能还会使所有【萨尔贡】干员攻击力+12%(至多+300%)\n选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectDescRaw":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度+12(至多<@ba.vup>+300),持续<@ba.vup>{0:0}秒<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【萨尔贡】干员>开启技能还会使所有【萨尔贡】干员攻击力+12%(至多<@ba.vup>+300%)\n<@ba.acrem>选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectDescParams":[{"index":0,"format":"0","base":"base_time","perStack":"time_per_stack"}],"bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_atk":0.12,"base_power_time":60,"power_time_per_stack":0,"filter_item_level":5},"bbStr":{"key":"act1autochess_bond_eff_sargon","invalid_in_band":"band_narant","valid_in_band":"band_narant"},"buffs":[{"key":"env_gbuff_new","bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_atk":0.12},"bbStr":{"key":"act1autochess_bond_eff_sargon","invalid_in_band":"band_narant"}},{"key":"env_gbuff_new","bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_power_time":60,"power_time_per_stack":0,"filter_item_level":5},"bbStr":{"key":"act2autochess_bond_eff_sargon[share]","valid_in_band":"band_narant"}}],"baseParams":["base_time"],"perStackParams":["time_per_stack"],"members":["chess_char_1_12_a","chess_char_2_06_a","chess_char_2_08_a","chess_char_3_06_a","chess_char_3_13_a","chess_char_4_05_a","chess_char_4_23_a","chess_char_4_24_a","chess_char_5_02_a","chess_char_5_18_a","chess_char_6_05_a","chess_char_6_06_a"],"visibleMembers":["chess_char_1_12_a","chess_char_2_06_a","chess_char_2_08_a","chess_char_3_06_a","chess_char_3_13_a","chess_char_4_23_a","chess_char_4_24_a","chess_char_5_02_a","chess_char_6_05_a","chess_char_6_06_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"Whenever any 萨尔贡 member activates its skill, every 萨尔贡 member on the field gains one stack: ASPD +12 for (5 + 0.22*L) s. Each stack has its own timer; at most 25 concurrent stacks (=> +300 ASPD cap)."},{"need":"6 distinct","effect":"Each stack additionally gives ATK +12% (25 stacks => +300% cap), same duration."},{"need":"6 distinct AND strategy 娜仁图亚 (band_narant)","effect":"Replaces the 6-member effect: when a 萨尔贡 member activates its skill, operators on its 8 surrounding tiles also enjoy the effects of the equipment (tier <= V, filter_item_level 5) it carries, for 60 s (base_power_time 60, power_time_per_stack 0)."}],"formulas":{"stackDurationSec":"5 + 0.22*L","aspdPerStack":"12","atkPerStack(6)":"0.12","maxStacks":"25"},"caps":"25 stacks: +300 ASPD, +300% ATK","layerGain":"In battle on skill activation: 菲莱 +6 每次开技能, 百炼嘉维尔 +9 每次开技能, 莎草 +5 首次开技能, 缇缇 +1 萨尔贡/精准 per sleep/stun in range (<=24/battle); 艾丝黛尔 获得时 +2; 机变 \"缇缇的盟誓\" +10. Strategy 佩佩: after shop level 2/4/6 one special refresh preferring 萨尔贡.","howToPlay":"Fast-cycling skills (萨尔贡浓茶 / 黄沙罗盘 items) keep many stacks alive; L mainly extends duration, so stacks overlap more.","notes":["PRTS: the in-level UI shows twice the real duration (display bug); real duration is 5+0.22L."],"assumed":["When a 26th stack would be added, it replaces the stack with the shortest remaining time","stack granted to all 萨尔贡 members including the caster"]}},"victoriaShip":{"bondId":"victoriaShip","name":"维多利亚","identifier":3,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["victoria","glasgow"],"iconId":"icon_victoriaShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[{"layer":25,"mode":"every","effect":"bond_layer_added_reward_equip"}],"desc":"携带装备的【维多利亚】干员造成的伤害提升(受层数影响)\n<每叠加25层>获得1件带有随机效果的维式重锤\n<在场6名不同【维多利亚】干员>携带装备的【维多利亚】干员攻击力提升,携带进阶装备时额外提升","descRaw":"携带装备的【维多利亚】干员造成的<@ba.vup>伤害提升<@autochess.gray>(受层数影响)\n<每叠加<@autochess.dgreen>25层>获得1件带有随机效果的<@ba.vup>维式重锤\n<在场<@autochess.dgreen>6名不同【维多利亚】干员>携带装备的【维多利亚】干员<@ba.vup>攻击力提升,携带进阶装备时额外提升","effectId":"bondeffect_victoria","effectName":"维多利亚","effectDesc":"携带装备的【维多利亚】干员伤害提升至{0:0%}(受层数影响)\n<每叠加25层>获得一件带有随机特殊效果的维式重锤\n<在场6名不同【维多利亚】干员>【维多利亚】干员每携带1件装备攻击力+50%,携带进阶装备改为+80%","effectDescRaw":"<@ba.vup>携带装备的【维多利亚】干员伤害提升至<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)\n<每叠加<@ba.vup>25层>获得一件带有随机特殊效果的维式重锤\n<在场<@ba.vup>6名不同【维多利亚】干员>【维多利亚】干员每携带1件装备攻击力<@ba.vup>+50%,携带进阶装备改为<@ba.vup>+80%","effectDescParams":[{"index":0,"format":"0%","base":"base_damage_scale","perStack":"damage_scale_per_stack"}],"bb":{"damage_scale_per_stack":0.008,"base_damage_scale":1.25,"power_bond_char_cnt":6,"atk_normal_equip":0.5,"atk_golden_equip":0.3,"layer":25,"count":1},"bbStr":{"key":"act1autochess_bond_eff_victoria","pool":"pool_equip_vict"},"buffs":[{"key":"env_gbuff_new","bb":{"damage_scale_per_stack":0.008,"base_damage_scale":1.25,"power_bond_char_cnt":6,"atk_normal_equip":0.5,"atk_golden_equip":0.3},"bbStr":{"key":"act1autochess_bond_eff_victoria"}},{"key":"bond_layer_added_reward_equip","bb":{"layer":25,"count":1},"bbStr":{"pool":"pool_equip_vict"}}],"baseParams":["base_damage_scale"],"perStackParams":["damage_scale_per_stack"],"members":["chess_char_1_06_a","chess_char_2_05_a","chess_char_2_10_a","chess_char_3_08_a","chess_char_4_07_a","chess_char_4_11_a","chess_char_5_03_a","chess_char_5_08_a","chess_char_6_07_a","chess_char_6_08_a"],"visibleMembers":["chess_char_1_06_a","chess_char_2_05_a","chess_char_2_10_a","chess_char_3_08_a","chess_char_4_07_a","chess_char_4_11_a","chess_char_5_03_a","chess_char_5_08_a","chess_char_6_07_a","chess_char_6_08_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"维多利亚 members that carry >= 1 equipment: all damage dealt x(1.25 + 0.008*L)."},{"need":"every 25 layers (cumulative)","effect":"Gain 1 维式重锤 with a random special effect (pool_equip_vict)."},{"need":"6 distinct","effect":"维多利亚 members: ATK +50% per equipped item; an advanced (进阶/golden) item gives +80% instead (atk_normal_equip 0.5 + atk_golden_equip 0.3)."}],"formulas":{"damageMultiplier":"1.25 + 0.008*L (only if carrying equipment)","hammerPayouts":"floor(L/25)","atkPerItem(6)":"0.5 normal, 0.8 advanced"},"caps":"none","layerGain":"休整期结束: 薄绿 +2 per distinct tier of 维多利亚 on board, 维娜·维多利亚 +3 per distinct tier (and 奇迹 +2 per distinct tier of 奇迹), 刺玫 +1, 号角 +2 per distinct-tier operator of the highest-layer bond; in battle: 风笛 first 3 kills +2 维多利亚/远见/不屈; 烛煌 获得时 +5; 机变 \"风笛的盟誓\" +8. Strategy 哈洛德: from round 4 gain 1 维多利亚 operator every 2 rounds.","howToPlay":"Field 维多利亚 of as many different tiers as possible (T1..T6) for 薄绿/维娜; hand all equipment (incl. free hammers) to 维多利亚 carries; 蒸汽之心 copies all hammer effects.","assumed":["pool_equip_vict = uniform random among 灼燃/坚固/加速/战栗维式重锤 (normal grade)","hammer payout also counts layers added while the bond is inactive"]}},"kjeragShip":{"bondId":"kjeragShip","name":"谢拉格","identifier":4,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["kjerag","karlan"],"iconId":"icon_kjeragShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【谢拉格】干员造成的伤害提升,对寒冷、冻结敌人获得额外提升(受层数影响)\n<在场6名不同【谢拉格】干员>战场上每25秒过一阵寒风使场上的敌人寒冷一定时间(受层数影响)","descRaw":"【谢拉格】干员造成的<@ba.vup>伤害提升,对<@ba.vup>寒冷、冻结敌人获得额外提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【谢拉格】干员>战场上每25秒过一阵寒风使场上的敌人寒冷一定时间<@autochess.gray>(受层数影响)","effectId":"bondeffect_kjerag","effectName":"谢拉格","effectDesc":"【谢拉格】干员伤害提升至125%,对寒冷和冻结敌人额外提升至{0:0%}(受层数影响)\n<在场6名不同【谢拉格】干员>战场上每25秒吹过一阵寒风使敌人寒冷{1:0}秒(受层数影响)","effectDescRaw":"【谢拉格】干员伤害提升至<@ba.vup>125%,对寒冷和冻结敌人额外提升至<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【谢拉格】干员>战场上每25秒吹过一阵寒风使敌人寒冷<@ba.vup>{1:0}秒<@ba.acrem>(受层数影响)","effectDescParams":[{"index":0,"format":"0%","base":"base_ex_damage_scale","perStack":"ex_damage_scale_per_stack"},{"index":1,"format":"0","base":"bond_eff_kjerag[storm].base_time","perStack":"bond_eff_kjerag[storm].time_per_stack"}],"bb":{"base_damage_scale":1.25,"base_ex_damage_scale":1.35,"ex_damage_scale_per_stack":0.01,"power_bond_char_cnt":6,"bond_eff_kjerag[storm].interval":25,"bond_eff_kjerag[storm].base_time":20,"bond_eff_kjerag[storm].time_per_stack":0.1},"bbStr":{"key":"act1autochess_bond_eff_kjerag"},"buffs":[{"key":"env_gbuff_new","bb":{"base_damage_scale":1.25,"base_ex_damage_scale":1.35,"ex_damage_scale_per_stack":0.01,"power_bond_char_cnt":6,"bond_eff_kjerag[storm].interval":25,"bond_eff_kjerag[storm].base_time":20,"bond_eff_kjerag[storm].time_per_stack":0.1},"bbStr":{"key":"act1autochess_bond_eff_kjerag"}}],"baseParams":["base_ex_damage_scale","bond_eff_kjerag[storm].base_time"],"perStackParams":["ex_damage_scale_per_stack","bond_eff_kjerag[storm].time_per_stack"],"members":["chess_char_1_02_a","chess_char_2_03_a","chess_char_2_05_a","chess_char_3_11_a","chess_char_3_14_a","chess_char_3_20_a","chess_char_4_03_a","chess_char_4_13_a","chess_char_4_22_a","chess_char_5_14_a","chess_char_6_02_a","chess_char_6_19_a"],"visibleMembers":["chess_char_1_02_a","chess_char_2_05_a","chess_char_3_11_a","chess_char_3_14_a","chess_char_3_20_a","chess_char_4_13_a","chess_char_4_22_a","chess_char_5_14_a","chess_char_6_02_a","chess_char_6_19_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"谢拉格 members deal damage x1.25; against enemies that are 寒冷 (cold) or 冻结 (frozen) x(1.35 + 0.01*L) instead."},{"need":"6 distinct","effect":"Every 25 s a cold wind applies 寒冷 to every enemy on the field for (20 + 0.1*L) s."}],"formulas":{"damageMultiplier":"1.25","damageMultiplierVsColdOrFrozen":"1.35 + 0.01*L","windIntervalSec":"25","windColdDurationSec":"20 + 0.1*L"},"caps":"none","layerGain":"In battle, freeze-driven: 初雪 and 银灰 - each enemy in range that becomes frozen: 50% chance +1; 凛御银灰 gives the 谢拉格 operator in front of it a 60% version (<=200/battle); 锏 部署时 +8 own active bonds (<=24/battle). 获得时: 角峰 +2, 崖心 +3 (hidden), 雪猎 +5, 灵知 +5, 锏 +8. 机变 \"银灰的盟誓\" +8. Strategy 休露丝: first 谢拉格 bought each round costs 1.","howToPlay":"Standard AK rule: applying 寒冷 to an already-cold enemy freezes it. The 6-member wind + cold-on-hit sources (谢拉格不融冰 12% 1.5 s cold) create constant freezes, so layers can reach hundreds per battle.","notes":["巴哈姆特: avoid lighting 3 奥术 alongside max-layer 谢拉格 (圣聆初雪 gets damage-capped)."],"assumed":["first wind at t = 25 s","wind re-applying cold on a cold enemy triggers freeze like any cold source"]}},"lateranoShip":{"bondId":"lateranoShip","name":"拉特兰","identifier":5,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["laterano"],"iconId":"icon_lateranoShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【拉特兰】干员开启技能获得的弹药量提升(受层数影响)\n<在场6名不同【拉特兰】干员>【拉特兰】干员每消耗1发弹药,所有【拉特兰】干员攻击力提升(有上限)","descRaw":"【拉特兰】干员开启技能获得的<@ba.vup>弹药量提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【拉特兰】干员>【拉特兰】干员每消耗1发弹药,所有【拉特兰】干员<@ba.vup>攻击力提升(有上限)","effectId":"bondeffect_laterano","effectName":"拉特兰","effectDesc":"【拉特兰】干员开启技能时获得的弹药量+{0:0%}(受层数影响)\n<在场6名不同【拉特兰】干员>任意【拉特兰】干员每消耗1发弹药,全体【拉特兰】干员攻击力+4%,至多+200%","effectDescRaw":"【拉特兰】干员开启技能时获得的弹药量<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【拉特兰】干员>任意【拉特兰】干员每消耗1发弹药,全体【拉特兰】干员攻击力+4%,至多<@ba.vup>+200%","effectDescParams":[{"index":0,"format":"0%","base":"base_ammo_percent","perStack":"ammo_percent_per_stack"}],"bb":{"base_ammo_percent":0.05,"ammo_percent_per_stack":0.015,"power_bond_char_cnt":6,"atk_per_consume":0.04,"max_atk_for_consume":2},"bbStr":{"key":"act1autochess_bond_eff_laterano"},"buffs":[{"key":"env_gbuff_new","bb":{"base_ammo_percent":0.05,"ammo_percent_per_stack":0.015,"power_bond_char_cnt":6,"atk_per_consume":0.04,"max_atk_for_consume":2},"bbStr":{"key":"act1autochess_bond_eff_laterano"}}],"baseParams":["base_ammo_percent"],"perStackParams":["ammo_percent_per_stack"],"members":["chess_char_1_01_a","chess_char_2_01_a","chess_char_3_01_a","chess_char_3_07_a","chess_char_3_21_a","chess_char_4_01_a","chess_char_4_02_a","chess_char_5_01_a","chess_char_6_01_a","chess_char_6_09_a","chess_char_6_13_a"],"visibleMembers":["chess_char_1_01_a","chess_char_2_01_a","chess_char_3_01_a","chess_char_3_21_a","chess_char_4_01_a","chess_char_4_02_a","chess_char_5_01_a","chess_char_6_01_a","chess_char_6_09_a","chess_char_6_13_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"When a 拉特兰 member activates a skill that grants ammo, ammo gained x(1 + 0.05 + 0.015*L), rounded down."},{"need":"6 distinct","effect":"Every ammo consumed by any 拉特兰 member: all 拉特兰 members ATK +4% (until battle end), max +200% (= 50 ammo)."}],"formulas":{"ammoMultiplier":"floor(baseAmmo * (1.05 + 0.015*L))","atkPerAmmo(6)":"0.04","atkCap(6)":"2.0"},"caps":"+200% ATK from the 6-member effect","layerGain":"Ammo consumption in battle: 圣约送葬人 each 7 bullets +7 拉特兰 (7 triggers => 49/battle) and +3 远见 (<=21/battle); 莫斯提马 ops in its 4 adjacent tiles each 6 ammo +1; 蕾缪安 each 10 bullets with 3 ops in its row +2 拉特兰/精准; 送葬人 first kill +3 精准/拉特兰. Prep: 空弦 进入休整期 +3 to self and front tile operator's active bonds. 机变 \"莫斯提马的盟誓\" +10. Strategy 潘格尼尼: after spending 55 gold gain a random elite T4+ 拉特兰.","howToPlay":"Only ammo-skill operators benefit from the 3-tier; the bond is weak until 6 (巴哈姆特: \"3人效果較差\").","assumed":["non-ammo skills unaffected","\"ammo consumed\" = each shot/bullet decrement"]}},"egirShip":{"bondId":"egirShip","name":"阿戈尔","identifier":6,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["egir","abyssal"],"iconId":"icon_egirShip","activeCount":3,"thresholds":[3,5],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【阿戈尔】干员生命值提升(受层数影响)\n战斗开始时,【阿戈尔】干员会吞噬身前一格干员对其造成5000点物理伤害并获得其基础攻击力和阻挡数,使【阿戈尔】叠加等于被吞噬者等阶的盟约层数(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时立刻复活","descRaw":"【阿戈尔】干员<@ba.vup>生命值提升<@autochess.gray>(受层数影响)\n战斗开始时,【阿戈尔】干员会<@ba.vup>吞噬身前一格干员对其造成<@ba.vdown>5000点物理伤害并获得其<@ba.vup>基础攻击力和<@ba.vup>阻挡数,使【阿戈尔】叠加等于被吞噬者等阶的<@ba.vup>盟约层数<@autochess.gray>(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场<@autochess.dgreen>5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时<@ba.vup>立刻复活","effectId":"bondeffect_egir","effectName":"阿戈尔","effectDesc":"【阿戈尔】干员生命值+{0:0%}(受层数影响)\n战斗开始时【阿戈尔】干员依次吞噬身前一格干员造成5000点物理伤害并获得其基础攻击力和阻挡数,并叠加等于被吞噬者等阶的盟约层数(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时立刻复活","effectDescRaw":"【阿戈尔】干员生命值<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n战斗开始时【阿戈尔】干员依次吞噬身前一格干员造成<@ba.vdown>5000点物理伤害并获得其<@ba.vup>基础攻击力和<@ba.vup>阻挡数,并叠加等于被吞噬者等阶的盟约层数<@ba.acrem>(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场<@ba.vup>5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时<@ba.vup>立刻复活","effectDescParams":[{"index":0,"format":"0%","base":"base_max_hp","perStack":"max_hp_per_stack"}],"bb":{"base_max_hp":0.35,"max_hp_per_stack":0.01,"damage_value":5000,"power_bond_char_cnt":5,"max_free_respawn_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_egir","bond_type":"bond_by_id","bond_id":"egirShip","bond_add_type":"by_charlevel"},"buffs":[{"key":"env_gbuff_new","bb":{"base_max_hp":0.35,"max_hp_per_stack":0.01,"damage_value":5000,"power_bond_char_cnt":5,"max_free_respawn_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_egir","bond_type":"bond_by_id","bond_id":"egirShip","bond_add_type":"by_charlevel"}}],"baseParams":["base_max_hp"],"perStackParams":["max_hp_per_stack"],"members":["chess_char_1_04_a","chess_char_2_07_a","chess_char_3_05_a","chess_char_3_09_a","chess_char_4_09_a","chess_char_4_12_a","chess_char_5_05_a","chess_char_5_13_a","chess_char_6_04_a"],"visibleMembers":["chess_char_1_04_a","chess_char_2_07_a","chess_char_3_05_a","chess_char_3_09_a","chess_char_4_09_a","chess_char_4_12_a","chess_char_5_05_a","chess_char_5_13_a","chess_char_6_04_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"阿戈尔 members maxHP x(1 + 0.35 + 0.01*L)."