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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@@ -7,8 +7,12 @@
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// act1autochess_band2_buff 阿米娅 众志合一 ≥ value_i active bonds (highest i) ⇒ every operator ATK +atk_i,
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// HP +max_hp_i (直接乘算 — support directMods —, bonds snapshot at combat start)
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// act1autochess_band28_buff 埃芒加德 命结之秘 the first max_respawn_cnt operator knock-downs of the battle revive at
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// once at full HP (runs after every other death saver, items included;
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// a new deployment for 坚固维式重锤's lock — items revivedInPlace)
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// once — 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
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// 的再部署时间和费用归零": the knock-out stands (被击倒时 effects run) and the
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// operator redeploys at once, free, where it lies (部署时 effects run, SP
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// reset): items reviveNow, a `death` hook after M3茧甲's and before 阿戈尔
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// 5 / 不屈 (in place until 0.2.0, community report 「…砾和瑕光这种死亡和部
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// 署的叠层效果,如果有艾芒加德的3次复活似乎是无法触发」)
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// act1autochess_band13_buff 克莱门莎 崇高牺牲 a <bond_id> operator knocked down ⇒ +its tier (等阶) <bond_id> layers
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// (bond_add_type by_charlevel; no "已激活" in the text ⇒ requireActive false)
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// act1autochess_band16_buff 大帝 加急调派 "每次部署后再部署时间减少50%": every deployment of an operator stacks one
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@@ -37,12 +41,15 @@ import {
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num, buffsOf, bandRecord, isOp, onField, isElite, tierOf, unitBonds, activeBondIds, playerOps, passiveBuff, fxOn,
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matchBands, gainLayers, alliesAround, N4, baseChessId, isGroundOp, directMods,
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} from '../support/index.js';
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import { weaknessRetype, addShieldLayer, PRIO_REVIVE, revivedInPlace } from '../items/battle.js';
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import { weaknessRetype, addShieldLayer, PRIO_RESPAWN, reviveNow } from '../items/battle.js';
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import { spawnMapChar } from '../tokens.js';
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export const AMEDIC_BAND = 'band_amedic';
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/** 'fatal' priority of 埃芒加德: after the operators' own items (PRIO_REVIVE / PRIO_RESPAWN) and every talent / skill saver. */
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export const PRIO_BAND_REVIVE = PRIO_REVIVE - 10;
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/**
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* 'death' priority of 埃芒加德's revive: a knock-out (so after every `fatal` saver — kits', 坚固维式重锤's 不死), after the
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* operator's own M3茧甲 (PRIO_RESPAWN 13), before 阿戈尔 5's first-knock-out revive (11) and 不屈 (10).
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*/
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export const PRIO_BAND_REVIVE = PRIO_RESPAWN - 1;
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const keyOf = (bandId, part = '') => `band:${bandId}${part ? `:${part}` : ''}`;
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const deployedOps = (battle, pid) => playerOps(battle, pid, { fieldOnly: true });
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@@ -68,13 +75,10 @@ const BY_KEY = {
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const max = Math.floor(num(p.max_respawn_cnt, 3));
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if (!(max > 0)) return;
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let used = 0;
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battle.on('fatal', (c) => {
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battle.on('death', (c) => {
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const u = c.unit;
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if (c.prevented || used >= max || !isOp(u) || u.ownerId !== ps.playerId || !u.alive) return;
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if (used >= max || !isOp(u) || u.ownerId !== ps.playerId || !reviveNow(battle, c, 'band')) return;
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used++;
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c.prevented = true;
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u.hp = u.s.maxHp;
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revivedInPlace(u); // in place for PRTS's 0-time / 0-cost redeploy: a new deployment for 坚固维式重锤's lock (items)
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fxOn(battle, 'revive', u, keyOf(bandId), bandId, { left: max - used });
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}, { priority: PRIO_BAND_REVIVE });
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},
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@@ -424,7 +424,7 @@ function devour(battle, pid, bb, members) {
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const amount = num(bb.damage_value, 0);
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const layered = new Set();
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// a target knocked out during the pass = off the field, or in another deployment than when the marks were placed (items
