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.
This commit is contained in:
sganggs committed 2026-10-07 01:56:43 +08:00
1 parent 4fd8d431e2
commit a3a0ddd2be
19 files changed
+464 -344

No files matched your search

+14 -10
View File
@@ -7,8 +7,12 @@
// act1autochess_band2_buff 阿米娅 众志合一 ≥ value_i active bonds (highest i) ⇒ every operator ATK +atk_i,
// HP +max_hp_i (直接乘算 — support directMods —, bonds snapshot at combat start)
// act1autochess_band28_buff 埃芒加德 命结之秘 the first max_respawn_cnt operator knock-downs of the battle revive at
// once at full HP (runs after every other death saver, items included;
// a new deployment for 坚固维式重锤's lock — items revivedInPlace)
// 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
// 的再部署时间和费用归零": the knock-out stands (被击倒时 effects run) and the
// operator redeploys at once, free, where it lies (部署时 effects run, SP
// reset): items reviveNow, a `death` hook after M3茧甲's and before 阿戈尔
// 5 / 不屈 (in place until 0.2.0, community report 「…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」)
// act1autochess_band13_buff 克莱门莎 崇高牺牲 a <bond_id> operator knocked down ⇒ +its tier (等阶) <bond_id> layers
// (bond_add_type by_charlevel; no "已激活" in the text ⇒ requireActive false)
// 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
@@ -37,12 +41,15 @@ import {
num, buffsOf, bandRecord, isOp, onField, isElite, tierOf, unitBonds, activeBondIds, playerOps, passiveBuff, fxOn,
matchBands, gainLayers, alliesAround, N4, baseChessId, isGroundOp, directMods,
} from '../support/index.js';
import { weaknessRetype, addShieldLayer, PRIO_REVIVE, revivedInPlace } from '../items/battle.js';
import { weaknessRetype, addShieldLayer, PRIO_RESPAWN, reviveNow } from '../items/battle.js';
import { spawnMapChar } from '../tokens.js';
export const AMEDIC_BAND = 'band_amedic';
/** 'fatal' priority of 埃芒加德: after the operators' own items (PRIO_REVIVE / PRIO_RESPAWN) and every talent / skill saver. */
export const PRIO_BAND_REVIVE = PRIO_REVIVE - 10;
/**
* '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
* operator's own M3茧甲 (PRIO_RESPAWN 13), before 阿戈尔 5's first-knock-out revive (11) and 不屈 (10).
*/
export const PRIO_BAND_REVIVE = PRIO_RESPAWN - 1;
const keyOf = (bandId, part = '') => `band:${bandId}${part ? `:${part}` : ''}`;
const deployedOps = (battle, pid) => playerOps(battle, pid, { fieldOnly: true });
@@ -68,13 +75,10 @@ const BY_KEY = {
const max = Math.floor(num(p.max_respawn_cnt, 3));
if (!(max > 0)) return;
let used = 0;
battle.on('fatal', (c) => {
battle.on('death', (c) => {
const u = c.unit;
if (c.prevented || used >= max || !isOp(u) || u.ownerId !== ps.playerId || !u.alive) return;
if (used >= max || !isOp(u) || u.ownerId !== ps.playerId || !reviveNow(battle, c, 'band')) return;
used++;
c.prevented = true;
u.hp = u.s.maxHp;
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)
fxOn(battle, 'revive', u, keyOf(bandId), bandId, { left: max - used });
}, { priority: PRIO_BAND_REVIVE });
},