},{"need":"3 distinct (battle start)","effect":"Devour (吞噬): see algorithm."},{"need":"5 distinct","effect":"The first 3 阿戈尔 members by position (the devour order: leftmost first, then topmost; fixed at battle start) each revive immediately on their own first knock-out, whatever the order of knock-outs (max_free_respawn_cnt 3)."}],"algorithm":["Order: 阿戈尔 members sorted leftmost first, then topmost (\"更靠左和靠上\").","Each 阿戈尔 in order marks the unit on the tile directly in front of it (its facing direction) and also the front-tile unit of every 阿戈尔 it has marked (chain). It never marks itself, a unit it already marked, or a unit that marked it.","The marker immediately gains the base ATK of every unit it marked (added to base ATK at the final stage) and their block counts.","After all marks are placed, each mark makes its target suffer one 5000-point physical 流失 (HP loss, source = the target itself; if it dies, the kill is credited to the marker), resolved in marking order. A target that dies cancels its remaining pending marks.","Each devoured unit adds layers to 阿戈尔 equal to its tier (1-6), once per unit per battle.","(5-member tier) Revive is implemented as: when the unit leaves the field for any reason other than being moved, its next deployment has 0 redeploy time and 0 cost (PRTS). Devour layers: each devoured unit adds its tier once per battle (refreshes next round)."],"formulas":{"hpMultiplier":"1.35 + 0.01*L","devourDamage":"5000","layersPerDevoured":"tier of devoured unit"},"caps":"3 revives per battle","layerGain":"Devour (tier per devoured unit, every battle); 幽灵鲨 被击倒 +3; 归溟幽灵鲨 被击倒/替身切换 +5 阿戈尔 +5 不屈; 斯卡蒂 each 2 kills +1 阿戈尔/坚守/突袭; 海霓 first kill (enemy or ally) +3 阿戈尔/奥术; 机变 \"斯卡蒂的盟誓\" +8. Strategy 克莱门莎: an 阿戈尔 knocked out adds layers = its tier.","howToPlay":"Put cheap/high-tier fodder in front of 阿戈尔 carries: they steal base ATK and block, gain layers, and (5) revive. Tier-6 fodder gives +6 layers per battle.","assumed":["5000 physical 流失 ignores DEF and shields","marked allied units are the player's own operators (devour hits allies)"]}},"siracusaShip":{"bondId":"siracusaShip","name":"叙拉古","identifier":7,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["siracusa","chiave"],"iconId":"icon_siracusaShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【叙拉古】干员部署后攻击速度提升,持续一定时间(受层数影响)\n<在场6名不同【叙拉古】干员>【叙拉古】干员部署后进入等时长的隐匿状态,【叙拉古】干员隐匿状态下和脱离隐匿10秒内对敌人攻击时有3%的概率造成一定真实伤害(受层数影响)并恐惧3秒","descRaw":"【叙拉古】干员部署后<@ba.vup>攻击速度提升,持续一定时间<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【叙拉古】干员>【叙拉古】干员部署后进入等时长的隐匿状态,【叙拉古】干员隐匿状态下和脱离隐匿<@ba.vup>10秒内对敌人攻击时有<@ba.vup>3%的概率造成一定真实伤害<@autochess.gray>(受层数影响)并<@ba.vup>恐惧3秒","effectId":"bondeffect_siracusa","effectName":"叙拉古","effectDesc":"【叙拉古】干员部署后攻击速度+{0:0},持续{1:0}秒(受层数影响)\n<在场6名不同【叙拉古】干员>【叙拉古】干员部署后还会进入等时长的隐匿状态,【叙拉古】干员在隐匿状态和脱离隐匿10秒内对敌人攻击时有3%概率造成{2:0}(受层数影响)点真实伤害并恐惧目标3秒","effectDescRaw":"【叙拉古】干员部署后攻击速度<@ba.vup>+{0:0},持续<@ba.vup>{1:0}秒<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【叙拉古】干员>【叙拉古】干员部署后还会进入等时长的隐匿状态,【叙拉古】干员在隐匿状态和脱离隐匿10秒内对敌人攻击时有3%概率造成<@ba.vup>{2:0}<@ba.acrem>(受层数影响)点真实伤害并<@ba.vup>恐惧目标3秒","effectDescParams":[{"index":0,"format":"0","base":"base_attack_speed","perStack":"attack_speed_per_stack"},{"index":1,"format":"0","base":"base_duration","perStack":"duration_per_stack"},{"index":2,"format":"0","base":"base_damage","perStack":"damage_per_stack"}],"bb":{"base_duration":32,"duration_per_stack":0.4,"base_attack_speed":25,"attack_speed_per_stack":0.8,"power_bond_char_cnt":6,"ex_bond_char_cnt":6,"end_duration":10,"prob":0.03,"base_damage":5000,"damage_per_stack":50,"fear":3},"bbStr":{"key":"act2autochess_bond_eff_siracusa"},"buffs":[{"key":"env_gbuff_new","bb":{"base_duration":32,"duration_per_stack":0.4,"base_attack_speed":25,"attack_speed_per_stack":0.8,"power_bond_char_cnt":6,"ex_bond_char_cnt":6,"end_duration":10,"prob":0.03,"base_damage":5000,"damage_per_stack":50,"fear":3},"bbStr":{"key":"act2autochess_bond_eff_siracusa"}}],"baseParams":["base_attack_speed","base_duration","base_damage"],"perStackParams":["attack_speed_per_stack","duration_per_stack","damage_per_stack"],"members":["chess_char_1_07_a","chess_char_1_08_a","chess_char_2_16_a","chess_char_3_15_a","chess_char_3_18_a","chess_char_3_19_a","chess_char_4_10_a","chess_char_4_16_a","chess_char_5_10_a","chess_char_5_20_a","chess_char_6_18_a"],"visibleMembers":["chess_char_1_07_a","chess_char_1_08_a","chess_char_2_16_a","chess_char_3_18_a","chess_char_3_19_a","chess_char_4_10_a","chess_char_4_16_a","chess_char_5_10_a","chess_char_5_20_a","chess_char_6_18_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"After every deployment (incl. redeploy) a 叙拉古 member gains ASPD +(25 + 0.8*L) for (32 + 0.4*L) s."},{"need":"6 distinct","effect":"After deployment also 隐匿 (camouflage) for the same duration. While camouflaged and for 10 s after it ends, each normal damage instance (普通伤害 = attack type NORMAL: attacks, skill hits, drone attacks; not 溅射 / 持续 / 附加 — `bonds/core.js siracusaRolls`) it deals may add (5000 + 50*L) true damage (source = the operator) and 恐惧 (fear) 3 s. Nominal 3% chance, implemented as pseudo-random: all 叙拉古 members share one counter; attempt n since last proc succeeds with p = 0.00139*n (guaranteed at n = 720); counter resets on proc."}],"formulas":{"aspd":"25 + 0.8*L","durationSec":"32 + 0.4*L","procDamage":"5000 + 50*L","prdStep":"0.00139"},"caps":"none","layerGain":"Shop refresh-driven: 拉普兰德 first manual refresh each round +4 (works from bench); 安洁莉娜 休整期结束 +4 per refresh this round (<=12/round); 阿罗玛 +2 叙拉古/奥术 per refresh (<=6); 伺夜 first 3 kills +2 叙拉古 +1 奇迹; 荒芜拉普兰德 each kill +2 (elite: every 叙拉古 gets this, <=100/battle); 忍冬 获得时 +6 own bonds (x2/x3 with 投资人); 机变 \"德克萨斯的盟誓\" +10. Strategy 贾维: every 6 manual refreshes get a free 叙拉古 (<=2/round).","howToPlay":"Refresh a lot in prep (free refresh sources: 普罗旺斯, 德克萨斯, 缄默德克萨斯, 巫恋) to feed 拉普兰德/安洁莉娜; pair with 投资人 for 忍冬.","notes":["PRTS: the 10 s post-stealth window restarts if the operator's status effects or immunities change."],"assumed":["隐匿 = standard AK camouflage (not targeted by ranged enemies unless blocking)"]}},"kazimierzShip":{"bondId":"kazimierzShip","name":"卡西米尔","identifier":8,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["kazimierz","pinus"],"iconId":"icon_kazimierzShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"每次有干员部署时,【卡西米尔】干员攻击力+20%持续至战斗结束(上限受层数影响)\n<在场6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成120%攻击力真实伤害和0.1秒晕眩,未阻挡敌人时攻击附带30%攻击力的真实伤害","descRaw":"每次有干员部署时,【卡西米尔】干员攻击力<@ba.vup>+20%持续至战斗结束<@autochess.gray>(上限受层数影响)\n<在场<@autochess.dgreen>6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每<@ba.vup>2秒对周围敌人造成<@ba.vup>120%攻击力真实伤害和<@ba.vup>0.1秒晕眩,未阻挡敌人时攻击附带<@ba.vup>30%攻击力的真实伤害","effectId":"bondeffect_kazimierz","effectName":"卡西米尔","effectDesc":"每次有干员部署时【卡西米尔】干员攻击力+20%(至多+{0:0%})(受层数影响)\n<在场6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成120%攻击力真实伤害和0.1秒晕眩,未阻挡敌人时攻击附带30%攻击力的真实伤害","effectDescRaw":"每次有干员部署时【卡西米尔】干员攻击力+20%(至多<@ba.vup>+{0:0%})<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成<@ba.vup>120%攻击力真实伤害和<@ba.vup>0.1秒晕眩,未阻挡敌人时攻击附带<@ba.vup>30%攻击力的真实伤害","effectDescParams":[{"index":0,"format":"0%","base":"base_max_atk_when_born","perStack":"max_atk_when_born_per_stack"}],"bb":{"atk_when_born":0.2,"base_max_atk_when_born":0.5,"max_atk_when_born_per_stack":0.01,"damage_interval":2,"damage_atk_scale":1.2,"stun":0.1,"range_radius":0.8,"power_bond_char_cnt":6,"pure_atk_scale":0.3},"bbStr":{"key":"act2autochess_bond_eff_kazimierz"},"buffs":[{"key":"env_gbuff_new","bb":{"atk_when_born":0.2,"base_max_atk_when_born":0.5,"max_atk_when_born_per_stack":0.01,"damage_interval":2,"damage_atk_scale":1.2,"stun":0.1,"range_radius":0.8,"power_bond_char_cnt":6,"pure_atk_scale":0.3},"bbStr":{"key":"act2autochess_bond_eff_kazimierz"}}],"baseParams":["base_max_atk_when_born"],"perStackParams":["max_atk_when_born_per_stack"],"members":["chess_char_1_19_a","chess_char_2_12_a","chess_char_2_18_a","chess_char_3_12_a","chess_char_3_17_a","chess_char_4_19_a","chess_char_4_20_a","chess_char_5_19_a","chess_char_6_17_a","chess_char_6_19_a"],"visibleMembers":["chess_char_1_19_a","chess_char_2_12_a","chess_char_2_18_a","chess_char_3_12_a","chess_char_3_17_a","chess_char_4_19_a","chess_char_4_20_a","chess_char_5_19_a","chess_char_6_17_a","chess_char_6_19_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"Every time any friendly operator is deployed (incl. redeploys) each 卡西米尔 member gains ATK +20% until battle end, capped at +(50 + 1*L)%."},{"need":"6 distinct","effect":"While blocking >= 1 enemy: every 2 s deals 120% ATK true damage to all enemies within radius 0.8 tiles and stuns them 0.1 s. While not blocking: each normal damage instance adds 30% ATK sourceless true damage."}],"formulas":{"atkPerDeploy":"0.20","atkCap":"0.50 + 0.01*L"},"caps":"ATK bonus cap 50%+1%/layer","layerGain":"Deploy-driven in battle: 砾 部署时 +1; 瑕光 部署时 +4 own active bonds (<=12/battle); 远牙 grants the right-most operator in its row \"部署时 +4 卡西米尔/精准 (<=24/battle)\"; 锏 部署时 +8 (<=24); 获得时: 野鬃 +2, 灰毫 +3 to highest-layer bond; 机变 \"玛恩纳的盟誓\" +12. Strategy 玛恩纳: +1 gold next round per 卡西米尔 bought (<=3).","howToPlay":"Maximise deploy events: low redeploy time (助力 -30%, 骑士戒律), operators that die/retreat and come back (砾 + 不屈). 巴哈姆特: do not light 坚守 (damage sharing keeps 砾 alive).","assumed":["initial auto-deployments at battle start also count as deploys","buff applies to members deployed later too (stored globally, capped)"]}},"preciShip":{"bondId":"preciShip","name":"精准","identifier":9,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_preciShip","activeCount":2,"thresholds":[2,3],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【精准】干员攻击力提升(受层数影响)\n<在场3名不同【精准】干员>生效范围变为【精准】干员和所有远程干员,且攻击无视一定的防御力和法术抗性","descRaw":"【精准】干员<@ba.vup>攻击力提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>3名不同【精准】干员>生效范围变为【精准】干员和所有远程干员,且攻击无视一定的<@ba.vup>防御力和<@ba.vup>法术抗性","effectId":"bondeffect_preci","effectName":"精准","effectDesc":"【精准】干员攻击力+{0:0%}(受层数影响)\n<在场3名不同【精准】干员>生效范围变为所有【精准】干员和远程干员,且攻击无视30%防御力和法术抗性","effectDescRaw":"【精准】干员攻击力<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>3名不同【精准】干员>生效范围变为所有【精准】干员和远程干员,且攻击无视<@ba.vup>30%防御力和法术抗性","effectDescParams":[{"index":0,"format":"0%","base":"base_atk","perStack":"atk_per_stack"}],"bb":{"base_atk":0.1,"atk_per_stack":0.012,"power_def_penetrate":0.3,"power_magic_resist_penetrate":0.3,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_preci"},"buffs":[{"key":"env_gbuff_new","bb":{"base_atk":0.1,"atk_per_stack":0.012,"power_def_penetrate":0.3,"power_magic_resist_penetrate":0.3,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_preci"}}],"baseParams":["base_atk"],"perStackParams":["atk_per_stack"],"members":["chess_char_1_09_a","chess_char_1_17_a","chess_char_2_01_a","chess_char_3_11_a","chess_char_4_06_a","chess_char_4_14_a","chess_char_4_20_a","chess_char_5_02_a","chess_char_6_01_a","chess_char_6_05_a","chess_char_6_08_a","chess_char_6_12_a"],"visibleMembers":["chess_char_1_09_a","chess_char_1_17_a","chess_char_2_01_a","chess_char_3_11_a","chess_char_4_06_a","chess_char_4_14_a","chess_char_4_20_a","chess_char_5_02_a","chess_char_6_01_a","chess_char_6_05_a","chess_char_6_08_a","chess_char_6_12_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"精准 members ATK x(1 + 0.10 + 0.012*L)."},{"need":"3 distinct","effect":"Scope becomes 精准 members + every RANGED operator; 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蒂比 进入休整期 +2 own active bonds; 莱恩哈特 +5; 引星棘刺 +4 self & front; 获得时: 锡人/野鬃 +2, 忍冬 +6, 锏 +8. 机变 \"银灰的盟誓\" +8.","assumed":["迅捷 members roll both the 12 SP and the 15 SP independently"]}},"skillfulShip":{"bondId":"skillfulShip","name":"灵巧","identifier":11,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_skillfulShip","activeCount":2,"thresholds":[2],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[{"layer":40,"mode":"reach","effect":"env_gbuff_new"}],"desc":"【灵巧】干员及周围4格干员攻击速度提升(受层数影响)\n<达到40层>生效范围变为【灵巧】干员周围8格","descRaw":"【灵巧】干员及周围4格干员<@ba.vup>攻击速度提升<@autochess.gray>(受层数影响)\n<达到<@autochess.dgreen>40层>生效范围变为【灵巧】干员周围8格","effectId":"bondeffect_skillful","effectName":"灵巧","effectDesc":"【灵巧】干员及周围4格的干员攻击速度+{0:0}(受层数影响)\n <达到40层>生效范围变为【灵巧】干员周围8格","effectDescRaw":"【灵巧】干员及周围4格的干员攻击速度<@ba.vup>+{0:0}<@ba.acrem>(受层数影响)\n <达到<@ba.vup>40层>生效范围变为【灵巧】干员周围8格","effectDescParams":[{"index":0,"format":"0","base":"base_attack_speed","perStack":"attack_speed_per_stack"}],"bb":{"base_attack_speed":10,"attack_speed_per_stack":1,"power_bond_stack_cnt":40},"bbStr":{"key":"act1autochess_bond_eff_skillful"},"buffs":[{"key":"env_gbuff_new","bb":{"base_attack_speed":10,"attack_speed_per_stack":1,"power_bond_stack_cnt":40},"bbStr":{"key":"act1autochess_bond_eff_skillful"}}],"baseParams":["base_attack_speed"],"perStackParams":["attack_speed_per_stack"],"members":["chess_char_1_14_a","chess_char_2_04_a","chess_char_2_13_a","chess_char_3_02_a","chess_char_3_13_a","chess_char_3_21_a","chess_char_4_11_a","chess_char_4_13_a","chess_char_4_21_a","chess_char_5_06_a","chess_char_5_16_a","chess_char_6_16_a"],"visibleMembers":["chess_char_1_14_a","chess_char_2_04_a","chess_char_2_13_a","chess_char_3_02_a","chess_char_3_13_a","chess_char_3_21_a","chess_char_4_11_a","chess_char_4_13_a","chess_char_4_21_a","chess_char_5_06_a","chess_char_6_16_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"灵巧 members and operators on their 4 orthogonally adjacent tiles: ASPD +(10 + 1*L)."