52f56319ac3bf06ffca37ccdcdc8ea7c8838dbf5
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52f56319ac |
feedback7: merge fb7-gh-sim — PR #348 (take-the-highest chains), PR #293 (REA-Y in the engine), #329 ports (异客 13 tiles, 歌蕾蒂娅 net radius 1, 搅拌机 latest first, 大帝 uncapped), PR #365 (骨刺 forms + PRTS targeting), #298 (instant non-attack skills recast at most once per attack interval, attacks untouched), #364 (先兆者 shell 3×3), #220 (速射手 air first), 余 skips noStack bonds (owner)
- Conflict: docs/PLAYING.md 技能自动释放 bullet — both insertions kept (the 铁钳号 rule from fb7-owner-sim, the #298
pacing sentence).
- Grok review: MERGE AFTER FIXES — the HIGH #298 finding (the cast replaced the due attack) fixed on the branch
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db29acf907 |
feedback7 R22-GHSIM: #298 rework — the one-interval gap of an instant skill with no attack of its own sits on the skill (nextCastAt), not on the operator's attack cooldown: its casts no longer replace the attacks / heals that were due; golden: back to 2 moves against the code before #298 (roster-033, roster-034)
Review of fb7-gh-sim (MERGE AFTER FIXES, high): |
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dc609ea13f |
feedback7: merge fb7-ui-backlog — #229 device tooltips, #238 settings button in lobby / room, #138 准备 folds the shop, #120 in-match spectator roster (cap stays 2), PR #308 capsule counts (+ the shared-field progress fix), PR #333 empty new shop slot on 调度中心 upgrade
- Conflicts: the stats entry (merged fb7-stats) and the settings button both sit in the lobby / room top bars — both kept;
public/js/ui/settings.js (#321 diagnostics, voiceLang, SettingsButton); docs/PLAYING.md table rows resolved line by
line against the merge base (#368, #354, #333 edits kept); docs/SIM.md / design/network.md snapshot field lists
(resolved + ammo / wolves / neg / stand / standCut); design/client.md Screens line (#368's AI switch kept).
- Grok review: MERGE AFTER FIXES — the shared-field capsule finding fixed on the branch (
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895653fc10 |
feedback7 R22-GHSIM: the 帝国炮火先兆者 shells hit every ally whose collider touches their 1.2 circle — the impact tile and the 8 around it, not just the cross (GitHub #364); golden: roster-001, roster-019, diy-020 move
Seen (#364, FrogThai): the 中枢先兆者's shell hit the target and its orthogonal neighbours only — repro: a diagonal neighbour (√2 ≈ 1.414 from the impact) took nothing, as did a tile two away; the reporter saw the 3×3 in the official game. Official: PRTS 天赋 of both 先兆者 (one shared kit) 「弹道对半径1.2范围内的所有我方单位造成攻击力100%的无来源物理伤害(此弹道 不会强制击中主目标,碰撞无视迷彩)」. The landing is a 碰撞; PRTS 作战机制 §碰撞体积 (docs/SIM.md, constants.js): collider tests are the common way and an ally's collider is a 0.25 circle — the rule the engine already applies to ranged enemies' reach. Now (content/enemies/fly.js kitShell): an ally is hit when its collider touches the 1.2 circle — centre distance ≤ 1.45 (SHELL_REACH = SHELL_RADIUS + ALLY_COLLIDER_RADIUS): the impact tile and the 8 around it, never two tiles away. The telegraph and the blast are drawn at that reach. [ASSUMED] for this shell (its text names the 碰撞); other content zones keep their point radius as before. Golden: the three battles with a 先兆者 whose shells land beside a diagonal operator (roster-001 中枢先兆者, roster-019 and diy-020 先兆者). |
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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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b4bc89ad4e | feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR #308 by @xcdoge, the capsule half of PR #157 — authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged | ||
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ffa538c39d |
feedback7 R22-RENDER: 赤刃明霄陈 S3's sword wave is drawn along its path — the sim sends its position as a chen3Wave fx every 0.12 s, the client draws a 'qi' blade (PR #382 by @Convey123, owner item 12); golden: diy-073 / diy-074 events.fx and fx.chen3Wave only
The 赤霄·天喟 wave is a kit-managed probe (it turns corners and lives as long as the skill), not a snapshot
projectile, and the sim emitted one `dash` at the cast and a `slash` per hit — nothing along the way, so the client
drew no wave. op-chen3.js now emits fx('chen3Wave', { x, y, fromX, fromY, dr, dc, id }) every WAVE_FX_EVERY (0.12 s;
4 ticks), the trail restarting at a corner; render/fx registers chen3Wave → 'qi' (pt: drawn at the event, never on
her) and draws a streak plus a crescent head turned the way it travels. The look is a procedural stand-in, not the
official particle prefab.
Substantially @Convey123's code (PR #382), authored as theirs. Changed on review: the head is projected after
streak() — streak() reuses the effect system's projection scratch, so the PR drew the crescent on the trail's start,
one event behind the wave — and the trail, head and heading share one height; an unused test variable dropped.
Golden: diy-073 (5_diy*=chen3 S3 in two slots) events.fx 508 → 1558, fx.chen3Wave → 1050; diy-074 (6_diy*=chen3 S3)
events.fx 272 → 872, fx.chen3Wave → 600. HP, kills, damage, hooks and snapshot hashes unchanged: battle.fx only
records an event.
Tests: test/content/op_chen3.test.js (+1: the events, their cadence, id, direction, trail start, silence after the
skill) 12/12; test/render/fxchen3wave.test.js (new, 6: the archetype, drawn at the wave not at her, the head on the
wave and turned with it, a sweep joining into one trail, junk input, nothing left after) 6/6; boardart 15/15.
