feedback5 CB1: a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy — 砾's and 瑕光's 被击倒时 / 部署时 layers fire on every revive (community report 「卡西米尔和艾芒加德策略似乎有BUG:像砾和瑕光这种死亡和部署的叠层效果…无法触发」, items 9 / 37)
PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 埃芒加德 and M3茧甲 备注: "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的 再部署时间和费用归零". Both revived in place as `fatal` savers, so the operator was never knocked out nor deployed again: 砾 (<部署时> 卡西米尔 +1, <被击倒时> 不屈 +2), 瑕光 (<部署时> +4, 12 per battle), the 卡西米尔 bond's per-deployment ATK, 克莱门莎 / 卡莱莎 and every other 被击倒时 / 部署时 effect skipped the first 3 knock-outs (measured: only the 4th, real death stacked). Now items/battle.js reviveNow, a `death` hook (M3茧甲 PRIO_RESPAWN 13, 埃芒加德 PRIO_BAND_REVIVE 12, ahead of 阿戈尔 5 at 11 and 不屈 at 10): the knock-out stands and the operator redeploys at once, free, where it lies (full HP, SP reset, a new deployment for 坚固维式重锤's lock — revivedInPlace and the `revives` counter are gone). The ctx carries `revivedBy`, so 阿戈尔 5 still does not count such a knock-out as the member's first (the owner's decision of 2026-10-05: an operator's own revive uses no slot; 埃芒加德 [ASSUMED] alike, unchanged). 淬羽赫默 S3 keeps its place right after the hammer's lock (PRIO_REVIVE − 0.5). Tests: test/content/feedback5-revive-redeploy.test.js (fails on the parent); bands / bonds_core / feedback1f-hammer / op_lessng / op_zuole / docs-consistency updated to the redeploy. Docs: SIM.md (fatal, death), design/engine.md (fatal, death), PLAYING.md (复活), research 04 (M3茧甲). Golden: the battles with M3茧甲 or 埃芒加德 whose operators fell — a revive is now a knock-out (deaths count, kill events, redeploy, SP reset, 被击倒时 / 部署时 effects): roster-012 / 026 / 033 / 040 / 047, boss-boss_6-pair, hidden-boss_8-pair / boss_9-pair, standin-07; matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1.
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- **生命回复不是治疗**(与官方一致):吟游者的特性(魔王、浊心斯卡蒂及其海嗣)、调香师的天赋、瑕光二技能、铃兰三技能、锡人炼金单元给友军的「每秒恢复生命」是提高对方的**生命回复速度**,不是治疗:收割者 / 不屈者 / 武者(如隐德来希、圣约送葬人、折桠)这类「无法被友方治疗」的干员和处于禁疗的干员也能吃到,治疗量加成(如「受到的治疗效果提升」)也不会放大它;铃兰三技能开启后的第一秒没有回复。直接治疗(医疗干员的治疗、技能的「恢复…生命」)仍然对这些干员无效。
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- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
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- **敌人**:远程敌人的射程按官方从干员的碰撞体积(半径 0.25 格)算起,比数据上的攻击范围半径远 0.25 格——例如萨卡兹枯朽战车(射程 2.2)能打到中心 2.45 格以内、站在低地的干员。没被阻挡的远程敌人每次攻击都会站定、播完攻击动作,两次攻击之间才继续前进。它的第一下攻击就是「秽蚀轰击」(在目标处留下半径 1.7、持续 10 秒的污染区:低地每秒 50、高台 25 点真实伤害,同名不叠加),被阻挡时普通攻击伤害翻倍。“萨科塔之翼”等血量第一次低于一半时会在原地小范围乱飞 5 秒(官方叫「恐惧」);叙拉古、妮芙等干员造成的恐惧会让敌人朝远离干员的方向逃跑。隐匿的敌人只有被阻挡(或被揭示)时才能被选为攻击目标,溅射、技能的圆形范围伤害也打不到没被挡住的隐匿敌人(和官方一样);阻挡解除后 3 秒内它仍然可以被选中(官方页面注明 0 秒或 1 秒的敌人按页面),之后才重新隐匿:深池逐火战士每次被击倒后先重生 1 秒,然后变成继续往前走的隐匿「余烬」(需要 5 次伤害击倒,护卫的「火灰」10 次),一般要用干员挡住它才能选中(挡住时它不再半透明;被阻挡时被击倒的,重生结束后约 2 秒内也能用远程或范围伤害补刀),10 秒内没打掉就满血站起来;敌人重生时身上的减速、恐惧等状态会被清空、技能冷却从头开始,被恐惧的逐火战士变成余烬后也能被挡住;转译基底·α 原始形态受到的伤害全部无效,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时花 2 秒变成寻仇者、特战术师或幽灵,之后才能被击倒。
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- **复活**(策略「埃芒加德」的前 3 次、M3茧甲)与官方一致:算作一次被击倒,紧接着在倒下的位置免费立即再部署——干员「被击倒时」和「部署时」的效果都会触发(例如砾的不屈 / 卡西米尔层数、瑕光的层数、卡西米尔盟约的部署攻击力),技力和身上的增益像普通再部署一样重置。
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- **策略「鸭爵」(“神秘顾客”)**:从第 5 回合起,你和队友的每场作战(**最终攻势和隐秘核心也算**,联防不另外替换)有 0–2 名地面敌人(不含领袖及其部件、悬赏敌人)被替换为特殊版本的鸭爵、高普尼克、流泪小子或圆仔,出现在被替换敌人的时间和路线上(两人同场的领袖战里,各自只替换走向自己保护目标点的敌人);击倒者获得 1 资金(联防中的队友也算),漏进保护目标点照常扣 1 点目标生命值。鸭爵和圆仔**不攻击、无法被阻挡**:鸭爵受到伤害后移动速度 +300%;圆仔始终面向我方干员较多的一侧,来自正面的物理 / 法术伤害 −80%。流泪小子隐匿(被阻挡时才能被选中),攻击使目标晕眩 3.5 秒;高普尼克免疫晕眩、冻结和浮空。
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- 右上角 🔍▶▶ 可以查看本回合即将来袭的敌人(预览区),左上角 🔍 查看本局信息(禁用盟约、禁用干员、策略)。
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@@ -774,11 +774,11 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
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| `damaged` | `{ source, target, amount, type, dmg, credit }` | after application (`amount` may be 0 when shielded); element fills too (with their source); 无来源: `source` null, `credit` set |