},{"need":"L >= 40","effect":"Area becomes the 8 surrounding tiles."}],"formulas":{"aspd":"10 + L"},"layerGain":"溯光星源 休整期结束 +2 灵巧/奥术 per 3 gold spent this round ; 断崖 +3 self & behind; 空弦 +3 self & front; 蒂比 +2; 获得时 灵知 +5. 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while in that redeployed state its ATK and maxHP x(1 + 0.25 + 0.01*L)."},{"need":"L >= 50","effect":"ALL operators ASPD +50."}],"formulas":{"atkHpMultiplier":"1.25 + 0.01*L","idleSec":"10","aspdAll(L>=50)":"50"},"layerGain":"史尔特尔 部署时 +8 (<=50/battle); 休谟斯 each 2 kills +1; 瑕光 +4/deploy; 斯卡蒂; 伊内丝 +5; 机变 \"斯卡蒂的盟誓\" +8, \"德克萨斯的盟誓\" +10.","assumed":["target enemy = the ground enemy closest to the player's objective (its own field's; another field's only while its own has none) that the member can reach; landing tile = the nearest free deployable tile within 2 tiles of it from which the member's attack range covers it. No such tile for any of the 8 most advanced -> no jump; the poll looks again every 0.25 s (GitHub issue #51 - up to 0.1.1 the idle trigger landed out of reach and hopped every 10 s; DESIGN §22.2)","the buff lasts until the operator leaves the field"]}},"indomShip":{"bondId":"indomShip","name":"不屈","identifier":19,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_indomShip","activeCount":2,"thresholds":[2,3],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"地面干员被击倒时,有概率立即重新部署(受层数影响)\n<在场3名不同【不屈】干员>地面干员被击倒时使场上所有干员技力+5","descRaw":"<@ba.vup>地面干员被击倒时,有概率立即<@ba.vup>重新部署<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>3名不同【不屈】干员><@ba.vup>地面干员被击倒时使场上所有干员<@ba.vup>技力+5","effectId":"bondeffect_indom","effectName":"不屈","effectDesc":"地面干员被击倒时,有{0:0%}(受层数影响)概率立刻重新部署\n<在场3名不同【不屈】干员>地面干员被击倒时使场上所有干员技力+5","effectDescRaw":"<@ba.vup>地面干员被击倒时,有<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)概率立刻重新部署\n<在场<@ba.vup>3名不同【不屈】干员><@ba.vup>地面干员被击倒时使场上所有干员技力<@ba.vup>+5","effectDescParams":[{"index":0,"format":"0%","base":"base_prob","perStack":"prob_per_stack"}],"bb":{"base_prob":0.18,"prob_per_stack":0.004,"power_bond_stack_cnt":0,"sp":5,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_indom"},"buffs":[{"key":"env_gbuff_new","bb":{"base_prob":0.18,"prob_per_stack":0.004,"power_bond_stack_cnt":0,"sp":5,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_indom"}}],"baseParams":["base_prob"],"perStackParams":["prob_per_stack"],"members":["chess_char_1_05_a","chess_char_1_20_a","chess_char_2_03_a","chess_char_2_12_a","chess_char_3_16_a","chess_char_4_07_a","chess_char_5_06_a","chess_char_5_13_a","chess_char_6_06_a"],"visibleMembers":["chess_char_1_20_a","chess_char_2_12_a","chess_char_3_16_a","chess_char_4_07_a","chess_char_5_06_a","chess_char_5_13_a","chess_char_6_06_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"When a ground operator (地面干员 = melee position, on any tile) is knocked out / retreats / swaps 替身<->本体: with p = min(1, 0.18 + 0.004*L) it is redeployed at once (next deployment has 0 redeploy time and 0 cost). Also consumes a \"复活\" charge if it had one."},{"need":"3 distinct","effect":"When a ground (melee-position) operator is knocked out: every operator on the field +5 SP."}],"formulas":{"p":"min(1, 0.18 + 0.004*L)","reaches100%AtL":"205"},"layerGain":"雷蛇 休整期结束 +1; 砾 被击倒 +2; 归溟幽灵鲨 +5; 风笛 kills +2; 机变 \"风笛的盟誓\" +8."}},"maniShip":{"bondId":"maniShip","name":"调和","identifier":20,"isCore":false,"bondType":"REGULAR","bondOrder":1,"powerIdList":[],"iconId":"icon_maniShip","activeCount":1,"thresholds":[1],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"MANI","isActiveInDeck":false,"noStack":true,"weight":0,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"激活时使场上核心盟约的激活人数+1,【调和】干员享受已激活的核心盟约的效果","descRaw":"激活时使场上核心盟约的<@ba.vup>激活人数+1,【调和】干员享受已激活的核心盟约的效果","effectId":"bondeffect_mani","effectName":"调和","effectDesc":"激活时可以使场上核心盟约的激活人数+1,【调和】干员享受已激活的核心盟约的效果","effectDescRaw":"激活时可以使场上核心盟约的<@ba.vup>激活人数+1,【调和】干员<@ba.vup>享受已激活的核心盟约的效果","effectDescParams":[],"bb":{"count":1},"bbStr":{},"buffs":[{"key":"other_bond_add_trigger_cnt","bb":{"count":1},"bbStr":{}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_15_a","chess_char_6_11_a"],"visibleMembers":["chess_char_6_11_a"],"spec":{"tiers":[{"need":"1 调和 on board","effect":"Every core bond's member count +1; 调和 operators receive the effects of all active core bonds."}],"members":"缪尔赛思 (T6) and 盟约·辅助干员 (T1, hidden; given in round 1 by strategy Pith \"优等生\").","assumed":["+1 only for core bonds with >=1 real member","one +1 total no matter how many 调和 operators"]}},"emptyShip":{"bondId":"emptyShip","name":"协防干员","identifier":21,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_emptyShip","activeCount":2,"thresholds":[2],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":true,"weight":0,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"所有干员受到的物理和法术伤害-20%,【协防干员】伤害提升至120%,精锐【协防】干员造成伤害提升至140%","descRaw":"所有干员受到的物理和法术伤害<@ba.vup>-20%,【协防干员】伤害提升至<@ba.vup>120%,精锐【协防】干员造成伤害提升至<@ba.vup>140%","effectId":"bondeffect_empty","effectName":"协防干员","effectDesc":"所有干员受到的物理和法术伤害-20%;【协防干员】伤害提升至120%,精锐【协防干员】造成伤害提升至140%","effectDescRaw":"所有干员受到的物理和法术伤害<@ba.vup>-20%;【协防干员】伤害提升至<@ba.vup>120%,精锐【协防干员】造成伤害提升至<@ba.vup>140%","effectDescParams":[],"bb":{"damage_resistance":0.2,"damage_scale_normal":1.2,"damage_scale_extra":1.4},"bbStr":{"key":"act1autochess_bond_eff_assis"},"buffs":[{"key":"env_gbuff_new","bb":{"damage_resistance":0.2,"damage_scale_normal":1.2,"damage_scale_extra":1.4},"bbStr":{"key":"act1autochess_bond_eff_assis"}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_15_a","chess_char_2_14_a","chess_char_3_10_a","chess_char_4_08_a","chess_char_4_25_a","chess_char_5_09_a","chess_char_5_10_a","chess_char_6_12_a"],"visibleMembers":["chess_char_2_14_a","chess_char_3_10_a","chess_char_4_25_a","chess_char_5_10_a","chess_char_6_12_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"ALL operators take -20% physical and magic damage; 协防干员 members deal damage x1.2 (elite 协防 x1.4)."}],"meaning":"\"协防干员\" (assist operators) = fallback bond (constData.fallbackBondId). DIY/self-selected 6-star operators whose faction matches no core bond become 协防干员; some preset operators (调香师, 松果, 瑰盐, 魔王, 铃兰, 迷迭香, 盟约·辅助干员) are natively 协防.","formulas":{"damageTakenMul":"0.8","memberDamageMul":"1.2 (elite 1.4)"},"notes":["noStack=true: no layer-scaled effect, but layers are still counted (巴哈姆特)."]}},"soloShip":{"bondId":"soloShip","name":"独行","identifier":22,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_soloShip","activeCount":1,"thresholds":[1],"maxCount":1,"thresholdTemplate":"count_threshold_downward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":true,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"<在场1名【独行】干员>【独行】干员攻击力和生命值+60%,初始技力+15(在场2名及以上【独行】干员时失效)","descRaw":"<在场1名【独行】干员>【独行】干员攻击力和生命值<@ba.vup>+60%,初始技力<@ba.vup>+15(在场2名及以上【独行】干员时失效)","effectId":"bondeffect_solo","effectName":"独行","effectDesc":"<在场1名【独行】干员>【独行】干员攻击力和生命值+60%,初始技力+15(在场2名及以上【独行】干员时失效)","effectDescRaw":"<在场<@ba.vup>1名【独行】干员>【独行】干员攻击力和生命值<@ba.vup>+60%,初始技力<@ba.vup>+15<@ba.acrem>(在场2名及以上【独行】干员时失效)","effectDescParams":[],"bb":{"atk":0.6,"max_hp":0.6,"sp":15},"bbStr":{"key":"act2autochess_bond_eff_solo"},"buffs":[{"key":"env_gbuff_new","bb":{"atk":0.6,"max_hp":0.6,"sp":15},"bbStr":{"key":"act2autochess_bond_eff_solo"}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_08_a","chess_char_2_17_a","chess_char_3_17_a","chess_char_4_09_a","chess_char_4_18_a","chess_char_5_11_a"],"visibleMembers":["chess_char_1_08_a","chess_char_2_17_a","chess_char_3_17_a","chess_char_4_09_a","chess_char_4_18_a","chess_char_5_11_a"],"spec":{"tiers":[{"need":"exactly 1 distinct 独行 on board","effect":"That operator ATK +60%, maxHP +60%, +15 SP when deployed. Disabled when 2+ different 独行 operators are on the board."}],"formulas":{"atkMul":"1.6","hpMul":"1.6","spOnDeploy":"15"},"notes":["noStack=true"]}},"suntShip":{"bondId":"suntShip","name":"绝技","identifier":23,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_suntShip","activeCount":2,"thresholds":[2,5],"maxCount":null,"thresholdTemplate":"count_threshold_upward_golden","countMode":"BOARD_ALL_CHESS","countsHand":false,"countsGoldenOnly":true,"activeType":"BATTLE","isActiveInDeck":false,"noStack":true,"weight":0,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"<在场2名精锐状态的干员>精锐状态的干员攻击力+30%\n<在场5名精锐状态的干员>精锐状态的干员技力消耗-30%\n(所有干员的精锐状态均可激活本盟约)","descRaw":"<在场<@autochess.dgreen>2名精锐状态的干员>精锐状态的干员攻击力<@ba.vup>+30%\n<在场<@autochess.dgreen>5名精锐状态的干员>精锐状态的干员技力消耗<@ba.vup>-30%\n<@ba.acrem>(所有干员的精锐状态均可激活本盟约)","effectId":"bondeffect_sunt","effectName":"绝技","effectDesc":"<在场2名精锐状态的干员>精锐状态的干员攻击力+30%\n<在场5名精锐状态的干员>精锐状态的干员技力消耗-30%\n(所有干员的精锐状态均可激活本盟约)","effectDescRaw":"<在场<@ba.vup>2名精锐状态的干员>精锐状态的干员攻击力<@ba.vup>+30%\n<在场<@ba.vup>5名精锐状态的干员>精锐状态的干员技力消耗<@ba.vup>-30%\n<@ba.acrem>(所有干员的精锐状态均可激活本盟约)","effectDescParams":[],"bb":{"power_char_cnt":2,"ex_char_cnt":5,"power_atk":0.3,"sp_ratio":0.7},"bbStr":{"key":"act2autochess_bond_eff_sunt"},"buffs":[{"key":"env_gbuff_new","bb":{"power_char_cnt":2,"ex_char_cnt":5,"power_atk":0.3,"sp_ratio":0.7},"bbStr":{"key":"act2autochess_bond_eff_sunt"}}],"baseParams":[],"perStackParams":[],"members":[],"visibleMembers":[],"spec":{"tiers":[{"need":"2 elite (精锐) operators on board (any operators, duplicates count)","effect":"All elite operators ATK +30%."},{"need":"5 elite operators on board","effect":"At battle start every elite operator and its summons have skill SP cost x0.7 (rounded down, may become 0)."}],"formulas":{"atkMul":"1.3","spCostMul":"floor(sp*0.7)"},"notes":["isHiddenCharList=true, chessIdList empty: no member operators; elites are not \"members\" of 绝技 (PRTS).","noStack=true"]}}} \ No newline at end of file +{"yanShip":{"bondId":"yanShip","name":"炎","identifier":1,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["yan","sui","lungmen","lee","lgd"],"iconId":"icon_yanShip","activeCount":3,"thresholds":[3,6,9],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【炎】干员攻击力提升(受层数影响)\n<在场6名不同【炎】干员>战斗开始时召唤可自主行动的“炎佑”,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用“祛恶之焰”,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场9名不同【炎】干员>改为召唤2只“炎佑”,攻击力提升至1.5倍,受到的伤害-90%","descRaw":"【炎】干员<@ba.vup>攻击力提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【炎】干员>战斗开始时召唤可自主行动的<@ba.vup>“炎佑”,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用<@ba.vup>“祛恶之焰”,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场<@autochess.dgreen>9名不同【炎】干员>改为召唤2只<@ba.vup>“炎佑”,攻击力提升至<@ba.vup>1.5倍,受到的伤害<@ba.vup>-90%","effectId":"bondeffect_yan","effectName":"炎","effectDesc":"【炎】干员攻击力+{0:0%}(受层数影响)\n<在场6名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%攻击力的灼燃损伤,周围敌人受到20%的元素脆弱,周期性使用“祛恶之焰”\n<在场9名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescRaw":"【炎】干员攻击力<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%<@ba.vup>攻击力的<@ba.vup>灼燃损伤,周围敌人受到20%的<@ba.vup>元素脆弱,周期性使用“祛恶之焰”\n<在场<@ba.vup>9名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescParams":[{"index":0,"format":"0%","base":"base_atk","perStack":"atk_per_stack"}],"bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"},"buffs":[{"key":"env_gbuff_new","bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"}}],"baseParams":["base_atk"],"perStackParams":["atk_per_stack"],"members":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_15_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"visibleMembers":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"spec":{"tiers":[{"need":"3 distinct 炎 on board","effect":"炎 members (+调和 members) ATK x(1 + 0.23 + 0.009*L)."},{"need":"6 distinct","effect":"At battle start spawn 1 \"炎佑\" (enemy_9012_acloon template, allied flying ranged unit, not blockable, moves on its own). ATK = 0.30 x sum(ATK of 炎 operators on board at battle start), maxHP = 0.30 x sum(maxHP of those operators). Template: DEF 200, RES 0, BAT 2.5 s, ASPD 100, attack range radius 2.0 tiles, magic damage, hits up to 3 targets; every hit adds 灼燃损伤 (burn elemental damage) = 20% of its ATK and applies 元素脆弱 (elemental damage taken x1.2) to enemies within 0.8 tiles of the target. Skill \"祛恶之焰\": cooldown 15 s (first cast 15 s after spawn), channels a flame on one enemy in range dealing 60% ATK magic damage per second to it and to enemies within 1.0 tile, for up to 20 s."},{"need":"9 distinct","effect":"Spawn 2 炎佑 instead; each has ATK x1.5 and takes 90% less damage (damage_resistance 0.9)."}],"formulas":{"atkMultiplier":"1 + 0.23 + 0.009*L"},"caps":"none","layerGain":"Economy-driven: 惊蛰 获得时 +shop level (no activation needed); 小满 休整期结束 +1 per operator gained this round; 夕 +2 炎/奥术 per operator gained; 录武官 获得时 +6 炎 +3 奇迹; 星熊 获得时 +8 own bonds; 烛煌 获得时 +5 炎/维多利亚; 机变 \"诗怀雅的盟誓\" +10. Strategy 杜遥夜: first 2 manual refreshes each round prefer a 炎 operator.","howToPlay":"Buy many operators each round (every gain feeds 小满/夕), rush 6 炎 for the 炎佑 spike; 琳琅诗怀雅 / 诗怀雅 give early gold. 9 炎 is a late-game luxury.","assumed":["炎佑 base stats are replaced (not added) by the 30% sums","祛恶之焰 hit_duration=20 read as 20 one-second ticks","spawn point: centre of the player's board / near the objective","targets = 3 nearest enemies in range"]}},"sargonShip":{"bondId":"sargonShip","name":"萨尔贡","identifier":2,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["sargon"],"iconId":"icon_sargonShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度提升(有上限),持续一定时间(受层数影响,每层持续时间独立计算)\n<在场6名不同【萨尔贡】干员>开启技能还会为所有【萨尔贡】干员提供等持续时间的攻击力(有上限)\n选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","descRaw":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员<@ba.vup>攻击速度提升(有上限),持续一定时间<@autochess.gray>(受层数影响,每层持续时间独立计算)\n<在场<@autochess.dgreen>6名不同【萨尔贡】干员>开启技能还会为所有【萨尔贡】干员提供等持续时间的<@ba.vup>攻击力(有上限)\n<@ba.acrem>选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectId":"bondeffect_sargon","effectName":"萨尔贡","effectDesc":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度+12(至多+300),持续{0:0}秒(受层数影响)\n<在场6名不同【萨尔贡】干员>开启技能还会使所有【萨尔贡】干员攻击力+12%(至多+300%)\n选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectDescRaw":"【萨尔贡】干员开启技能时,所有【萨尔贡】干员攻击速度+12(至多<@ba.vup>+300),持续<@ba.vup>{0:0}秒<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【萨尔贡】干员>开启技能还会使所有【萨尔贡】干员攻击力+12%(至多<@ba.vup>+300%)\n<@ba.acrem>选择策略【娜仁图亚】时,<在场6名不同【萨尔贡】干员>的效果会有所改变","effectDescParams":[{"index":0,"format":"0","base":"base_time","perStack":"time_per_stack"}],"bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_atk":0.12,"base_power_time":60,"power_time_per_stack":0,"filter_item_level":5},"bbStr":{"key":"act1autochess_bond_eff_sargon","invalid_in_band":"band_narant","valid_in_band":"band_narant"},"buffs":[{"key":"env_gbuff_new","bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_atk":0.12},"bbStr":{"key":"act1autochess_bond_eff_sargon","invalid_in_band":"band_narant"}},{"key":"env_gbuff_new","bb":{"base_time":5,"time_per_stack":0.22,"max_buff_stack_cnt":25,"base_attack_speed":12,"power_bond_char_cnt":6,"base_power_time":60,"power_time_per_stack":0,"filter_item_level":5},"bbStr":{"key":"act2autochess_bond_eff_sargon[share]","valid_in_band":"band_narant"}}],"baseParams":["base_time"],"perStackParams":["time_per_stack"],"members":["chess_char_1_12_a","chess_char_2_06_a","chess_char_2_08_a","chess_char_3_06_a","chess_char_3_13_a","chess_char_4_05_a","chess_char_4_23_a","chess_char_4_24_a","chess_char_5_02_a","chess_char_5_18_a","chess_char_6_05_a","chess_char_6_06_a"],"visibleMembers":["chess_char_1_12_a","chess_char_2_06_a","chess_char_2_08_a","chess_char_3_06_a","chess_char_3_13_a","chess_char_4_23_a","chess_char_4_24_a","chess_char_5_02_a","chess_char_6_05_a","chess_char_6_06_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"Whenever any 萨尔贡 member activates its skill, every 萨尔贡 member on the field gains one stack: ASPD +12 for (5 + 0.22*L) s. Each stack has its own timer; at most 25 concurrent stacks (=> +300 ASPD cap)."