feedback5: merge R3 — server/sim/Battle.js split into server/sim/battle/* (prototype methods in fixed order) and content/enemies.js into content/enemies/* (same KITS order); golden unchanged
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@@ -81,7 +81,7 @@ export const SKILL_SUMMON_START_DEPLOY = true;
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* 12534 "每把都能999层", 12316 "999謝"; research 02 §layers). The only implementation of the cap (DESIGN §20.12). Every
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* writer of a bond's layers goes through `layerGainRoom`: the prep-side gains (server/match/PlayerState.js addLayers —
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* 特质, items, bands, 机变 cards, bonds), the settle of the in-battle gains (server/match/Match.js) and the live in-battle
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* copy (server/sim/Battle.js addLayers, as the client's AddBondCount) — and the dev tools' direct writes (tools/matchrun.mjs
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* copy (server/sim/battle/economy.js addLayers, as the client's AddBondCount) — and the dev tools' direct writes (tools/matchrun.mjs
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* --layers, tools/balance.mjs applyBoard); a gain at the cap adds 0 (no onLayers, no 'layer'
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* event), and the client-result check (server/match/fields.js) bounds a reported gain by the room left. Milestones paid
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* per N layers (远见, 奇迹, 维多利亚 …) stop with the count. 0 / Infinity = no cap.
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@@ -346,7 +346,7 @@ export const EV = Object.freeze({
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});
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/**
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* The model form a `b.ev` 'fx' tuple ['fx', kind, x, y, extra] puts its unit in: `extra.form` (sim content/enemies.js
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* The model form a `b.ev` 'fx' tuple ['fx', kind, x, y, extra] puts its unit in: `extra.form` (sim content/enemies/helpers.js
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* setForm — 转译基底·α's forms, a 逐火 余烬 and its revival, a leader's 重生, 守墓石像's modes, 掠海漂移体's crawl; a 傀儡师's 替身,
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* sim professions.js; a string is that clip set, null the base one), undefined for any other tuple. A form is state, not decoration: a view that misses
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* the fx keeps drawing the old model (player report #5 after 0.1.0), so the client's catch-up frames, its hidden-tab
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