A PlayerBattleInput operator entry may carry `potential` (潜能 1–6) and `cultivate` (练度 0–3, the 自持有 bonus) —
the player's 干员调配 settings (the owner's decision of 2026-10-08). Specs without them field what 0.2.1 fielded, so
no golden scenario moves here; the match states both next.
- shared/loadoutRecord.js: a resolved loadout carries `potential`; loadoutRecord composes the record at it first
(shared/potential.js atPotential), then the skill / module as before.
- server/sim/simdata.js: getChess(id, { …, potential }), getDiy(slot, pick, potential) (an owned 自选 pick's form at it;
a prototype has none — `diyProto` on its record, shared/diy.js), getToken / getDiyToken compose the owner variant at
the owner's potential (talents; a 自选 summon's deploy limit / holding / count); the per-battle loadout view keeps it
per unit; DataSource.cultivateMul reads the effects.json CHAR_MAP record's char_attribute_mul.
- battle/players.js: `potential` composes the def (never a stand-in's); `cultivate` sets unit.cultMul — ×ATK / ×DEF /
×max HP in the unit's Πmul (units.js), a multiplier of its own, never summed with the 直接乘算 percentages (PRTS
盟约记录 「…与自持有干员的属性加成独立」); a stand-in, a prototype 自选 pick and a summon take none [ASSUMED for summons].
- spec.js keeps both only when well-formed (never on a stand-in or a summon); content/index.js passes the potential to
the loadout sync; the kits that read a summon variant raw (content/tokens.js ownVariant, summoner.js tokenStat,
多萝西, 麦克尼斯特) compose it at the owner's potential; UnitInfo carries `potential` (below 6) / `cultivate`;
unitStatsEntry counts the 练度 in the unit's own numbers (no green delta for it on the card).
- Docs: SIM.md §2 (Πmul), §9 (UnitInfo), §12.
- Tests: test/sim/potential-battle.test.js (new, 6): a unit at each potential (刺玫 413 / 17 / 70 s and 8 % at 潜能1;
the elite on 不装备), the four 练度 tiers and their product with a +20 % ATK bonus, HP at deployment and the card's
numbers, stand-in / prototype take neither and an owned 自选 pick both, Mon3tr / 望's 棋子 / “小自在” at the owner's
potential, the spec round trip (kept, dropped, the JSON spec gives the same result digest), two players with the same
chess at different settings on one field; test/sim/loadout.test.js expects the resolved loadout's new fields.
Every skill, talent, trait and module (stages 1 and 3) at every form, from backups.json, PRTS (备注) and the client's
battle data (charpacks, skill / equip / projectile / token prefabs, buff templates); [ASSUMED] items in each file header.
- 多萝西 (op-doroth.js): placed traps deploy with the board and come back on their tile once the card is ready, a trap is in
stock and the cost is paid; stock 8 refilled at each deployment, +1 per cast (AUTO acting on herself: SP_FULL), 阻回 when
full; T1 summons on deploy; S1 / S2 / S3 trap effects (S3 chains other traps 2 s later); 梦想家 stacks; TRP-Y x2 traps;
TRP-X cost 2 / limit 13, stage 3: 3 summons and 50 % extra per placed piece (re-rolled at full T2).
- 予愿安洁莉娜 (op-aglna2.js): 起飞 only while a skill runs (air block, 对地规避); T1 arts addition (weight <= 3) and 失重 in
her range airborne; T2 ATK and 生命回复速度 for airborne operators; S1 56 s from each deployment; S2 glide (浮空 / 缚地
sweep, 2.5 s chant); S3 ammo with 对空庇护, 3 ground + flyers, the move to a blockable flyer, the marker, the anchored range.
- 黑键 (op-ebnhlz.js): his own store (on time), 强弱法 elite energy, 倚音 per projectile (+ MSC-Y splash, MSC-Δ 元素伤害),
MSC-Y ASPD, MSC-Δ 凋亡; S1 4-1; S2 remnants (activation, 0.93 s blast, inward push, 30 s); S3 elite-only and conversions.
- kits/index.js: three lines in OPERATOR_KIT_FILES; docs/SIM.md §8: the skywalker / traper rows.
Golden: only diy moved — diy-106 … diy-111 now field the new configs, the prototype battles moved to diy-111 … diy-115
(the 12-per-battle chunks shift); diy-001 … diy-105 unchanged. Tests: test/content/op_doroth.test.js (11),
op_aglna2.test.js (9), op_ebnhlz.test.js (10).