0.2.5-dev: 耶拉 S2 (both forms) and 荒芜拉普兰德 S1 keep the operator's own hit next to the drone hit — only drone-only skills skip it (review fix of the funnel port); golden: more funnel scenarios move, attributed in docs/history/0.2.5.md
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@@ -1351,7 +1351,7 @@ header of professions.js).
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| loopshooter | 回环射手 (user playtest #3): every attack throws a boomerang (`ai.js throwBoomerang`, projectile `'boomerang'`) out to the target at 15 tiles/s — it hits on arrival — and back to the thrower's current position at 3.75 tiles/s without damage (PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75"); attacks only while holding it (every boomerang thrown caught — "必须回收全部回旋投掷物才可以进行下一次攻击", `unit.trait.boomerangsOut`) and with the attack cooldown ready, so the real interval is the longer of the two; a target dead mid-flight is not hit (it still flies to the last position and back); knocked out / withdrawn ⇒ lost, a redeployed thrower holds a fresh one; 跃跃 S2's extra boomerangs share the one flight (cnt hits); each catch fires `boomerangCaught`, and an attack profile's `boomerangOnward(ctx)` flies it on after the first hit before it turns back — ctx `hit` (a hit of the same attack), `comeBack(x, y)` once (a content error sends it back from the hit point): 娜仁图亚 S1 bounces, S2 dashes on and hits on its way back (kits/ops/op-narant.js) |
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| reaperrange | hits every enemy in range; ×1.5 (bb atk_scale) on the trait front grid (or its own line ahead) — both along its direction |
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| chain | chain N (trait text/bb max_target) with −15 % per jump (bb chain.atk_scale), 1.7-tile jumps (constants.js CHAIN_RADIUS, PRTS 溅射半径一览: 链术师 1.7; 1.8 until 0.1.1), sluggish on each hit |
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| funnel | normal attack: one 100 % ATK body hit plus separate drone additional damage, 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max; modules can change init/cap). `funnelMul` holds the drone ramp; `dmgMul` applies to both. Extra drones (`hits`) do not duplicate the body; an unreleased skill attack can set `funnelBodyHits` (至简 S2: two body hits and two additions). Body and additions share an `attackId`, but only the body is `isAttack`; additions carry `addition, funnel`. [ASSUMED] body instances first at the existing impact, one ramp per volley. Released-skill profiles keep their existing paths; this normal-attack correction does not settle their body behaviour. A normal deployment resets target, scale and any per-target ramp map to init, including revival against the same living target. A free move (`moveRedeploy`, the same carry as a 秘术师's stored energy and 乌尔比安 S3) keeps the ramp. An in-flight drone recomputes the ramp on impact. 洛洛 S2 detaches this multiplier from new body shots and inherits the trait ramp in an independent skill tick: `rockr:drone`, arts, `isSkill:true`, `isAttack:false`. Older projectiles cannot change its local ramp. A living selectable lock need not remain in body range; the drone returns on a kill or when the skill ends, and ending hands the ramp back and restores the normal multiplier (§30.19) |
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| funnel | normal attack: one 100 % ATK body hit plus separate drone additional damage, 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max; modules can change init/cap). `funnelMul` holds the drone ramp; `dmgMul` applies to both. Extra drones (`hits`) do not duplicate the body; an unreleased skill attack can set `funnelBodyHits` (至简 S2: two body hits and two additions). Body and additions share an `attackId`, but only the body is `isAttack`; additions carry `addition, funnel`. [ASSUMED] body instances first at the existing impact, one ramp per volley. A skill that only buffs or retargets the normal attack keeps the body; `isSkill` does not remove it. `funnelBodyHits: 0` is drone-only (荒芜拉普兰德 S2). 耶拉 S2 detaches `funnelMul`: one 100 % `isAttack` body in range, the unreleased addition off, and `1 + attack@cnt` arts skill drones (`kjera:drone`, `isSkill`, not `isAttack`) that keep the lock until the enemy dies or the skill ends. [ASSUMED] Those drones use the trait ramp; her blackboard has no drone scale. The base form continues the per-target ramp (one step per volley on a shared target) and writes it back; the hidden form restarts each drone at init and does not write the scales back. [ASSUMED] No flight delay; an untargetable lock is dropped and retargeted; stun and disarm do not pause the drones. 澄闪's skills and 荒芜拉普兰德 S3 stay on their own `dealDamage` paths. A normal deployment resets target, scale and any per-target ramp map to init, including revival against the same living target. A free move (`moveRedeploy`, the same carry as a 秘术师's stored energy and 乌尔比安 S3) keeps the ramp. An in-flight drone recomputes the ramp on impact. 洛洛 S2 detaches this multiplier from new body shots and inherits the trait ramp in an independent skill tick: `rockr:drone`, arts, `isSkill:true`, `isAttack:false`. Older projectiles cannot change its local ramp. A living selectable lock need not remain in body range; the drone returns on a kill or when the skill ends, and ending hands the ramp back and restores the normal multiplier (§30.19) |
