feedback5 WM: merge feedback4 at 13808e3 (W4A) — 高台 for every 「可以放置于远程位」 trait holder, the 5-阿戈尔 revive slots, the 联防 devour of whoever stands in front
Ported by hand into the split layout: -83fc408board.js placeClass: the player's loadout no longer counts, as in83fc408. feedback5's 补位 rule stays: a chess the player fields as its stand-in is placed by the stand-in's record (ps.fieldRecord). positionClass(rec) takes no module. -83fc408client piecePosition → public/js/ui/gameLogic/placement.js: meleeOnHighGround(rec) on the stand-in or chess record, no module. The gameLogic.js shim header and deployedModuleId's comment follow; deployedModuleId is kept, still exported and tested. -83fc408PlayerState._placementOf comment → server/match/player/placement.js. -83fc408tools/golden.mjs layout: positionClass without the module, on feedback5's stand-in body (recOf) and in diyLayout. - bonds/core.js (6ab9a06,8a2e0c7) applied cleanly; it equals 13808e3's plus feedback5's i18n toast. shared/highGround.js equals 13808e3's. - data/: only bonds.json (the 阿戈尔 spec text). node tools/build-data.mjs --offline on the merged tree rewrites all 15 files byte-identical. Golden regenerated: 16 scenarios moved, all by83fc408. Each fields 歌蕾蒂娅 (normal, or elite with HOK-X / no module), whom tools/golden.mjs now lays out beside the enemy path like a ranged operator instead of on the busiest melee tile: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high, bond-indomShip-low, bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair, boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. This is the list in 83fc408's own message. With the 阿戈尔 commits reverted the digests are the same, so those two move nothing in this corpus. The standins, diy and matches families are unchanged: no stand-in or 自选 piece there is 歌蕾蒂娅, 崖心 or 见行者.
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@@ -154,7 +154,7 @@ Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAft
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| `name`, `appellation` | `"隐现"`, `"Insider"` | |
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| `rarity` | `5` | stars 1–6 |
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| `profession`, `subProfessionId`, `subProfessionName`, `position` | `"SNIPER"`, `"fastshot"`, `"速射手"`, `"RANGED"` | |
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| `placement` | | not stored. A MELEE chess may stand on a 高台 only when it is elite 歌蕾蒂娅 (`char_474_glady`, `isGolden`) carrying HOK-Y 淡金坠饰 (`uniequip_003_glady`), decided at place time from the loadout (`shared/highGround.js`, `board.js placeClass`). The trait 「可以放置于远程位」 is not read. Owner's decision 2026-10-04; §22.6's `placement: "all"` is gone. `position` stays MELEE for the battle |
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| `placement` | | not stored. A MELEE chess may also stand on a 高台 when its trait without a module (`traitBase`, else `trait`) reads 「可以放置于远程位」 — the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者, normal and elite; the module does not matter (every module of the three keeps the line). Read at place time (`shared/highGround.js meleeOnHighGround`, `board.js positionClass`); the owner's decision of 2026-10-05, following PRTS (it reverses the 2026-10-04 one: elite 歌蕾蒂娅 with HOK-Y only). `position` stays MELEE for the battle |
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| `nationId` | `"laterano"` | |
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| `bonds[]` | `["lateranoShip","swiftShip"]` | bondIds (→ `bonds.json`) |
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| `garrisonIds[]` | `["garrison_16_b"]` | 特质 (→ `garrisons.json`); first = displayed trait |
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@@ -155,7 +155,7 @@ Ownership rule for parallel agents: **only edit files assigned to you**; if you
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- **Partner display** cols 11–18 of rows 9–12 (the unite field uses them).
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- **Boss field**: rows 1–5; left half cols 2–10, right half cols 10–18.
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- Enemy preview pen rows 14–18 × cols 7–13 (row 16 empty): during prep the next round's enemies idle there (upper-gate enemies rows 17–18, lower-gate rows 14–15, ≤ 50 models, spawn-time order) — research 08 §4 / 09 §2.
