The contributor's code (render/spine.js syncFormPose, the render/units.js wiring and FORMS entry, the headless
test/render/forms.test.js block), applied from PR #365, so they are the author of this commit. Maintainer side: the
hard-coded Spine id became a STEALTH_FORMS table (form while the stealth bit is off), comments and docs/ASSETS.md
reworded. Not ported: the PR's sim targeting rewrite (content/enemies/invisible.js), its enemies_bosses tests, its
roster.json and the Chrome suite (forms.browser.test.js, not run here).
Seen (#296, FrogThai): a blocked 骨刺 kept the snake. The sim already sends UF.STEALTH only while its 隐匿 is effective
(not blocked, not revealed — targeting.js enemyStealthed); the view now keys the FORMS 'revealed' clip set (Idle_B /
Move_B / Die_B / Attack_B, all in the skeleton) off that bit in UnitView.sync — before a DIE of the same snapshot — and
re-poses at once: a running attack continues in the other attack clip at the same point relative to its strike frame
(Attack_A hit 0.533 s, Attack_B 0.733 s; a pending wind-up still strikes on time), a stun / idle restarts on the new set
without a crossfade, and a frozen skeleton is posed with update(0); a model loaded later is posed the same way.
Golden: unchanged (render only).
- The 干员调配 overlay's capture-phase Esc closed the whole overlay while a 自选 picker was open (it only gave way to a
.modal; the picker is a .diy-pick section without its own key handling), so one Esc went back to the lobby.
- DiyPicker registers its own capture-phase Escape handler (calls onClose, as 取消 and the × do; skipped while a .modal
— the 导入 dialog — is open, which handles Esc first); loadout.js returns early on Escape while a .diy-pick is open.
The second Esc closes the overlay as before. Saved picks are untouched (the draft is dropped, as with 取消).
- test/ui/diy.e2e.test.js: a real-server browser test that needs no art (5阶 slot, then a 6阶 slot with Esc pressed in
the search field): the picker closes, the overlay and its four slots stay, sp.pref.diy is unchanged, the next Esc
closes the overlay. Fails on the parent (「Esc keeps the 干员调配 overlay」), passes here.
- Tests: SP_E2E=1 diy.e2e (the new test) 1 / 1; client-static, i18n, ui/diy*, ui/loadout* 369 / 369; eslint clean.
PRTS 卫戍协议/帮助 §装备: 「达到上限强行佩戴会改为替换装备:指定一件已佩戴装备替换为将要佩戴的装备,并销毁被指定的装备」,
no exception for the 装备时销毁 items. Before: a normal 博士投影 opened no dialog and its kept item pushed the OLDEST
equipped item out (replaceUid ignored); 盟约之币 and the other consumables kept both items.
- server PlayerState.equip (player/items.js): on a full carrier the consume path takes the pick (replaceUid, else the
oldest) off before onEquip (_takeReplaced), destroys it (onDestroy reason replace) once the effect went through —
the normal 博士投影 takes the freed slot —, and puts it back at its index when the effect refuses (博士投影 on an elite:
nothing destroyed)
- client gameLogic equipReplaces: the replace dialog opens for every item on a full carrier, consumables included,
except an attaching item that completes an item merge and a 博士投影 on an elite; itemAttaches removed
- bots (itemTarget): a consumable whose effect is the same on anyone goes to a carrier with a free slot first (PR #264)
- docs: design/match.md equipment rules, META §2.5, PLAYING 装备 row, research 04
golden (matches only; each traced equip by equip against the parent — the first change of state is a bot's, or the
AI 托管 human seat's, targeted consumable on a full carrier destroying its oldest item): solo-FUNNY-1 (r9 ai_0 随身身份牌),
solo-FUNNY-2 (r9 ai_0 寻呼模块), solo-HARD-2 (r9 ai_0 随身身份牌, r12 简易通讯机), coop2-NORMAL-3 (r9 ai_1 随身身份牌),
coop3-ABYSS-5 (r11 ai_1 随身身份牌), coop4-FUNNY-6 (r4 ai_1 随身身份牌), solo-HARD-9-boosted (r14 ai_0 随身身份牌),
coop2-ABYSS-10-boosted (r13 ai_0 随身身份牌, r14 ai_1 简易通讯机), coop2-NORMAL-14-standins (r9 ai_0 随身身份牌; now won,
14 rounds), coop2-NORMAL-70-diy (r14 h_0 随身身份牌); the bots' free-slot carrier for target-agnostic consumables moves
no scenario by itself; roster / bonds / fields / standins / diy unchanged
Seen (community report 「蕾缪安3技能范围里没人好像会自动结束」, relayed by the owner): with S3 locking, the locked enemy
killed or walking out of her range and nobody else in it, the skill ended at the next lock tick — the shells fell at
once and the bullets left were thrown away (repro on 0255afd: 3 of 5 bullets lost; a walker leaving her range, 1 lost).