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3356b340a7 |
feedback7 R22-GHSIM: three or more overlapping 同名效果取最高 applications resume strongest first — the middle one no longer drops out when the strongest ends (GitHub #342, PR #348 by @siruimei07); golden: diy-059, diy-122, diy-123, diy-124, diy-133, diy-138 move
The contributor's code (status.js _applyValuedStatus and both test files, applied as written from PR #348), so they are the author of this commit; the maintainer side added the 同名效果取最高 label back to the JSDoc and a docs/SIM.md line. buff.data.tail held ONE waiting application (the later-ending one): a third, weaker but longer one replaced a middle one that was still running, so when the strongest ended the effect jumped to the weakest (#342: 30 % / 25 % / 20 % 减防 — DEF 1000 → 700 → 800 instead of 750 → 800 → 1000). The tail is now a chain ordered by strength (decreasing) and end (increasing): a weaker application is inserted in it, a stronger one takes over with the old value and its chain behind it, an equal refresh trims waiters that end before it, and an expiry resumes the next live waiter with the rest of the chain. removeStatus / removeBuff still drop the whole chain; two-application data shapes are unchanged. Golden: six 自选 battles that stack three same-name applications on one unit — diy-059 / diy-122 / diy-123 / diy-124 (庇护 from several operators), diy-133 (Mon3tr's ASPD talent buff talent:monstr:aspd), diy-138 (脆弱) — the middle application now resumes. |
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ae22335cfe |
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR #373 by @Cloudnyco)
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double, one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them. - sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's. Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end). - Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency). - Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors, typecheck, check:imports. |
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b05845f507 |
feedback6: merge R21P — every operator at full potential (潜能 6; GitHub #252, PR #255 by @SpiritedAwayCN, the owner's decision of 2026-10-07)
- tools/build-data.mjs applies every potentialRanks attribute step (COST, RESPAWN_TIME, ATK, MAX_HP, DEF, MAGIC_RESISTANCE, ATTACK_SPEED) to the chess, elites, 补位 and 自选 units and picks talent / trait / module-talent candidates up to requiredPotentialRank 5; summons take the owner's potential for their talents, not its stat steps. data/chess.json, backups.json, tokens.json and the en / ja / ko / zh-TW data translations rebuilt; op-wang.js reads her stock cap (8 at full potential). 刺玫 435 ATK / cost 15, 砾 16 s, 至简 70 s. - No conflicts outside the golden files (regenerated). Golden vs HEAD: roster 49, bonds 46, fields 22, matches 18, diy 133 (standins and diy-012 / diy-135…138 unchanged: no potential ranks or never hit). Union check against the branch and the merge base: every scenario only the branch moved equals the branch, except roster-048 and solo-ABYSS-2: at full potential a 频次 器物 is reached there (roster-048: one more enemy dies instead of leaking, 86 → 87 units), so R21H's hit count (data × hpMul ÷ supplyHpMul) applies where it did not before — with only that rule put back (archetypes.js times as at the merge base) both equal the branch exactly. - Tests: broad node --test 5147 / 5147; lint 0 errors. |
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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) | ||
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a9fe794c3f | feedback6: merge R21H — 器物 (频次) enemies take the 攻坚 HP share and not 补给线's (the data's exclusion list names exactly the 14 器物), leader summons take the round's enemy scaling (PR #272 by @CXUtk, re-implemented from the data); tools/golden.mjs keeps R21H's roundMods import and drops uniteStageId (removed by R21B); golden regenerated on the merge — vs the parent exactly R21H's 74 scenarios, vs the branch only the other streams' moves | ||
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e33ee3db8f |
feedback6 R21H: the round's enemy effects reach the 频次 器物 and the leaders' mid-fight summons (PR #272, 感谢 @CXUtk); golden: 74 moved
器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude, data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15 only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it (waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹, “裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js, golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent prop_max_hp). Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物 extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo (俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo, hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged. |
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c225559d4d | feedback6 R21E: an operator's 凋亡 burst drains the official 技力 — stored charges and the ready charge included (Skill.setSpTotal(spTotal − 1) each second; PRTS 技能 可充能 「当持有者的技力流失时,充能次数也会实时降低」, PRTS 元素 「每秒损失1点技力」): the drain took only the SP towards the next charge, so a full skill kept every charge and a one-charge skill stayed ready through the 15 s; a running timed skill is left alone as before; PR #262 (#261 its closed duplicate), re-implemented; golden: 5 moved, each by a burst on an operator with SP stored (假想敌:管's 凋亡 strikes, the 萨卡兹王庭军's 凋亡 on hit) — fields hidden-boss_10-solo (泥岩 loses its stored charge: casts 1 → 0, the move PR #262 reported; the team's heals and the snapshots after it), boss-boss_3-solo / hidden-boss_10-pair and diy-058 (later snapshots and event counts only, the same results), diy-059 (黍 forms against the 萨卡兹王庭军 waves: fewer casts — 11 → 5, 6 → 2, 9 → 5, 6 → 1 — the battle goes otherwise, kills 39 → 47, leaks 57 → 49) | ||
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ef25c03525 |
feedback5 R19E: an enemy finishes its attack clip after its block ends — the 鸭爵 swap's 流泪小子 no longer walks on the tick its strike stuns its blocker (community report of 2026-10-07 「哭狗瞬间隐匿没有后摇」, GitHub #214 by @FrogThai); golden: 216 scenarios move
ai.js enemyAttack set the post-strike stand only for an unblocked ranged enemy (`!e.blockedBy && radius > 0`), so a
melee enemy released by its own strike walked on that very tick. 流泪小子 (enemy_2034_sythef_2, the strategy's version;
「泪眼汪汪」 / 「哭狗」 in the reports) stuns its blocker with every hit, the stunned blocker lets it go and its 隐匿 is
back 0 s later: on
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9123e76509 |
feedback5 R19A: a stunned or frozen enemy is blocked by contact where it stands — an operator redeployed beside a frozen 隐匿 enemy blocks it and so reveals it (GitHub #232, @ccyl; the repro and the cause by @kukiC); golden: 52 scenarios move
ai.js updateEnemy returned on `stunned && !e.hidden` before the contact check (Battle._checkBlock), and 冻结 / 沉睡 / 浮空 set `stun` too, so a held enemy was never checked: an operator redeployed or deployed beside it, a slot freeing up or a push / pull into contact with a stun all waited for the status to end (0.1.4 had it too). PRTS 异常效果: STUNNED / FROZEN stop the enemy's moves and attacks and hold no 不可阻挡 (BLOCK_FREE), which SLEEPING / LEVITATE do; 术语释义 冻结 names no block; 作战机制 §碰撞体积与位置识别: an operator deployed onto an enemy blocks it, a standing one included. The held branch now runs the same check before it returns (no move, no attack, as before): _checkBlock still refuses 沉睡 / 浮空 / 恐惧 / 不可阻挡, an enemy held short of contact is blocked only once it walks in (the same point as without the status), and the 3 s 隐匿 window after a block's end is unchanged. A block the held enemy already holds is still not re-checked (a reborn() 重生 keeps its blocker, as in 0.1.4: noted as open in §25.22.1). Golden — in each scenario the first divergence is a stunned or frozen enemy blocked during its status by an operator or summon it touched with a free slot (traced one by one with an instrumented copy): roster-003, -014, -015, -016, -017, -018, -019, -031, -036, -038, -040, -041, -045, -046, -047; bond-indomShip-high, bond-kazimierzShip-high, bond-raidShip-low, bond-siracusaShip-low, bond-suntShip-low; boss-boss_3-solo, boss-boss_4-pair, boss-boss_7-solo, hidden-boss_8-pair, hidden-boss_9-pair, hidden-boss_10-pair, unite-2; matches solo-FUNNY-1, solo-NORMAL-2, solo-HARD-2, solo-ABYSS-1, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy; diy-003, -004, -026, -034, -035, -056, -057, -065, -066, -070, -071, -094, -095, -101, -102, -103. standins unchanged. Tests: test/sim/feedback5-frozen-reblock.test.js (9; the four #232 cases and the 晕眩 / 冻结 capacity cases fail on the parent). Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.1, docs/SIM.md (§1.2 Blocking, stun, freeze), docs/design/engine.md, docs/PLAYING.md. |
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d841d6ac22 |
feedback5: merge CB3 — community reports (operator kits): 砾's normal attack hits twice at 50 % 伤害倍率 (a 频次 enemy loses 2), 乌尔比安's S3 moves only onto his own board (never behind the one-helper 联防 map's red gate nor onto a boss field's other half), the 「受到攻击时」 counters answer every enemy damage instance (菲莱 S2 on 深溟巢涌者's pulse, 星熊, 泡泡, 刺玫, 余, 玛恩纳, 年, 斩业星熊), an in-place 复活 restarts a deploy-timed skill so a 突袭 member jumps at once, 银灰's normal attack plays its own impact (and 雷蛇 / 初雪 / 圣约送葬人 drop a skill mode's sound); five reports pinned; §25.17 between CB2's §25.16 and CB4's §25.18; data/assets.json lists 银灰's impact (p_imp_spear_n.mp3 fetched); golden: vs feedback5 CB3's own rules — roster-002/004/005/008/010/012/016/024/033/044, bond-indomShip-low/high, bond-kazimierzShip-low/high, bond-lateranoShip-low, boss-boss_2-solo, boss-boss_4-pair/-solo, hidden-boss_8-pair/-solo, hidden-boss_9-solo, diy-051, matches solo-FUNNY-2, coop2-NORMAL-3, coop4-ABYSS-7, coop2-ABYSS-10-boosted; vs CB3 exactly what feedback5 changed since its base (CB2, CB4, CB5)
The merge:
- server/sim/battle/players.js: CB3's onOwnBoard hunk is byte-identical to CB4's (git kept one); its comment and
docs/SIM.md's onOwnBoard row now name 乌尔比安's S3 【移动】 next to the 突袭 landing (DESIGN §25.17.2 / §25.18).
