Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.
- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
removed, copies back to the pool); its equipment, the cell included, returns to the hand first
(overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
AI 托管 redeploying; feedback1-cell checks the new note.
The carrier's own non-initial deploy (the redeploy after a knock-out, a 突袭 retreat +
redeploy) re-arms the lock and ends a window still running. The per-battle test is flipped
and a retreat + redeploy case added.
Conflicts resolved keeping both sides:
- buffs.js FLAG_KEYS: liftoff beside the integration's selfBound.
- Battle.js: targeting import union (extendedGrid + evadesGround); _blockerFor keeps the
fenced-tile gate (WU) and adds liftoff; applyStatus keeps the 无敌 + 无法选中 refusal and
adds the 对地规避 refusal.
- enemies.js: header DOT entry from WT with the integration's INVISIBLE entry; import union;
enemy_1273_stmgun_2 keeps the integration's rewrite (it filters through canTargetAlly,
which now includes liftoff).
- tier2.js 蒂比 comment: the integration's 受到伤害前触发 text plus the 起飞 line.
- tier5.js 隐德来希 血镰: liftoff flag with the integration's foesInRadius.
- SIM.md: blocking keeps the fenced-tile passage and adds air-only blocking while airborne;
the 污染秽蚀 / 燃烧区域 sentence goes before the chimera aura; statuses keep both refusals.
- Battle.applyStatus: a unit both invulnerable and untargetable takes no status from the
other side (PRTS 无敌 "无法被不同阵营选中"), so the status carried by the hit that knocks an
enemy out (妮芙 S2's fear, a 叙拉古 proc) no longer lands after its 重生 cleanse.
- Flag selfBound (自缚: 守墓石像's 转换模式, the 自缚 leaders, the 胄 parts' anchor): 余 S2
never teleports such a unit (PRTS 余 S2 备注 "持有自缚的单位不视为可达目标").
- 信仰搅拌机 S2: with fewer than ammo_cost bullets the lethal hit is still blocked, every
bullet goes and the skill ends; it steps aside while 坚固维式重锤's 不死 window holds her
(PRTS 备注), replacing the [ASSUMED] no-guard rule.
PRTS 萨卡兹悖谬暴虐兵长 技能0 暴击 "对目标和周围4格的我方单位造成攻击力150%的物理普通伤害(无视无法选择,无视迷彩)":
the splash passes ignoreSelect. The ticks of a debuff a ground enemy put on her before she took off
(出血, 沙狱, the burning DoT, 淤困, 【自然涌动】) select nobody (PRTS 异常效果: 无法选择 effects only act on
selection), so they pass ignoreSelect too; a shot already in flight is still refused [ASSUMED].
Comments in tier2.js and SIM.md no longer say that nothing of a ground enemy damages her.
- A ground enemy's damage zone no longer ignores 对地规避: 集团军重型火炮's 燃烧区域
("碰撞不受迷彩制约,不可对空", 迷彩 only) skips her; only 【污染秽蚀】 ("无视无法选择") reaches her.
- Not selections, so they still reach her (ignoreSelect): 假想敌:铳's 【盲信之誓】 chains
("无视无法选择"), the 碎铳之簧 法术护盾 counter on its attacker (a direct pick, 无来源), and the
刺胄之弹 / 斩胄之剑 / 破胄之锤 blasts (flying units, 无来源 DoT, credited to the ground 胄).
- One-shot areas of ground enemies skip her: 烹泉's death blast and steam slow, 鼠王's 沙狱
(ATK cut + DoT), and “帝国的甲胄”'s entrance barrage (which now hits the next unit instead of
wasting every shot on her).
- Tests: 5 new cases in test/sim/feedback1f-liftoff.test.js, all failing before this change.
- Docs: enemies.js / bosses.js headers, the evadesGround and DamageInfo docstrings, and SIM.md.
The lock is spent once per battle: a carrier knocked out after its lock comes back without
one (forced-hammer bot matches: 27 of 382 carrier knock-outs). The 阿戈尔 battle-start devour
(5000 physical damage) also spends it on the fodder in front. Both stay as they were; the
per-battle scope is marked [ASSUMED] in the code and its test, with the one-line flip named.
The SIM hook table's fatal row no longer lists 不屈 (a death hook) and names the boss-pool
exception.
