feedback5 WM: merge feedback4 (896dd5d, the coming 0.1.4) — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160 ported into the split layout
Ported by hand: - #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃 chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝 chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines are identical to #109's tier1/2/3/4/6 diffs. - #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the skill's own mods), and W5D's 冲锋号令 DP start effect is kept. - #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty name (the Chinese text is the PR's), plus its English line in public/i18n/en.json. - data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/ file changed. - docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are always on"), SIM §7.4 (both generic passive cases). - Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js / snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js / plan.mjs, #74 plan.mjs / docs. Where the PRs met feedback5 work: - 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a #109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so. - Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test (window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the generic:passive buff). Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed and fields the unit that explains it. - #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low, bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low, bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1, 琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype). - #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退): roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high, bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun. - #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted. - #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low, bond-visiShip-high. - #66 + #160: roster-008, roster-027. - #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06, coop2-HARD-4, coop2-NORMAL-14-standins. - all three: roster-010, roster-012, roster-031. 69 scenarios. Every other digest is unchanged.
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@@ -160,6 +160,8 @@ later redeploys keep those gifts); `carryState: { sp }` a board summon
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piece's SP only (PRTS "召唤物仅修改技力"). Nothing else is carried: a skill running at the end of the own combat enters
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switched off with the SP it had left — spent at its activation, 0 for a one-charge skill (`unitsEnd.skillActive` is
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reported, never carried; community report #34 — it used to restart for free).
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Timed deployment skills (`activateOnDeploy`) trigger once from the new deployment, consuming their deployment charge;
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they do not resume the previous skill state.
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`carryState: { down: true }` = an operator knocked out at the end of the helper's own combat (PRTS 卫戍协议/帮助 "上一阶段为
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退场状态的干员强制退场", user playtest #5 item 2): `start()` deploys it with everyone (initial `deploy` fires), then — before
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`battleStart` — withdraws it with reason `FORCED_EXIT` (constants.js `'forcedExit'`) and HP 0 (the end-of-phase HP ratio, as after
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@@ -854,6 +856,11 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
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- Kinds: `duration` (mods for `duration` s), `ammo` (mods until `ammo` attacks were made, optional duration cap),
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`instant` (onStart + optional one-shot attack override applied to the next attack), `charges` (instant with charges),
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`passive` (always on from deployment, no SP), `toggle` (stays on until death once activated).
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- Timed deployment skills use `duration`, `activateOnDeploy: true`, `spCost: 0`, `spType: 'none'`, `trigger: 'NEVER'`.
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Landing state is set before `reset()` synchronously calls `activate('deploy')`; `skillStart` precedes the `deploy`
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hooks. Each deployment grants and consumes one charge. Duration end clears effects and fires `skillEnd('duration')`;
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staying deployed or receiving SP never refills that charge. Early removal ends the active window with `death`;
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removing an expired skill emits no second end. `activations` accumulates across deployments.
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- `end()`: `active` turns false, then **onEnd runs while the skill's mods / range are still applied** (finishers and
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end bursts use the skill's stats and range), then they are removed (kept when onEnd re-activated the skill), then
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`skillEnd` fires. `onAttack` ctx carries `noAmmo` (set it to true: this attack spends no bullet, no `ammoUsed` — 流明's
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@@ -903,6 +910,17 @@ has the generic spec. Summons: `battle.tokenDef(tokenId, unit)` / `battle.spawnT
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(token skill of that slot: `variants[owner].bySkill[i]`, module attributes: `.byModule[id]`). Coverage of the selectable
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skills: `node tools/kit-coverage.mjs --missing [--tier N] [--strict]`.
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Timed deployment kits: 宴 S2 uses `bb.duration` and skill ATK mods, loses current HP once on landing, and converts normal
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physical attacks to arts only while S2 is active; S1 has no such conversion. 斯卡蒂 S2 uses its own record's
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`s.bb.duration` / `s.bb.atk`; DRE-Y revival in place does not restart it. 野鬃 S1 uses its record's `duration` /
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`bb.attack_speed`, with the existing deploy discount talent. 砾 S1/S2 retain their one-second DEF/barrier decay steps
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(damaged barrier scales with capacity); skill end removes the decay buff. 伊内丝 S3's first deployment places the sentry
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with zero effect time and retreats with a refreshed redeploy timer; later deployments recall it and open the full
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ATK/DP window, then stay deployed. 缄默德克萨斯 S1/S2/S3's first kill per deployment heals and explicitly ends/restarts
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the skill for a full duration, including a synchronous kill inside its deploy burst; S3 rain is cancelled on end,
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while enemy silence/DoT/RES cuts keep their own expiry. 耀骑士临光 S2 ends naturally by retreating with the preceding
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operator's faction-based redeploy multiplier; an early death only cleans the skill and shields.