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- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE — the **effective** deploy type: the 深水区 `tile_deepsea` refuses deployment, NONE with the level's `buildableType` ALL kept, PRTS 深水区 地形信息 "拒绝部署(待补充)"; an active 特制水上平台 makes its tile deployable in the prep deploy map only, §21.3), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). The fenced tiles (围墙 `tile_fence_bound` / 围栏 `tile_fence`, legend `b`: LOW, buildable ALL, passable to flyers only) take units, which attack normally from there but block no ground enemy (PRTS 地形机制, §21.23). Melee chess may stand only on LOW tiles with buildable ALL/MELEE — except elite 歌蕾蒂娅 carrying module HOK-Y 淡金坠饰 (`uniequip_003_glady`), who may use the ranged tiles too (owner's decision 2026-10-04; the branch trait 「可以放置于远程位」 is not read, §22.6 reversed); ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`; a summon marked `ownerRange` (狼群, 流形: "只能部署在召唤者攻击范围内") goes only on a tile of its owner's attack range — the loadout grid rotated by the owner's facing around its tile (`PlayerState.summonRange`, §21.3).
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- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE — the **effective** deploy type: the 深水区 `tile_deepsea` refuses deployment, NONE with the level's `buildableType` ALL kept, PRTS 深水区 地形信息 "拒绝部署(待补充)"; an active 特制水上平台 makes its tile deployable in the prep deploy map only, §21.3), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). The fenced tiles (围墙 `tile_fence_bound` / 围栏 `tile_fence`, legend `b`: LOW, buildable ALL, passable to flyers only) take units, which attack normally from there but block no ground enemy (PRTS 地形机制, §21.23). Melee chess may stand only on LOW tiles with buildable ALL/MELEE — except a melee chess whose trait reads 「可以放置于远程位」 (the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者, normal and elite, with any module or none), which may use the ranged tiles too (`shared/highGround.js`; the owner's decision of 2026-10-05, following PRTS — it reverses the 2026-10-04 one that allowed only elite 歌蕾蒂娅 with HOK-Y; on a 高台 it attacks and blocks nothing); ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`; a summon marked `ownerRange` (狼群, 流形: "只能部署在召唤者攻击范围内") goes only on a tile of its owner's attack range — the loadout grid rotated by the owner's facing around its tile (`PlayerState.summonRange`, §21.3).
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- **Facing (corrected, see research 09 §1.2):** like standard Arknights, every board piece has a direction `dir ∈ UP|RIGHT|DOWN|LEFT` chosen with the 4-direction deploy wheel after dropping it on a tile (also re-orientable in place); default `RIGHT`; persists across rounds. Range grid entries are `[dRow, dCol]` relative to facing RIGHT and are rotated: RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)` (row 0 = bottom); `rangeExtend` applies along +dCol before rotating — to a running skill's range too, unless that skill ignores 攻击距离 (`targeting.noRangeExtend`, 信仰搅拌机 S3, §21.16). The right-side Final Assault player is mirrored col `c→20−c` with RIGHT↔LEFT (UP/DOWN unchanged).
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- **Range test:** an enemy is inside a grid range if the tile containing it (`round(y), round(x)`) is one of the range tiles; a huge enemy (data `hitArea`: 巨型单位, a 4.95 × 2.95 rectangle moved 1.0 up) if any tile its hit rectangle overlaps is one (PRTS 作战机制 "巨型BOSS单位的每一个占据的格子都可以让其本身通过格子判定"; `sim/body.js`, §19.4). Radius ranges (enemies, auras, AoE) use Euclidean distance in tiles — to a huge enemy's rectangle [ASSUMED] — except splash around a struck target, a 中点判定 on positions (PRTS 作战机制 "中点判定…案例:阻挡,酒神1天赋的1.3溅射半径"). A ranged enemy's normal attack takes an ally whose collider (radius 0.25, PRTS 作战机制 §碰撞体积 "我方干员碰撞体积基本均为以0.25格为半径的圆形") touches its range circle: centre distance ≤ `rangeRadius` + 0.25 (`constants.js ALLY_COLLIDER_RADIUS`, `ai.js enemyAttack`; §20.4).
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- **Fields at runtime:** a `Battle` receives a **field rect** (rows/cols subset) and the full stage grid. Normal battles use rows 9–12 × cols 0–10; unite uses rows 9–12 × cols 0–20 — on its own map, the escaped template's (stages.json `kind: 'unite'`, `unite.js uniteStageId`; GitHub #41), not the round's stage; boss uses rows 0–5 × cols 0–20 (solo boss uses the left half only). Pathfinding never leaves the rect.