},{"need":"6 distinct","effect":"Each stack additionally gives ATK +12% (25 stacks => +300% cap), same duration."},{"need":"6 distinct AND strategy 娜仁图亚 (band_narant)","effect":"Replaces the 6-member effect: when a 萨尔贡 member activates its skill, operators on its 8 surrounding tiles also enjoy the effects of the equipment (tier <= V, filter_item_level 5) it carries, for 60 s (base_power_time 60, power_time_per_stack 0)."}],"formulas":{"stackDurationSec":"5 + 0.22*L","aspdPerStack":"12","atkPerStack(6)":"0.12","maxStacks":"25"},"caps":"25 stacks: +300 ASPD, +300% ATK","layerGain":"In battle on skill activation: 菲莱 +6 每次开技能, 百炼嘉维尔 +9 每次开技能, 莎草 +5 首次开技能, 缇缇 +1 萨尔贡/精准 per sleep/stun in range (<=24/battle); 艾丝黛尔 获得时 +2; 机变 \"缇缇的盟誓\" +10. Strategy 佩佩: after shop level 2/4/6 one special refresh preferring 萨尔贡.","howToPlay":"Fast-cycling skills (萨尔贡浓茶 / 黄沙罗盘 items) keep many stacks alive; L mainly extends duration, so stacks overlap more.","notes":["PRTS: the in-level UI shows twice the real duration (display bug); real duration is 5+0.22L."],"assumed":["When a 26th stack would be added, it replaces the stack with the shortest remaining time","stack granted to all 萨尔贡 members including the caster"]}},"victoriaShip":{"bondId":"victoriaShip","name":"维多利亚","identifier":3,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["victoria","glasgow"],"iconId":"icon_victoriaShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[{"layer":25,"mode":"every","effect":"bond_layer_added_reward_equip"}],"desc":"携带装备的【维多利亚】干员造成的伤害提升(受层数影响)\n<每叠加25层>获得1件带有随机效果的维式重锤\n<在场6名不同【维多利亚】干员>携带装备的【维多利亚】干员攻击力提升,携带进阶装备时额外提升","descRaw":"携带装备的【维多利亚】干员造成的<@ba.vup>伤害提升<@autochess.gray>(受层数影响)\n<每叠加<@autochess.dgreen>25层>获得1件带有随机效果的<@ba.vup>维式重锤\n<在场<@autochess.dgreen>6名不同【维多利亚】干员>携带装备的【维多利亚】干员<@ba.vup>攻击力提升,携带进阶装备时额外提升","effectId":"bondeffect_victoria","effectName":"维多利亚","effectDesc":"携带装备的【维多利亚】干员伤害提升至{0:0%}(受层数影响)\n<每叠加25层>获得一件带有随机特殊效果的维式重锤\n<在场6名不同【维多利亚】干员>【维多利亚】干员每携带1件装备攻击力+50%,携带进阶装备改为+80%","effectDescRaw":"<@ba.vup>携带装备的【维多利亚】干员伤害提升至<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)\n<每叠加<@ba.vup>25层>获得一件带有随机特殊效果的维式重锤\n<在场<@ba.vup>6名不同【维多利亚】干员>【维多利亚】干员每携带1件装备攻击力<@ba.vup>+50%,携带进阶装备改为<@ba.vup>+80%","effectDescParams":[{"index":0,"format":"0%","base":"base_damage_scale","perStack":"damage_scale_per_stack"}],"bb":{"damage_scale_per_stack":0.008,"base_damage_scale":1.25,"power_bond_char_cnt":6,"atk_normal_equip":0.5,"atk_golden_equip":0.3,"layer":25,"count":1},"bbStr":{"key":"act1autochess_bond_eff_victoria","pool":"pool_equip_vict"},"buffs":[{"key":"env_gbuff_new","bb":{"damage_scale_per_stack":0.008,"base_damage_scale":1.25,"power_bond_char_cnt":6,"atk_normal_equip":0.5,"atk_golden_equip":0.3},"bbStr":{"key":"act1autochess_bond_eff_victoria"}},{"key":"bond_layer_added_reward_equip","bb":{"layer":25,"count":1},"bbStr":{"pool":"pool_equip_vict"}}],"baseParams":["base_damage_scale"],"perStackParams":["damage_scale_per_stack"],"members":["chess_char_1_06_a","chess_char_2_05_a","chess_char_2_10_a","chess_char_3_08_a","chess_char_4_07_a","chess_char_4_11_a","chess_char_5_03_a","chess_char_5_08_a","chess_char_6_07_a","chess_char_6_08_a"],"visibleMembers":["chess_char_1_06_a","chess_char_2_05_a","chess_char_2_10_a","chess_char_3_08_a","chess_char_4_07_a","chess_char_4_11_a","chess_char_5_03_a","chess_char_5_08_a","chess_char_6_07_a","chess_char_6_08_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"维多利亚 members that carry >= 1 equipment: all damage dealt x(1.25 + 0.008*L)."},{"need":"every 25 layers (cumulative)","effect":"Gain 1 维式重锤 with a random special effect (pool_equip_vict)."},{"need":"6 distinct","effect":"维多利亚 members: ATK +50% per equipped item; an advanced (进阶/golden) item gives +80% instead (atk_normal_equip 0.5 + atk_golden_equip 0.3)."}],"formulas":{"damageMultiplier":"1.25 + 0.008*L (only if carrying equipment)","hammerPayouts":"floor(L/25)","atkPerItem(6)":"0.5 normal, 0.8 advanced"},"caps":"none","layerGain":"休整期结束: 薄绿 +2 per distinct tier of 维多利亚 on board, 维娜·维多利亚 +3 per distinct tier (and 奇迹 +2 per distinct tier of 奇迹), 刺玫 +1, 号角 +2 per distinct-tier operator of the highest-layer bond; in battle: 风笛 first 3 kills +2 维多利亚/远见/不屈; 烛煌 获得时 +5; 机变 \"风笛的盟誓\" +8. Strategy 哈洛德: from round 4 gain 1 维多利亚 operator every 2 rounds.","howToPlay":"Field 维多利亚 of as many different tiers as possible (T1..T6) for 薄绿/维娜; hand all equipment (incl. free hammers) to 维多利亚 carries; 蒸汽之心 copies all hammer effects.","assumed":["pool_equip_vict = uniform random among 灼燃/坚固/加速/战栗维式重锤 (normal grade)","hammer payout also counts layers added while the bond is inactive"]}},"kjeragShip":{"bondId":"kjeragShip","name":"谢拉格","identifier":4,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["kjerag","karlan"],"iconId":"icon_kjeragShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【谢拉格】干员造成的伤害提升,对寒冷、冻结敌人获得额外提升(受层数影响)\n<在场6名不同【谢拉格】干员>战场上每25秒过一阵寒风使场上的敌人寒冷一定时间(受层数影响)","descRaw":"【谢拉格】干员造成的<@ba.vup>伤害提升,对<@ba.vup>寒冷、冻结敌人获得额外提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【谢拉格】干员>战场上每25秒过一阵寒风使场上的敌人寒冷一定时间<@autochess.gray>(受层数影响)","effectId":"bondeffect_kjerag","effectName":"谢拉格","effectDesc":"【谢拉格】干员伤害提升至125%,对寒冷和冻结敌人额外提升至{0:0%}(受层数影响)\n<在场6名不同【谢拉格】干员>战场上每25秒吹过一阵寒风使敌人寒冷{1:0}秒(受层数影响)","effectDescRaw":"【谢拉格】干员伤害提升至<@ba.vup>125%,对寒冷和冻结敌人额外提升至<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【谢拉格】干员>战场上每25秒吹过一阵寒风使敌人寒冷<@ba.vup>{1:0}秒<@ba.acrem>(受层数影响)","effectDescParams":[{"index":0,"format":"0%","base":"base_ex_damage_scale","perStack":"ex_damage_scale_per_stack"},{"index":1,"format":"0","base":"bond_eff_kjerag[storm].base_time","perStack":"bond_eff_kjerag[storm].time_per_stack"}],"bb":{"base_damage_scale":1.25,"base_ex_damage_scale":1.35,"ex_damage_scale_per_stack":0.01,"power_bond_char_cnt":6,"bond_eff_kjerag[storm].interval":25,"bond_eff_kjerag[storm].base_time":20,"bond_eff_kjerag[storm].time_per_stack":0.1},"bbStr":{"key":"act1autochess_bond_eff_kjerag"},"buffs":[{"key":"env_gbuff_new","bb":{"base_damage_scale":1.25,"base_ex_damage_scale":1.35,"ex_damage_scale_per_stack":0.01,"power_bond_char_cnt":6,"bond_eff_kjerag[storm].interval":25,"bond_eff_kjerag[storm].base_time":20,"bond_eff_kjerag[storm].time_per_stack":0.1},"bbStr":{"key":"act1autochess_bond_eff_kjerag"}}],"baseParams":["base_ex_damage_scale","bond_eff_kjerag[storm].base_time"],"perStackParams":["ex_damage_scale_per_stack","bond_eff_kjerag[storm].time_per_stack"],"members":["chess_char_1_02_a","chess_char_2_03_a","chess_char_2_05_a","chess_char_3_11_a","chess_char_3_14_a","chess_char_3_20_a","chess_char_4_03_a","chess_char_4_13_a","chess_char_4_22_a","chess_char_5_14_a","chess_char_6_02_a","chess_char_6_19_a"],"visibleMembers":["chess_char_1_02_a","chess_char_2_05_a","chess_char_3_11_a","chess_char_3_14_a","chess_char_3_20_a","chess_char_4_13_a","chess_char_4_22_a","chess_char_5_14_a","chess_char_6_02_a","chess_char_6_19_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"谢拉格 members deal damage x1.25; against enemies that are 寒冷 (cold) or 冻结 (frozen) x(1.35 + 0.01*L) instead."},{"need":"6 distinct","effect":"Every 25 s a cold wind applies 寒冷 to every enemy on the field for (20 + 0.1*L) s."}],"formulas":{"damageMultiplier":"1.25","damageMultiplierVsColdOrFrozen":"1.35 + 0.01*L","windIntervalSec":"25","windColdDurationSec":"20 + 0.1*L"},"caps":"none","layerGain":"In battle, freeze-driven: 初雪 and 银灰 - each enemy in range that becomes frozen: 50% chance +1; 凛御银灰 gives the 谢拉格 operator in front of it a 60% version (<=200/battle); 锏 部署时 +8 own active bonds (<=24/battle). 获得时: 角峰 +2, 崖心 +3 (hidden), 雪猎 +5, 灵知 +5, 锏 +8. 机变 \"银灰的盟誓\" +8. Strategy 休露丝: first 谢拉格 bought each round costs 1.","howToPlay":"Standard AK rule: applying 寒冷 to an already-cold enemy freezes it. The 6-member wind + cold-on-hit sources (谢拉格不融冰 12% 1.5 s cold) create constant freezes, so layers can reach hundreds per battle.","notes":["巴哈姆特: avoid lighting 3 奥术 alongside max-layer 谢拉格 (圣聆初雪 gets damage-capped)."],"assumed":["first wind at t = 25 s","wind re-applying cold on a cold enemy triggers freeze like any cold source"]}},"lateranoShip":{"bondId":"lateranoShip","name":"拉特兰","identifier":5,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["laterano"],"iconId":"icon_lateranoShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【拉特兰】干员开启技能获得的弹药量提升(受层数影响)\n<在场6名不同【拉特兰】干员>【拉特兰】干员每消耗1发弹药,所有【拉特兰】干员攻击力提升(有上限)","descRaw":"【拉特兰】干员开启技能获得的<@ba.vup>弹药量提升<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【拉特兰】干员>【拉特兰】干员每消耗1发弹药,所有【拉特兰】干员<@ba.vup>攻击力提升(有上限)","effectId":"bondeffect_laterano","effectName":"拉特兰","effectDesc":"【拉特兰】干员开启技能时获得的弹药量+{0:0%}(受层数影响)\n<在场6名不同【拉特兰】干员>任意【拉特兰】干员每消耗1发弹药,全体【拉特兰】干员攻击力+4%,至多+200%","effectDescRaw":"【拉特兰】干员开启技能时获得的弹药量<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【拉特兰】干员>任意【拉特兰】干员每消耗1发弹药,全体【拉特兰】干员攻击力+4%,至多<@ba.vup>+200%","effectDescParams":[{"index":0,"format":"0%","base":"base_ammo_percent","perStack":"ammo_percent_per_stack"}],"bb":{"base_ammo_percent":0.05,"ammo_percent_per_stack":0.015,"power_bond_char_cnt":6,"atk_per_consume":0.04,"max_atk_for_consume":2},"bbStr":{"key":"act1autochess_bond_eff_laterano"},"buffs":[{"key":"env_gbuff_new","bb":{"base_ammo_percent":0.05,"ammo_percent_per_stack":0.015,"power_bond_char_cnt":6,"atk_per_consume":0.04,"max_atk_for_consume":2},"bbStr":{"key":"act1autochess_bond_eff_laterano"}}],"baseParams":["base_ammo_percent"],"perStackParams":["ammo_percent_per_stack"],"members":["chess_char_1_01_a","chess_char_2_01_a","chess_char_3_01_a","chess_char_3_07_a","chess_char_3_21_a","chess_char_4_01_a","chess_char_4_02_a","chess_char_5_01_a","chess_char_6_01_a","chess_char_6_09_a","chess_char_6_13_a"],"visibleMembers":["chess_char_1_01_a","chess_char_2_01_a","chess_char_3_01_a","chess_char_3_21_a","chess_char_4_01_a","chess_char_4_02_a","chess_char_5_01_a","chess_char_6_01_a","chess_char_6_09_a","chess_char_6_13_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"When a 拉特兰 member activates a skill that grants ammo, ammo gained x(1 + 0.05 + 0.015*L), rounded down."},{"need":"6 distinct","effect":"Every ammo consumed by any 拉特兰 member: all 拉特兰 members ATK +4% (until battle end), max +200% (= 50 ammo)."}],"formulas":{"ammoMultiplier":"floor(baseAmmo * (1.05 + 0.015*L))","atkPerAmmo(6)":"0.04","atkCap(6)":"2.0"},"caps":"+200% ATK from the 6-member effect","layerGain":"Ammo consumption in battle: 圣约送葬人 each 7 bullets +7 拉特兰 (7 triggers => 49/battle) and +3 远见 (<=21/battle); 莫斯提马 ops in its 4 adjacent tiles each 6 ammo +1; 蕾缪安 each 10 bullets with 3 ops in its row +2 拉特兰/精准; 送葬人 first kill +3 精准/拉特兰. Prep: 空弦 进入休整期 +3 to self and front tile operator's active bonds. 机变 \"莫斯提马的盟誓\" +10. Strategy 潘格尼尼: after spending 55 gold gain a random elite T4+ 拉特兰.","howToPlay":"Only ammo-skill operators benefit from the 3-tier; the bond is weak until 6 (巴哈姆特: \"3人效果較差\").","assumed":["non-ammo skills unaffected","\"ammo consumed\" = each shot/bullet decrement"]}},"egirShip":{"bondId":"egirShip","name":"阿戈尔","identifier":6,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["egir","abyssal"],"iconId":"icon_egirShip","activeCount":3,"thresholds":[3,5],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【阿戈尔】干员生命值提升(受层数影响)\n战斗开始时,【阿戈尔】干员会吞噬身前一格干员对其造成5000点物理伤害并获得其基础攻击力和阻挡数,使【阿戈尔】叠加等于被吞噬者等阶的盟约层数(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时立刻复活","descRaw":"【阿戈尔】干员<@ba.vup>生命值提升<@autochess.gray>(受层数影响)\n战斗开始时,【阿戈尔】干员会<@ba.vup>吞噬身前一格干员对其造成<@ba.vdown>5000点物理伤害并获得其<@ba.vup>基础攻击力和<@ba.vup>阻挡数,使【阿戈尔】叠加等于被吞噬者等阶的<@ba.vup>盟约层数<@autochess.gray>(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场<@autochess.dgreen>5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时<@ba.vup>立刻复活","effectId":"bondeffect_egir","effectName":"阿戈尔","effectDesc":"【阿戈尔】干员生命值+{0:0%}(受层数影响)\n战斗开始时【阿戈尔】干员依次吞噬身前一格干员造成5000点物理伤害并获得其基础攻击力和阻挡数,并叠加等于被吞噬者等阶的盟约层数(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时立刻复活","effectDescRaw":"【阿戈尔】干员生命值<@ba.vup>+{0:0%}<@ba.acrem>(受层数影响)\n战斗开始时【阿戈尔】干员依次吞噬身前一格干员造成<@ba.vdown>5000点物理伤害并获得其<@ba.vup>基础攻击力和<@ba.vup>阻挡数,并叠加等于被吞噬者等阶的盟约层数<@ba.acrem>(【阿戈尔】之间优先更靠左和靠上的干员发起吞噬)\n<在场<@ba.vup>5名不同【阿戈尔】干员>前3名【阿戈尔】干员首次被击倒时<@ba.vup>立刻复活","effectDescParams":[{"index":0,"format":"0%","base":"base_max_hp","perStack":"max_hp_per_stack"}],"bb":{"base_max_hp":0.35,"max_hp_per_stack":0.01,"damage_value":5000,"power_bond_char_cnt":5,"max_free_respawn_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_egir","bond_type":"bond_by_id","bond_id":"egirShip","bond_add_type":"by_charlevel"},"buffs":[{"key":"env_gbuff_new","bb":{"base_max_hp":0.35,"max_hp_per_stack":0.01,"damage_value":5000,"power_bond_char_cnt":5,"max_free_respawn_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_egir","bond_type":"bond_by_id","bond_id":"egirShip","bond_add_type":"by_charlevel"}}],"baseParams":["base_max_hp"],"perStackParams":["max_hp_per_stack"],"members":["chess_char_1_04_a","chess_char_2_07_a","chess_char_3_05_a","chess_char_3_09_a","chess_char_4_09_a","chess_char_4_12_a","chess_char_5_05_a","chess_char_5_13_a","chess_char_6_04_a"],"visibleMembers":["chess_char_1_04_a","chess_char_2_07_a","chess_char_3_05_a","chess_char_3_09_a","chess_char_4_09_a","chess_char_4_12_a","chess_char_5_05_a","chess_char_5_13_a","chess_char_6_04_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"阿戈尔 members maxHP x(1 + 0.35 + 0.01*L)."