- an operator's radius area damage skips unblocked 隐匿 and untargetable enemies (Battle.foesInRadius;
PRTS 作战机制 AOE伤害判定), the 逐火 embers included
- PRTS 溅射半径一览: 投掷手 0.9, 链术师 1.7, 格雷伊 1.0; 迷迭香 S2 radius 1.5
- 阿罗玛's first-attack mark is shared between 阿罗玛 and leaves with its setter (PRTS 备注)
- 奥术法阵 on the field: 炎佑's damage silences its target (PRTS 盟约记录 备注)
- skills restart from their initial cooldown when a 重生 ends (PRTS 特殊机制)
- 高准度伦蒂尼姆城防自行炮: lock in range, 3x3 area, every 0.5 s up to 10 shots, 失衡/控制免疫 meanwhile
- 琳琅诗怀雅 S3 coins go to range 2-4 in front and the units she blocks
- 阿戈尔 devour is a 物理流失 reduced by the target's DEF
Player report F2 after 0.1.0: a 谢拉格 taken from the promotion reward was said to use up
休露丝's first-purchase discount. Through real intents the promotion reward, 寻呼模块's pick
and the 拟态物质 / 紧急调度券 / 简易通讯机 grants never touch it: only g.buy dispatches
onBuy, where every purchase counter lives. Regression tests and the META onBuy row say so.
Player report F1 after 0.1.0 ("坚固锤子的锁血没生效"). The lock itself works for every
kind of lethal damage (hits, element bursts, 无来源 damage, 流失, the carrier's own drain),
measured on real operators, real bot matches and the browser's local battle. With M3茧甲
equipped before the hammer, the revive (same 'fatal' priority, registered first) took the
first lethal hit instead. PRTS: a 复活 acts on a knock-out, which the hammer's 不死
prevents, so the revive items now run at PRIO_RESPAWN (-101), after every 不死 and
before 埃芒加德 (-110).
Official: ba.liftoff 起飞 "不阻挡地面敌人且不会被地面敌人攻击,可以阻挡飞行敌人"; PRTS 术语释义 起飞 "包含对地规避(无法被不同
阵营行动方式为地面的单位选中)… 起飞后单位的行动方式依旧是地面"; PRTS 异常效果 MOTION_TARGET_FREE; PRTS 行动方式 "起飞的干员仍然
是地面单位".
Cause: 起飞 was `unit.ground = false` (an operator on a high tile). Melee enemies were released, but every ranged
ground enemy kept shooting her and the AoE / skills of ground enemies hit her (控潮术师 6 hits in one S2 window).
Now 起飞 is the skill buff flag `liftoff`:
- targeting.js evadesGround: no ground enemy (not Unit.isFlying) selects her (canTargetAlly; the content picks that
bypass it: 周围四格 additions, chain / bounce jumps, the 自行炮 shells); flyers, 近地悬浮 and 浮空 enemies still do.
- damage.js / Battle.applyStatus: a ground enemy's damage, element fill and statuses never land on her (area damage,
shots under way); sourceless damage and `ignoreSelect` zones (【污染秽蚀】 "可对空,无视无法选择") still do.
- Battle._blockerFor: she blocks no ground enemy; flyers at the air radius as before.
- She stays a ground unit on her low tile: 污染秽蚀 at the low rate, 隐德来希 S2 can put a 血镰 on her (可对空).
Player report F5 after 0.1.0: "突袭盟约的干员会移动到濒死干员的尸体上".
Real. A knocked-out operator left the occupancy map at once and only its
home tile stayed reserved. A 突袭 member that fell after its jump lay on the
landing tile, which nothing reserved, so the next member's jump (same target,
same scoring) landed on it; and a member's timed redeploy came back on its home
where a teammate that had jumped there lay. Real matches (six real 突袭
members, 战场#07 / #08, R6 / R9 / R12, 96 battles): 6 placements on a body
(3 jumps, 3 home redeploys) before, 0 of 526 jumps after.
Official (PRTS 卫戍协议/帮助, 作战阶段 / 单位部署):
- "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员
并自动部署至该位置"
- "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"
- "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其
自身的初始位置"
Now (sim/Battle.js):
- A knocked-out operator lies on `unit.body`: the tile it fell on, or its
own home when it fell on another board piece's home and its home is free
(one attempt at the knock-out, assumed). x / y / tileR / tileC keep where
it fell, so the kill / death handlers still act there.
- Every redeploy comes back there (restTile): the timed one, 不屈's and
阿戈尔's. A retreated operator still comes back on its home.