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@@ -418,7 +418,7 @@ Per match: pick stage (weighted among the mode's `config.modes[m].stages`, weigh
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### 6.6 AI players (bot.js)
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Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy (§21.6): pick a band (weighted by starting LP; never one built around a bond the mode switches off — `gd.bandBondIds`, §21.26); each prep: take offers, sell dead bench weight, fill the board, complete affordable merges, level on the curve, then buy only merge progress / lineup upgrades worth more than the refreshes their price would buy (shop odds of completing held pairs), freeze for an unaffordable third copy (坎诺特 keeps 5 funds back); build around a committed focus core bond (a teammate's main bond on its strip counts against it; bonds the mode switches off never) + a second bond; value dealers by DPS vs the round's DEF / RES (an attack on every enemy in range counts double — 阵法术师 / 轰击术师), with the range the unit is deployed with; place by the exposure model + rehearsal on the server's deploy map (no 深水区; a tactician's 援军 within `PlayerState.summonRange`; a 钩索师 / 推击手 on the ground tiles, as a blocker — §22.6; `g.move` judges legality); items by effect (META §1.5: 突变细胞 on the least valuable normal single below 6阶, a cell left in temp gets a hand slot made for it, the operator its transformation gains is deployed by the next prep's lineup step like any owned unit — AI 托管 too; the buy loop's bench shed never sells a piece gained since the bot's last prep, §21.1); 机变 bounties by expected payout − expected LP loss over the offered cards; resolve temp — on a human seat under AI 托管 never by destroying an item while a bench operator can be sold for the slot —; ready. A bot's whole prep — shop decisions and layout planning (`botPrepBeginSteps`, 25–70 ms late in a 4-bot match), the layout rehearsal and `botPrepEndSteps` — runs in wall-clock slices of `botSliceMs` (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time).
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Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy (§21.6): pick a band (weighted by starting LP; never one built around a bond the mode switches off — `gd.bandBondIds`, §21.26); each prep: take offers, sell dead bench weight, fill the board, complete affordable merges, level on the curve, then buy only merge progress / lineup upgrades worth more than the refreshes their price would buy (shop odds of completing held pairs), freeze for an unaffordable third copy (坎诺特 keeps 5 funds back); build around a committed focus core bond (a teammate's main bond on its strip counts against it; bonds the mode switches off never) + a second bond; value dealers by DPS vs the round's DEF / RES (an attack on every enemy in range counts double — 阵法术师 / 轰击术师), with the range the unit is deployed with; place by the exposure model + rehearsal on the server's deploy map (no 深水区; a tactician's 援军 within `PlayerState.summonRange`; a melee chess whose trait reads 「可以放置于远程位」 (钩索师 / 推击手) on a 高台 whose range covers the enemy road, else on the ground, counted as a blocker in the lineup either way — §3; `g.move` judges legality); items by effect (META §1.5: 突变细胞 on the least valuable normal single below 6阶, a cell left in temp gets a hand slot made for it, the operator its transformation gains is deployed by the next prep's lineup step like any owned unit — AI 托管 too; the buy loop's bench shed never sells a piece gained since the bot's last prep, §21.1); 机变 bounties by expected payout − expected LP loss over the offered cards; resolve temp — on a human seat under AI 托管 never by destroying an item while a bench operator can be sold for the slot —; ready. A bot's whole prep — shop decisions and layout planning (`botPrepBeginSteps`, 25–70 ms late in a 4-bot match), the layout rehearsal and `botPrepEndSteps` — runs in wall-clock slices of `botSliceMs` (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time).