},{"need":"3 distinct (battle start)","effect":"Devour (吞噬): see algorithm."},{"need":"5 distinct","effect":"The first 3 阿戈尔 members to be knocked out, in knock-out order (the battle-start devour's food included; a member never knocked out takes none), each revive immediately on that first knock-out; a member takes at most one, and a save by its own kit / item / band revive is no knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05)."}],"algorithm":["Order: 阿戈尔 members sorted leftmost first, then topmost (\"更靠左和靠上\").","Each 阿戈尔 in order marks the unit on the tile directly in front of it (its facing direction) and also the front-tile unit of every 阿戈尔 it has marked (chain). It never marks itself, a unit it already marked, or a unit that marked it.","The marker immediately gains the base ATK of every unit it marked (added to base ATK at the final stage) and their block counts.","After all marks are placed, each mark makes its target suffer one 5000-point physical 流失 (HP loss, source = the target itself; if it dies, the kill is credited to the marker), resolved in marking order. A target that dies cancels its remaining pending marks.","Each devoured unit adds layers to 阿戈尔 equal to its tier (1-6), once per unit per battle.","(5-member tier) Revive is implemented as: when the unit leaves the field for any reason other than being moved, its next deployment has 0 redeploy time and 0 cost (PRTS). Devour layers: each devoured unit adds its tier once per battle (refreshes next round)."],"formulas":{"hpMultiplier":"1.35 + 0.01*L","devourDamage":"5000","layersPerDevoured":"tier of devoured unit"},"caps":"3 revives per battle","layerGain":"Devour (tier per devoured unit, every battle); 幽灵鲨 被击倒 +3; 归溟幽灵鲨 被击倒/替身切换 +5 阿戈尔 +5 不屈; 斯卡蒂 each 2 kills +1 阿戈尔/坚守/突袭; 海霓 first kill (enemy or ally) +3 阿戈尔/奥术; 机变 \"斯卡蒂的盟誓\" +8. Strategy 克莱门莎: an 阿戈尔 knocked out adds layers = its tier.","howToPlay":"Put cheap/high-tier fodder in front of 阿戈尔 carries: they steal base ATK and block, gain layers, and (5) revive. Tier-6 fodder gives +6 layers per battle.","assumed":["5000 physical 流失 ignores DEF and shields","marked allied units are the player's own operators (devour hits allies)"]}},"siracusaShip":{"bondId":"siracusaShip","name":"叙拉古","identifier":7,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["siracusa","chiave"],"iconId":"icon_siracusaShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【叙拉古】干员部署后攻击速度提升,持续一定时间(受层数影响)\n<在场6名不同【叙拉古】干员>【叙拉古】干员部署后进入等时长的隐匿状态,【叙拉古】干员隐匿状态下和脱离隐匿10秒内对敌人攻击时有3%的概率造成一定真实伤害(受层数影响)并恐惧3秒","descRaw":"【叙拉古】干员部署后<@ba.vup>攻击速度提升,持续一定时间<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>6名不同【叙拉古】干员>【叙拉古】干员部署后进入等时长的隐匿状态,【叙拉古】干员隐匿状态下和脱离隐匿<@ba.vup>10秒内对敌人攻击时有<@ba.vup>3%的概率造成一定真实伤害<@autochess.gray>(受层数影响)并<@ba.vup>恐惧3秒","effectId":"bondeffect_siracusa","effectName":"叙拉古","effectDesc":"【叙拉古】干员部署后攻击速度+{0:0},持续{1:0}秒(受层数影响)\n<在场6名不同【叙拉古】干员>【叙拉古】干员部署后还会进入等时长的隐匿状态,【叙拉古】干员在隐匿状态和脱离隐匿10秒内对敌人攻击时有3%概率造成{2:0}(受层数影响)点真实伤害并恐惧目标3秒","effectDescRaw":"【叙拉古】干员部署后攻击速度<@ba.vup>+{0:0},持续<@ba.vup>{1:0}秒<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【叙拉古】干员>【叙拉古】干员部署后还会进入等时长的隐匿状态,【叙拉古】干员在隐匿状态和脱离隐匿10秒内对敌人攻击时有3%概率造成<@ba.vup>{2:0}<@ba.acrem>(受层数影响)点真实伤害并<@ba.vup>恐惧目标3秒","effectDescParams":[{"index":0,"format":"0","base":"base_attack_speed","perStack":"attack_speed_per_stack"},{"index":1,"format":"0","base":"base_duration","perStack":"duration_per_stack"},{"index":2,"format":"0","base":"base_damage","perStack":"damage_per_stack"}],"bb":{"base_duration":32,"duration_per_stack":0.4,"base_attack_speed":25,"attack_speed_per_stack":0.8,"power_bond_char_cnt":6,"ex_bond_char_cnt":6,"end_duration":10,"prob":0.03,"base_damage":5000,"damage_per_stack":50,"fear":3},"bbStr":{"key":"act2autochess_bond_eff_siracusa"},"buffs":[{"key":"env_gbuff_new","bb":{"base_duration":32,"duration_per_stack":0.4,"base_attack_speed":25,"attack_speed_per_stack":0.8,"power_bond_char_cnt":6,"ex_bond_char_cnt":6,"end_duration":10,"prob":0.03,"base_damage":5000,"damage_per_stack":50,"fear":3},"bbStr":{"key":"act2autochess_bond_eff_siracusa"}}],"baseParams":["base_attack_speed","base_duration","base_damage"],"perStackParams":["attack_speed_per_stack","duration_per_stack","damage_per_stack"],"members":["chess_char_1_07_a","chess_char_1_08_a","chess_char_2_16_a","chess_char_3_15_a","chess_char_3_18_a","chess_char_3_19_a","chess_char_4_10_a","chess_char_4_16_a","chess_char_5_10_a","chess_char_5_20_a","chess_char_6_18_a"],"visibleMembers":["chess_char_1_07_a","chess_char_1_08_a","chess_char_2_16_a","chess_char_3_18_a","chess_char_3_19_a","chess_char_4_10_a","chess_char_4_16_a","chess_char_5_10_a","chess_char_5_20_a","chess_char_6_18_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"After every deployment (incl. redeploy) a 叙拉古 member gains ASPD +(25 + 0.8*L) for (32 + 0.4*L) s."},{"need":"6 distinct","effect":"After deployment also 隐匿 (camouflage) for the same duration. While camouflaged and for 10 s after it ends, each normal damage instance (普通伤害 = attack type NORMAL: attacks, skill hits, drone attacks; not 溅射 / 持续 / 附加 — `bonds/core.js siracusaRolls`) it deals may add (5000 + 50*L) true damage (source = the operator) and 恐惧 (fear) 3 s. Nominal 3% chance, implemented as pseudo-random: all 叙拉古 members share one counter; attempt n since last proc succeeds with p = 0.00139*n (guaranteed at n = 720); counter resets on proc."}],"formulas":{"aspd":"25 + 0.8*L","durationSec":"32 + 0.4*L","procDamage":"5000 + 50*L","prdStep":"0.00139"},"caps":"none","layerGain":"Shop refresh-driven: 拉普兰德 first manual refresh each round +4 (works from bench); 安洁莉娜 休整期结束 +4 per refresh this round (<=12/round); 阿罗玛 +2 叙拉古/奥术 per refresh (<=6); 伺夜 first 3 kills +2 叙拉古 +1 奇迹; 荒芜拉普兰德 each kill +2 (elite: every 叙拉古 gets this, <=100/battle); 忍冬 获得时 +6 own bonds (x2/x3 with 投资人); 机变 \"德克萨斯的盟誓\" +10. Strategy 贾维: every 6 manual refreshes get a free 叙拉古 (<=2/round).","howToPlay":"Refresh a lot in prep (free refresh sources: 普罗旺斯, 德克萨斯, 缄默德克萨斯, 巫恋) to feed 拉普兰德/安洁莉娜; pair with 投资人 for 忍冬.","notes":["PRTS: the 10 s post-stealth window restarts if the operator's status effects or immunities change."],"assumed":["隐匿 = standard AK camouflage (not targeted by ranged enemies unless blocking)"]}},"kazimierzShip":{"bondId":"kazimierzShip","name":"卡西米尔","identifier":8,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["kazimierz","pinus"],"iconId":"icon_kazimierzShip","activeCount":3,"thresholds":[3,6],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"每次有干员部署时,【卡西米尔】干员攻击力+20%持续至战斗结束(上限受层数影响)\n<在场6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成120%攻击力真实伤害和0.1秒晕眩,未阻挡敌人时攻击附带30%攻击力的真实伤害","descRaw":"每次有干员部署时,【卡西米尔】干员攻击力<@ba.vup>+20%持续至战斗结束<@autochess.gray>(上限受层数影响)\n<在场<@autochess.dgreen>6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每<@ba.vup>2秒对周围敌人造成<@ba.vup>120%攻击力真实伤害和<@ba.vup>0.1秒晕眩,未阻挡敌人时攻击附带<@ba.vup>30%攻击力的真实伤害","effectId":"bondeffect_kazimierz","effectName":"卡西米尔","effectDesc":"每次有干员部署时【卡西米尔】干员攻击力+20%(至多+{0:0%})(受层数影响)\n<在场6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成120%攻击力真实伤害和0.1秒晕眩,未阻挡敌人时攻击附带30%攻击力的真实伤害","effectDescRaw":"每次有干员部署时【卡西米尔】干员攻击力+20%(至多<@ba.vup>+{0:0%})<@ba.acrem>(受层数影响)\n<在场<@ba.vup>6名不同【卡西米尔】干员>【卡西米尔】干员阻挡敌人时每2秒对周围敌人造成<@ba.vup>120%攻击力真实伤害和<@ba.vup>0.1秒晕眩,未阻挡敌人时攻击附带<@ba.vup>30%攻击力的真实伤害","effectDescParams":[{"index":0,"format":"0%","base":"base_max_atk_when_born","perStack":"max_atk_when_born_per_stack"}],"bb":{"atk_when_born":0.2,"base_max_atk_when_born":0.5,"max_atk_when_born_per_stack":0.01,"damage_interval":2,"damage_atk_scale":1.2,"stun":0.1,"range_radius":0.8,"power_bond_char_cnt":6,"pure_atk_scale":0.3},"bbStr":{"key":"act2autochess_bond_eff_kazimierz"},"buffs":[{"key":"env_gbuff_new","bb":{"atk_when_born":0.2,"base_max_atk_when_born":0.5,"max_atk_when_born_per_stack":0.01,"damage_interval":2,"damage_atk_scale":1.2,"stun":0.1,"range_radius":0.8,"power_bond_char_cnt":6,"pure_atk_scale":0.3},"bbStr":{"key":"act2autochess_bond_eff_kazimierz"}}],"baseParams":["base_max_atk_when_born"],"perStackParams":["max_atk_when_born_per_stack"],"members":["chess_char_1_19_a","chess_char_2_12_a","chess_char_2_18_a","chess_char_3_12_a","chess_char_3_17_a","chess_char_4_19_a","chess_char_4_20_a","chess_char_5_19_a","chess_char_6_17_a","chess_char_6_19_a"],"visibleMembers":["chess_char_1_19_a","chess_char_2_12_a","chess_char_2_18_a","chess_char_3_12_a","chess_char_3_17_a","chess_char_4_19_a","chess_char_4_20_a","chess_char_5_19_a","chess_char_6_17_a","chess_char_6_19_a"],"spec":{"tiers":[{"need":"3 distinct","effect":"Every time any friendly operator is deployed (incl. redeploys) each 卡西米尔 member gains ATK +20% until battle end, capped at +(50 + 1*L)%."},{"need":"6 distinct","effect":"While blocking >= 1 enemy: every 2 s deals 120% ATK true damage to all enemies within radius 0.8 tiles and stuns them 0.1 s. While not blocking: each normal damage instance adds 30% ATK sourceless true damage."}],"formulas":{"atkPerDeploy":"0.20","atkCap":"0.50 + 0.01*L"},"caps":"ATK bonus cap 50%+1%/layer","layerGain":"Deploy-driven in battle: 砾 部署时 +1; 瑕光 部署时 +4 own active bonds (<=12/battle); 远牙 grants the right-most operator in its row \"部署时 +4 卡西米尔/精准 (<=24/battle)\"; 锏 部署时 +8 (<=24); 获得时: 野鬃 +2, 灰毫 +3 to highest-layer bond; 机变 \"玛恩纳的盟誓\" +12. 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affected units also ignore 30% of target DEF and 30% of target RES."}],"formulas":{"atkMultiplier":"1.10 + 0.012*L","defPenetrateRatio(3)":"0.3","resPenetrateRatio(3)":"0.3"},"layerGain":"Kill/skill/deploy in battle: 寒芒克洛丝 gives front operator \"开技能 +1 精准 (<=10/battle)\"; 远牙 grant (+4/deploy); 缇缇 +1 per sleep/stun; 蕾缪安, 送葬人; 莱恩哈特 休整期结束 +5 own active bonds; 获得时: 深靛 +2, 雪猎 +5. 机变 \"缇缇的盟誓\" +10.","assumed":["penetration = ratio ignore (like 无视 x% 防御)"]}},"swiftShip":{"bondId":"swiftShip","name":"迅捷","identifier":10,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_swiftShip","activeCount":2,"thresholds":[2],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[{"layer":40,"mode":"reach","effect":"env_gbuff_new"}],"desc":"【迅捷】干员技能结束时有概率(受层数影响)立刻回复12点技力\n<达到40层>所有干员技能结束时有等概率额外回复15点技力","descRaw":"【迅捷】干员技能结束时有概率<@autochess.gray>(受层数影响)立刻回复<@ba.vup>12点技力\n<达到<@autochess.dgreen>40层>所有干员技能结束时有等概率额外回复<@ba.vup>15点技力","effectId":"bondeffect_swift","effectName":"迅捷","effectDesc":"【迅捷】干员技能结束时有{0:0%}概率(受层数影响)立刻回复12点技力\n<达到40层>所有干员技能结束时有等概率额外回复15点技力","effectDescRaw":"【迅捷】干员技能结束时有<@ba.vup>{0:0%}概率<@ba.acrem>(受层数影响)立刻回复<@ba.vup>12点技力\n<达到<@ba.vup>40层>所有干员技能结束时有等概率额外回复<@ba.vup>15点技力","effectDescParams":[{"index":0,"format":"0%","base":"base_prob","perStack":"prob_per_stack"}],"bb":{"base_prob":0.2,"prob_per_stack":0.0035,"power_bond_stack_cnt":40,"normal_sp":12,"power_sp":15},"bbStr":{"key":"act1autochess_bond_eff_swift"},"buffs":[{"key":"env_gbuff_new","bb":{"base_prob":0.2,"prob_per_stack":0.0035,"power_bond_stack_cnt":40,"normal_sp":12,"power_sp":15},"bbStr":{"key":"act1autochess_bond_eff_swift"}}],"baseParams":["base_prob"],"perStackParams":["prob_per_stack"],"members":["chess_char_1_01_a","chess_char_1_16_a","chess_char_1_19_a","chess_char_2_13_a","chess_char_2_19_a","chess_char_3_10_a","chess_char_3_18_a","chess_char_4_14_a","chess_char_5_14_a","chess_char_5_15_a","chess_char_5_22_a","chess_char_6_05_a","chess_char_6_10_a","chess_char_6_19_a"],"visibleMembers":["chess_char_1_01_a","chess_char_1_19_a","chess_char_2_13_a","chess_char_2_19_a","chess_char_3_10_a","chess_char_3_18_a","chess_char_4_14_a","chess_char_5_14_a","chess_char_5_15_a","chess_char_5_22_a","chess_char_6_05_a","chess_char_6_19_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"When a 迅捷 member's skill ends: with p = min(1, 0.20 + 0.0035*L) immediately +12 SP."},{"need":"L >= 40","effect":"Every operator whose skill ends: with the same p, additionally +15 SP."}],"formulas":{"p":"min(1, 0.20 + 0.0035*L)","reaches100%AtL":"229"},"layerGain":"妮芙 休整期结束 +2 per operator on the bench; 蒂比 进入休整期 +2 own active bonds; 莱恩哈特 +5; 引星棘刺 +4 self & front; 获得时: 锡人/野鬃 +2, 忍冬 +6, 锏 +8. 机变 \"银灰的盟誓\" +8.","assumed":["迅捷 members roll both the 12 SP and the 15 SP independently"]}},"skillfulShip":{"bondId":"skillfulShip","name":"灵巧","identifier":11,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_skillfulShip","activeCount":2,"thresholds":[2],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[{"layer":40,"mode":"reach","effect":"env_gbuff_new"}],"desc":"【灵巧】干员及周围4格干员攻击速度提升(受层数影响)\n<达到40层>生效范围变为【灵巧】干员周围8格","descRaw":"【灵巧】干员及周围4格干员<@ba.vup>攻击速度提升<@autochess.gray>(受层数影响)\n<达到<@autochess.dgreen>40层>生效范围变为【灵巧】干员周围8格","effectId":"bondeffect_skillful","effectName":"灵巧","effectDesc":"【灵巧】干员及周围4格的干员攻击速度+{0:0}(受层数影响)\n <达到40层>生效范围变为【灵巧】干员周围8格","effectDescRaw":"【灵巧】干员及周围4格的干员攻击速度<@ba.vup>+{0:0}<@ba.acrem>(受层数影响)\n <达到<@ba.vup>40层>生效范围变为【灵巧】干员周围8格","effectDescParams":[{"index":0,"format":"0","base":"base_attack_speed","perStack":"attack_speed_per_stack"}],"bb":{"base_attack_speed":10,"attack_speed_per_stack":1,"power_bond_stack_cnt":40},"bbStr":{"key":"act1autochess_bond_eff_skillful"},"buffs":[{"key":"env_gbuff_new","bb":{"base_attack_speed":10,"attack_speed_per_stack":1,"power_bond_stack_cnt":40},"bbStr":{"key":"act1autochess_bond_eff_skillful"}}],"baseParams":["base_attack_speed"],"perStackParams":["attack_speed_per_stack"],"members":["chess_char_1_14_a","chess_char_2_04_a","chess_char_2_13_a","chess_char_3_02_a","chess_char_3_13_a","chess_char_3_21_a","chess_char_4_11_a","chess_char_4_13_a","chess_char_4_21_a","chess_char_5_06_a","chess_char_5_16_a","chess_char_6_16_a"],"visibleMembers":["chess_char_1_14_a","chess_char_2_04_a","chess_char_2_13_a","chess_char_3_02_a","chess_char_3_13_a","chess_char_3_21_a","chess_char_4_11_a","chess_char_4_13_a","chess_char_4_21_a","chess_char_5_06_a","chess_char_6_16_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"灵巧 members and operators on their 4 orthogonally adjacent tiles: ASPD +(10 + 1*L)."