feedback5: merge WE1 — fidelity (sim rules): 秘术师 store at the attack check (深靛; 维伊 / 黑键 plug into it), enemy attacks land at their damage frame so a short stun / freeze / sleep / 浮空 / 缴械 / 恐惧 before it cancels the swing, 武者 heal per damage instance through 禁疗, 庇护 the strongest only, PHY-X 不高于 50 %, 链愈师 jumps in the 3×3, a summon readied at its owner's redeploy, Misery's duration skills, 伺夜 S2 in 战术点形态, centurions hit up to block-count targets; merge fixes: 黑键's kit keeps the up() import WE2's S2 cast needs (WE1 dropped it with its tick store — the first regeneration had stored 9288 swallowed errors in diy-114), the 自选 refusal names 集成战略 / 生息演算, tools/golden.mjs prints a missing value, test/golden.test.js fails on any stored engine error; golden: vs WE1 only the W4B / WE2 scenarios differ (roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116)

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@@ -219,7 +219,7 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
The enemies' attack clip lengths are also a data input: `tools/build-data.mjs` copies each enemy model's
`anims.attack.loop` length and first `hits` time into data/enemies.json `attackAnim` (the sim stands an unblocked
ranged enemy for that clip, GitHub #58; docs/DATA.md §9) — rebuild the data after a manifest change that touches them.
ranged enemy for that clip, GitHub #58, and strikes every enemy attack at that frame, 0.2.0; docs/DATA.md §9) — rebuild the data after a manifest change that touches them.
### The `Roles` object