feedback5 O22: 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼)
Three owned-6★ picks get their operator kits (kits/ops/op-slent2.js, op-haruka.js, op-phatm2.js; OPERATOR_KIT_FILES): every skill at rank 4 / 7, both talents, the trait and every module at stages 1 and 3, from data/backups.json, PRTS and the client's battle data (charpacks + buff_template_data of the three operators). - 淬羽赫默: 护佑者 (arts attacks, heals while a skill runs; BLS-X 100 %, BLS-Y 2 targets); 无声砥柱 庇护 10 % → 24 % by the lost HP (shared `protect`); 丰润羽翼 as 生命回复速度 (the atk_to_hp_recovery template PRTS documents so for 絮雨 / 琴柳), ×2 for 莱茵生命; BLS-X Lv3 max HP +10 %, BLS-Y Lv3 the once-per-deployment barrier; S2's placed 夜灯 (T1 ×2.1 / ×2.4 around it, withdrawn at the skill's end or when she leaves); S3's 不死 for the first lethal hit in her range, 2 uses a battle. - 遥: bubbles with each attack (or instead of one), 30 % 庇护 ([bonus], ×1.4 / ×1.7 in S3), breaking 0.5 s after an enemy's damage, the break heal (BLS-Y Lv3 +1 SP to the holder); S1 re-bubbles around, S2 heal → arts splash and endless from the 2nd use, S3 y-8 and the levitation with its damage. - 酒神: T1 神经损伤 on each hit + 1.3 splash; 堕梦 ASPD cut in 神经 bursts and 70 / 90 on enemy attacks (a burst interrupts the attack); RIT-X ×1.18 vs elite / leader; S1 two hits + 束缚 ×1.3 / ×1.5; S2 (SP_FULL toggle) the placed 本能的召唤 (lure 4, exit 停顿 + DoT, 25 s redeploys while it runs); S3 y-8, per-second 神经损伤 until a burst, 1.5× burst recovery and the 迷狂牢笼 (blocks its tile's enemies at spawn / refresh, 1 per hit, 30 s after the skill). Engine (additive, no handler before): ai.js hook `enemyAttackStart` (an enemy's normal attack, before 麻痹), blocking.js flag `noNewBlock`, items/battle.js `holdsUndying` also sees a buff flagged `undying`; docs/SIM.md §3 / §5, kits/README.md (docked skill-summon pieces: their kit without offOwner). Golden: only diy moved — diy-106 … diy-109 (the prototype configurations shifted behind the new operators) and the new diy-110 … diy-114 (the three operators' configurations); roster, bonds, fields, matches, standins unchanged. Tests: test/content/op_slent2.test.js (11), op_haruka.test.js (9), op_phatm2.test.js (13).
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@@ -189,7 +189,12 @@ it on a legal tile (the token's position / `ownerRange`), loses it with its owne
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match hands every placed piece to the battle as a PlayerBattleInput token unit `{ kind: 'token', tokenId, ownerUid }` —
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so a kit finds its pieces before the battle starts as `battle.allyUnits` with `kind === 'token'`, its `defId` and
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`ownerUnit === unit`, still undeployed (e.g. `op-bgsnow.js` gives its 打字机 pieces their kit in a talent's `install`
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with `battle._setupUnit(t, kit)`; `op-cgbird.js` counts its 幻影). A kit test fields a piece the same way:
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with `battle._setupUnit(t, kit)`; `op-cgbird.js` counts its 幻影). A **skill's** summon piece (the variant's `sources` has
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'skill', not 'talent') is docked by content/tokens.js before the units are set up — it deploys once, free, at the battle
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start, then takes the field when the kit calls `releaseSkillSummon(battle, unit, tokenId)` — and the dock hooks are owned
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by the piece: give it its kit with `battle._setupUnit(t, kit)` and **no** `offOwner` (the generic token kit registers no
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hook), and clear the owner's `mem.summonStock[tokenId]` when the skill takes the summon back (`op-slent2.js` 夜灯,
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`op-phatm2.js` 本能的召唤). A kit test fields a piece the same way:
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`units: [op, { uid, kind: 'token', tokenId, ownerUid, row, col }]` (`test/content/op_bgsnow.test.js`); the match side is
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covered by `test/match/diy-shop.test.js` (a DIY 鸿雪's 打字机 from prep to battle). Potential is 0 [ASSUMED: no account]. A new kit makes the operator a legal pick at once:
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the server's `welcome.diyKitted` lists `KITTED_CHARS`, so the 自选编队 picker offers it and `room.diy` keeps it.
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