- downOn(r, c): _deploy (redeploys, the 突袭 landing, summons), spawnDevice
and relocate refuse the tile for every ally of the field; isReservedTile
reports it, so every automatic picker skips it (突袭 raidTile, tactical
points, summon / device pickers, 维娜's lions). The kit helpers that kept
their own home-tile loop (tier1 summonTileFree, tier3 / tier4 freeTile) go
through isReservedTile.
- b.snap `down` entries gain the body tile: [id, respawnAt, respawnTime,
state, row, col]. DOWN_STATE.WAIT_TILE becomes a safeguard only.
Tests: test/sim/feedback1f-downed-tile.test.js (real Match / PlayerState /
BattleSpec runs with real 突袭 chess, the 突袭 jump, the engine refusals,
the return home); downelem and bonds_addon follow the official rule.
A co-op 联防 battle that timed out during 隐德来希 S3 listed the 心烛 (in no spawn
schedule) as a leak, so the server rejected the client's result ('leak key').
Pre-existing on master; the merged bots reached it on fullmatch seed 116.
- 烛煌 S3: the burn-burst bonus is gated on the attack's own isSkill (captured when the bolt was fired), not on the live
skill, so the last bullet (it lands after end('ammo')) and bolts in flight when the skill ends early still carry it.
- 烛煌 S3: every landed bolt emits fx 'splash' (r 1.7, burn) at the main target, so the splash shows on screen.
- shared/loadoutRecord.js attackRangeGrid: the range a unit is deployed with — a selected passive range skill
(引星棘刺 S3 3-9) and the 特性's permanent 攻击距离 (信仰搅拌机 SPT-Y +1; not 空弦 ISW-A's 集成战略-only one) —
so the board overlay, the deploy wheel and the card agree with the prep live range. extendedGrid moves there
(re-exported by targeting.js).
- runner.js header: unitStatsEntry carries the ally's live range.
- 信仰搅拌机 S3 退休前布道 attacks / counters on 3-13 exactly: SPT-Y's 攻击距离+1
does not reach it (PRTS 技能3 备注 "此技能的攻击范围不受“攻击距离”属性影响";
PRTS 修正 of the module text "(部分技能不受此影响)"). New SkillSpec flag
targeting.noRangeExtend, read by Battle._refreshRange; S1 / S2 keep the +1.
- The detail card's 攻击范围 draws a grid larger than its box (远牙 S3's
21-tile line) with smaller cells in the box's own space (rangeGridStyle,
RANGE_FIT 6 columns × 7 rows), so the live stats beside it stay readable.
- 荒芜拉普兰德 S1's whole-field grid only selects targets (no rangeId, no 攻击范围
text): targeting.showOwnRange keeps her 3-1 on the card.
- 烛煌 S3's bonus on burning enemies is dealt before the attack's damage
(备注 "于攻击造成伤害前判定元素爆发并造成元素伤害"), main and splash.
- liveRangeGrid is the grid itself when nothing extends it (no copy per refresh).
- Audit test: 攻击距离加长 / 缩短 (深巡 S2, 山 S2) and every module of the loadout;
real BattleSpec for 信仰搅拌机 SPT-Y.
Review of the E3 fix (阵法术师 / 轰击术师 strike every enemy in range):
- 卡涅利安 S1 沙暴守卫 charged: PRTS 备注 "应用蓄力时:应用技能未开启时的特性"
keeps the whole skill-off trait in force, 不攻击 included. A kit trait
canAttack now stops her attacks while a charged S1 runs; the guard stays.
The E3 test casts S1 uncharged and a new test pins both casts.
- 卡涅利安 S3 食噬之印 charged: the mark stacks before the attack's damage
(PRTS 备注 "于攻击造成伤害前生效"): x1.2 on the first hit, x2.0 from the 5th
(was one attack late). One mark per enemy: another 卡涅利安 only adds
stacks, the bonus stays the setter's (PRTS 备注 popup).
- rangeAoe is applied after every override (kit trait included) and sets
allInRange itself; SUB.phalanx / blastcaster carry rangeAoe only.
- 流形 copies (tokens.js and the 缪尔赛思 kit) turn a copied 'beam' into a
plain bolt: the copy takes no attack shape.
- fx.js: the dead blastcaster shell colour is gone (and its test).
- SIM.md / comments cite PRTS 溅射半径一览 (no splash row for these
branches), note that stealthed enemies are not struck unless revealed or
blocked, and list the table's other radii as open deviations.
