Mon3tr T1 "可以在攻击范围内的地面使用…重构体"; PRTS 战术锚点 特性 "仅可以部署在凯尔希·思衡托攻击
范围外的远程位". tools/build-data.mjs summonRecord: ownerRange also from an owner talent
naming the token, ownerRangeOutside / rangedTilesOnly from the token text. Regenerated
offline: 3 paths (重构体 ownerRange true; 战术锚点 ownerRangeOutside, rangedTilesOnly).
Match: board.js placement class 'high'; PlayerState.summonExcluded in _legal, the
re-orientation lift (+ toast), _roomForOutOfRange, the invariants and the bot; the
client mirror (piecePosition HIGH, summonExcluded, reasons; English strings added).
Golden: no scenario moved.
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).
shared/diy.js DIY_EXCLUDED_MODULE_TYPE = /^(?:ISW|SO|RA)-/: modules whose own effect works in
another game mode only ("在【岁的界园志异】中", "在【沉沦者的黑流树海】中", "在生息演算中"; the
excel gates those parts roguelike / sandbox) — 电弧 SO-A / SO-B, 机械师 SO-A, 森蚺 RA-A
[ASSUMED, the ISW-A reason]. validateDiyPicks refuses them, checkDiyPicks drops such a pick,
the picker hides them; the record and the kits still field them. Docs: DATA, PLAYING,
DESIGN §8. Golden: no scenario moved.
tools/build-data.mjs classifyAttack: a trait whose 法术伤害 comes only "技能开启时" keeps
the normal attack's phys (display / AI only — her kit already attacks physically
off-skill). Regenerated offline: 3 paths, the three forms of char_1044_hsgma2 dmgType
arts -> phys. Golden: no scenario moved.
tools/build-data.mjs TRIGGER_ALLY_RULES (PRTS 特殊策略 "技能范围内存在可治疗的我方单位时释放技能")
writes the row as the engine's SKILL_RANGE on the skill range with allies: true; simdata
normalizeSkill passes allies into the def's trigger (skills.js reads trigger.allies).
Regenerated offline: 9 paths, the S3 trigger of 黍's three forms. op-shu.js no longer sets
the trigger. Golden: no scenario moved.
tools/build-data.mjs summonRecord: placeable also needs an owner that shows the summon
(the variants' display source, the owner's displayTokenDict). The S3 marker is the skill's
own object (PRTS 予愿安洁莉娜 S3 备注: the skill deploys it at her initial tile); every other
undisplayed summon is already HIDDEN. Regenerated offline: one path changed,
backups.tokens.token_10071_aglna2_agairp.placeable true -> false. The kit drops its
placed-marker branch (the skill always summons it). Golden: no scenario moved.
tools/build-data.mjs TOKEN_POSITION_CORRECTIONS (PRTS 棋子 部署位置 "全部位", 备注
"游戏内召唤物信息与实际不符(显示为仅部署在近战位)") sets the 棋子 record's position to ALL;
validateAll checks every entry. Regenerated offline: one path changed,
backups.tokens.token_10064_wang_stone1.position MELEE -> ALL. Her stock / 阻回 unchanged
(an owner question). Golden: no scenario moved (none places 棋子).
tools/build-data.mjs tokenTalentDeckBonus adds a summon's talent max_deploy_count /
max_deck_stack_cnt (the hidden "TOKEN数" talent; a module token part of the same talent
replaces it, matched by prefabKey) to its variant deployLimit / deckStack. Regenerated
offline: only data/backups.json tokens of 麦哲伦 (drones), 令 (souls), 白铁 (devices) and
夜莺 (幻影) changed — deployLimit 3 / 4 with SUM-Y stage 3, 2, 3; deckStack 5 (8), 3 (4).
The hand count (player/diy.js placeableTokens) now matches the official one for every
自选 summoner (PRTS 卫戍协议/帮助 "根据召唤物部署数量上限", the owners' talents, PRTS 幻影 备注).
The summoner kits read deckStack / deployLimit as they are (same decks as before).
Golden: no scenario moved (the diy family places no summon pieces).
- 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.
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).
ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半" (予愿安洁莉娜 S2 needs it):
- buffs.js: STATUS groundbind (flag groundbind + noMove, move x0), FLAG_KEYS, RESIST_STATUSES (as 束缚, [ASSUMED]);
- units.js isFlying: an enemy under 缚地 is a ground unit unless a 浮空 lifts it (same result as before without the flag);
- battle/status.js: 浮空 lands on a 缚地 data flyer (PRTS 异常效果 "…且不持有缚地异常…则Buff取消"), 缚地 halved on weight > 3;
- content/enemies: 掠海漂移体 / 吉兆飞鳞 drop on 缚地 as their PRTS text says (吉兆飞鳞 stays down while it holds);
- render/style.js: the 束缚 icon for it; docs/SIM.md (§2 isFlying, §3 flags / status table / 抵抗).
Nothing applies it yet: every golden family is unchanged. Test: test/sim/feedback5-groundbind.test.js.
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).
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.
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).
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.