- test/sim/facing-invariance.test.js: CB3's scenario setup (onOwnBoard off on the open field) and the CB4 merge's
突袭 test (its enemy inside the board) merged cleanly, both kept.
- data/assets.json: CB3 had regenerated it offline without 银灰's entry (his official impact file was not on disk);
`node tools/fetch-assets.mjs --add-only` (shared public/assets, add-only) downloaded p_imp_spear_n.mp3 — 8.8 KB,
the only new file (ok 1, skipped 7968; the 117 misses are the known upstream gaps) — and rewrote the manifest.
Field-wise JSON compare with CB3's manifest: only audio.sfx.units.char_172_svrash = { hit: p_imp_spear_n } plus hash
and stats (files / bytes / sfxUnits +1); against feedback5: CB3's four operators (银灰 now the spear impact and no
S3 swing, 雷蛇 / 初雪 / 圣约送葬人 without the skill-mode impact) plus hash / stats. §25.17.6 says so.
- docs/history/0.2.0.md: §25.17 placed in order, the intro's per-stream list and workstream list name CB3.
Golden moves outside CB3's commit list: coop2-NORMAL-3 fields 砾 from round 3 (her double hit) and 刺玫 in rounds 4-7
(instrumented); solo-FUNNY-1 (in CB3's list through the counters) fields no counter operator on feedback5's path, only
砾, whose two half hits change no kill, leak, LP or end stat there, so its digest stays.
Gate: non-browser suites 5003 / 5003, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
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5877800a67 |
feedback5 CB3: the "受到攻击时" counters answer every damage instance from an enemy, not its attacks only — 菲莱 S2 now blasts on 深溟巢涌者's pulse, so do 星熊 S2, 泡泡, 刺玫 S2, 余 S1, 玛恩纳 无动于衷, 年 S2 and 斩业星熊 (community report of 2026-10-06, item 30)
The report's 退行的潮涌者 is the 巢涌者 (深溟 / 富营养的巢涌者 in this mode): no normal attack, its talent hurts every operator in range once a second. Official (ArknightsGameData buff_template_data): its pulse is an AdvancedApplyDamage with the enemy as source (enemy_dsubrl_aoe[aura]); the counters fire on ON_TAKE_DAMAGE — philae_s_2 with no filter, inverse_damage (星熊 S2), inverse_damage[magic] + nian_s_2 (年 S2), bubble_s_2 / bubble_t_1 (泡泡), vendla_s_2 (刺玫), yu_s_1[inverse_damage] (余 S1), hsgma2_s_1 / hsgma2_e_003_tr_take (斩业星熊), mlynar_t_2[inverse] (玛恩纳) on a source of the other side; 棘刺 S2 (普通伤害 filter) and 信仰搅拌机 S3 already took any damage. Cause: the kits required dmg.isAttack. Now kits/shared/tier1.js byEnemyAttack = any enemy damage instance but a 流失, an element 损伤, 无来源 damage or another counter / reflection (tags 'counter' / 'reflect'); 菲莱 S2 any instance but a 流失 or a counter. test/content/op_nian.test.js pinned "a non-attack hit returns nothing" for 年 S2 — updated on purpose (answered now; a 流失 still is not). Golden: 19 scenarios where an enemy's non-attack damage (skills, pulses, areas) reached one of these operators — their counter now answers it (more damage, fx thorns / aoe): roster-002, -005, -008, -010, -012, -016, -033, -044; bond-lateranoShip-low; fields boss-boss_2-solo, boss-boss_4-pair, boss-boss_4-solo, hidden-boss_8-pair, hidden-boss_8-solo; matches solo-FUNNY-1, solo-FUNNY-2, coop4-ABYSS-7, coop2-ABYSS-10-boosted; diy-051. Tests: test/sim/feedback5-counters-any-damage.test.js (6; 5 fail on the parent, the first checks the 巢涌者 never attacks). Docs: docs/SIM.md (re-entrancy rule). |
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d40cb4e79e |
feedback5 CB4: 萨卡兹穿刺手 — a stun or 束缚 ends its acceleration and drops the speed layers; its first hit after a block adds current move speed × 600 physical as its own instance (community report of 2026-10-06, item 36)
Official: PRTS 天赋 and the battle prefab's templates (dlancer_t_listener[a/b/c] every 0.1 s: STUNNED / UNMOVABLE end dlancer_t[trigger], not blocked starts it; a MULTIPLIER layer every 0.5 s up to 25 tries, blocked or not; dlancer_t_atk: DamageViaAttr MOVE_SPEED × 600, physical, ignoreForSp, then ends the trigger). Until now it kept accelerating through a stun and kept the speed, and the hit was one attack multiplied ×(1 + 6 × layers / 25), a stun in between included. A slow is no reset (official). Golden: 6 scenarios, each with 萨卡兹穿刺手: roster-016, standin-04, standin-08, diy-028, diy-124, coop2-HARD-4. Tests: test/content/enemies_bosses.test.js (3, fail on the parent). Docs: DESIGN §25.18.6. |
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6372f2892b |
feedback5 WAA: the 孤岛风云 prisoners leave the gate confined and change model as their official prefabs do — grey while 【禁锢】, the blinking orange warning before the last confined attack, red once freed; the 4th attack already hits freed (community report of 2026-10-06 「囚徒类敌人出门就是已解放的模型」)
- 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. |
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ac6454d171 |
feedback5: merge feedback4 (7ee815e) — W4D ported: a sleeping enemy cannot be blocked and takes no block slot (_checkBlock in server/sim/battle/blocking.js, the applyStatus release in battle/status.js, the plain-buff release re-applied to ai.js updateEnemy's cannot-act branch after WE1's swing cut, 瑕光's comment in kits/ops/chess_char_3_12-blemsh.js, buffs.js; 酒神's 迷狂牢笼 skips a sleeper too); golden: roster-003 / 005 / 013 / 032 / 038 / 039 / 042, bond-maniShip-high, solo-FUNNY-1, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy, diy-131 / 132 moved
New on feedback4 since the last merge: W4D ( |
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e2bb090f44 | feedback5: merge WE1 — fidelity (sim rules): 秘术师 store at the attack check (深靛; 维伊 / 黑键 plug into it), enemy attacks land at their damage frame so a short stun / freeze / sleep / 浮空 / 缴械 / 恐惧 before it cancels the swing, 武者 heal per damage instance through 禁疗, 庇护 the strongest only, PHY-X 不高于 50 %, 链愈师 jumps in the 3×3, a summon readied at its owner's redeploy, Misery's duration skills, 伺夜 S2 in 战术点形态, centurions hit up to block-count targets; merge fixes: 黑键's kit keeps the up() import WE2's S2 cast needs (WE1 dropped it with its tick store — the first regeneration had stored 9288 swallowed errors in diy-114), the 自选 refusal names 集成战略 / 生息演算, tools/golden.mjs prints a missing value, test/golden.test.js fails on any stored engine error; golden: vs WE1 only the W4B / WE2 scenarios differ (roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116) | ||