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---
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(data/tuning.json, §3.1)
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pool.js SharedPool (copies per base chess, across players), per-match bans, copy-weighted rolls
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board.js placement legality from the stage legend on the deploy field (own board / boss half); a 高台
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also takes elite 歌蕾蒂娅 with HOK-Y (shared/highGround.js), slot helpers,
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also takes a melee chess whose trait reads 可以放置于远程位 (shared/highGround.js), slot helpers,
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reading order (boardOrder), a merge's elite tile in deployment order (mergeTile)
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bondsMeta.js bond counting modes, tiers, 调和 / 独行 / 助力 / 绝技, layers
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effectsMeta.js MetaRegistry + EffectDispatcher + the handler ctx (this document, §2)
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## 4. 摆阵与朝向
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- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**只有精锐歌蕾蒂娅、并且装备了模组 HOK-Y「淡金坠饰」,才能放到高台上**;崖心、见行者、没晋升的歌蕾蒂娅、换了别的模组或者不装备模组,都只能放在地面。站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。
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- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**特性写着「可以放置于远程位」的近战干员(钩索师、推击手:歌蕾蒂娅、崖心、见行者)也能放到高台上**,普通和精锐都可以,装什么模组或者不装模组都一样;其他近战干员只能放在地面。站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。
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- 想只改朝向:把干员拖回它自己所在的格子再选方向。朝向会一直保留到下一回合。
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- **点选按地上的方格**:点哪个方格就选中站在那个方格上的单位,点空方格不选任何单位(点到后一格干员画出来的头部,算作点了后面那一格)。作战中友方同样按方格;敌人在格子之间走动,点它的身体或脚下附近(0.6 格内)即可,飞行敌人点它的身体。
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- 拖动时模型一直在指针 / 手指下(脚在指针下方约半格,鼠标和触屏一样),**指针所在的格子**就是落点并高亮;装备拖到哪个格子,就配发给那个格子上的干员;在商店栏上松手则放回原位。
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@@ -2727,7 +2727,7 @@
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},
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{
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"need": "5 distinct",
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"effect": "The first 3 阿戈尔 members by position (the devour order: leftmost first, then topmost; fixed at battle start) each revive immediately on their own first knock-out, whatever the order of knock-outs (max_free_respawn_cnt 3)."
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"effect": "The first 3 阿戈尔 members to be knocked out, in knock-out order (the battle-start devour's food included; a member never knocked out takes none), each revive immediately on that first knock-out; a member takes at most one, and a save by its own kit / item / band revive is no knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05)."
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}
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],
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"algorithm": [
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@@ -2748,7 +2748,7 @@
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"howToPlay": "Put cheap/high-tier fodder in front of 阿戈尔 carries: they steal base ATK and block, gain layers, and (5) revive. Tier-6 fodder gives +6 layers per battle.",
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"assumed": [
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"5000 physical 流失 ignores DEF and shields",
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"marked allied units are the player's own operators (devour hits allies)"
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"marked allied units are operators of any player (devour hits allies): on a shared field a teammate's operator in front, standing or entering 联防 knocked out, is devoured too and the chain continues through a teammate's 阿戈尔 (the owner's decision of 2026-10-05: PRTS has no own-side limit)"
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]
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},
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"members": [
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@@ -374,7 +374,7 @@ Members (11 chess, 10 in current shop pool; by tier in shop: {'1': 1, '2': 1, '3
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- **[3 distinct]** 阿戈尔 members maxHP x(1 + 0.35 + 0.01*L).
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- **[3 distinct (battle start)]** Devour (吞噬): see algorithm.
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- **[5 distinct]** The first 3 阿戈尔 members by position — the devour order below (step 1), i.e. the deployment order, fixed at battle start — each revive immediately on their own first knock-out, whatever the order of knock-outs (max_free_respawn_cnt 3; PRTS 阿戈尔 备注 "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始", players' videos; until 0.1.3 the remake gave them to the first 3 members knocked out). A devour knock-out of one of them spends its revive (it stays standing, step 4); any other member the devour knocks out stays down.
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- **[5 distinct]** The first 3 阿戈尔 members to be knocked out, in knock-out order, each revive immediately on that first knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05, following players' reports — GitHub #105, #140). The battle-start devour's knock-outs count, so the food usually takes them at t = 0 (it stands again, step 4) and survivors = uneaten members + 3. A member takes at most one, on its first knock-out of the battle, however many 阿戈尔 mark it (step 4 cancels its pending marks); a save by its own kit / item / band revive (斯卡蒂's DRE-Y, M3茧甲, 埃芒加德 [ASSUMED for the band]) is no knock-out and takes none. 0.1.3 gave them to the first 3 members by position, fixed at battle start (from PRTS's devour note "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始" and players' videos), so uneaten front members held them.
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- Algorithm:
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1. Order: 阿戈尔 members sorted leftmost first, then topmost ("更靠左和靠上").
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2. Each 阿戈尔 in order marks the unit on the tile directly in front of it (its facing direction) and also the front-tile unit of every 阿戈尔 it has marked (chain). It never marks itself, a unit it already marked, or a unit that marked it.
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@@ -387,7 +387,7 @@ Members (11 chess, 10 in current shop pool; by tier in shop: {'1': 1, '2': 1, '3
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- How layers are gained: Devour (tier per devoured unit, every battle); 幽灵鲨 被击倒 +3; 归溟幽灵鲨 被击倒/替身切换 +5 阿戈尔 +5 不屈; 斯卡蒂 each 2 kills +1 阿戈尔/坚守/突袭; 海霓 first kill (enemy or ally) +3 阿戈尔/奥术; 机变 "斯卡蒂的盟誓" +8. Strategy 克莱门莎: an 阿戈尔 knocked out adds layers = its tier.