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| mystic | 秘术师 (PRTS 分支特性信息 秘术师, GitHub #181): at its attack check (the attack ready, able to act, not disarmed) with no valid target — no target, or its kit's `canAttack` false (深靛 never picks a bound enemy) — it stores one energy (`storeEnergy`, up to bb times: 3, 深靛's MSC-X 4), an attack action: the attack interval restarts; a full store idles with the attack ready. The energies leave with its next attack that happens (`releaseEnergy` in `performAttack`, after `beforeAttack`: an attack cancelled before its shot keeps them) and land with the main hit, one arts attack hit each (`hitsFn` reads the hit's `info.energy`); a redeployment holds none [ASSUMED]. 维伊 / 黑键 plug their own `storeEnergy` (转置能量, elite energies) into the same check |
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| phalanx | no attack & DEF +200 %, RES +20 (bb) while the skill is off; while on, `rangeAoe`: each attack strikes every selectable enemy on its range at once (blocked enemies included; a stealthed one only when revealed or blocked), the same damage near and far, instant (`'beam'`) — "群体法术伤害" (secondary: Terra Wiki, Phalanx Caster: "attacks hit all enemies within their range"; supporting: PRTS 林 S3 备注 "单次普攻最多触发1次效果" — one normal attack can kill several — the same 锁定攻击范围 shape as the 轰击术师, and PRTS 溅射半径一览 documents no splash radius for it (it omits the 撼地者 too, so this is not proof); no primary source states a target cap; community report E3: it used to be one bolt + a 1.1 splash). 卡涅利安's charged S1 keeps the skill-off trait, 不攻击 included (kit `canAttack`, PRTS 备注) |
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| physician | heal the lowest HP% injured ally in range (a skill `targeting.maxTargets` widens any heal profile) |
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@@ -181,10 +181,11 @@ The engine keeps a 100 % ATK body instance and a separate drone instance, each t
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`funnelMul` holds only the drone ramp; the attack's `dmgMul` (至简's talent) is shared once. Extra attached drones
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raise `hits`, not the body count; 至简's charged S2 sets `funnelBodyHits` to two. Both share one `attackId`, attack
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hook and SP / charge use; additions have `addition` and `funnel` tags and do not count as `isAttack`. [ASSUMED] Body
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instances precede additions at the existing projectile impact; consecutive hits keep one ramp per volley. This
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correction covers ordinary attacks and unreleased skill attacks that set `funnelBodyHits`. Released skill paths retain
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their existing behaviour; it does not establish whether those skills should also have body attacks (耶拉 S2, 澄闪 S1
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and S2 remain to be reconciled separately).
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instances precede additions at the existing projectile impact; consecutive hits keep one ramp per volley. A skill
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that only buffs or retargets the normal attack keeps the body; `isSkill` is not the switch. `funnelBodyHits === 0`
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is drone-only (荒芜拉普兰德 S2): the ramp stays inside those hits. 耶拉 S2 detaches `funnelMul` the way 洛洛 S2 does:
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one 100 % body inside her range, the unreleased addition off, and the released drones as separate skill hits that
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keep the lock until the enemy dies or the skill ends (§30.17). 澄闪's skills stay on their own `dealDamage` paths.
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Funnel ramps return to the initial scale on a normal deployment, including automatic revival against the same living
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target (§30.18). The reset clears the current target, the scale and any per-target ramp map, and leaves other trait
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@@ -286,15 +286,35 @@ an attack's `dmgMul` (至简's talent) is applied once to both. Extra attached d
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emitted as a normal attack.
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[ASSUMED] Body instances precede additions at the existing projectile impact, and a multi-hit volley takes one ramp
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step. This covers ordinary attacks and unreleased skill attacks that set `funnelBodyHits`. Released skill paths that
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do not set it (耶拉 S2, 澄闪 S1 while its own drones are out) keep their existing skill-damage path and do not gain a
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second body. Whether those released skills should also have a body attack is not settled here. 澄闪 S3 and the
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skill-drone simulator on 淬羽 stay on their own `dealDamage` paths.