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97454d8cda |
feedback5 WE1: 「同时攻击阻挡的所有敌人」 takes up to the block count of targets from the range, blocked first (the queued centurion question; Mon3tr S3)
PRTS 分支特性信息 强攻手 / 重剑手 / 推击手 "普通攻击最大目标数等于阻挡数(不会低于1)"; PRTS 作战机制 §AOE "锁定人数的无弹道AOE攻击 (例如近卫分支“强攻手”)…在抬手时选取范围内的全体目标(不超过其攻击目标上限)"; PRTS 忍冬 S3 备注 "可对空". The client's selectors of the branch traits and of every kit skill marked hitAllBlocked carry _limitedMaxTargetNumToBlockedCnt (_allowZeroBlockCntLimit off) — charpacks extracted 2026-10-06. - ai.js: hitAllBlocked no longer returns just the blocked enemies; targetCount = max(1, block count) (+ maxTargets mods) of targets from the range and the blocked enemies, blocked first. Mon3tr S3 drops maxTargets 1; 凯尔希's Mon3tr under S2 picks its targets the same way. [ASSUMED] maxTargets mods add; 忍冬 S3's range-only note not modelled. Golden: 52 scenarios, each with a hitAllBlocked attacker (probe-checked) — roster-001, -003, -004, -007, -009, -011, -013, -014, -015, -016, -020, -022, -023, -024, -030, -032, -038, -040, -041, -042, -043, -049; bond-sargonShip-high, bond-soloShip-low, bond-soloShip-high, bond-yanShip-low; boss-boss_4-solo, boss-boss_6-solo, boss-boss_7-solo, hidden-boss_9-solo, hidden-boss_10-solo; matches solo-NORMAL-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-70-diy; diy-013, -014, -033, -034, -035, -037, -038, -039, -051, -053, -076, -078, -109, -127, -130. standins unchanged. Tests: test/sim/feedback5-block-targets.test.js (new, 2). Updated on purpose: feedback1-transform.test.js (its real round relied on 百炼嘉维尔 — a 强攻手 — falling; the ember-walks-on check is now a deterministic sub-test). test/content and test/sim pass. Docs: SIM.md centurion row, professions.js header. |
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1559614e8a |
feedback5 WE2: larger-range triggers the data cannot carry — 谬因 S2's beam path, 薇薇安娜 S3's 3-2 from its second cast (#16)
The owner's ACTIVE_RANGE rule (a MANUAL skill whose running range strictly contains the operator's own) for two skills whose running range is no data range (O1, O11 reports): op-aphris.js adds the beam's path as a content trigger range; op-vvana.js switches S3 to ACTIVE_RANGE on 3-2 once its first cast of a deployment ended (DEFAULT again on redeploy) through a new additive SkillRuntime.setTrigger(rule, grid). The scan of the wave 2-3 reports and the 41 candidate skills is in the doc draft (others: target-centred, already fixed, or owner questions). Golden: diy-045 (谬因 S2 fires for enemies beyond her 6 tiles) and diy-078 (薇薇安娜 S3: skill timing in hooks / snapshots only) moved. |
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e1a7920482 |
feedback5 WE1: 链愈师 heal jumps within the 3×3 around the last one healed (x-4), a full-HP ally included (follow-up 27)
PRTS 分支特性信息 链愈师: "跳跃范围为x-4…不会对已跳跃过的单位重复跳跃", "优先跳跃至范围内生命比例最低>部署时间点最晚的我方单位。 可选择满生命我方单位为跳跃目标,但仍受禁疗制约" (range_table x-4 = the 3×3 around the unit). - ai.js chainHealNext: an ally on the 3×3 of tiles around the last one healed, not yet in the chain, no device / hidden / 孤立 / 禁疗 unit (the healer's healThrough summon excepted), the lowest HP ratio first — a full-HP ally too, the chain goes on from it — then the latest deployed. doHeal (莎草) and Mon3tr's chainFrom both use it (her fullProsts case is now general and gone). It used to be the most injured ally within 2.5 tiles. [ASSUMED] 禁疗 = not selected. Golden: roster-004, roster-005, roster-023, roster-024, bond-sargonShip-low (莎草's chains: other jump targets, full-HP links); diy-133, diy-134 (Mon3tr). Others unchanged (no match fields a chain healer). Tests: test/sim/feedback5-chain-heal.test.js (new, 3); op_monstr, kits_t1t2, feedback2-surtr-stealth pass. Docs: SIM.md §Professions (chainhealer row). |
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a7d62b5fc1 |
feedback5 WE1: 武者 trait heal on every damage instance, through 禁疗 (follow-up 1)
PRTS 分支特性信息 武者: "特性治疗于干员每次输出伤害时触发(不局限于攻击)", "通过自身特性/天赋/技能产生的作用于自身的治疗效果会无视 自身的禁疗" (utage_trait / helage_trait / zuole_trait: ON_OUTPUT_DAMAGE); PRTS 异常效果: an abnormal flag is one switch. - professions.js installMushaHeal: one heal of the trait value per damage instance dealt to an enemy, at that instance (every hit of an attack, skill / item / bond damage); a dodged hit, a 流失, an element 损伤 or a talent / DoT damage heals nothing; ignoreHealFree. 收割者 keeps its rule (installReaperHeal) and ignores 禁疗 too (the same PRTS sentence). - 赫拉格's kit: its second-hit heal patch is gone (redundant). 左乐's S1 reads his HP when it fires, before its strike's own heal [ASSUMED]. Golden (diy only): diy-007, diy-008, diy-009 (赫拉格: a multi-target attack heals 70 per target in separate heals instead of one 70 × n heal — HP identical, heal hook / event counts move); diy-033, diy-034, diy-035 (左乐: heals land between his S1 / S2 hits, so his HP-dependent T2 roll, 坚忍 and 庇护 read the healed HP from the second instance on). roster, bonds, fields, matches, standins unchanged (宴 hits once per attack). Tests: test/sim/feedback5-musha-heal.test.js (new, 4); op_helage, op_zuole, kits_t1t2, kits_t5, kits_alt_t5 pass. Docs: SIM.md §Professions. |
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708719f382 |
feedback5 WE2: 黑键 S2 casts at full SP once a placeable tile of his range is free, no enemy needed (#23)
PRTS 黑键 S2 备注 "攻击范围内不存在可部署位时,技能不会被触发" (skill prefab _minTileNum 1): the kit casts it (trigger NEVER + a tick: ready, able to act, one free deployable tile in his range — hasRemnantTile, no rng) instead of the data's DEFAULT waiting for an enemy. Checked and kept: 温蒂's cannon (summons follow the basic strategy, PRTS "对于拥有手动释放技能的召唤物,亦会强制开启技能"), 凯尔希·思衡托 S2 (a medic's target is an injured ally; the owner's ACTIVE_RANGE on her y-11). Golden: diy-114, diy-115, diy-116 moved — the scenarios fielding 黑键 S2 (his S2 fires at full SP from the battle start). |