Cause: chess_char_6_01-lemuen.js:169 `if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }`, there since the
initial import with no decision behind it.
Official: 「攻击装有5发弹药,打完后结束(可随时停止技能)」 — an ammo skill ends when its bullets are spent or the player
stops it; PRTS 卫戍协议/帮助 技能操作 「通常不会自动关闭技能」 (only 玛露希尔's 召唤使魔 is closed automatically); the client
(charpack char_4193_lemuen, buff_template_data lemuen_s_3): the S3 lock is an attack that needs a target and the skill
buff switches to the bombardment mode on ON_BUFF_FINISH only.
Now: with nothing to lock the skill waits (bullets and locks kept, the marks following their enemies or staying where
they left), its lock ready, so the next enemy in range (or 通缉) is locked on the next tick; it ends when the bullets are
spent and the shells fall on every mark in lock order as before. The S3 'lock' fx carry `hold`: render/fx/locks.js keeps
those reticles while the shooter's skill bit (UF.SKILL) is on and starts their LOCK_T at the skill's end (they faded 5 s
into a wait otherwise); S2's aim lock keeps its timeout.
Golden — traced on both trees (SkillRuntime start / end, the round's fields, the carried SP); in each the first
divergence is an S3 the parent ended with bullets left and nothing in her range:
- roster-018: the elite 蕾缪安's S3 of 7.63 s ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at 12.00 s
(first differing snapshot window 0–10 s).
- boss-boss_3-pair: her S3 of 27.8 s ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the boss
now falls at 199.53 s instead of the 200 s cap.
- coop2-NORMAL-14-standins: ai_0's 蕾缪安 in round 11 ended S3 at 17.2 s (6 of 8 left) and 77.97 s (7 of 9); now she
spends them, enters the 联防 with 25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies:
h_0 loses 1 LP less (rounds 11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1).
bonds, standins, diy unchanged.
Tests: test/sim/feedback5-lemuen-s3-wait.test.js (3; the killed target and the walker who leaves fail on the parent),
test/render/fxproj.test.js +1 (a held lock waits while the skill bit is on; fails on the parent renderer).
Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.8 (also notes, unchanged: S2 spends a bullet on every
normal attack where PRTS says only the 通缉 snipe does — left to the owner).
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).
Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented).
roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the
萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged
roster-014 equals CB1's digest exactly (checked).
Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
No conflicts outside docs/history/0.2.0.md; the §25 intro keeps one sentence per stream (W5AD's line that also named
the hotkeys' §25.15 joined to CB4's).
Gate: non-browser suites 4981 / 4981 (test/i18n-packs 12 new, test/package 1 new), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok, docs-consistency + docs-paths 31 / 31.
Merge fixes (the three tests the trial merge failed):
- test/content/summon_loadout_conflicts.test.js (赫默's drone lifetime per module variant): it asserted "no cast yet"
after the drone's redeploy time and then cast S2 by hand — with nobody hurt the old DEFAULT rule never cast. S2 now
casts by itself the tick its SP is full (22 s), which is the official rule (client skill skchr_silent_2: no
`_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0; CB2 64f8bf9), so the test waits for that cast and
checks both drones' lifetimes from it. Failed on fb5-cb2 itself (the stream did not run the file).
- test/sim/feedback1f-downed-tile.test.js (F5 rule 3): its "killed" case killed 浊心斯卡蒂's 海嗣 with 1e9 true damage;
the 海嗣 is a countdown summon now — 无敌 + 禁疗, the official state (PRTS 海嗣 备注 「持有禁疗、无敌」) — so it only
expires. The killed case takes 缪尔赛思's 流形 (a placed board summon that is attacked and killed and also comes back on
its tile 25 s later); both cases now also check the summon's return. Failed on fb5-cb2 itself.