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- How it plays: Put cheap/high-tier fodder in front of 阿戈尔 carries: they steal base ATK and block, gain layers, and (5) revive. Tier-6 fodder gives +6 layers per battle.
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- 5000 physical 流失: less the target's DEF (PRTS 作战机制: a 物理/法术流失 "会受到目标当前防御力/法术抗性影响而相应衰减"; DEF-free [ASSUMED] until 0.1.1), no shields, dodge or damage multipliers (a 流失)
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- [ASSUMED] marked allied units are the player's own operators (devour hits allies)
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- Marked units are allied operators (devour hits allies), whoever owns them: on a shared field (联防, boss) a teammate's operator in front — standing, or one that entered 联防 knocked out — is devoured too, with the same base ATK / block gains, and the chain continues through a teammate's 阿戈尔 (the owner's decision of 2026-10-05; PRTS "依次吞噬身前一格干员" has no own-side limit; GitHub #140 comment 4). Its knock-out is its owner's (their revives). The remake's two 联防 helpers stand on board cols 3–9 and 11–17 with the road column 10 between them, so on the current maps no teammate's operator is ever in front.
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- Bond item (with 变形同构体 grants this bond): 阿戈尔重刃 `chess_item_3_07_e` (2 gold: 攻击力+40%,攻击速度-10)
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- Garrisons that explicitly add layers to this bond: `garrison_38`, `garrison_40`, `garrison_46`, `garrison_131` (see section 4; plus the generic ones)
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- Garrisons that scale with this bond's layers: `garrison_07`, `garrison_09`, `garrison_10`, `garrison_12`, `garrison_84`
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||||
|
||||
@@ -1981,7 +1981,7 @@ Consequences for the current pool:
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||||
- Tokens marked `DEFAULT` in `shopStateTokenDict` are these placeable pieces: 医疗探机, 诅咒娃娃, 狼群, 斯卡蒂的海嗣, 流形. `HIDDEN` tokens exist only in battle.
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||||
- [ASSUMED] Summons do **not** use one of the 8 deploy slots, as in the base game. Keep this as a config flag.
|
||||
- **Battle start:** every board unit deploys for free, in order **从上到下>从左到右** (下半): down each column, the columns left to right (research 01 §4.3). In the boss round the order is mirrored for the right-side player. After that, knocked-out units redeploy automatically on their tile when the respawn timer is done and DP ≥ `cost` (DP starts at 10, +1/s, cap 99).
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||||
- **Ranged units may stand on melee tiles** ("所有行动内远程干员可部署在近战位"). Melee units may **not** use ranged-only tiles (HIGH `h`) — except elite 歌蕾蒂娅 carrying HOK-Y 淡金坠饰 (`uniequip_003_glady`). The branch trait 「可以放置于远程位」 (钩索师 / 推击手; PRTS 新人入门 "可部署在高台和地面") is on every variant and is **not** read (owner's decision 2026-10-04, reversing the §22.6 reading of GitHub #32 item 4). 崖心 has only HOK-X; 见行者, a normal record, any other module and no module stay on the ground. Maps: see 05.
|
||||
- **Ranged units may stand on melee tiles** ("所有行动内远程干员可部署在近战位"). Melee units may **not** use ranged-only tiles (HIGH `h`) — except those whose trait reads 「可以放置于远程位」: the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite; PRTS 歌蕾蒂娅 · 特性 and 新人入门 "可部署在高台和地面"), which every module of the three keeps, so any module or none. The owner's decision of 2026-10-05 follows PRTS (raised with the PRTS source in PR #69 by @sunstricken) and reverses the 2026-10-04 one (elite 歌蕾蒂娅 with HOK-Y only). A module's 部署效果 (教官 Y "可以额外部署在远程位") stays off in this mode (PRTS 卫戍协议/帮助 §战斗部署). Maps: see 05.
|
||||
|
||||
### C3. Pool membership per match
|
||||
The per-match ban removes every visible chess whose bonds are **all** in the disabled set. The rule is verified; see 01 Addendum A2. Elites of banned chess are also unobtainable. Hidden chess (17) stay out of the shop as §1.2 says.
|
||||
|
||||
Reference in new issue
Block a user