Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #73's DEFAULT_SETTINGS / sanitizeSettings `voice`
hunk went into public/js/ui/gameLogic/settings.js.
- public/js/screens/game.js: MatchScreen still lives there, so #73's onResult (battleRunner 'result' → resultSpeaker /
resultVoiceSlot) and `voice=${combat}` on the DetailPanel auto-merged in place. feedback5's game.js no longer
imported `store` (the split moved its other users), so onResult's store.get() would have thrown into its
try/catch and the 结算 line would never have played: `store` is imported again. `localAsset` stays dropped.
- public/js/ui/settings.js (i18n phase 1): the slider is `label=${t('干员语音')}`, public/i18n/en.json
"干员语音": "Operator Voices" (next to Music / Sound Effects).
- tools/assets/plan.mjs: buildPlan takes #73's charword / voiceLang / voiceSlots and feedback5's extraOperators /
moduleTypes; the template has `modules` and audio { bgm, bossBgm, voice, sfx }. `chars` now includes the 自选 picks,
so the voice loop's comment says so (the next `npm run assets` plans their lines too).
- tools/fetch-assets.mjs: parseArgs keeps --add-only beside --voice-lang / --voice-all.
- data/assets.json: feedback5's manifest plus #73's audio.voice (120 operators, after bossBgm, the plan order);
stats files +1680 and bytes +42 041 118 as measured on feedback4, voiceChars 120; the hash is recomputed with
the generator's contentHash. No other entry changed.
- docs/ASSETS.md: the stats line lists modules and voiceChars. DESIGN §21.30 stays where feedback4 put it; SIM.md's
'engage' line and docs-consistency's §21.30 test auto-merged (game.js / detailPanel.js still hold the pinned code).
- Auto-merged and checked: audio.js, battle/runner.js emit('result'), components.js mic icon, detailPanel.js voice
prop, shared/protocol.js EV.ENGAGE, server/sim/ai.js, tools/assets/audio.mjs / cache.mjs, #73's tests.
Where #73 met feedback5 work:
- 补位: a chess fielded as its stand-in shows the stand-in in the detail card, and audio.js keys battle lines by
UnitInfo spine (the stand-in's model). The 选中干员 line now takes detail.standIn.charId first, so the stand-in
speaks, not the operator it replaces (test/ui/standin-ui.test.js pins it). A 自选 record is already the pick's.
- The sim's 'engage': stand-in and 自选 units attack through the same performAttack, so it fires for them as well.
Golden regenerated: every moved scenario differs only in events.engage (the new event's count; no gameplay change),
proven by a field-path diff against feedback5:
- roster: all 49; bonds: all 46; fields: all 22; standins: all 10 (the stand-ins engage).
- diy: 101 of 109. Unmoved: diy-010/011/012/092/093 (闪灵, 夜莺, 凯尔希 squads: they only heal, and a heal never
engages) and diy-077 (薇薇安娜), diy-080/081 (赫德雷), whose picks make no attack in those battles (already so on
feedback5).
- matches: unchanged.
Deploy, skill and result lines come from the operators' official voice slots; a newer line takes the channel over (stale callbacks of the replaced line no longer release it), and the result line is spoken by an operator of the player's own battle. Contributed by @Convey123.
Conflicts: server/match/bot.js (W4A's comment + W5K's player data view pgd), test/golden/diy.json (regenerated). data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 the moved roster / bonds / fields / matches / standins scenarios are exactly W5M's per-PR attribution (#160 skill events, #109 deploy-timed lifecycle, #66 灵巧 sources and hidden layers, 83fc408 歌蕾蒂娅 placement), plus coop2-NORMAL-70-diy (fields operators those PRs touch) and diy-051 / diy-052 (events.skill only: Misery's deploy passives, #160); against fb5-merge4 only feedback5's own additions (the diy kits, coop2-NORMAL-70-diy).
Added to the fast subset (7 matches, 62 of 151 scenarios). No existing scenario moved (17 matches and every other family byte-identical).
Test: test/golden-diy.test.js.
Ported by hand into the split layout:
- 83fc408 board.js placeClass: the player's loadout no longer counts, as in 83fc408. 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.
- 83fc408 client 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.
- 83fc408 PlayerState._placementOf comment → server/match/player/placement.js.
- 83fc408 tools/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 by 83fc408. 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.
Ported by hand:
- #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃
chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝
chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines
are identical to #109's tier1/2/3/4/6 diffs.
- #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes
it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the
skill's own mods), and W5D's 冲锋号令 DP start effect is kept.
- #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty
name (the Chinese text is the PR's), plus its English line in public/i18n/en.json.
- data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and
bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/
file changed.
- docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are
always on"), SIM §7.4 (both generic passive cases).
- Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js /
snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js /
plan.mjs, #74 plan.mjs / docs.
Where the PRs met feedback5 work:
- 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a
#109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this
change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so.
- Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test
(window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the
generic:passive buff).
Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and
all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed
and fields the unit that explains it.
- #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low,
bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low,
bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1,
琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype).
- #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退):
roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high,
bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun.
- #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3,
coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted.
- #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low,
bond-visiShip-high.
- #66 + #160: roster-008, roster-027.
- #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06,
coop2-HARD-4, coop2-NORMAL-14-standins.
- all three: roster-010, roster-012, roster-031.
69 scenarios. Every other digest is unchanged.
The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS:
the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so
the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only
歌蕾蒂娅; its test page is not taken). GitHub #153.
- shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id.
- board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server
check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it.
- bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments.
- Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged
(build-data --offline gives identical files).
- Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装
refused, client highlights, swap, battle, bots), gameLogic.
Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places
歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee
tile, which shifts the others: 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. roster-031 (elite with HOK-Y, already
widened) and all matches are unchanged.
Conflict: server/match/player/basics.js imports (W5G's checkNotOwned + W5I's msg / dn). data/i18n/en.json rebuilt on the merged data (tools/build-i18n.mjs --offline): the 自选 data adds texts of CN-only operators and modules the EN client lacks, so coverage is 97.6 % (skills 95.9, talents 95.1); the coverage floors in test/i18n-data.test.js and docs/I18N.md say so. Golden unchanged; i18n / lobby / match / ui suites 1144/1144 after the rebuild, i18n e2e 1/1.
Conflicts: tools/golden.mjs / test/golden/README.md take both new families (standins from W5G, diy from W5H); DATA.md / SIM.md keep both texts. data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 nothing moved, diy.json is new; against fb5-diy the W5G / W5J / W5L scenarios moved, and diy-004 / diy-006 (the prototype battles with Touch, changed by W5L) — diy-001/002/003/005 identical.
Golden regenerated on the merged code and attributed by reverting each gameplay PR in a scratch tree: #66 alone moves the fights of roster-008/010/012/022/027/028/031/040, the boss pairs (boss_2/4/6, hidden boss_10) and the matches coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted (灵巧's aura no longer comes from merchant exits and retreats; hidden-layer bonds keep their internal layers); #109 changes the skill state of its deploy-timed skills (units / hooks / status events / snapshots); #160 adds the 0.5 s skill events of deploy passives (events.skill only in roster-001/006/025/049). The remaining scenarios listed by the full regenerate are those three effects together.
public/i18n/en.json: Chinese msgid -> English, seeded from PR #70 (@YuriRestia, credited) for every Chinese
literal of the current code (≈830 entries; 966 of the 1 036 literals left for phase 2 already translated),
completed by hand in the official EN terms. public/js/ui/lang.js: boot language (?lang=en|zh, then
localStorage sp.pref.lang, else Chinese; the browser language is not consulted), switchLang, useLang,
LangToggle; main.js renders after initLang and re-renders in place on a switch, and translates server
texts (m.toast / m.ticker frames, room.closed reasons, error codes via ui/toasts.js describeError).
Converted: title screen (English title, wordmark hidden), lobby, room, settings (语言 row, On/Off,
quality, hotkeys), the shell (crash screen, toasts) and DifficultyTag.
tools/i18n.mjs: extract (msgids + untranslated literals per file), check (msgids missing from en.json),
codemod (html`` text / attributes / strings / template literals -> t(), nested strings, N_ for module
level, i18n-ignore lines), seed (fill en.json from a msgid map).
shared/i18n.js: gettext-style t() / tc() with the Chinese text as msgid (untranslated -> Chinese), {name},
{0} and {n|one|other} params, lists, game-data names (dn / tName), setLang / getLang / onLangChange, and the
server message wire format (msg -> wireMessage -> translateWire). Chinese stays the default, English is a
switch (the owner's decision of 2026-10-05).
tools/build-i18n.mjs (build-data.mjs untouched) walks the zh_CN and EN tables side by side and writes
data/i18n/en.json: the official English of every data/*.json text by record id and field. Blackboard texts
are matched by template (the remake's numbers read back and filled into the English template); stage names
are composed; what the EN client lacks falls back to tools/i18n/fallback-remake.json and fallback-pr70.json
(PR #70 by @YuriRestia). Default EN source ArknightsAssets/ArknightsGamedata (has act2autochess);
Kengxxiao/ArknightsGameData_YoStar is archived (2025-11) and has no 盟约 season (--source yostar).