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| `hpDamage` | `{ source, target, amount, dmg, credit }` | a damage instance after shields, before the HP loss (§4; not a 流失): lower `amount` only (a raise is ignored) — HP floors / reductions ordered after a barrier (kits/ops/op-huang.js, op-zuole.js) |
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| `heal` | `{ source, target, amount, opts }` | mutable `amount` |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes and an in-place 复活 changes too; one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — the lock `PRIO_REVIVE` −100 after the substitutes (−100, registered first), the running windows `PRIO_UNDYING_HELD` −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → 淬羽赫默 S3's 不死 (−100.5: PRTS 衍生生命 "无畏者协议提供的不死效果仅在目标没有不死效果时才会触发"; its running windows held at −99 like the hammer's) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110); both 复活 revive in place and call `revivedInPlace` (a new deployment for the lock) |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 items; the 复活 — M3茧甲, 埃芒加德 — and 不屈 are `death` hooks). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes (a 复活's redeploy too); one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — the lock `PRIO_REVIVE` −100 after the substitutes (−100, registered first), the running windows `PRIO_UNDYING_HELD` −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → 淬羽赫默 S3's 不死 (−100.5: PRTS 衍生生命 "无畏者协议提供的不死效果仅在目标没有不死效果时才会触发"; its running windows held at −99 like the hammer's). The 复活 act on the knock-out after this step (PRTS "复活" acts on a knock-out, which a 不死 prevents): `death`, below |
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| `dollSwitch` | `{ unit, reason, done }` | content switches a 傀儡师 to its <替身> now (归溟幽灵鲨 S2 "技能结束后立刻切换为<替身>": no lethal HP loss); its trait does it unless it already is one or is not on the field, and sets `done` |
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| `dollSwap` | `{ unit, form }` | a 傀儡师 starts a switch — to its <替身> (`form` `'doll'`) or back to its <本体> (`null`); not when it is knocked out as the 替身 (不屈 rolls on it: "切换<替身>与<本体>时") |
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| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) |
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| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer, dying }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1; `dying`: a `retreat` that plays the death animation — 史尔特尔's 余烬, 骑士戒律 + 竞技旗) |
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| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer, dying, revivedBy? }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1; `dying`: a `retreat` that plays the death animation — 史尔特尔's 余烬, 骑士戒律 + 竞技旗). Revives of a knock-out redeploy the operator inside it, free, where it lies — PRTS "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的再部署时间和费用归零", so the 被击倒时 and 部署时 effects both run: M3茧甲 (`PRIO_RESPAWN` 13) → 埃芒加德 (`PRIO_BAND_REVIVE` 12) — `items/battle.js reviveNow`, which sets `revivedBy` ('item' / 'band'; 阿戈尔 5 does not count such a knock-out as the member's first) — → 阿戈尔 5 (11) → 不屈 (10); until 0.2.0 the two 复活 were `fatal` savers that kept the unit standing |
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| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart (bullets added there raise `skill.ammoMax`, the ammo bar's full mark) |
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| `ammoUsed` | `{ unit, left, skill }` | per ammo consumed |
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| `spGain` | `{ unit, amount, reason:'time'|'attack'|'hurt'|'init'|…, skill }` | mutable `amount` (time gains fire every tick) |
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@@ -100,9 +100,9 @@ Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `ba
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| `hit` | `{ source, target, dmg }` | before mitigation; mutate `dmg` (DamageInfo) |
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| `damaged` | `{ source, target, amount, type, dmg }` | after application |
