feedback5 CB3: DESIGN §25.17 — the community reports of 2026-10-06 for operator kits and triggers (five fixed, five answered, 乌尔比安's revive tile a question for the owner); kit comments follow the counter rule
docs/history/0.2.0.md: §25.17 in §25's style (seen / official / cause / now / [ASSUMED] / golden / tests) and the intro list; docs/design/engine.md cites §25.17.5 for the in-place revive; the header comments of 星熊, 斩业星熊, 年 and 余 say "every enemy damage instance" instead of "every attack". No code change.
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@@ -100,7 +100,7 @@ Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `ba
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| `hit` | `{ source, target, dmg }` | before mitigation; mutate `dmg` (DamageInfo) |
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| `damaged` | `{ source, target, amount, type, dmg }` | after application |
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| `heal` | `{ source, target, amount }` | before application (mutable amount) |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — fired by every HP loss of a unit without a boss pool (hits of any type, element bursts, 无来源 damage, `loseHp`); set `prevented`. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤, once per deployment) `PRIO_REVIVE` −100 → items' 复活 (M3茧甲) `PRIO_RESPAWN` −101 → 埃芒加德 −110; the two 复活 revive in place and open a new deployment for the lock (§21.21) and for a deploy-timed skill (`activateOnDeploy`, started again); a running 坚固 window's hook sits at `PRIO_UNDYING_HELD` −99, before a 傀儡师's switch to its 替身 (−100, ahead of the lock — a 本体 holding 不死 does not switch, §22.11) |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — fired by every HP loss of a unit without a boss pool (hits of any type, element bursts, 无来源 damage, `loseHp`); set `prevented`. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤, once per deployment) `PRIO_REVIVE` −100 → items' 复活 (M3茧甲) `PRIO_RESPAWN` −101 → 埃芒加德 −110; the two 复活 revive in place and open a new deployment for the lock (§21.21) and for a deploy-timed skill (`activateOnDeploy`, started again: §25.17.5); a running 坚固 window's hook sits at `PRIO_UNDYING_HELD` −99, before a 傀儡师's switch to its 替身 (−100, ahead of the lock — a 本体 holding 不死 does not switch, §22.11) |
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| `kill` | `{ killer, victim }` | victim hp reached 0; a `killed` ability that keeps the enemy alive (a knock-out into a 重生 / form change, §21.4) hides it from every later handler, the kill count, credit and the bounty |
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| `death` | `{ unit }` | unit removed (ops may redeploy later); the `die` event and the death hooks fire only on removal |
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| `skillStart` / `skillEnd` | `{ unit, skill }` | |
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@@ -25,7 +25,11 @@ settled (泥岩's 闭锁; 忍冬, 深靛, 阿) → §25.11; release packaging an
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with no Spine model) → §25.12; round 18 — 拟态物质 at the copy cap (GitHub #207), 华法琳's 7 / 14 (GitHub #175, PR #192),
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a merged elite 拉普兰德 as a new one (GitHub #169), the leader pool per player alive (PR #209), the flying lift and two
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model quirks (PR #211) → §25.13; the community reports of 2026-10-06 (the 孤岛风云 prisoners drawn freed, 忍冬's trigger, a
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bounty burned to death by the 活性源石, 枯朽之种 paying a bounty) → §25.14.
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bounty burned to death by the 活性源石, 枯朽之种 paying a bounty) → §25.14; the second batch of community reports of
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2026-10-06, stream CB3 (operator kits and triggers: 砾's double hit, 乌尔比安's S3 landing behind the 联防 red gate, the
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「受到攻击时」 counters on every enemy damage instance, a 突袭 member's jump after an in-place 复活, 银灰's sound; 铃兰's
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trigger, 琳琅诗怀雅's champagne, the 突袭 玛恩纳, 归溟幽灵鲨 devoured and 荒芜拉普兰德 / 叙拉古 already answered; 乌尔比安's
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revive tile a question) → §25.17.
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Decisions of the owner: 2026-10-04 — the server stays on plain `node:http` + `ws`, no web framework (§25.1);
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2026-10-05 — the 补位 plan (§25.3); the 自选编队 rules, the collab operators out of the pool, ISW-A refused (§25.4);
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@@ -1062,3 +1066,131 @@ fixed (W5AA's commits name every golden scenario moved); two were already fixed
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bounty 使徒 whose seeds leaked sent every seed into 联防 carrying the card — 15 of 16 re-entries paid it again — which
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is the report; on this tree only the 使徒's own leak carries it.