Deploy, skill and result lines come from the operators' official voice slots; a newer line takes the channel over (stale callbacks of the replaced line no longer release it), and the result line is spoken by an operator of the player's own battle. Contributed by @Convey123.
- kits/ops/op-vvana.js, op-headb2.js, op-hodrer.js (registered in OPERATOR_KIT_FILES), checked against the data, PRTS and
the client's battle data (charpacks, [uc]skills / [uc]equips prefabs, buff templates, 怒潮凛冬's Skill_3 clip events).
- Engine (additive): ai.js enemyAttack marks a shot that flies as a projectile isProjectile (远程途径: 薇薇安娜's 散华 护盾
blocks melee-path hits only); targeting.js priority 'elite' (薇薇安娜 S3 "优先攻击精英或领袖敌人"); docs/SIM.md §4 / §8.
- Tests: test/content/op_vvana.test.js (13), op_headb2.test.js (10), op_hodrer.test.js (8).
- Golden: only diy moved — diy-049 … 054 now field the three operators in every form × module × skill, the prototypes
follow in diy-054 … 058 (same packing); diy-001 … 048 and every other family unchanged.
- buffs.js makeBuff / damage.js absorbShields: `shieldType` may be a list of damage types — the shield absorbs those only
(机械师's 屏障 absorb physical and arts damage, not true: buff_template_data mcnist_t_2 / mcnist_s_2_shield BlockDamage
PHYSICAL_AND_MAGICAL); a single type and an untyped shield work as before.
- damage.js heal / Battle.injuredAlliesInKeys: a healer profile's `healThrough(healer, ally)` names allies its heals reach
through their 禁疗 (the `noHeal` flag of a summon's 禁疗, the `healFree` flag; a profile `noHeal` — 无法被友方治疗 — still
stops it), and its heal selection takes them (凯尔希 on her Mon3tr: PRTS Mon3tr(凯尔希的召唤物) "持有禁疗(可被凯尔希…
无视)"; her charpack attack `_ignoreHealFree`); every other healer still skips them.
- docs/SIM.md §3 / §4 / §8, professions.js profile field list.
No content uses either yet: golden unchanged.
Test: test/sim/feedback5-o16-engine.test.js (2).
- kits/ops/op-cqbw.js (W, 炮手; ART-X / ART-Y), op-phenxi.js (菲亚梅塔, 炮手; ART-Y / ART-X / ISW-A attributes only),
op-wisdel.js (维什戴尔, 投掷手; BOM-X), appended to OPERATOR_KIT_FILES; numbers from data/backups.json, mechanics from
PRTS (备注) and the client's skill prefabs / buff templates. The 炮手 kits splash 1.0 (PRTS 溅射半径一览; the aoesniper
profile keeps 1.1): docs/SIM.md §8 says so.
- W: 红桃K / D12 cast like an attack (that attack throws the grenade / bombs), 惊吓盒子 plants 此面向敌 by PRTS's tile
priority and is refused with no free deployable tile (activate guard); the mine arms within 1.35, blows 1.5 s later
with W's ATK read at arming, ground only; D12 is 无来源 with the cast's cached ATK, early on a fallen target; 设伏 /
ART-Y ramp, 落井下石 (any physical damage on a stunned enemy of her range, strongest of two W), ART-X SP on her
projectiles' / mines' knock-outs.
- 菲亚梅塔: 陈述苦难 流失 every 0.1 s and 精力充沛 (ART-X stage 3 floor 50.3 %), 宣告终局 outside / inside a skill,
S1 per the 2026-08-01 client (PRTS 备注: ground targets only, the splash still hits air, no range growth — one
constant switches to the skill text), S2 灼痕弹 and its 灼痕, S3 持续攻击 shells; ISW-A: base talents.
- 维什戴尔: the aftershocks are the kit's (好礼 ×main, 残影 and its 15 % / 100 % explosion), S1 / S2 过载 (the second
half, 4 random rounds) / S3 (air targets and splash, 2.5), 魂灵之影 (talent and S3, cap 3, 迷彩 on its x-5, 禁疗, its
skill on her range, unmarked first, 0–2 SP back).
- Tests: test/content/op_cqbw.test.js (10), op_phenxi.test.js (8), op_wisdel.test.js (8).
- Golden: only diy moved — diy-049 … diy-054 now field the three new kits in every form × module × skill (W:
049 / 050, 菲亚梅塔: 051 – 053, 维什戴尔: 053 / 054), the prototypes moved to diy-055 … diy-058 (same packing, new
ids); roster, bonds, fields, matches and standins unchanged.
- kits/ops/op-zumama.js (森蚺, 决战者): trait 阻回 unless blocking (charpack SpRecoveryStopped / SpRecovery); HES-X / HES-Y /
RA-A turn it into an SP-recovery ratio (−0.8 / −0.999 / −1) while unblocked, HES-Y ATK / DEF +15 % blocking; RA-A's
生息演算-only parts N/A (愈战愈勇 read from talentsBase); 勇冠三军 polled every 0.1 s (攻击力倍率 / 庇护); 愈战愈勇; S1 passive;
S2 blockee stun past 抵抗; S3 hpRegenRatio + 5 s self-stun.
