0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs #537 / #536 / #535 by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR #520 by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR #518 by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md
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@@ -545,7 +545,7 @@ returns their current `weight` (including modifiers). The same tick's count and
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list and budget (DESIGN §28.27); this is local to the kit, not a change to general displacement.
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**Hit areas (`body.js`, user playtest #5 item 10).** A regular enemy is a point: in a grid range when the tile of its
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position (`round(y)`, `round(x)`) is a range tile, in a radius when its position is (DESIGN §3). A huge enemy (巨型单位:
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position (`roundHalfEven(y)`, `roundHalfEven(x)` — PRTS 作战机制 "四舍六入五成双"; `Math.round` would take 2.5 to 3) is a range tile, in a radius when its position is (DESIGN §3). An enemy held on the field edge is inset by `FIELD_EDGE_INSET` (1/1048576) [ASSUMED] so that rounding keeps it on the edge tile; movement, knockback and a unit's standing tile for range keys still use `Math.round` (§30.20). A huge enemy (巨型单位:
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`enemy.hitArea` from data/enemies.json `hitArea` — 假想敌:胄 / 管 / 盐风主教昆图斯 / 阿利斯泰尔 / “萨米的意志”, PRTS
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"受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0") is hit anywhere on a rectangle `w` × `h` tiles centred on its position
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moved `dx` columns right / `dy` rows up: it occupies every tile the rectangle overlaps (`bodyKeys` — 5 × 3 tiles; PRTS
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@@ -1123,7 +1123,7 @@ Element conventions of the kits (user playtest #5 #3; official term dictionary:
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targeting: { maxTargets, rangeGrid, rangeExtend, priority, allInRange, canHitFly,
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noRangeExtend /* the skill's range ignores the unit's 攻击距离 (rangeExtend): 信仰搅拌机 S3, PRTS 备注 */,
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showOwnRange /* rangeGrid only selects targets, no official range change: the card keeps the unit's own range */ },
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attack: { dmgType, atkScale, healScale, splashRadius, splashScale, hits, projectile, maxTargets, dmgMul,
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attack: { dmgType, atkScale, healScale, splashRadius, splashScale, hits, funnelMul, funnelBodyHits, projectile, maxTargets, dmgMul,
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chain: {count, falloff, radius, sluggish}, heal: {mode, count, falloff, hpAtMost /* targets at or below this HP ratio only */}, onHitStatus: {key, duration, value},
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onHit(ctx), // once per attack (main target; target may be null for a splash landing)
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onEachHit(ctx) }, // per victim: main, every splash / chain victim — ctx += { dealt, kind:'main'|'splash'|'chain', isSplash, isChain, main, attackId }
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@@ -1208,10 +1208,11 @@ chess_char_2_07_a: (bb) => ({
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```
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**3. Instant burst caster — 至简 `chess_char_3_13_a` 神工意匠** (bb `atk_scale 1.3, ct 2`; next attack 130 % arts, hits
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twice; 2 charges; the funnel profile already ramps damage on the same target):
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twice; 2 charges; the funnel profile's unreleased drones are additional damage that ramps on the same target, and this
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charged attack sets two body hits):
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```js
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chess_char_3_13_a: (bb) => ({
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skill: { kind: 'charges', attack: { atkScale: bb.atk_scale, hits: 2, dmgType: 'arts' } },
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skill: { kind: 'charges', attack: { atkScale: bb.atk_scale, hits: 2, funnelBodyHits: 2, dmgType: 'arts' } },
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}),
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```
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An AoE instant (德克萨斯 剑雨, bb `stun 2`: two hits of 120 % arts around her + stun) uses `onStart` instead:
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@@ -1350,7 +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 | drone damage 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max) |
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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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| 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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@@ -176,6 +176,32 @@ Profession traits (default behaviours implemented once in the engine, keyed by `
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---
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Unreleased funnel drones deal additional arts damage alongside the ordinary attack (PRTS 分支特性信息 驭械术师, §30.17).
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The engine keeps a 100 % ATK body instance and a separate drone instance, each through mitigation and shields.
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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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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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state alone. A free move (`moveRedeploy`, the same carry as a 秘术师's stored energy and 乌尔比安 S3) keeps the ramp.
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An in-flight shot recomputes the ramp when it lands, so a projectile launched before the reset can still step the new
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ramp.