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- Golden: unchanged. Pinned: `test/sim/feedback5-community-pins.test.js`.
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### 25.17 Community reports of 2026-10-06, stream CB3: operator kits and triggers — `sim/ai.js resolveHit` (`hitDmgMul`), `kits/ops/chess_char_2_12-gravel.js`, `kits/ops/chess_char_5_05-ulpia.js`, `sim/battle/players.js onOwnBoard`, `kits/shared/tier1.js byEnemyAttack`, `content/items/battle.js revivedInPlace`, `tools/assets/audio.mjs pickUnitSfx`
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The owner's second collection of community reports (2026-10-06/07) was split over five streams; CB3 took the items about
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operator kits and skill triggers (items 2, 16.1, 16.4, 16.5, 17, 27, 28, 30, 44, 46, 54 of the list). Each was reproduced
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on the 0.2.0 tree with a script first (where the report could be older, on the v0.1.1–v0.1.4 sources too), then checked
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against the official data (character_table, skill_table, activity_table → act2autochess, audio_data, ArknightsGameData's
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buff templates, the local client's charpacks and skill prefabs) and PRTS (备注 included). Five are real and fixed, one
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commit each with its golden scenarios named; five were already answered or are not bugs (pinned by tests); one is a
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question for the owner.
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#### 25.17.1 「砾的平A是比较特殊的双判,是两次50%伤害倍率(不是攻击倍率)」 (item 16.5): two instances of 50 % 伤害倍率 per normal attack — `sim/ai.js resolveHit`, `sim/professions.js` (`hitDmgMul`), `kits/ops/chess_char_2_12-gravel.js`
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- **Seen**: one damage instance per attack (measured: against DEF 300, ATK 352, one hit of 52), so a 频次 enemy lost 1.
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- **Official**: PRTS 砾 特性备注 — in her attack animation every normal attack deals two instances, each 50 % of the final
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damage (after DEF / damage reduction, before 重设伤害), and the second triggers no 受击回复.
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- **Now**: the profile field `hitDmgMul` — the DamageInfo `mul` of each of the `hits` instances on the main target, applied
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after DEF / RES and the damage multipliers, `noSp` on the later ones — and 砾's kit trait `{ hits: 2, hitDmgMul: 0.5 }`:
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two hits of 26 in the example (the same total), 2 per attack against a 频次 enemy. Both her skills are passive, so every
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attack she makes is a normal attack.
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- [ASSUMED]: the two instances land at once, at her attack's damage frame (the animation's second hit is not timed).
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- Golden: 7 scenarios with 砾 on the board — roster-004 / 005 / 024, bond-indomShip-low / -high, bond-kazimierzShip-low /
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-high (two damage events per attack; in roster-024 and bond-kazimierzShip-high the last blow lands on another instance,
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so kills move between her and her neighbours). Tests: `test/sim/feedback5-gravel-double-hit.test.js`. Docs: docs/SIM.md.
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#### 25.17.2 「乌尔比安使用3技能会在联防阶段跳到红门后」 (item 27): the S3 【移动】 lands only on his own board — `kits/ops/chess_char_5_05-ulpia.js`, `sim/battle/players.js onOwnBoard`
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- **Seen**: on the one-helper 联防 map (act1autochess_escaped_single: the lone helper on the left half, the enemies out of
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the middle gate at col 10) an anchor that met no enemy flew on 6 tiles into the right half, where no enemy walks, and he
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stood there behind the red gate for the whole skill (reproduced: (10,7) → (10,13); on a solo boss field (2,5) → (2,11)).
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- **Official**: PRTS 乌尔比安 S3 备注 ③ — the anchor tile if it can be deployed on, else the tile one beyond, else his own
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tile. "可部署" is a tile his player deploys on.
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- **Cause**: "deployable" was any standable tile of the battle rect; UNITE_RECT spans both halves of the 联防 map and
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BOSS_RECT the hand / 临时整备区 rows and the partner's half.
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- **Now**: the landing must also lie on his board — `Battle.onOwnBoard(ps, r, c)`, the board region GEO.FIELD mapped onto
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the field as `mapTile` maps the pieces (the helper stream CB4 adds for the 突袭 landing; the hunk is identical).