- test/golden-standins.test.js (the 补位 match fields at least 3 different stand-ins): already failing on feedback5
37558f0 — CB5's 调度中心 upgrade card changed the human seat's shop in coop2-NORMAL-14-standins, which then fielded
only 2 of its 7 not-owned chess (忍冬 → Sharp, 安洁莉娜 → Raidian). tools/golden.mjs MATCH_NOT_OWNED adds 缄默德克萨斯
and 铃兰 (chess its AI fields now): 4 stand-ins (Sharp from round 4, Misery from 7, 预备干员-辅助 from 9, Raidian in 12);
the test is unchanged, test/golden/README.md says 9 chess. This moves coop2-NORMAL-14-standins only.
- docs/history/0.2.0.md: the §25 intro's two stream lines joined into one sentence (the merge had cut it).
Golden moves outside CB2's commit list are CB2's rules on the paths CB5 gave the bots: coop2-HARD-4 fields 琳琅诗怀雅
from round 6, coop2-NORMAL-8-serverrun 刺玫 from round 7, coop2-ABYSS-10-boosted 刺玫 from round 2,
coop2-NORMAL-14-standins 刺玫 from round 3 and 琳琅诗怀雅 in rounds 6-7 (instrumented); coop2-NORMAL-3 and coop4-FUNNY-6
(in CB2's list) still field 刺玫 and her S2 heals now reach other allies (36 / 205 heals), but no kill, leak, LP or
end stat changes, so their digests stay.
Gate: non-browser suites 4949 / 4949, npm run golden ok (283 scenarios), test/golden.test.js 9 / 9, lint 0 errors,
check:imports ok, typecheck ok.
Cause: 引星棘刺 S2's drifting alchemy unit is re-sent every second (position and radius change) and the client drew each
event as a new additive zone lasting the rest of the unit's life — up to twelve layers on one spot; overlapping units
(锡人's charges, several alchemists) added up the same way (render/fx/zones.js: disc alpha 0.28, edge 0.75, ADD blend).
Now: the sim fx carries `key` (kits/ops/chess_char_5_15-thorn2.js) and zones.js updates the zone under that key in place;
zoneAlpha draws a persistent area (> 3 real s) at 0.16 / 0.5 and ÷ √n among the n persistent areas overlapping it (centres
closer than ¾ of their radii summed); short bursts and telegraphs unchanged.
Golden: unchanged (fx events are counted by kind; the snapshots do not carry fx).
Tests: test/render/feedback5-zone-stack.test.js (3, fail on the parent).
The own half was already the official one (the right-hand player on the right half with the
right_boss_*_camera_param camera, its layout mirrored col c -> 20 - c with RIGHT <-> LEFT, so its operators
face the leader as before: research 09 §1.2, DESIGN §15); the partner's half stood empty and nothing framed
the pair.
Server: in a boss round's prep m.private.bossMate { playerId, side, units } = the partner's board as UnitInfo
on its half (Match.bossMateView, finalAssault.js bossFieldPlacement); markPrivate marks the partner's
m.private with the mover's, so it follows live; a scout of either player (Match.prepFieldMeta) carries both
halves (`mate`), and its signature covers the partner's board.
Client: render/app.js syncMates draws the partner's units read-only ('m:<uid>' views: never picked, dragged
or swept with the own pieces) and the whole boss field is lit; the team panel frames the pair's avatars
(gameLogic teamFrameIds: the players still in by seat, two by two, as prepCamera — the boss field in the
fight) from the round start through the Final Assault / Hidden Core, with the official ui/battle
bg_team_border tinted the autochess green (#4ed8af; a plain ring without the local art); none for a lone
player, an eliminated player, a spectator seat, or 联防.
Overlap with PR #191 (same-field frames, issue #190; not merged): it published m.public bossPairing and
framed the partner alone in gold, 联防 included, plus a banner naming the partner; here the pairing is read
as the prep camera already does, both avatars get the official green frame, boss rounds only.
[ASSUMED] the partner's bench is not shown; one frame per avatar.
Golden unchanged. Tests: test/match/feedback5-boss-pair-prep.test.js (new, 4), the item 55 test now checks
the scouted player's own pieces (the partner's stand on the other half); SP_E2E
test/ui/feedback5-boss-pair.e2e.test.js (new, 2: both halves and the frames in prep and fight; item 55's
eliminated guest on the boss field with the leader). Docs: design/client.md §10 / §15, design/network.md,
PLAYING.md.