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step. Ordinary attacks and any skill that only buffs or retargets the normal attack keep the body. `info.isSkill` is
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not the switch: every attack or targeting override sets it. `funnelBodyHits === 0` means the attack is drone-only
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(the ramp stays inside those hits and no body is added). 荒芜拉普兰德 S2 sets that. 至简 S2 sets `funnelBodyHits`
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to two, so two body hits and two additions still share one ramp step.
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耶拉 S2, base and hidden, follows the 洛洛 S2 split. `skchr_kjera_2` (docs/research/03-operators.md) says 自身与浮游单元
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攻击, and the lock lasts until the enemy dies or the skill ends. While it runs, `funnelMul` is detached, so her own
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shot is one 100 % `isAttack` hit inside her range and the unreleased addition is off. `1 + attack@cnt` drones tick
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on their own (`kjera:drone`, arts, `isSkill`, not `isAttack`) and may stay outside her range. Cold is rolled once
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on the body and once on each drone hit. Ending the skill restores the multiplier.
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[ASSUMED] Those released drones use the trait ramp (20 % → +15 % on the same target → the cap). Her blackboard has
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no drone scale; the branch page gives that ramp to drones that were not released. The base form continues its
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per-target ramp, and two drones on one enemy in the same tick take one step. That map is written back when the skill
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ends. The hidden form restarts each drone at the initial scale, and those scales are not written back onto the single
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trait ramp. There is no flight delay. A lock that can no longer be targeted is dropped and the drone retargets. Stun
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and disarm do not pause the released drones. An in-flight shot from before the skill can still step the live ramp;
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the skill keeps its own copy, and a shot that lands after the skill ends can step the restored ramp.
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[ASSUMED] 荒芜拉普兰德 S1 says 释放浮游单元 and does not say she stops attacking. The toggle is read as a retarget of
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the unreleased attack: one body hit plus the two additions, at the raised ATK. A 洛洛-style release is not used.
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澄闪's skills and 荒芜拉普兰德 S3 stay on their own `dealDamage` paths. 澄闪 S3 and the skill-drone simulator on
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淬羽 are unchanged.
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Kits that stored the ramp on `dmgMul` (至简, both 耶拉 forms, 澄闪 S2) now store it on `funnelMul`.
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Tests: `test/sim/funnel-body.test.js`, and the funnel cases in `kits_t3`, `kits_t6`, `kits_alt_t6`, `kits_alt_t2`
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and `op_gdglow`.
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Tests: `test/sim/funnel-body.test.js`, and the funnel cases in `kits_t3`, `kits_t4`, `kits_t6`, `kits_alt_t6`,
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`kits_alt_t2` and `op_gdglow`. The golden moves from this correction, measured against the candidate after §30.22,
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are §30.23.
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### 30.18 Redeploy resets the drone ramp
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@@ -397,3 +417,40 @@ and `solo-FUNNY-2` team LP 8 → 23, both still victories, with every settled ro
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team LP 26 → 27; `coop4-ABYSS-7` eliminated at round 12 → defeat at round 13, and its shop and bot draw counts change.
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The other matches keep the same end reason. `standin-04` is the only battle in this set with no funnel operator on
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the board.
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### 30.23 Golden changes after the skill-only funnel body correction
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All 287 scenarios were recomputed after the §30.17 correction (a skill that only buffs or retargets keeps the body;
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耶拉 S2 uses the 洛洛 split) and compared with this candidate after §30.22 (`HEAD` `e0f37718`,
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`git show HEAD:test/golden/*.json`). No scenario was added or removed. `fields`, `standins` and `diy` are unchanged
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(澄闪 stays on `dealDamage`). 19 digests differ. They are additional to §30.9, §30.16 and §30.22. Seventeen of them
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already moved in §30.22 and move again. `roster-038` and `coop2-NORMAL-14-standins` did not move in §30.22.
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Opening strategy ids do not change in any of the 20 match digests. No isolated counterfactual was re-run. The roster
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and bond rows name the skill index the corpus assigns: 耶拉 index 1 is 心随意动, 荒芜拉普兰德 index 0 is 慵怠者悲鸣.
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至简 is on two of those roster boards at index 1; her S2 already kept two body hits, and her totals move because the
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fight around 耶拉 changed.