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The anchor still flies its 6 tiles and blasts there; he stays when neither tile is his.
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- [ASSUMED]: that the official "可部署" excludes the other half of a shared field (the level files mark both halves
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buildable; no player deploys on the other's).
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- Golden: 1 scenario — fields hidden-boss_9-solo (his first cast landed on the right half). Tests:
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`test/sim/feedback5-ulpia-own-board.test.js`; `test/sim/facing-invariance.test.js` counts every tile of its open field
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as the player's own (a board-position rule, like the deployment order it already avoids).
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#### 25.17.3 「乌尔比安3技能期间死亡会留在3技能位移后的位置复活,应回到初始部署位复活」 (item 28): the sources say where he fell — a question for the owner, no change
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- **Checked**: knocked out during S3 he lies on the landing tile and comes back there — the rule of every operator moved
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off its board tile since 0.1.1 (§21.24, `Battle._layBody`): PRTS 卫戍协议/帮助 「原地留下一个“倒地干员”…自动部署至该位置」,
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whose one exception (「若干员被击倒的位置为其他干员或召唤物的初始位置,则…尝试返回其自身的初始位置」) does not apply to his
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landing tile. PRTS 乌尔比安 S3 备注 ④ (the 【返回】 at the skill's end) says nothing of a knock-out, and the client's S3
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templates (`ulpia_s3_*`: the 【移动】 respawn clips and flags) carry no other rule. With §25.17.2 he can no longer fall
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behind the red gate.
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- **Question for the owner**: keep "where he fell" (the sources) or send him back to his deployment tile (the report)?
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- Golden: unchanged.
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#### 25.17.4 「退行的潮涌者的攻击无法触发菲莱2技能的受击反击(排查其他类似技能的干员)」 (item 30): the 「受到攻击时」 counters answer every damage instance from an enemy — `kits/shared/tier1.js byEnemyAttack`, `kits/ops/chess_char_3_06-philae.js` and the kits below
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- **Seen**: the report's 退行的潮涌者 is the 巢涌者 (深溟 / 富营养的巢涌者 in this mode): no normal attack, its talent hurts
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every operator in range once a second — and 菲莱 S2 never answered it (measured: 0 blasts).
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- **Official** (ArknightsGameData buff_template_data): the pulse is an AdvancedApplyDamage with the enemy as its source
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(`enemy_dsubrl_aoe[aura]`); the counters fire on ON_TAKE_DAMAGE — `philae_s_2` with no filter at all, and on a source of
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the other side `inverse_damage` (星熊 S2, from its skill prefab), `inverse_damage[magic]` + `nian_s_2` (年 S2),
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`bubble_s_2` / `bubble_t_1` (泡泡 S2, 尖刺盾), `vendla_s_2` (刺玫 S2), `yu_s_1[inverse_damage]` (余 S1), `hsgma2_s_1` /
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`hsgma2_e_003_tr_take` (斩业星熊 S1, AST-X), `mlynar_t_2[inverse]` (玛恩纳 无动于衷). 棘刺 S2 (a 普通伤害 filter) and 信仰搅拌机
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S3 (any damage) were already right.
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- **Cause**: those kits required `dmg.isAttack`.
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- **Now**: `byEnemyAttack` = any damage instance from an enemy but a 流失 (PRTS 作战机制: 流失 triggers no 受击 events), an
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element 损伤, 无来源 damage or another counter / reflection (tags `counter` / `reflect`, no ping-pong); 菲莱 S2 takes any
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instance but a 流失 or a counter. `test/content/op_nian.test.js` pinned "a non-attack hit returns nothing" for 年 S2 —
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updated on purpose.
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- [ASSUMED]: a hit fully absorbed by a shield still counts (ON_TAKE_DAMAGE fires on the damage instance); a dodged one does not.
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- Found on the way, not changed: the pulse is `_ignoreForSp` officially (no 受击回复 SP, so it should not set off 雷蛇's
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talent either) and still gives SP here; `content/generic.js`'s parsed counter still takes attacks only (no unit uses it).
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- Golden: 19 scenarios where an enemy's non-attack damage reached one of these operators — roster-002 / 005 / 008 / 010 /
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012 / 016 / 033 / 044; bond-lateranoShip-low; fields boss-boss_2-solo, boss-boss_4-pair / -solo, hidden-boss_8-pair /
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-solo; matches solo-FUNNY-1 / -2, coop4-ABYSS-7, coop2-ABYSS-10-boosted; diy-051. Tests:
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`test/sim/feedback5-counters-any-damage.test.js`. Docs: docs/SIM.md (re-entrancy rule).