- Official Boomb ability: the cast finishes once the bomb has landed and at
least 0.667 s after the release (_fireAttackFinishWhenProjectileInvalid,
_minPostDelayWhenProjectileInvalid), then buff bomb_s gives the speed
(PRTS "技能结束后移速最终提升至200%"). kitBombd: BOMBD_POST_DELAY; the speed-up
at the cast end instead of the landing; the drone holds still until then,
like the engine's pause for an enemy attack clip.
- The bomb-less look still starts at the release: the view begins the *_2
clips after the Attack clip (the official end clip Idle_2); at the cast end
it would draw the bomb back for a frame.
- kitSyufo records e.form = 'crawl', so a field opened later draws it crawling.
- 源石溶剂: PRTS 备注 "携带后,全场范围内的所有敌人类我方单位也会获得此装备的“每秒受到60真实伤害”效果
(该效果的付与为我方阵营索敌,可对空,无视目标可选性)". Every enemy-record ally of the field (炎佑,
a partner's too) takes the 无来源 60 true-damage tick while a carrier is on the field, credited to
nobody, once per second however many carriers (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个").
- 码头水手 drowning ("每秒受到1000点无来源真实伤害") and 弧光锋卫's 失衡 bleed (修正 "失衡移动时持续受到真实
伤害") are damage, not 流失 (PRTS 伤害分类 lists both as BUFF damage).
- 孽罪奇美拉 污染模式 follows PRTS: radius 1.2, a tick every 0.5 s, one tick per unit per period
however many chimeras reach it ("同类效果取最高").
- Damage-dealt stats (unit dmg, the player's damageDealt) no longer count damage to the source's own
side (a carrier's own drain, an operator's own 流失); taken and the kill credit are unchanged.
- 机变 自愈 uses damage.js isHpLoss.
- SIM.md: the loseHp rule lists the remaining 流失 sources; the chimera aura; the stats rule.
data/items.json regenerated (源石溶剂 implFormula text only).
Community report "干员烛煌开启3技能时候攻击范围不会变". The sim already attacked
with S3's 4-11 while it ran (real matches, and every attack-range change of
the mode); what stayed the same was the battle detail card: its 攻击范围
mini-map kept the base 3-1 grid while the live stats beside it moved.
- Battle._refreshRange keeps the relative grid behind rangeKeys as
unit.liveRangeGrid (targeting.js extendedGrid: rangeExtend grown on);
shared/protocol.js unitStatsEntry carries it as `range`; the detail card
draws it (cardRangeGrid) in battle and in the prep preview, and names a
whole-field range (纯烬艾雅法拉 S3) 全场 instead of drawing it.
- 烛煌 S3 "攻击变为群体攻击" is one target + a 1.7 splash (PRTS 技能3 备注
"攻击溅射半径1.7"), not every enemy inside 4-11; the burst bonus hits
every enemy of the attack; a burn burst's +2 ammo stops at the skill's
ammo ("补充后的弹药数量无法超过上限").
- Tests: test/sim/feedback1e-skillrange.test.js (S3 range, splash, ammo
cap, live grid, the audit of every attack-range change, a real spec),
test/ui/feedback1e-range.test.js (the card).
Community report E3 "卡涅利安的攻击不是真群攻" was real: the phalanx trait
"技能开启时攻击造成群体法术伤害" was read as one bolt at the priority target
plus a 1.1-tile splash, so spread enemies took one hit per attack (act2 m01,
round 10: 2.3 of 12.4 enemies on her range per attack, never all).
Officially a 阵法术师 attack hits every enemy inside the attack range at
once, the same damage near and far (Arknights Terra Wiki, Phalanx Caster;
PRTS 林 S3 note; PRTS 作战机制 AOE), and so does the 轰击术师 line
(Terra Wiki, Blast Caster; PRTS 作战机制: 伊芙利特's 炎爆 is a range-locked
AoE). The 扩散术师 keep their 1.1-tile splash around the target.
- professions.js: phalanx and blastcaster get allInRange + rangeAoe
(instant 'beam' hits, no projectile) instead of the 1.1 splash.
- 卡涅利安 S3 食噬之印: ATK climbs in 1 s steps to the full bonus at 20 s
(PRTS note) instead of continuously over the 21 s duration.
- fx.js: phalanx / blastcaster leave the splash-ring list.
- Tests: real battles counting damaged enemies per attack for every
phalanx skill, both blast casters, a splash-caster guard, a real stage
and wave, the S3 ramp; opt-in headless-Chrome check of the strikes.
- SIM.md profession rows and kit comments updated.
