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).
| 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longer of the two; a target dead mid-flight is not hit (it still flies to the last position and back); knocked out / withdrawn ⇒ lost, a redeployed thrower holds a fresh one; 跃跃 S2's extra boomerangs share the one flight (cnt hits); each catch fires `boomerangCaught`, and an attack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) |
| 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 |
| 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 |
| 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) |
| 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) |
| 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 |
| 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) |
| 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
`funnelMul` holds only the drone ramp; the attack's `dmgMul` (至简's talent) is shared once. Extra attached drones
raise `hits`, not the body count; 至简's charged S2 sets `funnelBodyHits` to two. Both share one `attackId`, attack
hook and SP / charge use; additions have `addition` and `funnel` tags and do not count as `isAttack`. [ASSUMED] Body
instances precede additions at the existing projectile impact; consecutive hits keep one ramp per volley. This
correction covers ordinary attacks and unreleased skill attacks that set `funnelBodyHits`. Released skill paths retain
their existing behaviour; it does not establish whether those skills should also have body attacks (耶拉 S2, 澄闪 S1
and S2 remain to be reconciled separately).
instances precede additions at the existing projectile impact; consecutive hits keep one ramp per volley. A skill
that only buffs or retargets the normal attack keeps the body; `isSkill` is not the switch. `funnelBodyHits === 0`
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:
one 100 % body inside her range, the unreleased addition off, and the released drones as separate skill hits that
keep the lock until the enemy dies or the skill ends (§30.17). 澄闪's skills stay on their own `dealDamage` paths.
Funnel ramps return to the initial scale on a normal deployment, including automatic revival against the same living
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
emitted as a normal attack.
[ASSUMED] Body instances precede additions at the existing projectile impact, and a multi-hit volley takes one ramp
step. This covers ordinary attacks and unreleased skill attacks that set `funnelBodyHits`. Released skill paths that
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
second body. Whether those released skills should also have a body attack is not settled here. 澄闪 S3 and the
skill-drone simulator on 淬羽 stay on their own `dealDamage` paths.
step. Ordinary attacks and any skill that only buffs or retargets the normal attack keep the body. `info.isSkill` is
not the switch: every attack or targeting override sets it. `funnelBodyHits === 0` means the attack is drone-only
(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`
to two, so two body hits and two additions still share one ramp step.
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
攻击, and the lock lasts until the enemy dies or the skill ends. While it runs, `funnelMul` is detached, so her own
shot is one 100 % `isAttack` hit inside her range and the unreleased addition is off. `1 + attack@cnt` drones tick
on their own (`kjera:drone`, arts, `isSkill`, not `isAttack`) and may stay outside her range. Cold is rolled once
on the body and once on each drone hit. Ending the skill restores the multiplier.
[ASSUMED] Those released drones use the trait ramp (20 % → +15 % on the same target → the cap). Her blackboard has
no drone scale; the branch page gives that ramp to drones that were not released. The base form continues its
per-target ramp, and two drones on one enemy in the same tick take one step. That map is written back when the skill
ends. The hidden form restarts each drone at the initial scale, and those scales are not written back onto the single
trait ramp. There is no flight delay. A lock that can no longer be targeted is dropped and the drone retargets. Stun
and disarm do not pause the released drones. An in-flight shot from before the skill can still step the live ramp;
the skill keeps its own copy, and a shot that lands after the skill ends can step the restored ramp.
[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
the unreleased attack: one body hit plus the two additions, at the raised ATK. A 洛洛-style release is not used.
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
淬羽 are unchanged.
Kits that stored the ramp on `dmgMul` (至简, both 耶拉 forms, 澄闪 S2) now store it on `funnelMul`.
Tests: `test/sim/funnel-body.test.js`, and the funnel cases in `kits_t3`, `kits_t6`, `kits_alt_t6`, `kits_alt_t2`
and `op_gdglow`.
Tests: `test/sim/funnel-body.test.js`, and the funnel cases in `kits_t3`, `kits_t4`, `kits_t6`, `kits_alt_t6`,
`kits_alt_t2` and `op_gdglow`. The golden moves from this correction, measured against the candidate after §30.22,
are §30.23.
### 30.18 Redeploy resets the drone ramp
@@ -397,3 +417,40 @@ and `solo-FUNNY-2` team LP 8 → 23, both still victories, with every settled ro
team LP 26 → 27; `coop4-ABYSS-7` eliminated at round 12 → defeat at round 13, and its shop and bot draw counts change.
The other matches keep the same end reason. `standin-04` is the only battle in this set with no funnel operator on
the board.
### 30.23 Golden changes after the skill-only funnel body correction
All 287 scenarios were recomputed after the §30.17 correction (a skill that only buffs or retargets keeps the body;
耶拉 S2 uses the 洛洛 split) and compared with this candidate after §30.22 (`HEAD` `e0f37718`,
`git show HEAD:test/golden/*.json`). No scenario was added or removed. `fields`, `standins` and `diy` are unchanged
(澄闪 stays on `dealDamage`). 19 digests differ. They are additional to §30.9, §30.16 and §30.22. Seventeen of them
already moved in §30.22 and move again. `roster-038` and `coop2-NORMAL-14-standins` did not move in §30.22.
Opening strategy ids do not change in any of the 20 match digests. No isolated counterfactual was re-run. The roster
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.
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
fight around 耶拉 changed.
| Cause | Changed scenarios |
|---|---|
| 耶拉 S2, base form, skill index 1. `roster-007` also fields 至简 S2 | `roster-007`, `roster-009` |
| 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` |
| 荒芜拉普兰德 S1, skill index 0. The toggle keeps one body hit and both unreleased additions | `roster-036`, `roster-038` |
Battle-total flips in that table: `roster-007` killed 132 → 137, leaks 41 → 37, coins 4 → 6, deaths 11 → 10, damage
234357 → 243212 (耶拉's own damage 9204 → 17443; 至简 8936 → 9558). `roster-009` keeps the same kills and leaks;
耶拉's damage 2 → 3 and 至简's kills 28 → 29, damage 7594 → 7168. `roster-036` killed 75 → 76, leaks 55 → 54,
damage 1160465 → 1189341 (荒芜拉普兰德 60604 → 99946, kills 2 → 3). `roster-038` damage 3467641 → 3468742
(荒芜拉普兰德 kills 4 → 14, damage 106163 → 187571). The four bonds keep the same kills and leaks. `bond-emptyShip-low`
healing 381 → 362; 耶拉's damage 6585 → 11450 (kills 1 → 3), `bond-kjeragShip-high` 6927 → 16312,
`bond-miraShip-low` 10165 → 18617 (kills 2 → 4), `bond-soloShip-low` 1963 → 2764.
Match end and the final lineup. A bot's chosen skill is not stored. Where the final lineup still contains 耶拉, her
default skill is S2, which is the skill this correction changes.
| Final lineup | Changed scenarios and the recorded end |
|---|---|
| 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 |
| 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 |
| 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 |
| 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 |