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#### 25.17.5 「突袭盟约的干员如果带被动技能,复活之后不会立马突袭出去,还要等突袭CD」 (item 44): an in-place 复活 starts a deploy-timed skill again — `content/items/battle.js revivedInPlace`
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- **Seen**: 缄默德克萨斯 (S3) revived by M3茧甲 or 埃芒加德 with nothing in range jumped 10.00 s later; after 不屈's real
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redeploy 0.23 s later. After a timed redeploy every passive member already jumped at once (measured for 宴, 缄默德克萨斯,
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斯卡蒂, 耀骑士临光, 伊内丝).
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- **Official**: PRTS 盟约记录 备注 — 「复活」 is 退场 + a 0-time / 0-cost redeploy, a new deployment, after which a deploy-timed
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skill runs again; a 突袭 member counts that running window as 技能就绪 (`raidPoll`, GitHub #49 / #109).
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- **Cause**: the remake revives in place (a `fatal` hook, §21.21): her window, over by then, stayed over and only the idle
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trigger was left.
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- **Now**: `revivedInPlace` also restarts an `activateOnDeploy` skill on the next tick — anew when its window had ended,
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back to its full duration when it still ran — so the member jumps at once; 砾 gets a fresh barrier, 缄默德克萨斯 a new
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sword rain. The SP reset and the other 部署时 effects of PRTS's form stay unmodelled (§21.21).
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- [ASSUMED]: none beyond §21.21's in-place form.
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- Golden: 1 scenario — roster-012 (the elite 缄默德克萨斯 revived in place three times). Tests:
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`test/sim/feedback5-raid-revive.test.js`. Docs: docs/SIM.md, DESIGN §5.4 (design/engine.md, the `fatal` hook).
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#### 25.17.6 「干员银灰的普通攻击的音效错误的使用了3技能期间的攻击音效」 (item 54): an operator whose default mode is the unsuffixed ability never takes a skill mode's sound — `tools/assets/audio.mjs pickUnitSfx`, data/assets.json
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- **Seen**: 银灰's normal attack swung with p_atk_silver_n and hit with p_imp_sword_n.
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- **Official** (audio_data, the local client's charpack): his normal attack is the Default mode's Combat — impact
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`ON_ABILITY_HIT.char_172_svrash.combat` p_imp_spear_n, no swing bank; `.attack.2` (silver swing, sword impact) is his S3
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mode, `.attack.1` his S2 mode.
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- **Cause**: the picker's skill-mode test is by file name (`_d` / `_h` / `_s`), and those files end in `_n`.
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- **Now**: an operator with a plain attack / combat bank (its default mode is the unsuffixed ability) never takes a
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numbered variant; those that number their default mode (`attack.0` …) keep the order. Of the 209 operators it changes
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4: 银灰, 雷蛇 (S2's lightning impact), 初雪 (her S1-2 mode's impact), 圣约送葬人 (S3_End's impact). data/assets.json was
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regenerated offline (`fetch-assets --offline --add-only --allow-shrink`; JSON compare: those 4 entries, the hash and
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stats). 银灰's official impact file was never downloaded on that machine, so his entry is empty until one online
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`node tools/fetch-assets.mjs --add-only` adds it.
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- Golden: unchanged. Tests: `test/feedback5-operator-sfx.test.js`. Docs: docs/ASSETS.md.
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#### 25.17.7 Already answered or not a bug: 铃兰's trigger, 琳琅诗怀雅's champagne, the 突袭 玛恩纳, 归溟幽灵鲨 devoured, 荒芜拉普兰德 and 叙拉古 (items 2, 17, 16.1, 16.4, 46) — no change
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- **Item 2** 「敌人在干员…铃兰技能范围内没有开技能,在攻击范围才开」: her default S3 狐火渺然 (「攻击范围扩大」, no class or charId
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row) was DEFAULT up to v0.1.4 — an enemy in her own 2-tile range; 0.2.0's ACTIVE_RANGE (§25.5, `resolveTrigger`) casts
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it with an enemy in its running range y-8 (3 tiles ahead), as for 忍冬 (§25.14.2). data/chess.json already says so.
