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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@@ -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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