},{"need":"L >= 40","effect":"Area becomes the 8 surrounding tiles."}],"formulas":{"aspd":"10 + L"},"layerGain":"溯光星源 休整期结束 +2 灵巧/奥术 per 3 gold spent this round ; 断崖 +3 self & behind; 空弦 +3 self & front; 蒂比 +2; 获得时 灵知 +5. 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while in that redeployed state its ATK and maxHP x(1 + 0.25 + 0.01*L)."},{"need":"L >= 50","effect":"ALL operators ASPD +50."}],"formulas":{"atkHpMultiplier":"1.25 + 0.01*L","idleSec":"10","aspdAll(L>=50)":"50"},"layerGain":"史尔特尔 部署时 +8 (<=50/battle); 休谟斯 each 2 kills +1; 瑕光 +4/deploy; 斯卡蒂; 伊内丝 +5; 机变 \"斯卡蒂的盟誓\" +8, \"德克萨斯的盟誓\" +10.","assumed":["target enemy = the ground enemy closest to the player's objective (its own field's; another field's only while its own has none) that the member can reach; landing tile = the nearest free deployable tile within 2 tiles of it from which the member's attack range covers it. No such tile for any of the 8 most advanced -> no jump; the poll looks again every 0.25 s (GitHub issue #51 - up to 0.1.1 the idle trigger landed out of reach and hopped every 10 s; DESIGN §22.2)","the buff lasts until the operator leaves the field"]}},"indomShip":{"bondId":"indomShip","name":"不屈","identifier":19,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_indomShip","activeCount":2,"thresholds":[2,3],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"地面干员被击倒时,有概率立即重新部署(受层数影响)\n<在场3名不同【不屈】干员>地面干员被击倒时使场上所有干员技力+5","descRaw":"<@ba.vup>地面干员被击倒时,有概率立即<@ba.vup>重新部署<@autochess.gray>(受层数影响)\n<在场<@autochess.dgreen>3名不同【不屈】干员><@ba.vup>地面干员被击倒时使场上所有干员<@ba.vup>技力+5","effectId":"bondeffect_indom","effectName":"不屈","effectDesc":"地面干员被击倒时,有{0:0%}(受层数影响)概率立刻重新部署\n<在场3名不同【不屈】干员>地面干员被击倒时使场上所有干员技力+5","effectDescRaw":"<@ba.vup>地面干员被击倒时,有<@ba.vup>{0:0%}<@ba.acrem>(受层数影响)概率立刻重新部署\n<在场<@ba.vup>3名不同【不屈】干员><@ba.vup>地面干员被击倒时使场上所有干员技力<@ba.vup>+5","effectDescParams":[{"index":0,"format":"0%","base":"base_prob","perStack":"prob_per_stack"}],"bb":{"base_prob":0.18,"prob_per_stack":0.004,"power_bond_stack_cnt":0,"sp":5,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_indom"},"buffs":[{"key":"env_gbuff_new","bb":{"base_prob":0.18,"prob_per_stack":0.004,"power_bond_stack_cnt":0,"sp":5,"power_bond_char_cnt":3},"bbStr":{"key":"act1autochess_bond_eff_indom"}}],"baseParams":["base_prob"],"perStackParams":["prob_per_stack"],"members":["chess_char_1_05_a","chess_char_1_20_a","chess_char_2_03_a","chess_char_2_12_a","chess_char_3_16_a","chess_char_4_07_a","chess_char_5_06_a","chess_char_5_13_a","chess_char_6_06_a"],"visibleMembers":["chess_char_1_20_a","chess_char_2_12_a","chess_char_3_16_a","chess_char_4_07_a","chess_char_5_06_a","chess_char_5_13_a","chess_char_6_06_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"When a ground operator (地面干员 = melee position, on any tile) is knocked out / retreats / swaps 替身<->本体: with p = min(1, 0.18 + 0.004*L) it is redeployed at once (next deployment has 0 redeploy time and 0 cost). Also consumes a \"复活\" charge if it had one."},{"need":"3 distinct","effect":"When a ground (melee-position) operator is knocked out: every operator on the field +5 SP."}],"formulas":{"p":"min(1, 0.18 + 0.004*L)","reaches100%AtL":"205"},"layerGain":"雷蛇 休整期结束 +1; 砾 被击倒 +2; 归溟幽灵鲨 +5; 风笛 kills +2; 机变 \"风笛的盟誓\" +8."}},"maniShip":{"bondId":"maniShip","name":"调和","identifier":20,"isCore":false,"bondType":"REGULAR","bondOrder":1,"powerIdList":[],"iconId":"icon_maniShip","activeCount":1,"thresholds":[1],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"MANI","isActiveInDeck":false,"noStack":true,"weight":0,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"激活时使场上核心盟约的激活人数+1,【调和】干员享受已激活的核心盟约的效果","descRaw":"激活时使场上核心盟约的<@ba.vup>激活人数+1,【调和】干员享受已激活的核心盟约的效果","effectId":"bondeffect_mani","effectName":"调和","effectDesc":"激活时可以使场上核心盟约的激活人数+1,【调和】干员享受已激活的核心盟约的效果","effectDescRaw":"激活时可以使场上核心盟约的<@ba.vup>激活人数+1,【调和】干员<@ba.vup>享受已激活的核心盟约的效果","effectDescParams":[],"bb":{"count":1},"bbStr":{},"buffs":[{"key":"other_bond_add_trigger_cnt","bb":{"count":1},"bbStr":{}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_15_a","chess_char_6_11_a"],"visibleMembers":["chess_char_6_11_a"],"spec":{"tiers":[{"need":"1 调和 on board","effect":"Every core bond's member count +1; 调和 operators receive the effects of all active core bonds."}],"members":"缪尔赛思 (T6) and 盟约·辅助干员 (T1, hidden; given in round 1 by strategy Pith \"优等生\").","assumed":["+1 only for core bonds with >=1 real member","one +1 total no matter how many 调和 operators"]}},"emptyShip":{"bondId":"emptyShip","name":"协防干员","identifier":21,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_emptyShip","activeCount":2,"thresholds":[2],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":true,"weight":0,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"所有干员受到的物理和法术伤害-20%,【协防干员】伤害提升至120%,精锐【协防】干员造成伤害提升至140%","descRaw":"所有干员受到的物理和法术伤害<@ba.vup>-20%,【协防干员】伤害提升至<@ba.vup>120%,精锐【协防】干员造成伤害提升至<@ba.vup>140%","effectId":"bondeffect_empty","effectName":"协防干员","effectDesc":"所有干员受到的物理和法术伤害-20%;【协防干员】伤害提升至120%,精锐【协防干员】造成伤害提升至140%","effectDescRaw":"所有干员受到的物理和法术伤害<@ba.vup>-20%;【协防干员】伤害提升至<@ba.vup>120%,精锐【协防干员】造成伤害提升至<@ba.vup>140%","effectDescParams":[],"bb":{"damage_resistance":0.2,"damage_scale_normal":1.2,"damage_scale_extra":1.4},"bbStr":{"key":"act1autochess_bond_eff_assis"},"buffs":[{"key":"env_gbuff_new","bb":{"damage_resistance":0.2,"damage_scale_normal":1.2,"damage_scale_extra":1.4},"bbStr":{"key":"act1autochess_bond_eff_assis"}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_15_a","chess_char_2_14_a","chess_char_3_10_a","chess_char_4_08_a","chess_char_4_25_a","chess_char_5_09_a","chess_char_5_10_a","chess_char_6_12_a"],"visibleMembers":["chess_char_2_14_a","chess_char_3_10_a","chess_char_4_25_a","chess_char_5_10_a","chess_char_6_12_a"],"spec":{"tiers":[{"need":"2 distinct","effect":"ALL operators take -20% physical and magic damage; 协防干员 members deal damage x1.2 (elite 协防 x1.4)."}],"meaning":"\"协防干员\" (assist operators) = fallback bond (constData.fallbackBondId). DIY/self-selected 6-star operators whose faction matches no core bond become 协防干员; some preset operators (调香师, 松果, 瑰盐, 魔王, 铃兰, 迷迭香, 盟约·辅助干员) are natively 协防.","formulas":{"damageTakenMul":"0.8","memberDamageMul":"1.2 (elite 1.4)"},"notes":["noStack=true: no layer-scaled effect, but layers are still counted (巴哈姆特)."]}},"soloShip":{"bondId":"soloShip","name":"独行","identifier":22,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_soloShip","activeCount":1,"thresholds":[1],"maxCount":1,"thresholdTemplate":"count_threshold_downward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":true,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"<在场1名【独行】干员>【独行】干员攻击力和生命值+60%,初始技力+15(在场2名及以上【独行】干员时失效)","descRaw":"<在场1名【独行】干员>【独行】干员攻击力和生命值<@ba.vup>+60%,初始技力<@ba.vup>+15(在场2名及以上【独行】干员时失效)","effectId":"bondeffect_solo","effectName":"独行","effectDesc":"<在场1名【独行】干员>【独行】干员攻击力和生命值+60%,初始技力+15(在场2名及以上【独行】干员时失效)","effectDescRaw":"<在场<@ba.vup>1名【独行】干员>【独行】干员攻击力和生命值<@ba.vup>+60%,初始技力<@ba.vup>+15<@ba.acrem>(在场2名及以上【独行】干员时失效)","effectDescParams":[],"bb":{"atk":0.6,"max_hp":0.6,"sp":15},"bbStr":{"key":"act2autochess_bond_eff_solo"},"buffs":[{"key":"env_gbuff_new","bb":{"atk":0.6,"max_hp":0.6,"sp":15},"bbStr":{"key":"act2autochess_bond_eff_solo"}}],"baseParams":[],"perStackParams":[],"members":["chess_char_1_08_a","chess_char_2_17_a","chess_char_3_17_a","chess_char_4_09_a","chess_char_4_18_a","chess_char_5_11_a"],"visibleMembers":["chess_char_1_08_a","chess_char_2_17_a","chess_char_3_17_a","chess_char_4_09_a","chess_char_4_18_a","chess_char_5_11_a"],"spec":{"tiers":[{"need":"exactly 1 distinct 独行 on board","effect":"That operator ATK +60%, maxHP +60%, +15 SP when deployed. Disabled when 2+ different 独行 operators are on the board."}],"formulas":{"atkMul":"1.6","hpMul":"1.6","spOnDeploy":"15"},"notes":["noStack=true"]}},"suntShip":{"bondId":"suntShip","name":"绝技","identifier":23,"isCore":false,"bondType":"REGULAR","bondOrder":2,"powerIdList":[],"iconId":"icon_suntShip","activeCount":2,"thresholds":[2,5],"maxCount":null,"thresholdTemplate":"count_threshold_upward_golden","countMode":"BOARD_ALL_CHESS","countsHand":false,"countsGoldenOnly":true,"activeType":"BATTLE","isActiveInDeck":false,"noStack":true,"weight":0,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"<在场2名精锐状态的干员>精锐状态的干员攻击力+30%\n<在场5名精锐状态的干员>精锐状态的干员技力消耗-30%\n(所有干员的精锐状态均可激活本盟约)","descRaw":"<在场<@autochess.dgreen>2名精锐状态的干员>精锐状态的干员攻击力<@ba.vup>+30%\n<在场<@autochess.dgreen>5名精锐状态的干员>精锐状态的干员技力消耗<@ba.vup>-30%\n<@ba.acrem>(所有干员的精锐状态均可激活本盟约)","effectId":"bondeffect_sunt","effectName":"绝技","effectDesc":"<在场2名精锐状态的干员>精锐状态的干员攻击力+30%\n<在场5名精锐状态的干员>精锐状态的干员技力消耗-30%\n(所有干员的精锐状态均可激活本盟约)","effectDescRaw":"<在场<@ba.vup>2名精锐状态的干员>精锐状态的干员攻击力<@ba.vup>+30%\n<在场<@ba.vup>5名精锐状态的干员>精锐状态的干员技力消耗<@ba.vup>-30%\n<@ba.acrem>(所有干员的精锐状态均可激活本盟约)","effectDescParams":[],"bb":{"power_char_cnt":2,"ex_char_cnt":5,"power_atk":0.3,"sp_ratio":0.7},"bbStr":{"key":"act2autochess_bond_eff_sunt"},"buffs":[{"key":"env_gbuff_new","bb":{"power_char_cnt":2,"ex_char_cnt":5,"power_atk":0.3,"sp_ratio":0.7},"bbStr":{"key":"act2autochess_bond_eff_sunt"}}],"baseParams":[],"perStackParams":[],"members":[],"visibleMembers":[],"spec":{"tiers":[{"need":"2 elite (精锐) operators on board (any operators, duplicates count)","effect":"All elite operators ATK +30%."},{"need":"5 elite operators on board","effect":"At battle start every elite operator and its summons have skill SP cost x0.7 (rounded down, may become 0)."}],"formulas":{"atkMul":"1.3","spCostMul":"floor(sp*0.7)"},"notes":["isHiddenCharList=true, chessIdList empty: no member operators; elites are not \"members\" of 绝技 (PRTS).","noStack=true"]}}} \ No newline at end of file diff --git a/docs/research/02-bonds.json b/docs/research/02-bonds.json index 0f1ff5e9..4b1f3def 100644 --- a/docs/research/02-bonds.json +++ b/docs/research/02-bonds.json @@ -2727,7 +2727,7 @@ }, { "need": "5 distinct", - "effect": "The first 3 阿戈尔 members by position (the devour order: leftmost first, then topmost; fixed at battle start) each revive immediately on their own first knock-out, whatever the order of knock-outs (max_free_respawn_cnt 3)." + "effect": "The first 3 阿戈尔 members to be knocked out, in knock-out order (the battle-start devour's food included; a member never knocked out takes none), each revive immediately on that first knock-out; a member takes at most one, and a save by its own kit / item / band revive is no knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05)." } ], "algorithm": [ diff --git a/docs/research/02-bonds.md b/docs/research/02-bonds.md index 2e5620c9..7e3cece0 100644 --- a/docs/research/02-bonds.md +++ b/docs/research/02-bonds.md @@ -374,7 +374,7 @@ Members (11 chess, 10 in current shop pool; by tier in shop: {'1': 1, '2': 1, '3 - **[3 distinct]** 阿戈尔 members maxHP x(1 + 0.35 + 0.01*L). - **[3 distinct (battle start)]** Devour (吞噬): see algorithm. -- **[5 distinct]** The first 3 阿戈尔 members by position — the devour order below (step 1), i.e. the deployment order, fixed at battle start — each revive immediately on their own first knock-out, whatever the order of knock-outs (max_free_respawn_cnt 3; PRTS 阿戈尔 备注 "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始", players' videos; until 0.1.3 the remake gave them to the first 3 members knocked out). A devour knock-out of one of them spends its revive (it stays standing, step 4); any other member the devour knocks out stays down. +- **[5 distinct]** The first 3 阿戈尔 members to be knocked out, in knock-out order, each revive immediately on that first knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05, following players' reports — GitHub #105, #140). The battle-start devour's knock-outs count, so the food usually takes them at t = 0 (it stands again, step 4) and survivors = uneaten members + 3. A member takes at most one, on its first knock-out of the battle, however many 阿戈尔 mark it (step 4 cancels its pending marks); a save by its own kit / item / band revive (斯卡蒂's DRE-Y, M3茧甲, 埃芒加德 [ASSUMED for the band]) is no knock-out and takes none. 0.1.3 gave them to the first 3 members by position, fixed at battle start (from PRTS's devour note "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始" and players' videos), so uneaten front members held them. - Algorithm: 1. Order: 阿戈尔 members sorted leftmost first, then topmost ("更靠左和靠上"). 