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洛洛 S2 releases its trait drone into an independent skill tick (§30.19). Acquisition uses the body's normal target
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selection; a living selectable lock stays valid outside the body's range and returns only when that enemy dies or the
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skill ends. The body retains its own ranged ordinary attacks. The released ramp inherits the trait state but is
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isolated from older projectiles, and while it is out the unreleased addition is off. Ending the skill returns that
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ramp to the trait and restores the normal multiplier and the overload cap. S1 and other operators' funnel attacks keep
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their existing paths. [ASSUMED] There is no flight delay; an untargetable lock is dropped and retargeted; body control
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does not pause the released drone.
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---
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## 7. Content modules (server/sim/content + match/effectsMeta handlers)
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Each domain file `server/sim/content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js` exports `install(battle)` (battle side; called once per Battle by `content/index.js → installContent`) and `registerMeta(registry)` (prep side; called once at server boot by `match/effectsMeta.js`, API documented in `docs/META.md`). Kits live one per file in `content/kits/ops/` (`export default { [baseChessId]: (bb, chess, def) => Kit }`), listed in `content/kits/index.js` (guide: `content/kits/README.md`). Content must be **data-driven from blackboards** (numbers never hard-coded when a blackboard key exists). Every effect gets at least one unit test in `test/content/*.test.js` using the `test/helpers/battleHarness.js` harness (provided by sim-core).
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@@ -126,6 +126,10 @@ adjusted count and reset scope stay limited to its own operators; the DIY export
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[ASSUMED] Bot purchasing applies one soft 18-point penalty to non-elite, non-DIY tier V/VI shared-pool cards whose
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active bonds overlap another living teammate's opening strategy. Human and AI teammates are treated equally; it
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neither reserves stock nor prevents a stronger purchase. Existing strategy presets and rehearsal counts are unchanged.
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A living teammate's selected strategy also soft-reserves its bonds for bot strategy selection and focus planning
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before any member is deployed (§30.21). The reservation ends when that teammate is eliminated. It does not hard-exclude
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a strategy, reserve stock, or stop an immediate merge. A reserved strategy keeps a quarter of its unreserved draw
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weight (`SOFT_BAND_RESERVE` = 0.25), so it can still be chosen. Mode-inactive bonds stay weight 0 (DESIGN §21.26).
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[ASSUMED] AI reactions are cosmetic social choices, enabled by default and disabled with `SP_BOT_EMOTES=0`. Only
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mixed human/AI matches emit them, through the existing whitelist and cooldown. A human emote gets at most one eligible
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@@ -271,3 +271,129 @@ the preceding digest exactly; the changed partner/side also changes preparation
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All five already differed from 0.2.4, so the final release-relative total remains 45 scenarios (§30.9 plus these
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additional pairing effects). There are no new corpus cases or removals. The other follow-up fixes do not move this
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corpus; their dedicated regressions cover the reported and newly found cases.
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### 30.17 Funnel normal attacks keep a body hit
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PR #537 by @Xinglan233. [PRTS 分支特性信息 驭械术师](https://prts.wiki/w/分支特性信息/data) says a drone that has not
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been released by a skill deals additional damage on top of the operator's attack: 20 % ATK at first, +15 on the same
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target, cap 110 %. A skill-released drone deals skill damage.
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The profession used to return that ramp as the whole normal-attack multiplier, so the body hit was missing.
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`resolveHit` now keeps a 100 % ATK body instance and separate drone instances. `funnelMul` holds only the drone ramp;
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an attack's `dmgMul` (至简's talent) is applied once to both. Extra attached drones raise `hits`, not the body count.
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至简's charged S2 sets `funnelBodyHits`, so two body hits and two additions share one ramp step. Both share one
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`attackId` and one attack hook; only the body is `isAttack`. Additions carry `addition` and `funnel` and are not also
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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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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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### 30.18 Redeploy resets the drone ramp
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PR #536 by @Xinglan233. The same branch page says that changing target, or redeploying the operator, restores the
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drone damage to its initial value at once.
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`installFunnel` resets `funnelTarget`, `funnelScale` and the per-target `funnelMap` (耶拉 / 至简) on a normal
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deployment, including automatic revival against the same living target. A free move (`moveRedeploy`, the same carry
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as a 秘术师's stored energy and 乌尔比安 S3) keeps the ramp. An in-flight drone still applies the ramp it computes on
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impact, so a shot launched before the reset can step the new ramp. That limit is documented and not changed.