Coverage: 14 922 / 14 931 texts (99.9 %), 99.3 % official; only 9 CN-only 甄选 operator names stay Chinese.
shared/i18nData.js: the overlay format (index-aligned leaves + a 2-char hash of each Chinese source, so a
stale leaf is never applied). public/js/data.js: setLocale('en') downloads the overlay once; get / lookup /
list return localized copies; getRaw keeps the Chinese file; localeName maps names.
Downloaded 1,295 files, 127.2 MB (133,426,089 bytes) into the shared public/assets; no existing file changed or removed. data/assets.json only gains entries: 72 chars (all with avatar, portrait, Front and Back Spine), 38 tokens (avatars; no Spine — upstream has skin variants only), 208 skill icons, 10 sub-profession icons, 102 SFX units, 131 module type icons.
A new family (test/golden/diy.json): no existing scenario moved (roster 49, bonds 46, fields 22, matches 16 identical); determinism checked with --twice.
Golden regenerated on the merged code (the textual merge had no conflict and equals the regenerated files): against feedback5 only the new match coop2-NORMAL-14-standins and the new standins.json (10 battles); against fb5-standin-game exactly the W5F and W5J scenarios (roster-001/002/007/009/016/026/027/028/038/040/041/042/044, bond-egirShip-low / siracusaShip-high / suntShip-high, boss-boss_2-pair / boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop3-ABYSS-5, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); standins unchanged. test/match 536/536, the stand-in / golden / docs suites 175/175.
backups.json 171,616 → 1,884,868 bytes (gzip ≈ 142 KB); every other data file is byte-identical (buildTokens' record head moved into summonRecord, shared with the DIY summons). No golden scenario moved (none fields a 自选 piece).
Golden regenerated on the merged code (only test/golden/matches.json conflicted): against feedback5 it moves exactly W5F's scenarios (roster-001/002/016/026/027/028/038/041/042/044, bond-egirShip-low, bond-suntShip-high, boss-boss_2-pair, boss-boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); against fb5-bugs3 exactly W5E's (unite-1/2 and the 8 match scenarios of the 联防 map and the full-hand rule). data/ equals an offline build of the merged tools/build-data.mjs.
tools/build-data.mjs resolveTrigger: a MANUAL operator skill on DEFAULT (no row, or a DEFAULT entry of the deviation
tables) or on the SEARCH row ("在初始攻击范围内存在敌人时释放技能": 解放者 / 阵法术师 / 安洁莉娜 — ACTIVE_RANGE_OVER) whose
running range strictly contains its own is ACTIVE_RANGE on that range, rawRule the official row; validateAll accepts a
DEFAULT deviation resolved to ACTIVE_RANGE (chess and stand-in tables) and ACTIVE_RANGE over SEARCH. Data rebuilt
offline, JSON-compared: only skills[].trigger rule / customRangeGrid of 薄绿 S1 (x-2), 蜜蜡 S1 (x-2), 卡涅利安 S3 (x-2),
玛恩纳 S2 (2-3), 安洁莉娜 S3 (y-4) — rawRule SEARCH — and 深巡 S2 (3-2, rawRule TAKE_DAMAGE), normal + elite (32
leaves); backups.json unchanged. Kits: 薄绿 S1 drops its DEFAULT trigger and 深巡 S2 PR #12's DEFAULT line, both read the
data now (雷蛇 S2 keeps PR #12's line). The sim needs no change (SEARCH was the DEFAULT condition on the initial range
every tick; ACTIVE_RANGE is the same on the running range). Docs: DESIGN §5.6 and the §21.20 flip row, DATA, SIM,
PLAYING, kits README, shared tier comments, skills.js header.
Tests: data (78 records / 39 skills, the five from SEARCH, the SEARCH skills that stay), feedback5-active-range (安洁莉娜
S3 on its y-4, S2 keeps SEARCH), feedback1-tank-triggers and kits_t1t2 (深巡 S2 on its 3-2, before any hit), kits_alt_t3
(薄绿 S1 on its x-2), feedback1f-fence (the idle measure uses the interval of the cooldown still running: the S2 now casts
between two attacks), docs-consistency (one PR #12 kit line left).
Golden: roster-001 / 002 (深巡), roster-016 / 044 (玛恩纳, 安洁莉娜), roster-026 / 027 (薄绿), roster-041 / 042 (卡涅利安),
bond-egirShip-low / bond-suntShip-high (深巡), boss-boss_2-pair / boss-boss_6-pair (玛恩纳, 安洁莉娜), matches solo-NORMAL-1,
coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun — each fields one of the six skills, which now casts when an
enemy enters its running range.
