feedback6 R21P: every operator fights at full potential (潜能 6) — the owner's decision of 2026-10-07 (GitHub #252, PR #255; no host slider): tools/build-data.mjs OPERATOR_POTENTIAL adds every character_table potentialRanks attribute step (部署费用 / 再部署时间 / ATK / HP / DEF / RES / ASPD, all ADDITION, before rounding) to every chess (normal and elite), 补位 and 自选 unit form and picks talent / trait / module-talent candidates up to requiredPotentialRank 5 (「天赋效果增强」); a summon picks its talent candidates at its owner's potential (their requiredPotentialRank mirrors the owner's — PRTS 凯尔希: Mon3tr 3.5 s / 1400) and takes none of the owner's attribute steps; the 原型干员 stand-ins have no potential ranks (unchanged). 刺玫 413 / 17 → 435 / 15 as in the tournament video, 砾 18 → 16 s, 至简 80 → 70 s. data/chess.json (256 records), backups.json (the 71 owned picks, 8 summons), tokens.json (5 summons) and the data translations en / ja / ko / zh-TW rebuilt — only potential-driven fields (JSON-compared); the 干员调配 局内数值 and detail cards read the records. op-wang.js reads her stock cap 「最多拥有8(+1)枚」 through the potential step (the pattern fell back to 7: she sat at the cap from the start). Docs: DATA §2 / §18 / tokens, PLAYING (detail card), research 03, kits README, shared/diy.js / standIn.js, the 71 自选 kit headers and the kit comments that quoted potential-0 numbers. Tests: test/full-potential.test.js (new, fails on the parent); data.test.js re-derivation adds the potential steps (+ respawnTime); every test that hard-coded a potential-0 number carries the full-potential one (from the data and the test's own formula; no check loosened); golden: moves almost everywhere — roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 133/138 (each battle parts on a stat: roster-001 / roster-020 at tick 1 on 角峰's HP (生命上限+250), bond-arcaneShip-high at 4.73 s and diy-001 at 3.70 s on an enemy's HP from a higher ATK; diy-110 / 111 also by 望's cap; the matches through those battles); unchanged: standins 10/10 and diy-135…138 (no potential ranks), diy-012 (twelve 夜莺 never hit, never redeployed)

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// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
//
// Forms (data/backups.json units.char_4133_logos, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Full potential (the owner's decision of 2026-10-07).
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json) and PRTS 逻各斯 (the
// 备注 quoted below). Every number is read from the record (`chess` / the skill blackboards); the few constants below exist
// only in the PRTS 备注.
@@ -14,16 +14,16 @@
// "普通攻击命中精英或领袖敌人时获得1点技力" (trait bb `sp`): +sp SP per normal-attack hit on an elite or leader enemy
// (none while a timed skill runs — AK) and, per the 语汇演化 备注 "<Y模组>…可触发模组提供的额外特性", per talent hit too.
// - T1 语汇演化 "对一个目标发起攻击时,有40%几率额外对攻击范围内一个随机目标造成相当于攻击力60%的法术伤害并使其停顿0.8秒"
// (bb prob / atk_scale / sluggish): rolled for every target of each of his attacks and after 殁亡's follow-up hit (S1 备注
// "可触发第一天赋"); the extra hit lands at once on a random targetable enemy of his current range [ASSUMED: the attacked
// target can be drawn], then 停顿 (the engine `sluggish`) for `sluggish` s. 备注 "该天赋的触发不依赖普通攻击,不受缴械类效果
// 制约". CCR-Δ stage 2+: prob 0.5 / 0.6 and, on a target in its 凋亡 burst, `element_atk_scale` × ATK 元素伤害 after the arts
// hit (备注 "先造成法术伤害,后造成元素伤害"). CCR-Y stage 2+: `emit_count` 2 — 备注 "本质上是将该天赋重复执行2次": two
// independent executions (each its own roll and random target).
// - T2 剜魂具辞 "攻击使目标在5秒内法术抗性-10且受到的法术伤害提高150点" (bb duration / magic_resistance / atk_addition):
// each of his attack hits gives the target, for `duration` s, RES `magic_resistance` and +`atk_addition` on every arts
// damage it takes (备注 "在计算攻击倍率后、计算法术抗性前增加当次伤害", "可对当次伤害生效", "即使法术伤害的攻击力为0也可
// 生效"): added to the hit's pre-mitigation amount, the hit that applies it included. One instance per enemy whoever
// (full potential: 65 %; bb prob / atk_scale / sluggish): rolled for every target of each of his attacks and after 殁亡's
// follow-up hit (S1 备注 "可触发第一天赋"); the extra hit lands at once on a random targetable enemy of his current range
// [ASSUMED: the attacked target can be drawn], then 停顿 (the engine `sluggish`) for `sluggish` s. 备注 "该天赋的触发不依赖
// 普通攻击,不受缴械类效果制约". CCR-Δ stage 2+: prob 0.5 / 0.6 and, on a target in its 凋亡 burst, `element_atk_scale` × ATK
// 元素伤害 after the arts hit (备注 "先造成法术伤害,后造成元素伤害"). CCR-Y stage 2+: `emit_count` 2 — 备注 "本质上是将该天赋
// 重复执行2次": two independent executions (each its own roll and random target).
// - T2 剜魂具辞 "攻击使目标在5秒内法术抗性-10且受到的法术伤害提高150点" (full potential: 165; bb duration / magic_resistance /
// atk_addition): each of his attack hits gives the target, for `duration` s, RES `magic_resistance` and +`atk_addition` on
// every arts damage it takes (备注 "在计算攻击倍率后、计算法术抗性前增加当次伤害", "可对当次伤害生效", "即使法术伤害的攻击力
// 为0也可生效"): added to the hit's pre-mitigation amount, the hit that applies it included. One instance per enemy whoever
// applies it (同名效果: applyStrongest).
// - S1 殁亡 (AUTO, 持续时间无限 ⇒ toggle; the data's DEFAULT trigger — it acts on enemies): range 3-3, ATK +atk, and an aura
// (备注 "光环效果,不依赖攻击行为"): every enemy of his range whose HP is below attack@kill_atk_scale × his ATK takes