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Tests: `test/sim/funnel-redeploy.test.js`, `test/match/funnel-redeploy.test.js`.
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### 30.19 洛洛 S2 keeps its lock outside her range
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PR #535 by @Xinglan233. The official skill table `skchr_rockr_2`, as recorded in `docs/research/03-operators.md`,
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says the released drone stays locked until the enemy is killed or the skill ends, then returns. Leaving her attack
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range is not a return condition. The branch page says a skill-released drone deals skill damage, and that additional
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damage belongs to drones that were not released.
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S2 now runs one independent skill tick (`rockr:drone`, one drone at both ranks). While the skill is up the trait
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multiplier is detached, so new body shots are ordinary attacks and the unreleased addition is off. The drone's hits
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are arts skill damage (`isSkill`, not `isAttack`). It inherits the trait ramp on its own copy, so an older projectile
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cannot change that ramp. A living selectable lock stays valid outside the body's range. Ending the skill writes the
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ramp back and restores the multiplier and the overload cap. S1 and other operators' funnel attacks keep their
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existing paths. 立于磐石 is unchanged.
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[ASSUMED] There is no flight delay. A lock that becomes untargetable is dropped and the drone retargets. Body control
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(stun and the like) does not pause the released drone.
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Tests: `test/content/rockrock-s2-lock.test.js`, and the 洛洛 case in `kits_t1t2`.
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### 30.20 Hit tiles use half-even rounding
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PR #520 by @Cloudnyco. PRTS 作战机制 (oldid 433935, 「碰撞体积与位置识别」) says the struck unit's coordinates are
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rounded half to even (四舍六入五成双) onto the tile they occupy. `Math.round` sends an exact .5 toward +∞, so an enemy
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held on an outer half-tile was indexed off the board and dropped from the hit index.
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`roundHalfEven` is used for hit tiles only: `body.js` `posKey`, the point cases of `bodyOnTile` and `bodyTileReach`,
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the point-enemy index in `battle/queries.js`, and `targeting.js` `tileKeyOf`. Movement, knockback, `ai.js`, a unit's
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standing tile for range keys, and `onFrontLine` still use `Math.round`. #519's signed-zero case in `powi` was already
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on this candidate and is left as it is.
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[ASSUMED] `FIELD_EDGE_INSET` = 1/1048576 pulls a clamped enemy just inside the outer half-tile, so half-even rounding
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keeps it on the edge tile. An inset of 1/1024 was rejected because it moved unbalance steps. The inset has no
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official source.
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Tests: `test/sim/hit-tile-round.test.js`, `test/sim/detmath.test.js`, the edge landing in
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`feedback5-raid-own-board`, the 连星 probe in `op_wang`, and the 麦哲伦 probe in `feedback5-wv-summon-triggers`.
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### 30.21 Bots soft-reserve a living teammate's opening bonds
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PR #518 by @IceCodeNew, for issue #514. This is not an official rule. It extends the accepted #407 card penalty.
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Opening-band choice and focus planning used to ignore a living teammate's selected strategy until someone from it was
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deployed, so a bot could take that faction's high cards. A living teammate's strategy now soft-reserves its bonds for
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both choices, before any member is deployed. The reservation ends when that teammate is eliminated (`alivePlayers`).
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It does not hard-exclude a strategy, reserve stock, or stop an immediate merge. A reserved band's draw weight is a
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quarter of its unreserved weight (`SOFT_BAND_RESERVE` = 0.25) and stays above zero, so the strategy can still be
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drawn. Focus planning applies the existing −6 teammate penalty to those bonds as well. Mode-inactive bonds stay
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weight 0 (DESIGN §21.26). A solo match has no teammate to reserve against. The shared-pool −18 card penalty is
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unchanged, and a stronger merge can still win it.
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[ASSUMED] The quarter weight is a project choice. The PR text called the reservation soft; its diff hard-zeroed the
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weight. This candidate follows the text. The reservation is equal for human and AI teammates.
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Tests: the two `#514` cases in `test/match/bot-smarter.test.js`. One proves the focus leaves the reserved bond while
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the teammate lives and returns after elimination. The other proves a reserved strategy is still drawn, and drawn more
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often once that teammate is eliminated. The existing card test still shows a merge outscoring the −18 penalty.