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89f730d05c |
feedback5 WE1: enemy attacks strike at their damage frame; a short stun before it cuts the swing (GitHub #187 point 1, #170)
PRTS 状态机: ATTACK / COMBAT "每帧检查异常状态,若有则切换到异常状态的状态"; PRTS 异常效果 STUNNED (the state machine leaves the attack), DISARMED "正在进行的普通攻击将被中断". The strike frame is data/enemies.json attackAnim.hit. - ai.js: attackWindup = the clip's strike frame (half the clip when none is named), shortened with the clip like the stand; the cooldown counts down to the strike and the swing (enemy.swing) starts when it reaches the wind-up with a target in reach (attackTargets, shared with the frame) — steady-state strikes stay one interval apart. An enemy whose cooldown ran out before it had a target (walking, just blocked, a cut swing) swings from the start: the whole wind-up. - A stun / freeze / sleep / 浮空 / hiding, 缴械, 恐惧, 战栗 while blocked or losing every target cuts a swing short of its frame: no strike, the next swing starts from its wind-up. A stun in the cooldown only pauses it; a strike already made stays made. No clip known (36 of 249 kinds): no wind-up, the old rule. [ASSUMED] targets re-taken at the frame, a cut swing does not spend the cooldown, enemy heals keep no wind-up. Golden: 275 of 283 scenarios moved — roster all 49; bonds 41 of 46 (unchanged: bond-arcaneShip-high, bond-kjeragShip-low, bond-maniShip-low, bond-skillfulShip-high, bond-swiftShip-low); fields all 22; matches all 18; standins all 10; diy 135 of 138 (unchanged: diy-027, diy-029, diy-087) — every battle where a clip-carrying enemy meets an operator: the first strike of a contact waits its wind-up, stuns cut swings (the cut alone moves 55). With every attackAnim stripped from the data the corpus is byte-identical to the previous commit (nothing else moved). Bot matches: solo-HARD-2 now wins, coop2-NORMAL-8-serverrun now loses; the other 16 keep their result. Tests: test/sim/feedback5-enemy-swing.test.js (new, 6). Updated on purpose: feedback2-enemy-attack-stand.test.js (it locked the instant first strike), enemies_bosses.test.js (沉沙 / 新硎's cleared interval, 帝国的甲胄, 斩胄之剑 / 破胄之锤 wait for the frame). test/sim, test/content, test/match pass. Docs: SIM.md, DATA.md (attackAnim), ASSETS.md. |
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8f62f3e360 |
feedback5 WE1: 秘术师 stores its energy at the attack check, not one interval later (GitHub #181)
PRTS 分支特性信息 秘术师: "能量储存与攻击占用相同的攻击间隔:在进行攻击判定时…若无有效目标且能量储存数未满,则改为储存一份 攻击能量(属于攻击行为);仅没有有效目标,且能量储存数已满的情况下才进入待机状态", "攻击被打断且弹道未能成功生成的情况下,储存的 能量不会被消耗"; PRTS 异常效果 缴械 "秘术师储存能量同样无法进行". - ai.js updateAlly: a ready unit (able to act, not disarmed) whose attack check finds no valid target — no target, or its profile's canAttack false (a 秘术师 kit's target rule: 深靛's bound enemies, 维伊's marked ones) — calls the profile's storeEnergy; a stored energy restarts the attack interval, a full store idles with the attack ready. A DEFAULT cast at the check that leaves no target stores in the same check. - professions.js mystic: storeEnergy (up to bb times), releaseEnergy (performAttack, after beforeAttack: a cancelled shot keeps them) and hitsFn(b, u, info) — the energies leave with the attack and land with its main hit; the old separate store timer (it started only once the attack was ready and never restarted the interval) is gone. [ASSUMED] a redeployment holds no energy. - 维伊 / 黑键 kits: their own tick stores become the kit's storeEnergy on the shared check; 深靛 / 维伊 no longer write hadTarget themselves. Golden: roster-003, roster-021, roster-022, bond-preciShip-high (深靛 stores at her check); matches solo-FUNNY-1, solo-NORMAL-2, solo-HARD-2, solo-ABYSS-1, solo-ABYSS-2, coop2-NORMAL-3, coop2-HARD-4, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, solo-HARD-9-boosted, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins (each fields 深靛); diy-032 (维伊) and diy-114 (黑键): the first store after a redeployment comes at the next tick's attack check instead of the end of the redeploy tick (with the old tick store added back as a fallback the diy family matches the old digests). fields, standins unchanged. Tests: test/sim/feedback5-mystic-store.test.js (new, 4); op_veen, op_ebnhlz, kits_t1t2, kits_alt_t1 pass unchanged. Docs: SIM.md §Professions (mystic row, profile hooks). |
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a009d77d71 | feedback5: merge O24 — 自选 kits for 凯尔希·思衡托 (with her 战术锚点) and Mon3tr (with her 重构体); engine (additive): mod blockRadiusScale widens the air-block radius (0 for every other unit); golden: only diy moved — all 71 自选 operators now have kits | ||
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9f68afe9f9 | feedback5: merge O23 — 自选 kits for 白铁 (devices, 铁钳号), 娜斯提 (three 支援装置, the built 高台) and 死芒 (复燃 servants, special form); engine (additive): an ally our attacks select (queries / ai, after enemies in target order, never healed); golden: only diy moved | ||
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c9429dc2d4 | feedback5: merge O22 — 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼); engine (additive): enemyAttackStart hook before 麻痹, blocking noNewBlock flag, holdsUndying reads an undying buff; golden: only diy moved | ||
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3c9ae005de | feedback5: merge O21 — 自选 kits for 麦哲伦 (drones), 令 (souls, 弦惊) and 电弧 (towers) with a shared summon-deck helper (kits/shared/summoner.js); golden: only diy moved | ||
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b4d10ff1b1 | feedback5: merge O20 — 自选 kits for 多萝西 (with her 共振装置), 予愿安洁莉娜 and 黑键; engine: the 缚地 status (groundbind: a flyer that 浮空 can land on, weight halving; 掠海漂移体 / 吉兆飞鳞 drop on it); golden: only diy moved | ||
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94eb21115f | feedback5: merge O19 — 自选 kits for 老鲤, 温蒂 (with her 工程蓄水炮) and 望 (with her 棋子 and 跟子); match: a 自选 piece's summon hand count reads the active module's deploy limit (望 TRP-X: 7 棋子); golden: only diy moved | ||
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5ef47b0cf1 |