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| Cause | Changed scenarios |
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| 耶拉 S2, base form, skill index 1. `roster-007` also fields 至简 S2 | `roster-007`, `roster-009` |
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| 耶拉 S2, skill index 1. No 荒芜拉普兰德 on the board | `bond-emptyShip-low`, `bond-kjeragShip-high`, `bond-miraShip-low`, `bond-soloShip-low` |
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| 荒芜拉普兰德 S1, skill index 0. The toggle keeps one body hit and both unreleased additions | `roster-036`, `roster-038` |
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Battle-total flips in that table: `roster-007` killed 132 → 137, leaks 41 → 37, coins 4 → 6, deaths 11 → 10, damage
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234357 → 243212 (耶拉's own damage 9204 → 17443; 至简 8936 → 9558). `roster-009` keeps the same kills and leaks;
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耶拉's damage 2 → 3 and 至简's kills 28 → 29, damage 7594 → 7168. `roster-036` killed 75 → 76, leaks 55 → 54,
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damage 1160465 → 1189341 (荒芜拉普兰德 60604 → 99946, kills 2 → 3). `roster-038` damage 3467641 → 3468742
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(荒芜拉普兰德 kills 4 → 14, damage 106163 → 187571). The four bonds keep the same kills and leaks. `bond-emptyShip-low`
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healing 381 → 362; 耶拉's damage 6585 → 11450 (kills 1 → 3), `bond-kjeragShip-high` 6927 → 16312,
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`bond-miraShip-low` 10165 → 18617 (kills 2 → 4), `bond-soloShip-low` 1963 → 2764.
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Match end and the final lineup. A bot's chosen skill is not stored. Where the final lineup still contains 耶拉, her
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default skill is S2, which is the skill this correction changes.
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| Final lineup | Changed scenarios and the recorded end |
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| 耶拉, lineup unchanged | `solo-FUNNY-1` (`3_20_b`): victory, team LP 23 → 27; only round 8's bond layers move (steadShip 34 → 35). `solo-FUNNY-2` (`3_20_a`): victory, team LP 23 → 29; all eight stored round rows are identical, so the LP change is the boss round. `solo-NORMAL-1` (`3_20_b`): victory, team LP 2 → 11; first divergence round 10 (kjeragShip 13 → 14). `solo-HARD-1` (`3_20_a` and 至简 `3_13_a`): still a defeat, team LP 0, boss pool 215042 → 212054; first divergence round 8, the board hash. `coop2-NORMAL-8-serverrun` (ai_1 `3_20_a`): victory, team LP 27 → 37 (ai_0 LP 10 → 19, ai_1 LP 17 → 18); first divergence round 8, ai_1 killed 22 → 23, leaks 1 → 0. `coop2-NORMAL-5-coverage-diy` (ai_0 `3_20_a`): victory, team LP 33 → 34 (h_0 LP 27 → 28); first divergence round 13, ai_0's board hash, killed 26 → 21, leaks 17 → 22 |
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| 耶拉 was on the pre-change lineup; that seat is then eliminated and the stored lineup is empty | `solo-ABYSS-1`: defeat at round 13 → eliminated at round 12, team LP 0 → null. The pre-change lineup had 耶拉 `3_20_a` and 至简 `3_13_a`. First divergence round 8: LP 27 → 18, killed 19 → 10, leaks 0 → 9. `coop4-ABYSS-7`: still a defeat at round 13, team LP 0, boss pool 4821366 → 3417504. ai_1 is eliminated at round 13; the pre-change lineup had 至简 `3_13_a` and 耶拉 `3_20_a`. First divergence round 8: ai_1 LP 19 → 20, killed 2 → 3, leaks 7 → 6. ai_0's lineup also changes and has no funnel chess id before or after |
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| 耶拉 plus other funnel operators, lineup unchanged, same victory and the same team LP 130 | `coop4-FUNNY-6`: ai_0 耶拉 `3_20_a`, ai_1 荒芜拉普兰德 `6_18_a`, ai_3 洛洛 `2_10_a`. First divergence round 11, ai_0's kjeragShip layers 26 → 23 |
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| No 耶拉 on the final lineup. The diverging round's pieces and skill choice are not stored | `coop2-NORMAL-1-coverage-standins`: still a defeat, team LP 0, boss pool 25040 unchanged. ai_0's final lineup includes 荒芜拉普兰德 `6_18_a`. First divergence round 7, the other seat's miraShip layer 5 → 6. `coop2-NORMAL-14-standins`: victory, team LP 31 → 40 (ai_0 LP 13 → 22). Neither final lineup contains a funnel chess id. First divergence round 10 bond layers (raidShip 26 → 28, steadShip 16 → 18); that round's board hash is unchanged |
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