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### 30.22 Golden changes after the funnel, hit-tile and bot-reservation ports
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All 287 scenarios were recomputed once after §30.17–§30.21 and compared with this candidate before those ports
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(`HEAD` `7fd0478d`, `git show HEAD:test/golden/*.json`). No scenario was added or removed. 43 digests differ from
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that candidate. They are additional to §30.9 and §30.16.
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Against released 0.2.4 the total is now 64. Of the previous 45, 21 are byte-for-byte the digests already on this
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candidate and are not repeated below: `roster-011`, `roster-012`, `roster-013`, `roster-032`, `roster-033`,
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`roster-034`, `roster-039`, `roster-040`, `roster-043`, `bond-maniShip-high`, `bond-yanShip-low`,
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`boss-boss_2-pair`, `boss-boss_5-solo`, `hidden-boss_8-pair`, `hidden-boss_9-solo`, `solo-NORMAL-2`,
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`coop2-NORMAL-3`, `solo-HARD-9-boosted`, `coop2-ABYSS-10-boosted`, `standin-06`, `standin-07`. The other 24 of
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those 45 moved again, and 19 scenarios that still matched 0.2.4 on this candidate now differ.
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Opening strategy ids do not change in any of the 20 match digests. A solo match has no teammate, so §30.21 cannot
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move one. Co-op seeds keep the same `bandId` and the same bot-draw counts except `coop4-ABYSS-7`. The recorded
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match moves are battle totals from §30.17–§30.20, and the later gold and LP those totals change. No isolated
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counterfactual was re-run; the groups below follow who is actually on the board.
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| Cause | Changed scenarios |
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|---|---|
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| Funnel body hit plus redeploy reset, and 洛洛 S2's independent lock (§30.17–§30.19). These boards include 洛洛 | `roster-004`, `roster-005`, `roster-023`, `roster-024`, `bond-victoriaShip-low`, `bond-victoriaShip-high` |
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| Funnel body hit plus redeploy reset (§30.17–§30.18). 至简 and/or 耶拉, not 洛洛 | `roster-007`, `roster-009`, `roster-026`, `roster-028`, `bond-deputShip-low`, `bond-emptyShip-low`, `bond-kjeragShip-high`, `bond-maniShip-low`, `bond-miraShip-low`, `bond-sargonShip-high`, `bond-soloShip-low`, `bond-visiShip-low` |
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| Same body hit and redeploy reset on 荒芜拉普兰德 | `roster-017`, `roster-019`, `roster-036`, `roster-046`, `roster-047`, `boss-boss_3-pair`, `boss-boss_5-pair`, `boss-boss_7-pair`, `hidden-boss_9-pair` |
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| 澄闪 DIY: the normal attack is a body hit plus one drone addition (§30.17) | `diy-098`, `diy-099` |
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| Hit-tile half-even rounding and the edge inset (§30.20). No funnel operator is deployed; the damage total stays 1388100 and the hook counts and the snapshot sample at index 27 move | `standin-04` |
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| Full matches. Opening bands are unchanged. Final lineups include a funnel operator, except `coop2-HARD-4` (both seats eliminated, lineup empty) and `coop3-ABYSS-5` (the surviving lineup has none), whose first divergence is round 7 and round 5; those two are the hit-tile change, or a funnel operator who is not left in the stored lineup | `solo-FUNNY-1`, `solo-FUNNY-2`, `solo-NORMAL-1`, `solo-HARD-1`, `solo-ABYSS-1`, `coop2-HARD-4`, `coop2-NORMAL-1-coverage-standins`, `coop2-NORMAL-5-coverage-diy`, `coop2-NORMAL-8-serverrun`, `coop2-NORMAL-70-diy`, `coop3-ABYSS-5`, `coop4-FUNNY-6`, `coop4-ABYSS-7` |
|
||||
|
||||
Result flips inside that match list: `solo-NORMAL-1` defeat → victory (team LP 0 → 2); `solo-FUNNY-1` team LP 15 → 23
|
||||
and `solo-FUNNY-2` team LP 8 → 23, both still victories, with every settled round row unchanged; `coop2-NORMAL-8-serverrun`
|
||||
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
|
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the board.
|
||||
Reference in new issue
Block a user