feedback5 O23: 自选 kits for 白铁, 娜斯提 (with their 支援装置) and 死芒 (with her 悲叹的仆役); ally targets for 白铁's 铁钳号·原型机
- kits/ops/op-ironmn.js — 白铁 (char_4072_ironmn): S1 / S2 / S3, 战地工程师 (device stock 3, CRA-X +1, refilled at each deployment; a device that left comes back on its tile after its redeploy time, paying its cost, one stock, while he stands; his devices leave with him), 节约经费 (prob 0.7 / CRA-X stage 3 0.9), CRA-X (stock, costs, stage 3 SP +0.2/s), CRA-Y (redeploy times, stage 3 ASPD +6 on device-buffed operators); the device kits 白铁™多功能平台 (S1 ATK +12 % ×2.5 / 3 in S1; S2 1 SP / 3.5 s, 2.5 / 2 s in S2, 0.4 % / s 流失 ×2) and 铁钳号·原型机 (an ally target: damage cancelled, 1 SP per hit, a 工匠's hit heals 1 %; its skill −2.5 % then 230 / 260 % + 110 / 120 % within 1.1 of 白铁's ATK; 团结的力量 ×0.8 physical behind it). Exports the shared 工匠 device helpers. - kits/ops/op-nasti.js — 娜斯提 (char_4212_nasti): S1 / S2 / S3, 前方施工 (stock; CRA-X stage 3 first device −3, combined ranges), 注意安全 (10 % 庇护, 15 % + 1 SP / 6 s for her and our ranged operators once a ranged enemy appeared), CRA-X; the device kits “质检专员”, “监工专员” (3 / 8 HP, its S2 pulses of SP and her barrier) and “应急承重小组” (小工程师 + the 高台 it builds and levels). - kits/ops/op-necras.js — 死芒 (char_450_necras): S1 / S2 / S3, 复燃 (summon on the kill tile or a random tile of her range, upgrade at 3), 回光黯淡, the trait (the enemies her summons block are her targets; SOC-X ×1.15), SOC-X stage 3; the 悲叹的仆役 kit and its special form (S3). - Engine (additive): Battle.setAllyTarget / allyTargetsInKeys / isAllyTarget (battle/queries.js); ai.js acquireTargets puts a registered ally target of the range after every enemy, performAttack flies ranged attacks to it. Nothing changes while none is registered: every golden family but diy unchanged. docs/SIM.md §6 documents it. - kits/index.js: the three files appended to OPERATOR_KIT_FILES. - Tests: test/content/op_ironmn.test.js, op_nasti.test.js, op_necras.test.js, test/sim/feedback5-o23-engine.test.js. - Golden: only diy moved — diy-106 … diy-109 re-chunked (the new operators' configurations come before the prototypes), diy-110 … diy-114 new. |
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5029b646a3 |
feedback5 O20: 自选 kits for 多萝西 (with her 共振装置), 予愿安洁莉娜 (with “一会儿见!”) and 黑键 (with his 旧日残影)
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). |
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a61d82ee4c |
feedback5 O22: 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼)
Three owned-6★ picks get their operator kits (kits/ops/op-slent2.js, op-haruka.js, op-phatm2.js; OPERATOR_KIT_FILES): every skill at rank 4 / 7, both talents, the trait and every module at stages 1 and 3, from data/backups.json, PRTS and the client's battle data (charpacks + buff_template_data of the three operators). - 淬羽赫默: 护佑者 (arts attacks, heals while a skill runs; BLS-X 100 %, BLS-Y 2 targets); 无声砥柱 庇护 10 % → 24 % by the lost HP (shared `protect`); 丰润羽翼 as 生命回复速度 (the atk_to_hp_recovery template PRTS documents so for 絮雨 / 琴柳), ×2 for 莱茵生命; BLS-X Lv3 max HP +10 %, BLS-Y Lv3 the once-per-deployment barrier; S2's placed 夜灯 (T1 ×2.1 / ×2.4 around it, withdrawn at the skill's end or when she leaves); S3's 不死 for the first lethal hit in her range, 2 uses a battle. - 遥: bubbles with each attack (or instead of one), 30 % 庇护 ([bonus], ×1.4 / ×1.7 in S3), breaking 0.5 s after an enemy's damage, the break heal (BLS-Y Lv3 +1 SP to the holder); S1 re-bubbles around, S2 heal → arts splash and endless from the 2nd use, S3 y-8 and the levitation with its damage. - 酒神: T1 神经损伤 on each hit + 1.3 splash; 堕梦 ASPD cut in 神经 bursts and 70 / 90 on enemy attacks (a burst interrupts the attack); RIT-X ×1.18 vs elite / leader; S1 two hits + 束缚 ×1.3 / ×1.5; S2 (SP_FULL toggle) the placed 本能的召唤 (lure 4, exit 停顿 + DoT, 25 s redeploys while it runs); S3 y-8, per-second 神经损伤 until a burst, 1.5× burst recovery and the 迷狂牢笼 (blocks its tile's enemies at spawn / refresh, 1 per hit, 30 s after the skill). Engine (additive, no handler before): ai.js hook `enemyAttackStart` (an enemy's normal attack, before 麻痹), blocking.js flag `noNewBlock`, items/battle.js `holdsUndying` also sees a buff flagged `undying`; docs/SIM.md §3 / §5, kits/README.md (docked skill-summon pieces: their kit without offOwner). Golden: only diy moved — diy-106 … diy-109 (the prototype configurations shifted behind the new operators) and the new diy-110 … diy-114 (the three operators' configurations); roster, bonds, fields, matches, standins unchanged. Tests: test/content/op_slent2.test.js (11), op_haruka.test.js (9), op_phatm2.test.js (13). |
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f0d220166a |
feedback5 O21: 自选 kits for 麦哲伦, 令 and 电弧 (with their summons) and the 召唤师 summon deck
- kits/ops/op-mgllan.js, op-ling.js, op-radian.js: every skill, both talents, the trait and every module at every form, and the kits of their summons (龙腾.F / .L / .A, “清平” / “逍遥” / “弦惊”, 戴乌 / 赛柯 / 桑特拉). - kits/shared/summoner.js (new): the summon deck the three share — the holding (charge_token[born], SUM-Y's +3), the return of a placed piece that left the field (owner on the field, redeploy time, one held, DP), recalls, the summons leaving with their owner (die_to_kill_token). - kits/index.js: OPERATOR_KIT_FILES += op-mgllan.js, op-ling.js, op-radian.js; kits/README.md: the layout row and a pointer for summoner kits. - tests: test/content/op_mgllan.test.js, op_ling.test.js, op_radian.test.js. - golden: only diy moved — diy-106 … diy-109 now field the new kits' configurations (operator configurations are appended in OPERATOR_KIT_FILES order, so the prototype chunks shift back) and diy-110 … diy-115 are new; every other family is byte-identical. |
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0451860cf9 |
feedback5 O24: 自选 kits for 凯尔希·思衡托 (with her 战术锚点) and Mon3tr (with her 重构体)