Reproduced in the browser (notes i55-repro, an eliminated guest at the boss round): in the Final Assault fight
the watched boss field shows the leader (enemy_9013_acstmk at 10,3), but in the boss round's prep the
eliminated player saw its own empty normal board (camera 'prep', no leader), and a scout of a teammate was the
normal board too, while the players prepare on their half of the boss field with the leader standing there.
Match.prepFieldMeta: in a boss round's prep the scout is built on the boss field (kind 'boss', BOSS_RECT,
units through finalAssault.js bossFieldPlacement: rows − 7, the right half mirrored with RIGHT ↔ LEFT, the player's side;
nextEnemies keeps the leader's spawn tile); game.js frames it with the boss-field prep camera of that side,
which shows the leader (render/app.js leaderShown). With item 56 an eliminated viewer gets it at the round
start without a tap. After the fix the same run: guest field kind 'boss', camera bossPrep, leader shown.
Golden unchanged. Tests: test/match/feedback5-boss-prep-scout.test.js (new, 2). Docs: design/network.md,
design/client.md (§15).
Official: research 09 §3.1 — after elimination the client keeps observing (self_dead_dialog KEEP_WATCH,
DeadAutoObDn { obIndex, state, preparation }, FindFirstAvailObTarget). Until 0.2.0 every phase reset cleared
an eliminated player's watch: in 回合开始 / 机变 / 休整期 it saw its own empty board, in battle the first field.
Server (server/match/match/watch.js): Match.watchPref (viewer → the player of its last manual g.watch: a prep
scout, a single-player field, or the new optional g.watch playerId on a shared 联防 / boss pair field — PR
#189's review point); _watchTargetOf = that player while still in, else the first player still in (seat
order, AI seats included); startRound scouts its board (_followScout, kept through 机变 and 休整期), both
combat modes and the boss fields start on its field, a resync / a spectator joining in prep gets the board,
a followed player who quits hands over at once. Client: the screen adopts the pushed board like a 前往查看 tap
(battle/observe.js followedScout; the stale-field fix of PR #189), keeps it through the prep phases (no camera
flight home and back), a spectator no longer asks for the first player itself; g.watch sends the tapped row.
Overlap with PR #189 (not merged): the same preference chain; differences — the fallback includes AI seats
(a lone human with AI teammates had nobody to follow), shared fields record the tapped playerId.
Golden unchanged. Tests: test/match/feedback5-watch-follow.test.js (new, 9), spectator.test.js updated (the
spectator follows the player it scouted). Docs: design/network.md, PLAYING.md.
Not a rule change: PRTS 卫戍协议:盟约 下半/PRTS盟约记录, its header, 「下述盟约中部分盟约不会显示叠加层数,但是叠加层数的特质/
策略/装备等效果仍然对其生效」 — the four bonds.json `noStack` bonds take layers from 助力 / 余 / 华法琳 / traits like every
other, and their effects do not read them (research 02 §2.2, 0.1.4 PR #66, GitHub #139's answer). PR #66 hid the count on
the bond strip and popup; the result card (screens/result.js) still showed 「独行 24」 and ranked its six bonds by it.
resultBonds: a noStack bond carries no number and no rank by its hidden count. No sim change; golden unchanged. Test:
test/ui/feedback5-result-bonds.test.js. Docs: PLAYING.md (层数), research 02 §2.2.
- The settings (sp.pref.settings) hold a key map, action → KeyboardEvent.code, for refresh / freeze / level-up /
retreat / sell / ready (the ready key also pauses a solo battle); the defaults are the 0.1.4 keys R F D Q X Space,
so nothing changes for a player who never opens the section. sanitizeSettings keeps each saved key that may be a
shortcut and gives any other its default; not a map, or two actions on one key, gives the defaults.
- One lookup, actionForKey (the character typed first, then the physical key: the 0.1.4 code-or-key match, identical
for the defaults), serves shortcutFor(e, keys) in game.js and the facing wheel; the modifier, text-field, repeat and
overlay guards are unchanged. The shop bar, ready / pause and underframe key hints read the map.
- 设置 → 快捷键 (the one SettingsModal, in a match and on the title screen): each action with its key; click or Enter
waits, the next key binds; Esc cancels (the dialog stays open), Tab leaves; Ctrl / Alt / ⌘ combinations and the
interface keys (Esc, Tab, Enter, arrows, F1–F12) are refused; a key in use is swapped and the line under the list
names both; 恢复默认. Esc stays fixed. Touch-only devices: a keyboard note and a folded list; one column under 768 px.