The direction rules now rest on client data instead of the skill wording:
野鬃 S2's attack ability carries buff wildmn_s_2[force] of template
knockback[dir] (Knockback, _useSourceDirection true, force level -2 when
off direction); 琳琅诗怀雅 S3, 山 S3 and 莫斯提马 S3 use knockback[relative]
(radial); 圣聆初雪 S1 is KnockBackWithCharacterDirection (no correction).
Comments, SIM.md and the test header cite these. The generic kit header
notes its text keywords are only a fallback. PLAYING.md explains 野鬃's
push direction to players. No behaviour change.
Every setForm fx now carries 'form' (shared/protocol.js fxForm). The runner keeps
these fx in catch-up frames (keepsState), holds the state-bearing events of the
battle on screen while the tab is hidden and delivers them with the first frame
back (re-entering from the field meta past HELD_MAX); screens/game.js buffers
them before a field is entered. A husk beaten while its stand-up clip plays dies
on the husk's clip. 幽灵 form cited from PRTS; 特战术师 flyer question recorded.
Player report D1: the 源石溶剂 HP loss should set off 信仰搅拌机 S3 and, next to
莫斯提马, stack 拉特兰 layers on its own. The drain was a Battle.loseHp 流失, which
skips 受击回复 SP and the 重装 TAKE_DAMAGE trigger, and the S3 counter needed an
enemy attack and a target.
Official: PRTS 盟约记录 源石溶剂 "受到60真实伤害" (修正 "并非流失", 备注
"造成无来源真实持续环境伤害"); PRTS 信仰搅拌机 S3 备注 "反击受到任何伤害后均可触发,
无需目标,视为普通攻击"; PRTS 作战机制: 生命流失 skips 反伤 / 受击回复.
- damage.js periodicDamage: the periodic_damage template (源石溶剂, 狂暴宿主组长)
as 无来源 true damage (shields, damage-taken modifiers, hit effects, 受击回复 SP,
TAKE_DAMAGE); the credit is unchanged.
- 信仰搅拌机 S3: any damage except 流失 / element 损伤 counters; with no enemy in
range the counter still spends its bullet.
- Audit, same rule both ways (damage.js isHpLoss): 孽罪奇美拉's aura on operators
is damage; 雷蛇 战术防御 and 蒂比 S2 / 片场工作指南 respond to any damage
(PRTS notes); 乌尔比安, 伪装服, 远牙, 录武官's guard and 坚守 thorn chances no
longer respond to a 流失.
- data/items.json regenerated (源石溶剂 implFormula text only).
The bomb-less mode lived only in the client that saw the fx 'phase' event. UnitInfo now
carries an enemy's recorded mode (unit.form, set by kitBombd at the release), and the
renderer keeps it on the unit info, so a field watched or rejoined later starts on the
*_2 clips.
The drone triggered its one bomb, but the damage and the blast landed in the trigger tick
while the model kept the bomb hanging under it for good. Official (PRTS 暴鸰; the client's
battle prefab enemy_1040_bombd and projectile_bombd): the cast plays the Attack clip, the bomb
leaves on its OnAttack event (0.267 s), flies to the target at 5 tiles/s and explodes on it
and the 8 tiles around; the drone switches to its bomb-less clips and speeds up.
Sim (kitBombd): release after BOMBD_RELEASE with an 'atk' event of kind 'droneBomb' and fx
'phase' {kind: 'bombed'}, a homing projectile (PROJECTILE_SPEEDS.droneBomb 5) whose arrival
deals the damage, then the speed buff. Render: FORMS.enemy_1040_bombd.bombed (*_2 clips),
PROJ.droneBomb (a falling shell), a one-off cast plays the attack clip once at its own
speed instead of the drone's 5 s attack rhythm, no puff for the silent mode change.
Player report D2: 野鬃's skill sometimes pushed enemies the opposite way.
Her S2 text "往攻击方向…推开" is the 推击手 wording that PRTS 推与拉 calls a
directional force; the remake pushed radially at full force, so an enemy
grabbed behind her centre (or at her back) flew 1.7-2.14 tiles towards the
objective. Now directional with the official correction (> 45 deg off or
< 0.25 tile: radial at force level -2, at most 0.44 tile).
Direction audit: 琳琅诗怀雅 S3's coin push is radial (PRTS note), it was
pushed along her facing. The generic kit reads 往攻击方向 as directional.