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Element conventions of the kits (user playtest #5 #3; official term dictionary: 元素损伤 = the gauge, 元素伤害 = HP damage):
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- **元素损伤 dealt** = `{ type: 'element', element, amount }` with the official base: "N%攻击力的…损伤" ⇒ `N × ATK` at that
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moment, "伤害N%的…损伤" / "相当于法术伤害N%" ⇒ `N ×` the HP damage just dealt (post-mitigation, `damaged` ctx.amount).
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@@ -930,9 +948,10 @@ Element conventions of the kits (user playtest #5 #3; official term dictionary:
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```js
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{
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kind: 'duration'|'ammo'|'instant'|'charges'|'passive'|'toggle',
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activateOnDeploy: bool, // optional: reset activates synchronously and consumes a deployment charge
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duration, // s (duration kind; optional cap for ammo)
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ammo, // attacks (ammo kind)
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spCost, initSp, charges, spType: 'time'|'attack'|'hurt', // optional overrides of the data values
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spCost, initSp, charges, spType: 'time'|'attack'|'hurt'|'none', // optional overrides of the data values
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trigger: 'DEFAULT' | { rule, grid, allies?, hpAtMost? }, // optional override (allies / hpAtMost: an injured ally condition, §7.1)
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heal: bool, // heal-type skill for the DEFAULT trigger (default: unit is a healer)
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mods: { …mod keys }, // buff while active (instant: only during the pending attack)
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@@ -975,9 +994,11 @@ whose skill "恢复…友方/友军…生命" heals the most injured ally in ran
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"立即流失N%当前生命" ⇒ self HP loss at start (宴, 风丸); `hp_ratio` + "恢复/回复…生命" ⇒ self heal at start; `force` ⇒ on-hit
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displacement by the official 力度 − 重量 rules (拖拽/hookmaster: `pullToFront`; else `push`, directional for 往攻击方向 / 朝部署方向 /
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向前 / 身前方向 and 推击手, radial otherwise — §6; only a fallback: hand-written kits follow the client templates
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`knockback[dir]` / `knockback[relative]`, e.g. 琳琅诗怀雅 S3's "向前推开" is radial). **Passive** skills only apply stat mods (timed when the text says "N秒内":
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宴 +65 % ATK for 14 s; for the skill's own `duration` from every deployment when an ON_DEPLOY passive says "部署后…" with no
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`duration` key — 一击即退, 10 s) and the self/counter effects — their scales describe procs that need a kit.
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`knockback[dir]` / `knockback[relative]`, e.g. 琳琅诗怀雅 S3's "向前推开" is radial). A passive with self stat mods,
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positive `bb.duration` and "N秒内" uses a deployment duration (宴 +65 % ATK for 14 s), and so does an ON_DEPLOY passive
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that says "部署后…" with no `duration` key, for the skill's own `duration` (一击即退, 10 s); its mods, targeting, arts
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conversion and attack/status overrides follow that window. Other **passive** skills apply permanent stat mods and
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self/counter effects — their scales describe procs that need a kit.
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"立即获得N点部署费用" + `cost` ⇒ +cost DP at the start (冲锋号令); such an AUTO skill with nothing else to do fires at full
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SP (`trigger: 'SP_FULL'`, as 德克萨斯's kit casts it). `genericTalents(def)` — for 补位 stand-ins without a kit only — applies
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every unconditional stat talent ("攻击力+8%", "防御力+10%", "攻击速度+9"; `statTalentMods`: only stat clauses whose numbers
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@@ -1200,6 +1221,8 @@ Unknown subprofessions fall back to the profession default (test `professions.te
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- `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem? }`.
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`sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active (ammo: `ammoLeft / ammoMax`, the
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activation's real total — 拉特兰's and 逃犯引渡手续's extra bullets included, community report #35). Units in DIE state stay 0.8 s.
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Active finite zero-SP duration skills display `timeLeft/duration` using `duration` as `spMax`; after end they show
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`0/0`. This display capacity leaves runtime SP/cost unchanged; active skills carry `UF.SKILL`.
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`down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = operators lying down waiting to redeploy
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(`Battle.isDown(u)`: reason `'killed'` or `FORCED_EXIT` (§1.1 carryState `down`), or a forced exit `'retreat'` /
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`'merchant'` (GitHub #60) — every removal but the 突袭 `'raid'` —, not removed for good, deployed at least once, a finite
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