- Tests: test/ui/feedback5-hotkeys.test.js (map, sanitising, conflicts, lookup, capture, handlers and hints with a
rebound key), test/ui/gameLogic.test.js (sanitizeSettings now returns keys), test/ui/hotkeys.e2e.test.js (SP_E2E=1:
撤退 rebound to W with the keyboard only in the mock match; phone width).
Golden unchanged (client UI only).
Text only: data/chess.json keeps both lines (traitOverride.desc = the class trait or the module's rewrite,
moduleDesc = the added line) and the battle unit keeps the class trait with the module on — the same trait
text, targeting and attack shape as 不装备 for every added-line module (圣约送葬人 REA-Y also rewrites it).
New helpers ui/loadoutModel.js traitLines / fullTraitText; traitText (ui/detailPanel.js) composes the two.
Golden unchanged (no sim change). Tests: test/ui/feedback5-module-trait.test.js (new), loadout-stats updated.
- Cause, client: the prisoner skeletons carry three clip sets whose collar light is grey, blinking orange
and red. The official battle prefabs (local client battle/enm_pfb_6.ab: the Graphic component's anim key
-> clip table, the modes' replace pairs, the clip the Spine starts on) draw mode Default (【禁锢】) on the
grey set, mode R (the warning) on the orange set and mode L (【解放】) on the red one. The name-based role
resolver gave 普通囚犯 / 老练囚犯 their unnumbered set — the red one — so they came out of the gate freed;
no FORMS entry existed, so no prisoner ever changed (强壮囚犯 / 拳师囚犯 / 重犯 / 传奇重犯 stayed grey).
- Cause, sim: buff_template_data enemy_confinement[atk_cnt] spends a charge ON_BEFORE_ATTACK (not while
麻痹) and switches to mode R when one is left; enemy_liberty_listener[warning] switches to mode L before
the next attack (PRTS "进行第4次攻击前,切换至解放状态"). archetypes.js prisoner() counted on the 'attack'
hook, after the damage, so the 4th attack still hit confined, and it sent no form.
- Now: prisoner() counts in `before` (an attack 麻痹 interrupts never gets there, PRTS 拳师囚犯), setForm
'warning' (fx 'phase', drawn silently: kinds.js SILENT_PHASES) before attack times-1 and 'liberty' (fx
'liberate') before attack times; 重犯's free-all and 杰斯顿's KO switch the freed ones too.
render/units.js FORMS maps 'warning' / 'liberty' for the six skeletons (普通 / 老练囚犯 *2 / unnumbered,
强壮囚犯 *2 / *3, 拳师囚犯 / 重犯 / 传奇重犯 *_orange / *_red). tools/assets/spine.mjs PREFAB_SPINE_ROLES gives
普通囚犯 / 老练囚犯 their grey *3 set; data/assets.json regenerated (fetch-assets --offline --add-only, JSON
compare: only those two anims and the hash), data/enemies.json too (build-data --offline: only their
attackAnim.clip Attack -> Attack3, same length and strike frame). The 3D board draws the same Pixi views.
- Docs: ASSETS.md (PREFAB_SPINE_ROLES, the prisoner forms), SIM.md (the form fx), design/client.md (FORMS).
- Tests: test/content/feedback5-prisoners.test.js (the six: warning before attack 3, attack 4 hits with
ATK +50 %, the forms reach the client and UnitInfo; free-all; 麻痹), test/render/feedback5-prisoners.test.js
(manifest = the prefab's grey set, FORMS sets, view clips, PREFAB_SPINE_ROLES = the committed manifest) —
both fail on the parent but the 麻痹 pin; test/render/feedback5-prisoners.browser.test.js (RENDER_E2E=1:
three prisoners on the 2D and the 3D board, each model's set follows its sim form).
- Golden: 28 scenarios. Only the warning's new 'phase' fx (the prisoner fell before its 4th attack):
roster-001, roster-003, roster-007, roster-024, roster-033, bond-miraShip-low. The 4th attack now hits
freed, one attack earlier than before, so the fight after it moves: roster-004, roster-022, roster-026,
bond-kazimierzShip-low, bond-raidShip-low, bond-soloShip-low, bond-victoriaShip-low, bond-visiShip-low,
standin-01, diy-024, diy-061, diy-065, diy-066, diy-094, diy-097, diy-104, diy-105, diy-127; only the
per-second snapshots besides the fx: roster-021, diy-017; and the bot matches whose battles field
prisoners: solo-ABYSS-2, solo-HARD-9-boosted.