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// deploymentOf: the 5-tier revive and 不屈 redeploy it, 埃芒加德 / M3茧甲 revive it in place) — a revived member was
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// deploymentOf: the 5-tier revive, 不屈 and the 复活 of 埃芒加德 / M3茧甲 redeploy it) — a revived member was
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// standing again when its pending marks used to knock it out a second time and spend every revive at t = 0 (GitHub #33)
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const dep = new Map();
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for (const [, t] of marks) if (!dep.has(t)) dep.set(t, items.deploymentOf(t));
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@@ -457,10 +457,12 @@ function installEgir(battle, pid, bb, members) {
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// other, so the eaten food usually takes them at t = 0 and survivors = uneaten members + 3. A member takes at most one
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// slot, on its first knock-out ('killed') in the battle: its later knock-outs never take one, and a first knock-out
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// after the 3 are gone stays down. However many members mark it, its pending marks are cancelled once it is knocked
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// out (devour), so a multi-devoured member spends one slot at most. Its own saver acts first: every kit, item or band
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// revive that prevents or replaces the knock-out is a `fatal` hook (斯卡蒂's DRE-Y −50, kit savers 10 … −60, 坚固维式
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// 重锤 PRIO_REVIVE −100, M3茧甲 PRIO_RESPAWN −101, 埃芒加德 −110), so the unit is never knocked out and no slot is used —
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// the slot waits for its first real knock-out [ASSUMED for 埃芒加德, a band: as M3茧甲, the item revive the owner named].
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// out (devour), so a multi-devoured member spends one slot at most. Its own saver acts first: a kit or item saver that
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// prevents the knock-out is a `fatal` hook (斯卡蒂's DRE-Y −50, kit savers 10 … −60, 坚固维式重锤 PRIO_REVIVE −100), so the
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// unit is never knocked out and no slot is used; a 复活 (M3茧甲 13, 埃芒加德 12 — items reviveNow, a knock-out and a free
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// redeploy since 0.2.0) answers the knock-out before this hook and marks it `revivedBy`: that knock-out is not the
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// member's first either — the slot waits for its first unanswered knock-out (the owner's decision of 2026-10-05: an
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// operator's own revive uses no slot; [ASSUMED] for 埃芒加德, a band, as for M3茧甲, the item revive the owner named).
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// An operator entering 联防 down (FORCED_EXIT) is not knocked out either; a 调和 member counts like any other. Each
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// battle (normal, 联防, boss) counts its own. PRTS: the knocked-out unit's next deployment has 0 redeploy time and 0
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// cost, i.e. it IS knocked out (被击倒 triggers, 克莱门莎, 幽灵鲨 … fire) and redeploys at once where it lies (the
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@@ -478,7 +480,7 @@ function installEgir(battle, pid, bb, members) {
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let revives = 0;
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battle.on('death', (c) => {
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const u = c.unit;
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if (c.reason !== 'killed' || !memberOps.has(u) || knockedOut.has(u)) return;
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if (c.reason !== 'killed' || c.revivedBy || !memberOps.has(u) || knockedOut.has(u)) return;
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knockedOut.add(u);
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if (revives >= max || u.alive || u.removed) return;
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if (!battle.redeploy(u, { free: true })) return;
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@@ -23,12 +23,15 @@
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// use 10 … −60) never wastes a charge: 坚固维式重锤's lock (异常效果 不死, once per deployment — deploymentOf) at
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// PRIO_REVIVE −100 and its running windows, held by one battle-level hook, at PRIO_UNDYING_HELD −99 — before a 傀儡师's
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// switch to its 替身 (professions.js, −100: PRTS 分支特性信息 傀儡师 "受到足以致命的伤害且未持有不死的情况下"), while the
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// lock itself still comes after that switch (as in 0.1.1); then the M3茧甲 revive at PRIO_RESPAWN −101 — PRTS
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// 卫戍协议:盟约 下半/PRTS盟约记录 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": a
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// revive acts on a knock-out, which a 不死 prevents, so the lock always comes first whatever the equip order (player
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// report F1 after 0.1.0: with the 茧甲 equipped first the revive ran first and the first lethal hit showed no lock);
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// 埃芒加德's band revive follows (bands/battle.js PRIO_BAND_REVIVE −110). Both revives stand in place for that redeploy,
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// so each opens a new deployment for the lock (revivedInPlace).
