4bd154e3265d299dd511ec032fbce0fb9b9c8bce
3
Commits
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4128965a9f |
feedback7 R22-GHSIM: an instant skill with no attack of its own takes one attack cycle — 引星棘刺 S1 under 迅捷 no longer recasts every tick, and attack speed paces such casts (GitHub #298); golden: 84 scenarios move (below)
Seen (#298, FrogThai): 度算浪波 (AUTO, instant, SP_FULL, cost 6, no attack) with 迅捷's refund (12 + 15 at ≥ 40 layers) cast 60 times in 2 s — every tick — at ASPD 100 and at ASPD 600 alike (repro): skill.tick checks tick rules before the attack loop and an instant cast ended without touching the attack cooldown. Now (skills.js): such a cast (instant / charges, no spec.attack) sets atkCd to at least the attack interval, and the casts checked in skill.tick (the tick rules, the DEFAULT of units that never attack, content trigger ranges) wait while the cooldown runs beyond this tick — a remainder ≤ dt is this tick's slot, which the cast claims before updateAlly's attack. A cast right before an attack (onAboutToAttack, DEFAULT) is followed by that attack as before; timed skills, "next attack" skills and TAKE_DAMAGE / kit casts' gating are unchanged (a TAKE_DAMAGE or kit cast also takes the cycle). [ASSUMED] one attack interval (PRTS prints no 前后摇 for such casts). Measured: 2 casts / 0 attacks in 2 s at interval 1.36 s, 9 at 0.25 s; with no enemy it still fires at full SP (#124). Not taken: PR #313's 3 s operation cooldown for AUTO skills (it conflicts with #124). Docs: SIM.md §7 trigger rules, PLAYING.md 技能自动释放. Golden — every moved battle fields an instant no-attack skill cast from the tick, which now waits for / takes the attack cycle (德克萨斯 S2, the 先锋 DP skill skcom_charge_cost, 赫默 S2, 雪猎 S2, 莱恩哈特 S2, 凛御银灰 S1 / S2, 异客 S3, 锏 S2, 伺夜 S1 / S2, 焰尾 S1 / S2, 引星棘刺 S1, 忍冬 S2, 郁金香 S3 (补位); 自选 陈 / 艾丽妮 / 嵯峨 S2, 左乐 S3, 重岳 S2, 温蒂 S3, 望 S1 / S2, 多萝西, 黑键 S2): roster (22): roster-001 roster-003 roster-005 roster-008 roster-010 roster-012 roster-014 roster-015 roster-016 roster-018 roster-020 roster-021 roster-028 roster-029 roster-031 roster-033 roster-034 roster-039 roster-040 roster-041 roster-042 roster-048;bonds (9): bond-deputShip-low bond-indomShip-low bond-raidShip-high bond-skillfulShip-low bond-soloShip-high bond-suntShip-low bond-victoriaShip-high bond-visiShip-high bond-visiShip-low;fields (9): boss-boss_1-pair boss-boss_2-pair boss-boss_3-pair boss-boss_4-pair boss-boss_5-pair boss-boss_6-pair hidden-boss_10-pair hidden-boss_8-pair hidden-boss_9-solo;matches (16): coop2-ABYSS-10-boosted coop2-HARD-4 coop2-NORMAL-14-standins coop2-NORMAL-3 coop2-NORMAL-70-diy coop2-NORMAL-8-serverrun coop3-ABYSS-5 coop4-ABYSS-7 coop4-FUNNY-6 solo-ABYSS-1 solo-FUNNY-1 solo-FUNNY-2 solo-HARD-1 solo-HARD-2 solo-HARD-9-boosted solo-NORMAL-1;standins (6): standin-01 standin-03 standin-04 standin-08 standin-09 standin-10;diy (22): diy-001 diy-002 diy-003 diy-004 diy-005 diy-007 diy-013 diy-014 diy-015 diy-033 diy-034 diy-035 diy-036 diy-037 diy-109 diy-110 diy-111 diy-112 diy-114 diy-115 diy-116 diy-137 Tests adapted to the rule: op_wang (the second 立即获得两枚棋子 waits out her cycle), playtest6-skills (锏 S2's first cast may wait one attack interval). |
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01fddd3021 |
feedback5 WC: a MANUAL skill whose running attack range strictly contains the own range casts as soon as an enemy is inside it (ACTIVE_RANGE, the owner's rule of 2026-10-05)
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. |
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6464e4b46a |
Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player; placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call) - #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿 - #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text - #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool, and the team LP reaching 0 first is a defeat (PRTS) - #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones - #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10) - #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range - #9 official per-enemy model scales (威龙) - #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding - #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider - #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes - #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20 - #18 炎佑 is 孤立: no heals or ally buffs - #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators - DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites green; dev recordings regenerated |