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| `heal` | `{ source, target, amount }` | before application (mutable amount) |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — fired by every HP loss of a unit without a boss pool (hits of any type, element bursts, 无来源 damage, `loseHp`); set `prevented`. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤, once per deployment) `PRIO_REVIVE` −100 → items' 复活 (M3茧甲) `PRIO_RESPAWN` −101 → 埃芒加德 −110; the two 复活 revive in place and open a new deployment for the lock (§21.21); a running 坚固 window's hook sits at `PRIO_UNDYING_HELD` −99, before a 傀儡师's switch to its 替身 (−100, ahead of the lock — a 本体 holding 不死 does not switch, §22.11) |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — fired by every HP loss of a unit without a boss pool (hits of any type, element bursts, 无来源 damage, `loseHp`); set `prevented`. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤, once per deployment) `PRIO_REVIVE` −100; a running 坚固 window's hook sits at `PRIO_UNDYING_HELD` −99, before a 傀儡师's switch to its 替身 (−100, ahead of the lock — a 本体 holding 不死 does not switch, §22.11). The 复活 are no `fatal` savers since 0.2.0: they answer the knock-out (`death`, below) |
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| `kill` | `{ killer, victim }` | victim hp reached 0; a `killed` ability that keeps the enemy alive (a knock-out into a 重生 / form change, §21.4) hides it from every later handler, the kill count, credit and the bounty |
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| `death` | `{ unit }` | unit removed (ops may redeploy later); the `die` event and the death hooks fire only on removal |
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| `death` | `{ unit }` | unit removed (ops may redeploy later); the `die` event and the death hooks fire only on removal. Knock-out revives redeploy the operator at once inside it, free, where it lies (PRTS "“复活”的实现方式为:…下次部署的再部署时间和费用归零": the 被击倒时 and 部署时 effects both run): items' 复活 (M3茧甲) `PRIO_RESPAWN` 13 → 埃芒加德 `PRIO_BAND_REVIVE` 12 (both `items/battle.js reviveNow`, ctx `revivedBy`) → 阿戈尔 5's first-knock-out revive 11 → 不屈 10 |
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| `skillStart` / `skillEnd` | `{ unit, skill }` | |
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| `ammoUsed` | `{ unit, left }` | per ammo consumed |
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| `spGain` | `{ unit, amount }` | mutable |
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@@ -215,7 +215,7 @@ Param names below are the keys of `items[].normal.params` / `items[].golden.para
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params: `hp_ratio=0.7/0.4`; buff keys: `env_gbuff_new_with_verify`
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- **护盾无人机** (`chess_item_4_11_e_a`, TIV, 2) - Each heal the carrier performs: prob chance to give the healed target 1 shield layer (max max_stack_cnt layers; 1 layer blocks one instance of damage).
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params: `prob=0.1/0.15, max_stack_cnt=1.0`; buff keys: `env_gbuff_new_with_verify`
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- **M3茧甲** (`chess_item_4_12_e_a`, TIV, 3) - When the carrier is defeated during the battle phase: revive immediately in place at full HP [ASSUMED full HP] up to max_respawn_cnt times per battle.
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- **M3茧甲** (`chess_item_4_12_e_a`, TIV, 3) - When the carrier is defeated during the battle phase: revive immediately at full HP up to max_respawn_cnt times per battle — PRTS 备注 "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的再部署时间和费用归零": since 0.2.0 the knock-out stands and the carrier redeploys at once, free, where it lies (its 被击倒时 and 部署时 effects run; in place before).
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params: `max_respawn_cnt=1.0/2.0`; buff keys: `env_gbuff_new_with_verify`
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### SP - 技力 SP gain
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