Two owned 6★ picks get their operator kits (kits/ops/op-kalts2.js, op-monstr.js; OPERATOR_KIT_FILES): - 凯尔希·思衡托 (char_1052_kalts2, 守望者, no module): heals that pass 凯尔希's Mon3tr; 遗尘守望 (HP / DEF +25 %, block +1, 阻挡半径倍率 +0.23, 起飞); 医者丰碑 (operators entering her range: a 1-hit 护盾 and 生命回复速度 +50 / 罗德岛 +100 for 30 s); S1 (ATK / ASPD, other 起飞 operators' 阻挡半径倍率); S2 (y-11, 10 shots: true damage + 停顿 and a heal within 1.5, at an enemy or an injured ally); S3 (ATK, interval −1.55, 2 targets; with her placed anchor: two operators withdrawn into 【待投放】 and back, her flight and 【移动】 onto the anchor). The anchor's kit (无敌, never attacked); content/tokens.js docks it as a skill's summon. - Mon3tr (char_4179_monstr, 链愈师, XAH-X): her own chain (x-4 jumps, ×0.75 / ×0.85, free links), the 重构体's kit (禁疗 but hers, 流失, ATK aura, its return), 战术协同 ASPD, S1 next heal, S2 (the 重构体 first, a second chain 0.6 s on), S3 (needs the 重构体: the move onto its tile, true melee, 不死, the 【返回】). Engine (additive): mod `blockRadiusScale` = 阻挡半径倍率 − 1 (buffs.js, units.js s.blockRadiusScale): the air-block radius of Battle._checkBlock is 0.8944 × (1 + it) — 0 for every other unit. docs/SIM.md §1.2 / §2 / §3, DESIGN §5.5. Tests: test/content/op_kalts2.test.js (10), test/content/op_monstr.test.js (10). Golden: only diy moved — diy-110 … diy-112 are new and diy-106 … diy-109 re-packed (the two kits' configurations join the family's 12-per-battle packing); roster, bonds, fields, matches and standins are byte-identical. |
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8627791e53 |
feedback5 O19: 自选 kits for 老鲤, 温蒂 (with her 工程蓄水炮) and 望 (with her 棋子 and 跟子)
Three owned 6★ picks get their operator kits (kits/ops/op-lmlee.js, op-weedy.js, op-wang.js, appended to OPERATOR_KIT_FILES): every skill at rank 4 / 7, both talents, the trait and every module at stage 1 / 3, and the kits of the two summons (set up by the owner's talent, as 鸿雪's 打字机). - 老鲤 (行商): MER-X 2 DP, MER-Y ATK +4 % per payment (5 stacks); 和气生财 (±14, ×2 alone; MER-Y Lv3 ±20); 有备无患 through the merchantPay hook (5 DP for a guard against the next 晕眩 / 冻结, counter-stun 3 s; MER-X Lv3 4 DP / 4 s); S1 / S3 fire at full SP (the owner's AUTO rule), S2's mark bursts per its PRTS notes, S3's push and outside-range dodge. - 温蒂 (推击手): S1 next attack (push + stun), S2 water mode (×3.2 interval, range +1, 0.9 splash, pushes), S3 liquid nitrogen (1.2 splash, push, 移动创伤 1200 per tile); the cannon (20 s, back on its tile, nearest target, pushes, its forced skill, fires with her S3 beside her); 蓄水炮强化 SP (PUS-X Lv3 every 2 s and ATK +20 %); PUS-X refund on a 高台, PUS-Y +1 force while blocking two; her composed record takes a 高台 (shared/highGround.js unchanged). - 望 (陷阱师): hits air; 棋子 activation, trigger, in-place return (2 s, cost; TRP-X 2 DP), 跟子 in the PRTS order, 料敌机先 stacks, S1 DoT + 停顿, S2 line damage + additive slow, S3 x-6 passive and the 天下劫 overflow / bullets. Match: the 自选 hand count of a placeable summon reads the active module's byModule deploy limit (server/match/player/ diy.js placeableTokens) — 望 with TRP-X gets 7 棋子; nobody else changes (多萝西's 13 stays at the 9 cap). Docs: PLAYING.md §4 (温蒂 on a 高台), SIM.md §8 (陷阱师 air through the data), kits/README.md (module deploy limit). Golden: only diy moved — diy-106 … diy-109 are now the 老鲤 / 温蒂 battles (the prototype battles they held move on), diy-110 … diy-115 are new (望, then the prototypes, seeds per index); roster, bonds, fields, matches, standins unchanged. Tests: test/content/op_lmlee.test.js (8), op_weedy.test.js (10), op_wang.test.js (8). |
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c5e8d13636 |
feedback5: merge feedback4 (beb0296) — PR #73 (operator battle voices) ported to the split layout (the voice setting into ui/gameLogic/settings.js, the gameLogic.js shim unchanged; onResult and DetailPanel voice stay in screens/game.js, which needed its store import back; the sim's 'engage' in server/sim/ai.js performAttack, still the one battle/combat.js and devices.js call; plan.mjs / fetch-assets.mjs merged with --add-only, extraOperators and moduleTypes; the 干员语音 slider through t() with English); golden: roster / bonds / fields / standins / diy differ only in events.engage, matches unchanged
Ported by hand: - public/js/ui/gameLogic.js is a re-export shim on feedback5: #73's DEFAULT_SETTINGS / sanitizeSettings `voice` hunk went into public/js/ui/gameLogic/settings.js. - public/js/screens/game.js: MatchScreen still lives there, so #73's onResult (battleRunner 'result' → resultSpeaker / resultVoiceSlot) and `voice=${combat}` on the DetailPanel auto-merged in place. feedback5's game.js no longer imported `store` (the split moved its other users), so onResult's store.get() would have thrown into its try/catch and the 结算 line would never have played: `store` is imported again. `localAsset` stays dropped. - public/js/ui/settings.js (i18n phase 1): the slider is `label=${t('干员语音')}`, public/i18n/en.json "干员语音": "Operator Voices" (next to Music / Sound Effects). - tools/assets/plan.mjs: buildPlan takes #73's charword / voiceLang / voiceSlots and feedback5's extraOperators / moduleTypes; the template has `modules` and audio { bgm, bossBgm, voice, sfx }. `chars` now includes the 自选 picks, so the voice loop's comment says so (the next `npm run assets` plans their lines too). - tools/fetch-assets.mjs: parseArgs keeps --add-only beside --voice-lang / --voice-all. - data/assets.json: feedback5's manifest plus #73's audio.voice (120 operators, after bossBgm, the plan order); stats files +1680 and bytes +42 041 118 as measured on feedback4, voiceChars 120; the hash is recomputed with the generator's contentHash. No other entry changed. - docs/ASSETS.md: the stats line lists modules and voiceChars. DESIGN §21.30 stays where feedback4 put it; SIM.md's 'engage' line and docs-consistency's §21.30 test auto-merged (game.js / detailPanel.js still hold the pinned code). - Auto-merged and checked: audio.js, battle/runner.js emit('result'), components.js mic icon, detailPanel.js voice prop, shared/protocol.js EV.ENGAGE, server/sim/ai.js, tools/assets/audio.mjs / cache.mjs, #73's tests. Where #73 met feedback5 work: - 补位: a chess fielded as its stand-in shows the stand-in in the detail card, and audio.js keys battle lines by UnitInfo spine (the stand-in's model). The 选中干员 line now takes detail.standIn.charId first, so the stand-in speaks, not the operator it replaces (test/ui/standin-ui.test.js pins it). A 自选 record is already the pick's. - The sim's 'engage': stand-in and 自选 units attack through the same performAttack, so it fires for them as well. Golden regenerated: every moved scenario differs only in events.engage (the new event's count; no gameplay change), proven by a field-path diff against feedback5: - roster: all 49; bonds: all 46; fields: all 22; standins: all 10 (the stand-ins engage). - diy: 101 of 109. Unmoved: diy-010/011/012/092/093 (闪灵, 夜莺, 凯尔希 squads: they only heal, and a heal never engages) and diy-077 (薇薇安娜), diy-080/081 (赫德雷), whose picks make no attack in those battles (already so on feedback5). - matches: unchanged. |
