feedback5 WL: Touch follows PRTS — S3's extra heal is 30 % of the base with its own recipient's boost, 「低于」 half HP, 攫升 on every heal she outputs, 超脱 on a dying forced exit

The shared code of the 外勤医疗 strategy's Touch and the Touch 补位 stand-in (content/tokens.js touchGospel /
mapCharTalents), against PRTS Touch(卫戍协议) and its 备注 / 修正:
- S3 恳切福音's extra heal: 30 % of the main heal's base (before the ×1.35 / ×1.40), a heal of its own — its recipient
  below half HP gets the boost (and the elite's PHY-X), 备注 「额外治疗可触发技能后半段的治疗量提高效果」; it goes to the
  lowest HP ratio of the main target and its 4 orthogonal neighbours, a full-HP unit included (x-5,
  「可治疗生命值已满单位」). The touchExtra / touchMainHeal block is gone.
- The boost needs HP strictly below half (修正 「低于」, was 「不高于」).
- 攫升: every heal she outputs gives SP — a heal on herself and one that restores nothing too (备注 「无需实际产生治疗量」);
  still no device, no unit without a skill, and not her own HP-regeneration tick.
- 超脱: a forced exit that plays the death animation counts like a knock-out (备注 「如史尔特尔的天赋效果」). Battle.retreat
  takes `dying` and the death hook carries it: 史尔特尔's 余烬 and 骑士戒律 + 竞技旗 set it; planned exits (耀骑士临光 S2,
  伊内丝 S3), the 商人's automatic 撤退 and the 突袭 jump do not. A battle has no player 撤退 command.

Golden moved: roster-041 (the strategy's Touch heals differently: S3 extra heal / boost), standin-03, standin-04,
standin-08, standin-09, standin-10 (Touch standing in for 塞雷娅 / 塑心 / 纯烬艾雅法拉), coop2-NORMAL-14-standins (the
human seat plays 外勤医疗, so its Touch takes part). Docs: SIM.md (death hook `dying`, retreat option, the forced-exit
paragraph).
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sganggs committed 2026-10-05 20:47:06 +08:00
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@@ -185,9 +185,10 @@ export class BattleTiles {
* decision of 2026-10-04): knocked out ('killed'), entering the battle knocked out (FORCED_EXIT, 联防) and forced out
* by its own effects ('retreat': 史尔特尔's 余烬, 耀骑士临光 S2, 骑士戒律 + 竞技旗, 伊内丝 S3; 'merchant': a 商人 that cannot
* pay) — except the 突袭 retreat ('raid', redeployed at once on its landing tile); not removed for good, after it was
* deployed. A forced exit stays no kill: its 'die' / `death` reason is not 'killed' (no 被击倒 effect, 不屈, 阿戈尔, no
* knock-down count). The client keeps its model on that tile knocked down with a redeploy countdown (b.snap `down`,
* render/units.js); summons, devices and enemies simply leave.
* deployed. A forced exit stays no kill: its 'die' / `death` reason is not 'killed' (no 被击倒 effect, 阿戈尔, no
* knock-down count — but 不屈 rolls on it, and Touch's 超脱 counts a `dying` one: 史尔特尔's 余烬, 骑士戒律 + 竞技旗). The
* client keeps its model on that tile knocked down with a redeploy countdown (b.snap `down`, render/units.js); summons,
* devices and enemies simply leave.
*/
isDown(u) {
return !!u && u.side === 'ally' && u.kind === 'op' && !u.alive && !u.removed && u.removeReason !== 'raid'