Commit Graph
6 Commits
Author SHA1 Message Date
sganggs 0b0ce4fbd7 Update expanded roster checks and register Clementia impact visuals 2026-10-09 17:46:07 +08:00
sganggs 806a047717 feedback6 R21P: every operator fights at full potential (潜能 6) — the owner's decision of 2026-10-07 (GitHub #252, PR #255; no host slider): tools/build-data.mjs OPERATOR_POTENTIAL adds every character_table potentialRanks attribute step (部署费用 / 再部署时间 / ATK / HP / DEF / RES / ASPD, all ADDITION, before rounding) to every chess (normal and elite), 补位 and 自选 unit form and picks talent / trait / module-talent candidates up to requiredPotentialRank 5 (「天赋效果增强」); a summon picks its talent candidates at its owner's potential (their requiredPotentialRank mirrors the owner's — PRTS 凯尔希: Mon3tr 3.5 s / 1400) and takes none of the owner's attribute steps; the 原型干员 stand-ins have no potential ranks (unchanged). 刺玫 413 / 17 → 435 / 15 as in the tournament video, 砾 18 → 16 s, 至简 80 → 70 s. data/chess.json (256 records), backups.json (the 71 owned picks, 8 summons), tokens.json (5 summons) and the data translations en / ja / ko / zh-TW rebuilt — only potential-driven fields (JSON-compared); the 干员调配 局内数值 and detail cards read the records. op-wang.js reads her stock cap 「最多拥有8(+1)枚」 through the potential step (the pattern fell back to 7: she sat at the cap from the start). Docs: DATA §2 / §18 / tokens, PLAYING (detail card), research 03, kits README, shared/diy.js / standIn.js, the 71 自选 kit headers and the kit comments that quoted potential-0 numbers. Tests: test/full-potential.test.js (new, fails on the parent); data.test.js re-derivation adds the potential steps (+ respawnTime); every test that hard-coded a potential-0 number carries the full-potential one (from the data and the test's own formula; no check loosened); golden: moves almost everywhere — roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 133/138 (each battle parts on a stat: roster-001 / roster-020 at tick 1 on 角峰's HP (生命上限+250), bond-arcaneShip-high at 4.73 s and diy-001 at 3.70 s on an enemy's HP from a higher ATK; diy-110 / 111 also by 望's cap; the matches through those battles); unchanged: standins 10/10 and diy-135…138 (no potential ranks), diy-012 (twelve 夜莺 never hit, never redeployed) 2026-10-07 18:35:39 +08:00
sganggs 818d070668 feedback5: the Japanese game texts keep what the JP client writes like the Chinese — build-i18n's ja test is 'native' (a text identical to the Chinese is the client's own when every Han character of it appears in the client's translated texts: 炎 / 不屈 / 助力 / 速射手 stay, 甄选干员 is still untranslated), so the bonds 炎, 不屈 and 助力 no longer show their English names in a Japanese interface; data/i18n/ja.json rebuilt (97.5 %, bonds 100 %) and zh-TW.json (the UI pack's emote names); the CJK font stack follows <html lang> (Japanese kanji, Traditional Chinese, a Korean face); the lobby's difficulty lines drop the JP bullet ・ too; golden unchanged 2026-10-07 12:11:19 +08:00
sganggs 8287422d6d feedback5: 焰狐龙梓兰 leaves the 自选 pool as a collab operator (MH05, a Monster Hunter 联动寻访 whose team reserve6 names no collab: DIY_EXCLUDED_NUMBER_PREFIXES MH / RS / AM / PS / DD next to the team list — the owner's decision of 2026-10-05; reported by O6) — 71 owned picks; 「攻击范围改为」 is an attack-range change (黑 S3 was SKILL_RANGE, now DEFAULT; 远牙 S3 keeps its own CUSTOM_RANGE row); data and the EN overlay regenerated offline, chess.json unchanged; golden unchanged 2026-10-06 00:16:23 +08:00
sganggs a611cb013c feedback5: merge W5I — real i18n phase 1: shared/i18n.js (Chinese msgids, params, data names), English game texts from the official EN client data (data/i18n/en.json), the 中文 / English switch on the title screen and in 设置, title / lobby / room / settings converted, server toasts and ticker lines with msgid + params, tools/i18n.mjs, docs/I18N.md (PR #70's translations by @YuriRestia reused, credited)
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.
2026-10-05 22:57:53 +08:00
sganggs e596478bef feedback5 WI: English game texts from the official EN client data (data/i18n/en.json) and the i18n core
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.
2026-10-05 20:19:43 +08:00