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// lock itself still comes after that switch (as in 0.1.1). The 复活 — M3茧甲 here, 埃芒加德's band (bands/battle.js) —
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// act on the knock-out itself: PRTS 卫戍协议:盟约 下半/PRTS盟约记录 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
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// 次部署的再部署时间和费用归零" — the unit IS knocked out (its `death` hooks, every 被击倒时 effect, run) and its next
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// deployment, at once, free, where it lies, is a deployment like any other (部署时 effects, SP reset, a new lock): a
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// `death` hook at PRIO_RESPAWN 13, then 埃芒加德 12 (PRIO_BAND_REVIVE), ahead of 阿戈尔 5's first-knock-out revive (11)
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// and 不屈 (10) — reviveNow. A 不死 prevents the knock-out, so the lock always comes first whatever the equip order (player
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// report F1 after 0.1.0: with the 茧甲 equipped first the revive ran first and the first lethal hit showed no lock). Until
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// 0.2.0 both revived in place (`fatal` savers at −101 / −110): no 被击倒时 / 部署时 effect fired (community report
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// 「像砾和瑕光这种死亡和部署的叠层效果,如果有艾芒加德的3次复活似乎是无法触发」).
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// 骑士戒律's free in-skill undying runs early (20). Flat damage reduction 'hit' −10 (after the other damage modifiers).
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// Proc damage dealt by items carries the tag 'item' and never re-triggers item procs.
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//
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@@ -69,8 +72,11 @@ const ENEMY_RECORD = /^enemy_/;
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export const PRIO_REVIVE = -100;
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/** A running 坚固 window (不死 held): before a 傀儡师's switch to its 替身 at −100 — see header. */
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export const PRIO_UNDYING_HELD = PRIO_REVIVE + 1;
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/** The items' 复活 (M3茧甲): acts on a knock-out, so after every 不死 (PRIO_REVIVE) — see header. */
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export const PRIO_RESPAWN = PRIO_REVIVE - 1;
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/**
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* 'death' priority of the items' 复活 (M3茧甲): it acts on the knock-out, so after every `fatal` saver (不死 included) —
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* before 埃芒加德 (12), 阿戈尔 5's revive (11) and 不屈 (10). See header and reviveNow.
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*/
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export const PRIO_RESPAWN = 13;
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const PRIO_FREE_UNDYING = 20;
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/** Stat keys of a stat buff → mods (直接乘算, see header). */
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@@ -238,16 +244,30 @@ function hammerState(battle, rt, u) {
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// 娜仁图亚's 60 s lend) follows the same rule as an owner.
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/**
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* The deployment `u` is in: every deploy bumps `deploySeq` (the redeploy after a knock-out, a 突袭 retreat + redeploy
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* [ASSUMED a deployment], 阿戈尔's 立刻复活), and an in-place 复活 (M3茧甲, 埃芒加德: revivedInPlace) opens a new one too
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* [ASSUMED] — PRTS (M3茧甲 / 埃芒加德 / 阿戈尔 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
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* 费用归零": officially a revive is a 0-time / 0-cost redeploy; the remake keeps the unit standing instead.
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* Also read by 阿戈尔's devour (bonds/core.js): a unit whose deployment changed during the pass was knocked out.
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* The deployment `u` is in: every deploy bumps `deploySeq` — the redeploy after a knock-out, a 突袭 retreat + redeploy
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* [ASSUMED a deployment], 阿戈尔's 立刻复活 and every 复活 (M3茧甲, 埃芒加德: reviveNow — PRTS "“复活”的实现方式为:受益者因移动
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* 之外的原因退场时下次部署的再部署时间和费用归零", a 0-time / 0-cost redeploy; in place until 0.2.0, when an extra counter
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* opened the new deployment). Also read by 阿戈尔's devour (bonds/core.js): a unit whose deployment changed during the
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* pass was knocked out.
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*/
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export function deploymentOf(u) { return `${u.deploySeq}:${u.mem.revives | 0}`; }
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export function deploymentOf(u) { return `${u.deploySeq}`; }
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/** An in-place 复活 (M3茧甲, 埃芒加德) happened: a new deployment for the once-per-deployment lock (deploymentOf). */
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export function revivedInPlace(u) { if (u && u.mem) u.mem.revives = (u.mem.revives | 0) + 1; }
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/**
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* A 复活 answering a knock-out — call from a `death` hook (M3茧甲 PRIO_RESPAWN, 埃芒加德 PRIO_BAND_REVIVE). PRTS 备注
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* "“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": the operator was knocked out (this death;
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* its 被击倒时 effects run) and redeploys at once, free, where it lies (Battle.redeploy: full HP, SP reset, `deploy` —
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* its 部署时 effects run). True when it stands again; the ctx then carries `revivedBy`, so 阿戈尔 5 does not count the
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* 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
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* [ASSUMED] alike, DESIGN §24.3). A redeploy that cannot happen (its tile taken) spends nothing [ASSUMED].