2. Each 阿戈尔 in order marks the unit on the tile directly in front of it (its facing direction) and also the front-tile unit of every 阿戈尔 it has marked (chain). It never marks itself, a unit it already marked, or a unit that marked it. diff --git a/server/sim/content/bonds/core.js b/server/sim/content/bonds/core.js index 6eea7878..c4523784 100644 --- a/server/sim/content/bonds/core.js +++ b/server/sim/content/bonds/core.js @@ -16,8 +16,8 @@ // 拉特兰 lateranoShip member ammo skills start with floor(ammo × (1 + base_ammo_percent + ammo_percent_per_stack·L)); // 6: every ammo used by a member → all members ATK +atk_per_consume (≤ max_atk_for_consume) // 阿戈尔 egirShip members max HP +(base_max_hp + max_hp_per_stack·L) (直接乘算); battle start devour (see devour()); -// 5: the first max_free_respawn_cnt members by position (the devour's order, fixed at battle -// start) each redeploy at once (free) on their first knock-out +// 5: the first max_free_respawn_cnt members knocked out (in knock-out order, the devour's food +// included) each redeploy at once (free) on that first knock-out // 叙拉古 siracusaShip every member deployment: ASPD +(base + per·L) for (base_duration + per·L) s; 6: 隐匿 for the same // time, and while hidden / end_duration s after, every 普通伤害 hit (siracusaRolls) procs (PRD, // nominal `prob`) base_damage + damage_per_stack·L true damage + fear `fear` s @@ -34,7 +34,7 @@ // Two players in one field: everything is per player (own members, own deployments); the 谢拉格 wind and 炎佑 act on // every enemy of the field (debuffs on shared enemies help both, research 06 §8.6). // Hook priorities: 拉特兰 skillStart −10 (after kits' own ammo changes), 阿戈尔 death 11 (5-tier revive, before 不屈's -// death 10), layerGain −100 (after 魔王-style modifiers). +// death 10; every `fatal` saver runs before any death hook), layerGain −100 (after 魔王-style modifiers). import * as S from '../support/index.js'; import { mitigate } from '../../damage.js'; @@ -333,15 +333,14 @@ function installLaterano(battle, pid, bb, members) { // "更靠左和靠上": left first (on the player's own board: mirrored players count from the field's right), then top first — // row 0 is the BOTTOM row (DESIGN §3), so the top of the board is the highest row index. The order is a board position, -// independent of the members' directions (only "身前" follows each member's `dir`). The devour marks in this order and the -// 5-tier revive's beneficiaries are the first members in it (PRTS "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始"; the -// battle's initial deployment order, Battle.start). +// independent of the members' directions (only "身前" follows each member's `dir`). The devour marks in this order (PRTS +// "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始"; the battle's initial deployment order, Battle.start). const boardCol = (u) => (u.player && u.player.mirror ? -u.tileC : u.tileC); const egirOrder = (a, b) => boardCol(a) - boardCol(b) || b.tileR - a.tileR || a.id - b.id; /** * 联防: an operator forced out at the deployment (carry.down, Battle.start, before battleStart) still stands on its - * deploy position. The devour and the 5-tier revive slots both count it there (PRTS 盟约记录 前3名 / 最先部署). + * deploy position for the devour (PRTS 盟约记录 最先部署). The forced exit is not a knock-out, so it takes no 5-tier slot. */ function egirDownAtStart(battle, u) { return S.isOp(u) && !u.alive && u.removeReason === FORCED_EXIT && !!u.carry && u.carry.down === true @@ -436,37 +435,37 @@ function installEgir(battle, pid, bb, members) { }; apply(); onLayers(battle, pid, 'egirShip', apply); - // 5: "前3名【阿戈尔】干员首次被击倒时立刻复活" — the 3 (bonds.json max_free_respawn_cnt) are the first 3 members BY POSITION, - // in the devour's order above = the battle's deployment order (PRTS 盟约记录 阿戈尔 备注 "从最先部署(更靠左和靠上的)的 - // 【阿戈尔】干员开始"; players' videos: the revivers go by position, not by who is eaten or knocked out first). They are - // fixed at battle start, before the devour; each revives once, on its own first knock-out ('killed'), whatever the order - // of knock-outs, so a member the devour knocks out comes back only when it is one of them. Until 0.1.3 the first 3 - // members knocked out took the revives and the devour's food spent them at t = 0. A member entering 联防 down (forced - // out before battleStart) keeps the slot its position earned: the forced exit is not a 击倒 (reason !== 'killed'), so - // the charge waits until they are knocked out after standing back up. A 调和 member counts like any other. - // [ASSUMED] a beneficiary 埃芒加德 / M3茧甲 save in place (items revivedInPlace, the stand-in for PRTS's 0-time redeploy) - // has used its revive (PRTS 不屈 备注: a held 复活 is consumed even when another effect redeploys the unit at once). - // PRTS: the knocked-out unit's next deployment has 0 redeploy time and 0 cost, i.e. it IS knocked out (被击倒 triggers, - // 克莱门莎, 幽灵鲨 … fire) and redeploys at once where it lies (the engine's rest tile, Battle._layBody: the tile it was - // knocked out on — a raid-relocated member comes back where it fell —, or its own home when it fell on another board - // piece's home; PRTS 卫戍协议/帮助 §作战阶段 单位部署) with full HP, SP reset and `deploy` effects (卡西米尔 / 叙拉古). - // Death priority 11: before 不屈 (10), whose redeploy "also consumes a 复活 charge" — with this order the charge is - // always the one used, same outcome. The marks still pending on a revived member are cancelled (devour). + // 5: "前3名【阿戈尔】干员首次被击倒时立刻复活" — the 3 (bonds.json max_free_respawn_cnt) slots go to the first 3 members + // knocked out, in knock-out order: the owner's decision of 2026-10-05, following players' reports (GitHub #105, #140: + // "没被吃的阿戈尔干员也会占用复活名额" — with 0.1.3's fixed holders by position the uneaten front members held the + // slots, so whatever the food chain ate only 3 阿戈尔 stood). A knock-out by the battle-start devour counts like any + // other, so the eaten food usually takes them at t = 0 and survivors = uneaten members + 3. A member takes at most one + // slot, on its first knock-out ('killed') in the battle: its later knock-outs never take one, and a first knock-out + // after the 3 are gone stays down. However many members mark it, its pending marks are cancelled once it is knocked + // out (devour), so a multi-devoured member spends one slot at most. Its own saver acts first: every kit, item or band + // revive that prevents or replaces the knock-out is a `fatal` hook (斯卡蒂's DRE-Y −50, kit savers 10 … −60, 坚固维式 + // 重锤 PRIO_REVIVE −100, M3茧甲 PRIO_RESPAWN −101, 埃芒加德 −110), so the unit is never knocked out and no slot is used — + // the slot waits for its first real knock-out [ASSUMED for 埃芒加德, a band: as M3茧甲, the item revive the owner named]. + // An operator entering 联防 down (FORCED_EXIT) is not knocked out either; a 调和 member counts like any other. Each + // battle (normal, 联防, boss) counts its own. PRTS: the knocked-out unit's next deployment has 0 redeploy time and 0 + // cost, i.e. it IS knocked out (被击倒 triggers, 克莱门莎, 幽灵鲨 … fire) and redeploys at once where it lies (the + // engine's rest tile, Battle._layBody: the tile it was knocked out on — a raid-relocated member comes back where it + // fell —, or its own home when it fell on another board piece's home; PRTS 卫戍协议/帮助 §作战阶段 单位部署) with full + // HP, SP reset and `deploy` effects (卡西米尔 / 叙拉古). Death priority 11: before 不屈 (10), whose redeploy "also + // consumes a 复活 charge" — with this order the slot is always the one used, same outcome. Until 0.1.3 the slots were + // fixed at battle start for the first 3 members by position (§23.20); until 0.1.2 the first 3 knocked out took them + // but a revived member's pending marks could knock it out again (GitHub #33, fixed in devour since). const max = reached(battle, pid, 'egirShip', bb.power_bond_char_cnt) ? Math.max(0, Math.floor(num(bb.max_free_respawn_cnt, 0))) : 0; - const holders = new Map(); // beneficiary → its in-place revives (mem.revives) at battle start - battle.on('battleStart', () => { - for (const u of members.filter((x) => S.isOp(x) && (S.onField(x) || egirDownAtStart(battle, x))).sort(egirOrder).slice(0, max)) holders.set(u, u.mem.revives | 0); - devour(battle, pid, bb, members); - }, { once: true }); + battle.on('battleStart', () => devour(battle, pid, bb, members), { once: true }); if (!(max > 0)) return; - const used = new Set(); + const memberOps = new Set(members.filter(S.isOp)); + const knockedOut = new Set(); // members whose first knock-out of this battle has happened let revives = 0; battle.on('death', (c) => { const u = c.unit; - if (c.reason !== 'killed' || !holders.has(u) || used.has(u)) return; - used.add(u); - if ((u.mem.revives | 0) !== holders.get(u)) return; // saved in place since the battle start: the revive is gone - if (u.alive || u.removed) return; + if (c.reason !== 'killed' || !memberOps.has(u) || knockedOut.has(u)) return; + knockedOut.add(u); + if (revives >= max || u.alive || u.removed) return; if (!battle.redeploy(u, { free: true })) return; revives++; S.fxOn(battle, 'revive', u, 'bond:egirShip', 'respawn', { n: revives }); diff --git a/test/content/bonds_core.test.js b/test/content/bonds_core.test.js index fc016c61..e3872f3d 100644 --- a/test/content/bonds_core.test.js +++ b/test/content/bonds_core.test.js @@ -374,38 +374,39 @@ test('阿戈尔 devour order: left first, then top first (row 0 is the bottom: t checkInvariants(h.b); }); -test('阿戈尔 5: the first 3 members by position (left column first, top first) revive at once on their first knock-out, whatever the order of knock-outs; the others never; a second knock-out is final', () => { +test('阿戈尔 5: the 3 slots go to the first 3 members knocked out, wherever they stand; a later first knock-out stays down; a second knock-out is final; 3 members: none', () => { const list = []; for (let i = 0; i < 5; i++) list.push([`g${i}_a`, ['egirShip'], { skill: { spCost: 30, initSp: 5, duration: 10 } }]); // one per row pair so nobody devours anybody: col 3 rows 9–12 (g0 bottom … g3 top), g4 at (9,5). PRTS 盟约记录 阿戈尔 - // "前3名【阿戈尔】干员首次被击倒时立刻复活", the first 3 being the first deployed — "更靠左和靠上": g3, g2, g1 + // "前3名【阿戈尔】干员首次被击倒时立刻复活"; the owner's decision of 2026-10-05: the first 3 knocked out, in knock-out order const units = list.map(([id], i) => ({ chessId: id, row: 9 + (i % 4), col: 3 + 2 * Math.floor(i / 4) })); const h = makeBattle({ defs: defsOf(list), units, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, hooks: ['death', 'deploy'] }); h.step(1); const us = list.map(([id]) => h.unit(id)); const kill = (u) => h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); const redeploys = (u) => h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial).length; - // knocked out first, yet no beneficiary: g0 (bottom of the first column) and g4 (second column) stay down - for (const u of [us[0], us[4]]) { - kill(u); - assert.ok(!u.alive, `${u.defId} is not among the first 3 by position: no revive`); - assert.equal(redeploys(u), 0); - } - us[1].skill.gainSp(20, 'test'); + us[0].skill.gainSp(20, 'test'); const tiles = us.map((u) => [u.tileR, u.tileC]); - for (const i of [1, 3, 2]) { + // g4 (second column) and g0 (bottom of the first column) first — the last two by position — then g2 + for (const i of [4, 0, 2]) { const u = us[i]; - const before = redeploys(u); kill(u); assert.ok(u.alive && u.deployed, `member ${i} back on the field`); close(u.hp, u.s.maxHp); assert.deepEqual([u.tileR, u.tileC], tiles[i], 'same tile'); assert.ok(h.hooksOf('death').some((c) => c.unit === u && c.reason === 'killed'), 'it was knocked out (被击倒 triggers fire)'); - assert.equal(redeploys(u), before + 1, `member ${i} redeployed`); + assert.equal(redeploys(u), 1, `member ${i} redeployed`); } - assert.equal(us[1].skill.sp, 5, 'a redeploy restarts from the initial SP'); - kill(us[1]); - assert.ok(!us[1].alive, 'second knock-out is final'); + assert.equal(us[0].skill.sp, 5, 'a redeploy restarts from the initial SP'); + // the 3 are gone: g3 (top-left, first by position) and g1 stay down on their first knock-out + for (const i of [3, 1]) { + kill(us[i]); + assert.ok(!us[i].alive, `member ${i}: no slot left`); + assert.equal(redeploys(us[i]), 0); + } + kill(us[4]); + assert.ok(!us[4].alive, 'a second knock-out is final'); + assert.equal(h.eventsOf('fx').filter((x) => x[1] === 'revive').length, 3, 'three revives'); checkInvariants(h.b); // a member moved off its board tile (突袭 / relocation) revives where it was knocked out; later redeploys go home const hm = makeBattle({ defs: defsOf(list), units, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, hooks: [] }); @@ -424,44 +425,126 @@ test('阿戈尔 5: the first 3 members by position (left column first, top first assert.ok(!h3.unit('g3_a').alive); }); -test('阿戈尔 5 + the devour chain (GitHub #33): the devour knocks out the food, only the members among the first 3 by position come back; the others keep theirs for the fight (normal and 联防)', () => { - // one row, all facing right: 浊心斯卡蒂 → 乌尔比安 → 幽灵鲨 → 海霓 → 深巡 → 隐现. PRTS 盟约记录 阿戈尔 备注 "标记按付与顺序触发 - // 【吞噬】效果,目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果". The 3 revives belong to the first 3 by position - // (浊心斯卡蒂, 乌尔比安, 幽灵鲨 — community reports 「阿戈尔盟约复活有bug,只能复活一个干员」); until 0.1.3 the first 3 - // knocked out took them, so the food (幽灵鲨, 海霓, 深巡) spent all 3 at t = 0 and nobody came back in the fight - const ids = ['chess_char_6_04_a', 'chess_char_5_05_a', 'chess_char_2_07_a', 'chess_char_3_09_a', 'chess_char_1_04_a', 'chess_char_1_01_a']; +test('阿戈尔 5 + the devour chain (GitHub #33, #105, #140): the eaten members take the 3 slots in knock-out order, uneaten ones keep none — survivors = uneaten + 3 (normal and 联防)', () => { + // row 10, all facing right: 浊心斯卡蒂 → 幽灵鲨 → 海霓 → 深巡 → 歌蕾蒂娅 → 隐现; 乌尔比安 on row 12 faces an empty tile. + // PRTS 盟约记录 阿戈尔 备注 "标记按付与顺序触发【吞噬】效果,目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果". Until 0.1.3 + // the slots belonged to the first 3 by position (浊心斯卡蒂, 乌尔比安, 幽灵鲨: two uneaten members held them, so only 幽灵鲨 + // of the food came back — "没被吃的阿戈尔干员也会占用复活名额", "无论食物链怎么吃最终都只有三名阿戈尔人存活") + const ids = ['chess_char_6_04_a', 'chess_char_2_07_a', 'chess_char_3_09_a', 'chess_char_1_04_a', 'chess_char_4_12_a', 'chess_char_1_01_a']; + const ULPIA = 'chess_char_5_05_a'; for (const kind of ['normal', 'unite']) { const h = makeBattle({ - kind, units: ids.map((chessId, i) => ({ chessId, row: 10, col: 2 + i })), bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, - hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, autoFinish: false, timeLimit: 60, + kind, units: [...ids.map((chessId, i) => ({ chessId, row: 10, col: 2 + i })), { chessId: ULPIA, row: 12, col: 3 }], + bonds: { egirShip: bondOn(6, 0, null, [3, 5]) }, hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, autoFinish: false, timeLimit: 60, }); h.step(1); - const [skadi, ulpia, ghost, hn, deep, fodder] = ids.map((id) => h.unit(id)); - // 浊心斯卡蒂 marks the whole row and resolves first; every later mark is on a unit already knocked out (乌尔比安's), or - // comes from one (幽灵鲨's, 海霓's, 深巡's) + const [skadi, ghost, hn, deep, glady, fodder] = ids.map((id) => h.unit(id)); + const ulpia = h.unit(ULPIA); + // 浊心斯卡蒂 marks the whole row (through the members) and resolves first; every later mark is on a unit knocked out assert.deepEqual(tagged(h, 'bond:egir:devour').map((c) => [c.source.defId, c.target.defId]), - [ulpia, ghost, hn, deep, fodder].map((t) => [skadi.defId, t.defId]), kind); + [ghost, hn, deep, glady, fodder].map((t) => [skadi.defId, t.defId]), kind); + const kos = (u) => h.hooksOf('death').filter((c) => c.unit === u && c.reason === 'killed').length; const revived = (u) => h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial).length; - for (const u of [ghost, hn, deep]) { - assert.equal(h.hooksOf('death').filter((c) => c.unit === u && c.reason === 'killed').length, 1, `${kind}: ${u.defId} knocked out once`); - } - assert.equal(revived(ghost), 1, `${kind}: 幽灵鲨 (third by position) revived at once`); - assert.equal(revived(hn) + revived(deep), 0, `${kind}: 海霓 and 深巡 (fourth, fifth) not revived`); + for (const u of [ghost, hn, deep, glady]) assert.equal(kos(u), 1, `${kind}: ${u.defId} knocked out once`); + for (const u of [ghost, hn, deep]) assert.equal(revived(u), 1, `${kind}: ${u.defId} (knocked out 1st–3rd) revived at once`); + assert.equal(revived(glady), 0, `${kind}: 歌蕾蒂娅 (knocked out 4th) stays down`); + assert.equal(kos(skadi) + kos(ulpia) + revived(skadi) + revived(ulpia), 0, `${kind}: the uneaten members take no slot`); h.run(3); - for (const u of [skadi, ulpia, ghost]) assert.ok(u.alive && u.deployed && u.hp > 0, `${kind}: ${u.defId} standing`); - for (const u of [hn, deep, fodder]) assert.ok(!u.alive, `${kind}: ${u.defId} down`); - // 浊心斯卡蒂 and 乌尔比安 still hold theirs: their first knock-out in the fight is revived, 幽灵鲨's second is final - for (const u of [skadi, ulpia]) { + const members = [skadi, ghost, hn, deep, glady, ulpia]; + assert.deepEqual(members.filter((u) => u.alive).map((u) => u.defId), [skadi, ghost, hn, deep, ulpia].map((u) => u.defId), + `${kind}: survivors = the 2 uneaten + 3`); + assert.ok(!fodder.alive, `${kind}: the fodder (no member) is down`); + // nothing is left for the fight: 浊心斯卡蒂's first knock-out and 幽灵鲨's second stay down + for (const u of [skadi, ghost]) { h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); - assert.ok(u.alive && revived(u) === 1, `${kind}: ${u.defId} revived in the fight`); + assert.ok(!u.alive, `${kind}: ${u.defId} stays down`); } - h.b.dealDamage(null, ghost, { amount: 1e9, type: 'true' }); - assert.ok(!ghost.alive, `${kind}: 幽灵鲨 has no revive left`); checkInvariants(h.b); } }); -test('阿戈尔 5 beneficiaries: fixed at battle start — a 联防 member entering down keeps the slot, a 调和 member is one, the mirrored boss side counts from its own left', () => { +test('阿戈尔 5: a member devoured by several 阿戈尔 spends one slot at most — its pending marks are cancelled once it is knocked out', () => { + // A (10,3) → B (10,4) → X (10,5) and C (11,5, facing DOWN) → X: three marks on X; D (12,8) faces an empty tile + const list = [['A_a', ['egirShip']], ['B_a', ['egirShip']], ['X_a', ['egirShip']], ['C_a', ['egirShip']], ['D_a', ['egirShip']]]; + const defs = defsOf(list.map(([id, b]) => [id, b, { stats: { maxHp: 3000 } }])); + const units = [ + { chessId: 'A_a', row: 10, col: 3 }, { chessId: 'B_a', row: 10, col: 4 }, { chessId: 'X_a', row: 10, col: 5 }, + { chessId: 'C_a', row: 11, col: 5, dir: 'DOWN' }, { chessId: 'D_a', row: 12, col: 8 }, + ]; + const h = makeBattle({ defs, units, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, autoFinish: false, timeLimit: 60 }); + h.step(1); + const [a, b, x, c, d] = ['A_a', 'B_a', 'X_a', 'C_a', 'D_a'].map((id) => h.unit(id)); + const kos = (u) => h.hooksOf('death').filter((e) => e.unit === u && e.reason === 'killed').length; + const revived = (u) => h.hooksOf('deploy').filter((e) => e.unit === u && !e.initial).length; + // marked by A (through B), by B and by C; A's mark knocks it out, B's and C's are cancelled + assert.deepEqual(tagged(h, 'bond:egir:devour').map((e) => [e.source.defId, e.target.defId]), [['A_a', 'B_a'], ['A_a', 'X_a']]); + for (const u of [b, x]) assert.ok(u.alive && kos(u) === 1 && revived(u) === 1, `${u.defId}: one knock-out, one slot`); + close(x.hp, x.s.maxHp, 1e-6, 'X at full HP: no second mark'); + // two slots used: D's first knock-out takes the third, C's stays down + h.b.dealDamage(null, d, { amount: 1e9, type: 'true' }); + assert.ok(d.alive, 'D: the third slot'); + h.b.dealDamage(null, c, { amount: 1e9, type: 'true' }); + assert.ok(!c.alive, 'C: none left'); + assert.ok(a.alive && kos(a) === 0, 'A never knocked out'); + checkInvariants(h.b); + // X with more HP survives A's and B's marks and falls to C's: still one knock-out, one slot + const tough = defsOf(list.map(([id, bd]) => [id, bd, { stats: { maxHp: id === 'X_a' ? 8000 : 3000 } }])); + const t = makeBattle({ defs: tough, units, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, autoFinish: false, timeLimit: 60 }); + t.step(1); + const tx = t.unit('X_a'); + assert.deepEqual(tagged(t, 'bond:egir:devour').map((e) => [e.source.defId, e.target.defId]), [['A_a', 'B_a'], ['A_a', 'X_a'], ['B_a', 'X_a'], ['C_a', 'X_a']]); + assert.equal(t.hooksOf('death').filter((e) => e.unit === tx && e.reason === 'killed').length, 1, 'X knocked out once, by the third mark'); + assert.ok(tx.alive && t.eventsOf('fx').filter((e) => e[1] === 'revive').length === 2, 'B and X: two slots'); + checkInvariants(t.b); +}); + +test('阿戈尔 5: an operator\'s own save uses no slot (斯卡蒂\'s DRE-Y, M3茧甲, 埃芒加德 [ASSUMED for the band]); the slot waits for its first real knock-out', () => { + // 斯卡蒂 (elite, module DRE-Y by default) enters 联防 at half HP in front of 乌尔比安: his mark is lethal, DRE-Y saves her + // (PRTS: once per deployment, full HP with max HP −60 %) — no knock-out, so no slot + const SKADI = 'chess_char_3_05_b', ULPIA = 'chess_char_5_05_a', GHOST = 'chess_char_2_07_a', HN = 'chess_char_3_09_a', DEEP = 'chess_char_1_04_a'; + const h = makeBattle({ + kind: 'unite', autoFinish: false, timeLimit: 60, hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, + units: [ + { chessId: ULPIA, row: 10, col: 3 }, { chessId: SKADI, row: 10, col: 4, dir: 'UP', carryState: { hpPct: 0.5 } }, + { chessId: GHOST, row: 12, col: 3 }, { chessId: HN, row: 12, col: 5 }, { chessId: DEEP, row: 12, col: 7 }, + ], + bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, + }); + h.step(1); + const sk = h.unit(SKADI); + assert.deepEqual(tagged(h, 'bond:egir:devour').map((c) => [c.source.defId, c.target.defId]), [[ULPIA, SKADI]]); + assert.ok(sk.alive && buffOf(sk, 'trait:skadi_tide'), 'saved by her module'); + assert.equal(h.hooksOf('death').filter((c) => c.unit === sk).length, 0, 'not knocked out'); + assert.equal(h.eventsOf('fx').filter((x) => x[1] === 'revive' && x[4] && x[4].n).length, 0, 'no 阿戈尔 revive'); + const kill = (id) => { const u = h.unit(id); h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); return u.alive; }; + // all 3 slots are still there: 幽灵鲨, 海霓 and then 斯卡蒂 (DRE-Y spent in this deployment) come back, 深巡 does not + assert.deepEqual([GHOST, HN, SKADI, DEEP].map(kill), [true, true, true, false]); + checkInvariants(h.b); + + const list = [['g0_a', ['egirShip']], ['g1_a', ['egirShip']], ['g2_a', ['egirShip']], ['g3_a', ['egirShip']], ['g4_a', ['egirShip']]]; + const units = (it = {}) => list.map(([chessId], i) => ({ chessId, row: 9 + (i % 2) * 3, col: 3 + i, items: it[i] })); + const killed = (b, id) => { const u = b.unit(id); b.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); return u; }; + // M3茧甲 (an item 复活, in place): g0 is saved, the 3 slots go to g1, g2, g3; g4 stays down + const hi = makeBattle({ defs: defsOf(list), autoFinish: false, timeLimit: 60, hooks: ['death', 'deploy'], units: units({ 0: ['chess_item_4_12_e_a'] }), bonds: { egirShip: bondOn(5, 0, null, [3, 5]) } }); + hi.step(1); + const g0 = killed(hi, 'g0_a'); + assert.ok(g0.alive && hi.hooksOf('death').filter((c) => c.unit === g0).length === 0, 'item: saved in place (no knock-out)'); + assert.deepEqual(['g1_a', 'g2_a', 'g3_a', 'g4_a'].map((id) => killed(hi, id).alive), [true, true, true, false], 'item: three slots left after the save'); + checkInvariants(hi.b); + // 埃芒加德 (命结之秘: the battle's first 3 knock-downs revive in place — its own count, unchanged): g0, g1, g2 saved by it; + // the 阿戈尔 slots then go to g3, g4 and g0's first real knock-out; g1's real one finds none + const hb = makeBattle({ defs: defsOf(list), autoFinish: false, timeLimit: 60, hooks: ['death', 'deploy'], units: units(), bandId: 'band_ermengard', bonds: { egirShip: bondOn(5, 0, null, [3, 5]) } }); + hb.step(1); + for (const id of ['g0_a', 'g1_a', 'g2_a']) { + const u = killed(hb, id); + assert.ok(u.alive && hb.hooksOf('death').filter((c) => c.unit === u).length === 0, `band: ${id} saved in place`); + } + assert.deepEqual(hb.eventsOf('fx').filter((x) => x[1] === 'revive' && x[4] && x[4].left != null).map((x) => x[4].left), [2, 1, 0], '埃芒加德 spent its 3'); + assert.deepEqual(['g3_a', 'g4_a', 'g0_a', 'g1_a'].map((id) => killed(hb, id).alive), [true, true, true, false], 'band: the 阿戈尔 slots are untouched'); + checkInvariants(hb.b); +}); + +test('阿戈尔 5 slots in 联防 and on the boss field: a member entering down takes none until it is knocked out after standing up; a 调和 member takes one; a mirrored player counts its own knock-outs', () => { const list = [['g0_a', ['egirShip']], ['g1_a', ['egirShip']], ['g2_a', ['egirShip']], ['g3_a', ['egirShip']], ['g4_a', ['egirShip']], ['mani_a', ['maniShip']]]; // five members in five columns (one per column, nobody in front of anybody): g0 col 3 … g4 col 7 const units = list.slice(0, 5).map(([chessId], i) => ({ chessId, row: 9 + (i % 2) * 3, col: 3 + i })); @@ -470,8 +553,8 @@ test('阿戈尔 5 beneficiaries: fixed at battle start — a 联防 member enter h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); return u.alive; }; - // 联防: g0 entered down (forced out before battleStart). The slots stay the first 3 by position — g0, g1, g2. - // The forced exit is not a 击倒, so g0's charge waits until they stand back up. g3 is not promoted into it. + // 联防: g0 entered down (forced out before battleStart — not a 击倒, so no slot); g4 and g3 take two slots, g0's first + // knock-out after it stands back up takes the third, g1 finds none const hu = makeBattle({ kind: 'unite', defs: defsOf(list), autoFinish: false, timeLimit: 60, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, units: units.map((u, i) => (i === 0 ? { ...u, carryState: { down: true } } : u)), @@ -479,59 +562,30 @@ test('阿戈尔 5 beneficiaries: fixed at battle start — a 联防 member enter hu.step(1); const g0 = hu.unit('g0_a'); assert.ok(!g0.alive, 'g0 forced out'); - assert.deepEqual(['g4_a', 'g3_a', 'g1_a', 'g2_a'].map((id) => revives(hu, id)), [false, false, true, true]); + assert.deepEqual(['g4_a', 'g3_a'].map((id) => revives(hu, id)), [true, true]); assert.ok(hu.runUntil(() => g0.alive && g0.deployed, 25), 'g0 stands back up inside the redeploy time'); - assert.equal(revives(hu, 'g0_a'), true, 'g0 still held the first slot'); - hu.b.dealDamage(null, g0, { amount: 1e9, type: 'true' }); - assert.ok(!g0.alive, 'g0 has no second revive'); + assert.equal(revives(hu, 'g0_a'), true, 'g0: its first knock-out takes the third slot'); + assert.equal(revives(hu, 'g1_a'), false, 'g1: none left'); checkInvariants(hu.b); - // 调和 (an active 调和 member enjoys the core bonds) in the first column: one of the 3 + // 调和 (an active 调和 member enjoys the core bonds): knocked out first, it takes the first slot const hm = makeBattle({ defs: defsOf(list), autoFinish: false, timeLimit: 60, units: [{ chessId: 'mani_a', row: 11, col: 2 }, ...units.slice(0, 4)], bonds: { egirShip: bondOn(5, 0, null, [3, 5]), maniShip: { count: 1, active: true, tier: 1, layers: 0 } }, }); hm.step(1); - assert.deepEqual(['g2_a', 'mani_a', 'g0_a', 'g1_a'].map((id) => revives(hm, id)), [false, true, true, true]); - // the right-hand boss player (mirrored): its board's left is the field's right — board cols 3, 4, 5 = field cols 17, - // 16, 15 hold the revives (read in field columns from the left they would go to g4, g3, g2) + assert.deepEqual(['mani_a', 'g3_a', 'g2_a', 'g0_a'].map((id) => revives(hm, id)), [true, true, true, false]); + // the right-hand boss player (mirrored): the order of its own knock-outs, wherever they stand const hb = makeBattle({ kind: 'boss', defs: defsOf(list), autoFinish: false, timeLimit: 60, players: [{ playerId: 'R1', side: 'R', colOffset: 8, units: units.map((u, i) => ({ ...u, uid: i + 1 })), bonds: { egirShip: bondOn(5, 0, null, [3, 5]) } }], }); hb.step(1); assert.deepEqual(['g4_a', 'g3_a', 'g0_a', 'g1_a', 'g2_a'].map((id) => [hb.unit(id).tileC, revives(hb, id)]), - [[13, false], [14, false], [17, true], [16, true], [15, true]]); + [[13, true], [14, true], [17, true], [16, false], [15, false]]); checkInvariants(hb.b); }); -test('阿戈尔 5: a beneficiary 埃芒加德 or M3茧甲 save in place has used its 阿戈尔 revive [ASSUMED]; the others keep theirs', () => { - const list = [['g0_a', ['egirShip']], ['g1_a', ['egirShip']], ['g2_a', ['egirShip']], ['g3_a', ['egirShip']], ['g4_a', ['egirShip']]]; - const units = (it = {}) => list.map(([chessId], i) => ({ chessId, row: 9 + (i % 2) * 3, col: 3 + i, items: it[i] })); - const kill = (h, id) => { const u = h.unit(id); h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); return u; }; - for (const how of ['band', 'item']) { - const h = makeBattle({ - defs: defsOf(list), autoFinish: false, timeLimit: 60, hooks: ['death', 'deploy'], - units: units(how === 'item' ? { 0: ['chess_item_4_12_e_a'] } : {}), ...(how === 'band' ? { bandId: 'band_ermengard' } : {}), - bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, - }); - h.step(1); - // g0, g1, g2 (columns 3–5) hold the 阿戈尔 revives; g0 is saved in place first - const g0 = kill(h, 'g0_a'); - assert.ok(g0.alive && h.hooksOf('death').filter((c) => c.unit === g0).length === 0, `${how}: saved in place (no knock-out)`); - // 埃芒加德 saves the battle's first 3 knock-downs: its other 2 go to g3 and g4 (no 阿戈尔 beneficiaries) - if (how === 'band') for (const id of ['g3_a', 'g4_a']) assert.ok(kill(h, id).alive, 'band revive'); - kill(h, 'g0_a'); - assert.ok(!g0.alive, `${how}: its 阿戈尔 revive went with the save — its first knock-out is final`); - assert.equal(h.hooksOf('deploy').filter((c) => c.unit === g0 && !c.initial).length, 0); - for (const id of ['g1_a', 'g2_a']) { - const u = kill(h, id); - assert.ok(u.alive && h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial).length === 1, `${how}: ${id} revived by 阿戈尔`); - } - checkInvariants(h.b); - } -}); - test('阿戈尔 devour, a unit back during the pass: a marker revived by the 5-tier revive still gives its marks; a target revived in place (埃芒加德) or redeployed (不屈) takes none', () => { // g1 (10,3) → g2 (10,4, 3000 × 1.35 HP: knocked out by g1's mark, revived) → g3 (10,5) → fodder (10,6); g4 / g5 face empty tiles const list = [