- simdata: DataSource keeps `backups` (rawBackups follows the fallback chain); getStandIn = shared/standIn.js
standInRecord normalised (the chess's ids / bonds / 特质 / tier, the stand-in's body, def.standInFor); a PRESET / DIY
chess or a source without backups fields itself; the per-battle view maps id-only lookups.
- spec.js keeps `standIn` only when exactly true (never on a token); Battle passes it to getChess; syncUnitLoadout
carries it; UnitInfo `standInFor`.
- content/index.js kitOf: a stand-in's kit is KITS[def.charId] only; no default skill (a stand-in kit writes `skills`);
without a kit the generic kit plus genericTalents. kits/index.js STANDIN_KIT_FILES / STANDIN_KITS, merged after the
tier groups (old keys keep their order; golden unchanged).
- server/data.js and tools/setup.mjs expect backups.json.
- test/content/standin.test.js: the plumbing and the eight 预备干员 on all 28 chess records they replace.
The owner's decision of 2026-10-05 (the approved 补位 plan). Keyed by the stand-in's charId, because a form belongs to
no chess; validateAll fails the build when an entry stops meeting a TAKE_DAMAGE row. build-data --offline changed only
those 15 trigger rules in data/backups.json.
A deliberate deviation from the official 技能策略 (community report: skills with a larger range waited for the normal
range). tools/build-data.mjs resolveTrigger: a MANUAL operator skill still on the basic strategy (no class row, no
TRIGGER_DEVIATIONS entry) whose running range (its rangeId grid, or the own range grown by
ability_range_forward_extend; never 被动效果:攻击范围扩大) strictly contains the operator's range gets rule ACTIVE_RANGE,
customRangeGrid = that range, rawRule the official DEFAULT; validateAll checks it. server/sim/skills.js: ACTIVE_RANGE
checks the DEFAULT condition (a targetable enemy or a blocked one; a heal skill an injured ally) on that range, grown by
the permanent rangeExtend, every tick. Data rebuilt offline: only skills[].trigger changed (33 skills, 66 chess records,
9 stand-in form records). 深巡 S2 (§21.29), 重装 TAKE_DAMAGE, the SEARCH / CUSTOM_RANGE / SP_FULL rows, 烛煌 S2 / S3
(not containing her 3-1) and 引星棘刺 S3 keep their rule. Docs: DESIGN §5.6, DATA, SIM, PLAYING, kits README, notes.
Tests: new test/sim/feedback5-active-range.test.js; data, playtest6-skills (银灰 S3), kits_alt_t2 (蒂比 S1), kits_t5
(百炼嘉维尔 S2) updated; feedback1-transform's fixtures move 莫斯提马 one tile (her S3 now casts on its 3-15).
Golden: 27 roster, 25 bond, 21 field and 14 match scenarios moved — every one fields an operator with one of the 33
skills, which now casts when an enemy enters its running range instead of the initial range.
tools/package.mjs packs git-tracked runtime files and production dependencies. --lite leaves out local art, fonts and the local asset manifest. --dry-run lists the files and the uncompressed sizes and does not write a zip.
tools/check-imports.mjs lists boundary hits and exits 1 only with --strict. The current hit is the Node data loader's node:fs, node:path and node:url. server/data.js stays allowed.
Flat config for Node and the browser, with unused names as warnings. The run is clean of errors after three small fixes: the lobby spectate path imports ERR, a disable comment for a rule that is not installed is gone, and two atlas regexes spell the BOM as an escape.
chess.json: every record carries the shop row's backupCharId / backupTmplId / backupCharSkillIndex /
backupCharUniEquipId / backupCharPotRank verbatim as `backup` (both forms; nothing else changed).
data/backups.json: units = the 17 原型干员 with a form per status they fight at (43 forms: stats, trait,
talents, every unlocked skill, modules), diy = the 4 slots, the prototype picks per tier (9 6★ at 5 and 6,
six 4★ at 5), the 78 owned-6★ picks and their faction bonds (mainPower + subPower vs powerIdList, else 协防).
shared/standIn.js composes a stand-in (or a DIY prototype) into a chess-shaped record; the build fails when
the form builder cannot give back every PRESET chess field for field. test/backups.test.js (10 tests).
The 联防 phase plays m_bat_corrosion (intro + loop), the track of the official escaped stages, instead of carrying on with the round's battle music; without the downloaded track it falls back to the battle music. Asset plan, manifest entry (audio.bgm.unite), audio.js and tests. Contributed by @Convey123.
The trait line is on every hookmaster and is not trusted. Placement is the loadout at place time: golden 歌蕾蒂娅 carrying uniequip_003_glady may use a ranged tile; everyone else stays on the ground.