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* @param {object} battle @param {{ unit: object, reason: string, revivedBy?: string }} c the `death` ctx @param {string} by
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*/
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export function reviveNow(battle, c, by) {
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const u = c && c.unit;
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if (!u || c.reason !== 'killed' || c.revivedBy || !isOp(u) || u.alive || u.removed) return false;
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if (!battle.redeploy(u, { free: true })) return false;
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c.revivedBy = by;
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return true;
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}
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/**
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* Does `u` hold 坚固维式重锤's 不死 right now — a window started in this deployment that has not run out? The window lives
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@@ -602,21 +622,18 @@ const BY_ITEM = {
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if (addShieldLayer(battle, c.target, SHIELD_KEY, cap)) fxOn(battle, 'shield', c.target, 'item:chess_item_4_11_e', rec.id);
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});
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},
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// M3茧甲: knocked down in battle ⇒ revive at full HP (max_respawn_cnt per battle), in place — PRTS's form (退场, then a
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// 0-time / 0-cost redeploy) is not modelled, but it counts as a new deployment for 坚固维式重锤's lock (revivedInPlace)
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// M3茧甲: knocked down in battle ⇒ 立刻复活 (max_respawn_cnt per battle) — PRTS's form: the knock-out stands (its
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// 被击倒时 effects run) and the carrier redeploys at once, free, where it lies (reviveNow; in place until 0.2.0)
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chess_item_4_12_e(battle, u, rec, S) {
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const p = bp(rec, 'act1autochess_equip_acarm068_global_buff');
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const max = p ? Math.floor(num(p.max_respawn_cnt, 1)) : 0;
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if (!(max > 0)) return;
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let used = 0;
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S.on('fatal', (c) => {
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if (c.unit !== u || c.prevented || used >= max) return;
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S.on('death', (c) => {
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if (c.unit !== u || used >= max || !reviveNow(battle, c, 'item')) return;
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used++;
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c.prevented = true;
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u.hp = u.s.maxHp;
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revivedInPlace(u);
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fxOn(battle, 'revive', u, 'item:chess_item_4_12_e', rec.id, { left: max - used });
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}, PRIO_RESPAWN); // after the hammer's 不死 lock, whatever the equip order (header)
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}, PRIO_RESPAWN); // a knock-out: after every 不死 (the hammer's lock), whatever the equip order (header)
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},
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// 催泪瓦斯: on attack prob ⇒ 1 麻痹 stack
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chess_item_5_01_e(battle, u, rec, S) {
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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';
|
||||
import { holdsUndying, PRIO_UNDYING_HELD, PRIO_REVIVE } from '../../items/battle.js';
|
||||
import { absoluteRangeKeys } from '../../../targeting.js';
|
||||
import { COLS } from '../../../constants.js';
|
||||
|
||||
@@ -79,8 +79,8 @@ const REGEN_IV = 1;
|
||||
export const MAXHP_KEY = 'slent2:maxhp';
|
||||
/** S3's 不死 (slent2_shallow_grave). */
|
||||
export const GRAVE_KEY = 'slent2:grave';
|
||||
/** S3's place in the `fatal` step: after the items' 不死 lock (−100), before their 复活 (−101) — see the header. */
|
||||
const PRIO_GRAVE = (PRIO_REVIVE + PRIO_RESPAWN) / 2;
|
||||
/** S3's place in the `fatal` step: right after the items' 不死 lock (−100) — see the header. */
|
||||
const PRIO_GRAVE = PRIO_REVIVE - 0.5;
|
||||
/** 夜灯's area when its record carries no grid: its tile and the 8 around (x-4). */
|
||||
const X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]);
|
||||
/** 【莱茵生命】 (character_table groupId "rhine": every member, so a 自选 pick counts too). */
|
||||
|
||||
Reference in new issue
Block a user