feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand: - server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js: the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their header, bonds_core's comment, DESIGN §25.17.5 say so. - docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a deploy-timed skill starts anew (§25.17.5). - data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1). - docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins). Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented). roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the 萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged roster-014 equals CB1's digest exactly (checked). Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok.
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@@ -55,13 +55,13 @@
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// once per cast the first operator of her range taking lethal damage (not its own — CheckEntitySuicide; not while it already
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// holds 不死 — "_dontConsumeWhenUndeadable") keeps ≥ 1 HP and holds 不死 for grave_duration s (slent2_shallow_grave, buff
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// flag `undying`; it outlasts her leaving). Order of the `fatal` step (items/battle.js): after the kits' own savers, a
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// 傀儡师's switch and 坚固维式重锤's lock (PRIO_REVIVE −100), before the 复活 (PRIO_RESPAWN −101); the window it opens is
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// held like the hammer's (PRIO_UNDYING_HELD −99).
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// 傀儡师's switch and 坚固维式重锤's lock (PRIO_REVIVE −100) — the 复活 (M3茧甲, 埃芒加德) act on the knock-out after the
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// whole `fatal` step; the window it opens is held like the hammer's (PRIO_UNDYING_HELD −99).
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// Statuses: none applied to enemies. Damage: arts normal attacks only.
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import { num, up, traitBb, moduleBb, talentBb, skillRec, once, holdProtect } from '../shared/tier1.js';
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import { releaseSkillSummon } from '../../tokens.js';
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import { holdsUndying, PRIO_UNDYING_HELD, PRIO_REVIVE, PRIO_RESPAWN } from '../../items/battle.js';
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import { holdsUndying, PRIO_UNDYING_HELD, PRIO_REVIVE } from '../../items/battle.js';
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import { absoluteRangeKeys } from '../../../targeting.js';
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import { COLS } from '../../../constants.js';
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@@ -79,8 +79,8 @@ const REGEN_IV = 1;
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export const MAXHP_KEY = 'slent2:maxhp';
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/** S3's 不死 (slent2_shallow_grave). */
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export const GRAVE_KEY = 'slent2:grave';
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/** S3's place in the `fatal` step: after the items' 不死 lock (−100), before their 复活 (−101) — see the header. */
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const PRIO_GRAVE = (PRIO_REVIVE + PRIO_RESPAWN) / 2;
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/** S3's place in the `fatal` step: right after the items' 不死 lock (−100) — see the header. */
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const PRIO_GRAVE = PRIO_REVIVE - 0.5;
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/** 夜灯's area when its record carries no grid: its tile and the 8 around (x-4). */
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const X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]);
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/** 【莱茵生命】 (character_table groupId "rhine": every member, so a 自选 pick counts too). */
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