PRTS 守墓石像 / 愤怒的守墓石像: the statue is unblockable, rooted, 失衡免疫 and
immune to 浮空; the reborn flyer is 失衡免疫 (not a 静态刚体, so a persistent
noDisplace buff). PRTS 喷气人: 1.5 s at -90 % speed after take-off, then
1.333 s unblockable at -90 % speed after landing.
- render/app.js: the views' unit info is built by the exported renderInfo(UnitInfo), which now keeps `form`;
addInfo dropped it, so a view built from fieldMeta (a teammate's field watched later, 联防 observers, a
reconnect) still drew the first form. Tested through renderInfo (fake PIXI) and the real enterBattle(meta)
path in headless Chrome (opt-in).
- content/enemies.js: rebirthCleanse at every 重生 (reborn, husk, statue): operator-applied buffs and
source-less statuses go, own talents / enemy-given buffs / field state stay (PRTS 特殊机制 §重生). A 逐火
knocked out while feared is no longer an unblockable ember.
- snapshot.js: an enemy's stealth bit only while its 隐匿 is on (not blocked, not revealed).
- Docs: area damage reaching an unblocked 隐匿 enemy is documented as an engine deviation (PRTS 作战机制
§AOE伤害判定), not as the rule.
PRTS 喷气人: "飞行模式:近地悬浮,不可阻挡,失衡免疫,移动速度+50%,不进行攻击".
The take-off buff gave only 不可阻挡 + speed, so the flying 喷气人 stayed a ground
unit: melee operators hit it and pulls moved it (较大力 vs weight 3: 1.4 tiles).
It is now an air unit that keeps its ground path (flag `float`, as the other
hovering enemies) and is never displaced while it flies.
Player report after 0.1.0: "飞机可以被薄绿的技能拉走". Real. PRTS 特殊机制 静态刚体:
such a unit "可以进入失衡状态…但物理层面上无法产生任何速度或移动", independent of
its movement type. Every air unit of the mode except “炎佑” lists it in its PRTS
天赋, and so does the ground boss 盐风主教昆图斯.
- build-data: STATIC_BODIES (from the enemies' PRTS pages, like HIT_AREAS)
writes enemies.json `staticBody: true` on those 28 keys; data regenerated
- Battle._displaceable: a static body moves 0 tiles from every push or pull;
the skills that reach it still hit it (薄绿 S2, 锏 S3, the hookmasters)
- 刺胄之弹 / 斩胄之剑 / 破胄之锤 also get 失衡免疫 (PRTS 天赋)
- ground enemies keep the 力度 − 重量 tables; the hovering 吉兆飞鳞 / 掠海漂移体
stay 失衡免疫 while they hover and movable once grounded
- tests: the player's scenarios (薄绿 S2 vs 妖怪 / 寒霜, the act2 m01 drone), the
data list, and an audit of every displacement source against ground, static
air, dynamic air, hovering and 胄-shell targets
The own-kill set closes after each of his attacks: a new test kills an enemy his
S3 / S2 attack hit by 无动于衷's reflection and by a mark another Kazimierz
operator set off, and checks neither counts (fails without the clear). The
reserved-tile test checks every lion and the exact free tiles; the B3 test pins
the summoned lion count again.
- The popup of a bond the mode never activates no longer shows the 当前效果
block (its +20 % / +68 % promised an effect 本局禁用 denies); the bond
text stays. The popup test asserts it.
- ctx.destroyPiece's auto-merge of returned equipment has its own test
(constructed pair; fails without the call).
- SIM.md and the 奥术 header: an earlier PRTS revision (oldid 386936) forbade
a unit re-applying while its own instance lasts; an equal hit here
refreshes it - recorded as a known [ASSUMED] deviation, slightly stronger.
- Every form change goes through content setForm(): the unit keeps it (e.form)
and UnitInfo publishes it, so a view built mid-battle from fieldMeta (a
watched teammate's field, 联防 observers, a reconnect) starts in the
current form instead of the first-form model.
- Enemy profile (dmgType) and Unit moving / form are initialised at spawn:
one object shape for the sim's hot loop (the boss-field bench is back at
the base speed).
- 转译基底·α: an HP loss cannot knock out its original form (no death clip).
- 假想敌:再生: 1 s 重生 and walking 傀儡 cited from PRTS; shields within 1.8
as the 再生状态 begins.
- Renderer: a 重生's closing clip (and the ember's stand-up clip) is timed
from the fx dur to end with it, so the next form attacks on its own clips.
- Docs: ASSETS FORMS list, SIM form fx, PLAYING 隐匿 wording.