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- **Item 17** 「琳琅诗怀雅的2技能的香槟只会在攻击范围内生成」: fixed by 0.2.0 WC (GitHub #116 item 2, §25.6): S2 “见面礼” throws
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on the placeable, walkable ground tiles of range x-6 — her tile and two tiles up / down / left / right (PRTS 备注
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「香槟炸弹放置范围:x-6」), onto an enemy's tile when one stands there. Pinned by `test/content/kits_t3.test.js`.
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- **Item 16.1** 「突袭转职玛恩纳触发突袭的频率低很多…攻击范围里有怪的时候即使长时间没攻击也不会突袭」: the bond text itself —
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「干员10秒内未进行攻击或技能就绪时,若范围内没有敌人」. A 解放者 never attacks with his skill off, so his 10 s are always met,
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and an enemy in his range (one he does not block keeps walking through it) is what holds the jump, as for every member.
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Should the owner have footage of the official game jumping with an enemy in range, that would be a new rule.
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- **Item 16.4** 「归鲨被吃的时候不是变替身而是进了再部署」: not reproduced — an 阿戈尔 devour mark switches her to her 替身 on
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normal, 联防 and boss fields; a sweep of 400 random chains (241 marked, 201 lethal) on this tree and on v0.1.2–v0.1.4:
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never a knock-out. A player who does not own her fields her 补位 stand-in Sharp (近卫-无畏者, no 替身).
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- **Item 46** 「荒芜拉普兰德开技能之后好像没有普攻了…叙拉古恐惧概率不高」: during her default S3 every drone is out chasing the
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enemies nearest to it (PRTS 技能流程), so she makes no attack of her own — the drones hit — and her attacks come back
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when it ends (measured). 叙拉古 6's true damage + fear is PRTS's rule: 0.139 % per 普通伤害 attempt, +0.139 % per miss,
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a counter shared by the player's members (3 % on average; measured 3.0 %).
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- Golden: unchanged. Pinned: `test/sim/feedback5-cb3-pins.test.js` (items 2, 16.1, 16.4, 46).
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@@ -5,7 +5,7 @@ import { AURA, num, tbb, whileDeployed, pulse, toggleBuff, isSel, alt, withDefau
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import { byEnemyAttack } from '../shared/tier1.js';
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export default withDefaults({
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// ===== 星熊 (protector) S2 荆棘 (passive) — DEF +13 %, counters every attacker for 65 % ATK phys; talents
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// ===== 星熊 (protector) S2 荆棘 (passive) — DEF +13 %, answers every enemy damage instance with 65 % ATK phys on its source; talents
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// S1 战意 (TAKE_DAMAGE: DEF/ATK up); S3 力之锯 (ATK/DEF up, cuts every enemy on her front tile — all enemies of her
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// range); module PRO-X (护身符): DEF +20 % while blocking
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chess_char_4_17_a: (bb, chess, def) => {
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@@ -40,8 +40,8 @@ function yu(bb, chess, def) {
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// "将第二天赋效果赋予全场所有干员" belongs to S3 (the default skill) only
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const s3On = (unit) => isDef && !!unit.skill?.active;
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const skills = {
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// S1 今日做东 (TAKE_DAMAGE, hurt SP): passive taunt +taunt_level; active: HP / DEF +, every attack taken ⇒
|
||||
// ep_damage_ratio × ATK 灼燃损伤 on the attacker (install below)
|
||||
// S1 今日做东 (TAKE_DAMAGE, hurt SP): passive taunt +taunt_level; active: HP / DEF +, every enemy damage instance taken ⇒
|
||||
// ep_damage_ratio × ATK 灼燃损伤 on its source (install below)
|
||||
skchr_yu_1: { kind: 'duration', mods: { hpPct: num(bb.max_hp), defPct: num(bb.def) } },
|
||||
// S2 厚礼上宾 (cast with an enemy on its x-1: the data's SKILL_RANGE, a deliberate deviation from the 重装 TAKE_DAMAGE
|
||||
// row — tools/build-data.mjs TRIGGER_DEVIATIONS, DESIGN §22.10): atk_scale × ATK arts on every enemy of the skill range
|
||||
|
||||
@@ -19,8 +19,8 @@
|
||||
// data's 'phys' too since 0.2.0 WE2 — build-data classifyAttack) and arts while one runs (every skill's attack override); block 3, ground-only
|
||||
// melee on her 1-1. Module AST-X 无迹 adds "且攻击和受到攻击时对目标额外造成10%攻击力的法术伤害" (trait bb atk_scale): every
|
||||
// damage instance of her normal attacks (skill attacks included; not the shield, a counter or the module's own damage)
|
||||
// is followed by atk_scale × ATK arts on that enemy (附加伤害: no dodge), and every enemy attack she takes returns
|
||||
// atk_scale × ATK arts (普通伤害) to the attacker — whether a skill runs or not [ASSUMED: PRTS's list of the checked
|
||||
// is followed by atk_scale × ATK arts on that enemy (附加伤害: no dodge), and every enemy damage instance she takes
|
||||
// returns atk_scale × ATK arts (普通伤害) to its source (tier1 byEnemyAttack) — whether a skill runs or not [ASSUMED: PRTS's list of the checked
|
||||
// conditions names no skill period].
