feedback7 R22-LOADOUT: the data carries every potential (潜能 1–6), not only full potential; golden: unchanged
Potential becomes a per-player setting (the owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」;
official: 调度手册 「卫戍协议中干员潜能由自身已持有干员潜能决定」). 0.2.1 baked full potential into the data (§26.14).
- tools/build-data.mjs runs the chess / backups / tokens builders once per potential rank (ctx.potRank, 0–5) and keeps
the full-potential build annotated with what each lower rank changes: `potDown` { rank: { dotted.path: value } } on
chess records, backups.json forms and token variants (stats, statsBase; 望's 棋子 deployLimit / deckStack, 多萝西's
共振装置 count), and chained talent entries (`potMin` / `potBelow`: the candidates by requiredPotentialRank, the
fields a lower rank changes) in talents / talentsBase / modules[].talentChanges / variant talents. A self-check proves
shared/potential.js atRank rebuilds every rank exactly; the unit-form parity runs at every rank.
- shared/potential.js (new): atPotential / atRank, talentAtRank, stripPotential, and the 练度 helpers used next
(cultivateMul from the effects.json CHAR_MAP records aceffect_char_1…4, cultivationOf, cultivatedStats).
- composeTalents / composeUnitRecord return potential-resolved lists (no chains): a composed record is built at one
potential (its form resolved first).
- JSON compare: the new chess / backups / tokens minus the annotations equal the old files byte for byte; every other
data file identical; data/i18n/* rebuilt (the chained talent texts translated at the old rates: en 95.4 %, ja 95.2 %,
ko 95.2 %, zh-TW 90 %). Data 5.21 → 5.51 MB.
- Docs: DATA.md §2.3 (new), §2, §7, §14, §16, §18; research/03-operators.md; kits/README.md.
- Tests: test/potential.test.js (new, 7): every chess and 自选 form at every potential = the raw keyframes plus the
potential steps up to it, every talent = the last candidate with requiredPotentialRank ≤ the rank, 刺玫 at each
potential, summons at the owner's potential (Mon3tr 3 s / 1200, 望's 棋子 6 / 7, “小自在” 15), the 练度 table =
cultivateEffectList; data.test.js compares the composed talents without annotations.
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@@ -18,7 +18,7 @@ Rich-text tags (`<@ba.vup>…</>`, `<$ba.inspire>…</>`) are stripped in this d
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| 6 | E2 Lv1 / S-Lv4 / mod 0 | E2 Lv60 / S-Lv7 / mod 3 | 4 (golden entry also 4) | 1 (golden 1) | char_elite_base_2 / char_elite_gold_2 |
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- Every chess has `upgradeNum = 3`: 3 copies of the same normal chess -> 1 golden (精锐) chess (`upgradeChessId` = `goldenChessId`). Golden chess have `upgradeChessId = null` (no further upgrade). Exception via 特质: 风丸 `chess_char_2_11` (garrison_93: "只需2个相同的本干员即可合成精锐") needs only 2 copies.
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- favorPoint = 0 in every status -> **trust bonus 0**. The status has no potential field (the tables here are at potential 0); the remake fights at **full potential** (潜能 6 — the owner's decision of 2026-10-07, GitHub #252: a tournament video shows 刺玫 at ATK 435 / cost 15 = her E1 Lv55 413 / 17 + 攻击力+22 and two 部署费用-1; data/chess.json, build-data `OPERATOR_POTENTIAL`). Module (模组) is **inactive on normal chess** (equipLevel 0) and **active on golden chess** at stage 1 (tiers 1–5) or stage 3 (tier 6). The module used is always `defaultUniEquipId` (always the operator's `uniequip_002_*` = first advanced module, X or Y type depending on operator; 凛御银灰 `char_1045_svash2` has none).
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- favorPoint = 0 in every status -> **trust bonus 0**. The status has no potential field (the tables here are at potential 0); the remake fights at the **player's potential** (潜能 1–6 per operator in 干员调配, default full potential 潜能 6 — the owner's decisions of 2026-10-07, GitHub #252: a tournament video shows 刺玫 at ATK 435 / cost 15 = her E1 Lv55 413 / 17 + 攻击力+22 and two 部署费用-1, and of 2026-10-08: the 调度手册 「卫戍协议中干员潜能由自身已持有干员潜能决定」; data/chess.json is built at full potential and carries the lower ranks, DATA.md §2.3). Module (模组) is **inactive on normal chess** (equipLevel 0) and **active on golden chess** at stage 1 (tiers 1–5) or stage 3 (tier 6). The module used is always `defaultUniEquipId` (always the operator's `uniequip_002_*` = first advanced module, X or Y type depending on operator; 凛御银灰 `char_1045_svash2` has none).
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- Golden stat jump is large: tier 1 goes E1 Lv55 -> E2 Lv50 (so skill 3 exists but chess keep their `defaultSkillIndex`; the skill index does NOT change on upgrade, only the level 4 -> 7).
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- Prices: see 1.1 table; purchasePrice is per tier (T1=2, T2=3, T3=3, T4=3, T5=4, T6=4 coins); selling any chess returns 1 (data `chessSoldPrice`=1 for all; the shop/economy doc should confirm whether golden sells for more via other rules). Note: garrison `SERVER_PRICE` effects override the purchase price for specific chess (e.g. "购买价格为1").
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- Board/bench limits (constData): maxBattleChessCnt = **8** on field, maxDeckChessCnt = **10** on bench (整备区), storeCntMax = 6, shopRefreshPrice = 1, fallbackBondId = `emptyShip` (协防干员), borrowCount = 20 (max friend-support borrows).
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@@ -35,7 +35,7 @@ Rich-text tags (`<@ba.vup>…</>`, `<$ba.inspire>…</>`) are stripped in this d
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- `stat(level) = kf0 + (kf1 - kf0) * (level - kf0.level) / (kf1.level - kf0.level)` using `character_table[charId].phases[evolvePhase].attributesKeyFrames` (two keyframes: Lv1 and max level). maxHp/atk/def/cost/blockCnt/respawnTime rounded half-up to int; others kept as float.
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- Golden: + module `battle_equip_table[defaultUniEquipId].phases[equipLevel-1].attributeBlackboard` (max_hp, atk, def, attack_speed, magic_resistance, …). Module trait additions are listed as `module.traitEffect` / `module.hiddenTalentEffects` in JSON.
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- No trust. No potential in these tables — data/chess.json adds every `potentialRanks` attribute step and takes the talent candidates up to `requiredPotentialRank` 5 (full potential, the owner's decision of 2026-10-07). Talent-driven permanent stat increases (e.g. "攻击力+8%") are NOT folded into the numbers; apply them in the sim from `talents[]`.
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- No trust. No potential in these tables — data/chess.json adds every `potentialRanks` attribute step and takes the talent candidates up to `requiredPotentialRank` 5 (full potential, the default) and carries what each lower potential changes (`potDown`, chained talents — DATA.md §2.3: the player's 干员调配 setting since 0.2.2). Talent-driven permanent stat increases (e.g. "攻击力+8%") are NOT folded into the numbers; apply them in the sim from `talents[]`.
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- `cost` (DP) and `respawnTime` are used by automatic redeployment in battle (see 1.4).
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- Attack interval = `baseAttackTime * 100 / attackSpeed` seconds.
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