Ported by hand from PR #211 by @xcdoge:
- render/units.js: FLY_HOVER 0.32 → 1.3, flat (the official fly offset is one model-independent Vector3(0, 0.35, 0) in
the client's character space, whose unit is the standard battle-prefab scale 0.27; an official screenshot measures
1.2–1.4 tiles); enemyModelScaleY multiplies the skeleton's Y scale and the head (bar) height, also in the impostor
path; a mirrorX model flips on top of the direction flip. The body, its HP bar, damage numbers, projectile hits and
skill rings ride `hover`, the shadow stays on the ground; one camera drives the units over the 2D and the 3D board.
- tools/build-data.mjs MODEL_STRETCH_Y / MIRRORED_PREFABS → enemies.json modelScaleY / mirrorX; data/enemies.json
regenerated offline here (the PR's one-line blob was not taken) — JSON compare: only enemy_1112_emppnt /
enemy_1112_emppnt_2 modelScaleY 1.263 and enemy_1196_msfyin mirrorX true.
- tools/local-extract/enemy_model_offsets.py (optional, host-side prefab reader) and
docs/research/12-flying-visuals-official.md (without the claim that the owner said 「都要」 on 2026-10-05 — the owner's
decision of 2026-10-06 is cited; where the quirk enemies appear corrected against 0.2.0's data: 帝国炮火先兆者 is a FLY
special enemy of the mode, 帝国炮火中枢先兆者 comes with the bounty 战术特训·飞行III, 木制瑞印 is in no wave). No
screenshot or extracted art committed.
Tests (from PR #211): test/render/unitview.test.js (FLY_HOVER ≈ 0.35 / 0.27; the same lift for every flyer; a flying
view lifts by FLY_HOVER — added here: its body and HP bar ride the lift, its shadow stays on the ground),
test/render/playtest6-enemies.test.js (the data keys; the 1.263 aspect and bar height; the mirrored model's x sign);
both fail without the renderer change; the 425 render unit tests pass. Docs: DATA §9, ASSETS, design client.md,
research 00 / 12, DESIGN §25.13.5 and the §25.10 table.
Golden unchanged (drawing only; the sim reads neither field).
- tools/local-extract/extract.py TOKEN_SPINES (`--only spine/token`): each token's battle prefab in the
battle token packs (pkgrps/btl_pfb_tokens_*.ab; the Windows build has all 39, the iOS build lacks
btl_pfb_tokens_0), the skeleton of its Front (or only) Spine renderer, written to
public/assets/local/spine/token/<id>/ like the enemy models (sized pma atlas, premultiplied pages;
the newer RGBA pages keep their own alpha). The enemy writer is shared (write_spine; the two enemy
models re-extract byte for byte). The skinpack job of 乌尔比安's block is gone: it extracted
nothing, and that token draws no model in the game (nor do 圣聆初雪's, 酒神's, 贝洛内's and
予愿安洁莉娜's hidden tokens: no Spine renderer, no avatar in either install).
- tools/assets/local-token-spines.json (committed, `fetch-assets --local-spines`) → data/assets.json
tokens[id].spineLocal for 35 自选 summons, 凯瑟琳's 爬行号·防护单元 and 凛御银灰's three 风雪之眼; the
manifest is the same with or without the extraction (JSON diff: only the 39 spineLocal entries and
the hash). spine.mjs LOCAL_SPINE_ROLES maps clips the resolver cannot read (电弧's 戴乌 C_Skill1_*,
酒神's 本能的召唤 Loop / End, 白铁's platforms End, 战术锚点 on its Default pose) [ASSUMED where named].
- assets.js spineEntry: a token resolves its spineLocal like an enemy (no web model behind it: the
diamond stays when it is not listed or fails to load). Scale as the web tokens (UNIT.modelScale).
- setup reports an extraction without the summon models; docs: ASSETS.md "Token models from the local
client", DEPLOY.md §6, DESIGN §13 (design/client.md), README.
- Tests: test/local-token-models.test.js (new), test/local-extract.test.js (job table, prefab walk,
alpha merge), test/assets.test.js (the local token models load like the client does),
test/package.test.js (the full zip ships them), test/static-local-art.test.js. Golden unchanged.