|
||||
// - T1 业火 "生命降至0时进入“我执”…": a lethal damage instance leaves her on the field in 我执 instead (the damage past her
|
||||
// HP opens the negative pool — the engine keeps her at its 1-HP floor for the official 0); in 我执 every later damage
|
||||
@@ -34,8 +34,8 @@
|
||||
// - T2 鬼之架势 "在场时,自身获得最高+50法术抗性和35%攻击力的坚忍(损失70%生命值时达到最大加成)": RES +min_magic_resistance and ATK
|
||||
// +min_atk scaled linearly by the HP lost from max_hp_ratio down to min_hp_ratio (坚忍), re-read every tick; in 我执 at
|
||||
// its maximum. AST-X stage 3: the maximum at 50 % lost (min_hp_ratio 0.5) and "达到最大加成时,攻击力额外+15%" (atk).
|
||||
// - S1 恶业苦果 (AUTO, 受击回复 SP, 持续时间无限 — a toggle): ATK +atk, DEF +def, arts attacks; every enemy attack she takes
|
||||
// deals atk_scale × ATK arts to the attacker (a direct pick of the damage source, enemies only). A self buff: the owner's
|
||||
// - S1 恶业苦果 (AUTO, 受击回复 SP, 持续时间无限 — a toggle): ATK +atk, DEF +def, arts attacks; every enemy damage instance
|
||||
// she takes deals atk_scale × ATK arts to its source (a direct pick of the damage source, enemies only). A self buff: the owner's
|
||||
// AUTO rule fires it as soon as its SP is full (`trigger: 'SP_FULL'`, as 引星棘刺 S1 — kits/README.md checklist 5).
|
||||
// - S2 无始无明 (AUTO, attack SP; data DEFAULT): the cast replaces the attack about to be made — the shield throw, three hits
|
||||
// of attack@atk_scale × ATK arts on every enemy she blocks (none blocked: her target [ASSUMED]); then the shield circles
|
||||
|
||||
@@ -27,8 +27,8 @@
|
||||
// no-SP-during-a-skill rule, tier1 giveSp).
|
||||
// - S1 锡灼 (MANUAL, time SP; data DEFAULT — the owner's 重装 cast-in-range exception, rawRule TAKE_DAMAGE): `duration` s of
|
||||
// DEF +def and ATK +atk; normal attacks deal arts damage.
|
||||
// - S2 铜印 (MANUAL; data DEFAULT): `duration` s — stops attacking; DEF +def, block +block_cnt; every enemy attack she takes
|
||||
// (each damage instance of one, as 星熊 荆棘 / 泡泡) deals atk_scale × ATK arts to the attacker and silences it `silence`
|
||||
// - S2 铜印 (MANUAL; data DEFAULT): `duration` s — stops attacking; DEF +def, block +block_cnt; every enemy damage instance she
|
||||
// takes (its attack or not, as 星熊 荆棘 / 泡泡) deals atk_scale × ATK arts to its source and silences it `silence`
|
||||
// s ("失去特殊能力"): a direct pick of the damage source (ignoreSelect), enemies only (PRTS 备注), even when a 护盾 layer
|
||||
// negated the hit.
|
||||
// - S3 铁御 (MANUAL; data DEFAULT — its x-2 is a 技能范围 for the allies, no attack-range change): `duration` s of ATK
|
||||
|
||||
Reference in new issue
Block a user