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996f5d20fe | feedback5: merge O18 — 自选 kits for 阿, 傀影 (with his 镜中虚影) and 弑君者; golden: only diy moved | ||
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5d5336e233 |
feedback5 O17: 自选 kits for 琴柳, 可露希尔 (with her 指挥中心) and 澄闪
Three owned-6★ picks get operator kits (kits/ops/op-sleach.js, op-closur.js, op-gdglow.js, appended to OPERATOR_KIT_FILES), every skill under `skills`, every talent with its module change, the trait and every module at stages 1 and 3, numbers from the composed record; sources: backups.json, PRTS (skill / talent 备注, 指挥中心, 分支特性信息), Terra Wiki and the client's charpacks, skill / projectile / token prefabs and buff templates. - 琴柳: the flag as a tile effect (its 3×3: operators ASPD +10/+13, enemies −10/−13, following S2 / S3's throw); 精神感召's −2 on the operators off the field until the next deployment, BEA-Y Lv3 +2 DP on a 近战位 one; S1 / S2 DP over time, S2's DEF + 生命回复速度 (hpRegen) on the flag's operator, S3's 停顿 + 脆弱 area and the strike 1 s later; BEA-X block +1 in front, BEA-Y 迷彩 while a skill runs. - 可露希尔: the 指挥中心 (placed piece or tactical point; 禁疗, range x-5 / x-4 / x-6 by her skill, 15 s 战术点形态, withdrawn with her) marks her 援军; trait ×1.5 vs enemies they block; S1 shields + growing DP (AUTO ⇒ SP_FULL), S2 援军 DEF / block, 2 targets, the 40 % refund, S3 range union, 迟钝 stacks (a kit-local applyStrongest 'slowdown'), +1 target per 9 attacks; 极限调度 ATK for 罗德岛 operators; TAC-X ×0.85. - 澄闪: skill drones (1 + attack@cnt) locking her first target with their own ramps, 技能直接伤害 that 缴械 does not stop; 信标的愤怒's per-drone stacks (1.5 % × stacks, sure past 40) and its 1.1 blast; S2 (AUTO, self) ⇒ SP_FULL, range 3-18; S3 whole field, 停顿 per hit; 精准导流 resIgnoreFlat. No engine change. Tests: test/content/op_sleach.test.js (8), op_closur.test.js (9), op_gdglow.test.js (7). Golden: only diy moved — diy-094 … diy-097 re-chunked (the configurations after the new kits shift), diy-098 … diy-103 new (the three operators' forms × modules × skills); roster, bonds, fields, matches and standins unchanged. |
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b55d4f9d04 |
feedback5 O18: 自选 kits for 阿, 傀影 (with his 镜中虚影) and 弑君者
Three owned-6★ 自选 picks get operator kits (kits/ops/op-haak.js, op-phatom.js, op-crosly.js; appended to OPERATOR_KIT_FILES): every skill, both talents, the trait and every module at stage 1 / 3 in every DIY form, from the data, PRTS (备注) and the client's battle logic (charpacks, skill / equip prefabs, buff templates). - 阿: 怪杰 drain (profession default), 混合药物射击 (one of four per attack, GEE-X stage 2+ "all four" roll), 药剂扩散 (healing received, GEE-Y stage 3 deploy heal on the ally ahead), S1 ASPD, S2 / S3 爆发剂 (15 hits of 500 fixed ATK on the ally of his range ahead, then the buff on both), GEE-X SP recovery while HP >= 80 %. - 傀影: S1 dodge + physical-only barrier, S2 stacked ATK used per damage instance, S3 burst (x-4, ground, radial 小力 push, one random status per cast); the twin's kit (its skill copy, killed when he leaves, back on its tile once its own redeploy time has run from its last deployment and he stands, 5 DP), 虚影精通, EXE-X (refund N/A), EXE-Y (lonely ATK, stage 3 ATK on both), ISW-A attributes only. - 弑君者: the smoke's 命中率 cut (x-4, S3 x-1, S2 x2; battle-wide hit handler), 弑君者威名 (fresh ground enemies x1.2, EXE-Y stage 3 x1.35 and stun x1.5), S1 ATK / dodge, S2 no attacks + taunt -1 + end blast, S3 隐匿 + block 0 + 2 s strikes with 6 s marks. Tests: test/content/op_haak.test.js (10), op_phatom.test.js (8), op_crosly.test.js (8). Golden: only diy moved — diy-094..diy-100 field the 78 new configurations (阿 24, 傀影 30, 弑君者 24; no summon is placed by the family), diy-101..diy-104 are the 预备干员 / prototype battles re-packed after them (new index, stage and seed). roster, bonds, fields, matches and standins are unchanged. |
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78251f499c | feedback5: trigger fixes from the wave-2 kit reports — 「攻击范围向前延伸」 and 「攻击范围朝…扩大」 are attack-range changes (帕拉斯 S2 DEFAULT → ACTIVE_RANGE on her range + 1, 司霆惊蛰 S1 SEARCH → ACTIVE_RANGE on the 3-19: the owner's larger-range rule); UNIT_TRIGGER_CORRECTIONS for a live-client change the text misses — 菲亚梅塔 S1 is DEFAULT since the 2026-08-01 client (PRTS 备注: no +1 range, no flyers); data regenerated offline (only these three skills' triggers in backups.json, chess.json unchanged); golden: only diy moved (diy-060/061/068/069/075/076: those three operators) | ||
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faa40ca68f | feedback5: merge O16 — 自选 kits for 涤火杰西卡 (with her 机动盾牌), 机械师 and 凯尔希 (with Mon3tr); engine: shieldType may list types, profile hook healThrough; golden: only diy moved | ||
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9602fd5425 | feedback5: merge O13 — 自选 kits for 假日威龙陈, 莱伊 (with her 沙地兽) and 阿斯卡纶; golden: only diy moved | ||
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7f704b396b | feedback5: merge O11 — 自选 kits for 薇薇安娜, 怒潮凛冬 and 赫德雷; engine: enemy projectile shots carry isProjectile, targeting priority 'elite'; golden: only diy moved | ||
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eba4f53e87 | feedback5: merge O10 — 自选 kits for 棘刺, 司霆惊蛰 and 赤刃明霄陈; golden: only diy moved |