- kits/ops/op-judge.js (斥罪, 不屈者): 律法卫士 barrier (deploy / kill / S3, live 300 % cap, S2 ×(1 + shield_scale)); 荆棘环身
thorns while barrier holds (the breaking hit too); UNY-X ×0.85 from blocked units, UNY-Y +8 % alone; S1 蓄力 (all SP per
cast, ×1.8 + 3 s stun, attack-cycle reset); S2 no attack, 庇护, x-4 pulses at 0.9 + n s; S3 barrier / ATK / taunt.
- kits/ops/op-shu.js (黍, 守护者): 百谷长青 sown tiles (hpRegen + 庇护, S2 ×scale, GUA-X stage 3 born tile, cleared when she
leaves); 天有四时 (professions, 4 【岁】 squad ATK + SP / 4 s); S1 as 塞雷娅 S1 (DEFAULT + an ally of x-4 at ≤ half); S2 heals
of 2 on x-1; S3 range x-2 with Attack-else-Heal, the harvest aura and the 播种标记 teleport; GUA-X ×1.15 at ≤ 50 %. Her S3
data rule TRY_SEARCH_ALLY_SKILL (no engine rule) is mapped onto SKILL_RANGE + allies on x-2 (reported).
- 庇护 in all three through battle.applyStrongest(unit, 'protect') (同名效果取最高 across these kits).
- kits/index.js: the three files appended to OPERATOR_KIT_FILES.
- test/content/op_zumama.test.js (8), op_judge.test.js (8), op_shu.test.js (9).
- docs/research/03-operators.md: 黍's trigger row (a 自选 pick now, the kit's mapping).
- golden: only diy moved — diy-049 … diy-052 now field 森蚺 / 斥罪 / 黍 and diy-053 … diy-058 are new (the 12-per-battle
packing appends the new configurations; the prototype / reserve battles of 049 … 052 move to 055 … 058); diy-001 … 048
and every other family unchanged.
Conflicts: server/match/bot.js (W4A's comment + W5K's player data view pgd), test/golden/diy.json (regenerated). data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 the moved roster / bonds / fields / matches / standins scenarios are exactly W5M's per-PR attribution (#160 skill events, #109 deploy-timed lifecycle, #66 灵巧 sources and hidden layers, 83fc408 歌蕾蒂娅 placement), plus coop2-NORMAL-70-diy (fields operators those PRs touch) and diy-051 / diy-052 (events.skill only: Misery's deploy passives, #160); against fb5-merge4 only feedback5's own additions (the diy kits, coop2-NORMAL-70-diy).
The 伤判效果 that act after a barrier need it: 煌's 紧急除颤 lock (buff template huang_t_1[lock], an ON_TAKE_DAMAGE HpNoLessThanCertainPercentModifier; PRTS 备注 "该伤害减少(伤害值-煌当前生命值+煌最大生命值×50%)点") and 左乐's SBL-X 庇护 re-applied behind his 行险 barrier (PRTS S2 备注). Additive: without a handler the pipeline is unchanged, so golden is unchanged (every family matches). docs/SIM.md §4 / §5 name the hook; test/sim/feedback5-hpdamage-hook.test.js (2).
Ported by hand into the split layout:
- 83fc408 board.js placeClass: the player's loadout no longer counts, as in 83fc408. feedback5's 补位 rule stays: a
chess the player fields as its stand-in is placed by the stand-in's record (ps.fieldRecord). positionClass(rec)
takes no module.
- 83fc408 client piecePosition → public/js/ui/gameLogic/placement.js: meleeOnHighGround(rec) on the stand-in or
chess record, no module. The gameLogic.js shim header and deployedModuleId's comment follow; deployedModuleId is
kept, still exported and tested.
- 83fc408 PlayerState._placementOf comment → server/match/player/placement.js.
- 83fc408 tools/golden.mjs layout: positionClass without the module, on feedback5's stand-in body (recOf) and in
diyLayout.
- bonds/core.js (6ab9a06, 8a2e0c7) applied cleanly; it equals 13808e3's plus feedback5's i18n toast. shared/highGround.js
equals 13808e3's.
- data/: only bonds.json (the 阿戈尔 spec text). node tools/build-data.mjs --offline on the merged tree rewrites all
15 files byte-identical.
Golden regenerated: 16 scenarios moved, all by 83fc408. Each fields 歌蕾蒂娅 (normal, or elite with HOK-X / no
module), whom tools/golden.mjs now lays out beside the enemy path like a ranged operator instead of on the busiest
melee tile: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high, bond-indomShip-low,
bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair, boss-boss_4-pair,
boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. This is the list in 83fc408's own message. With the
阿戈尔 commits reverted the digests are the same, so those two move nothing in this corpus. The standins, diy and
matches families are unchanged: no stand-in or 自选 piece there is 歌蕾蒂娅, 崖心 or 见行者.
- kits/ops/op-logos.js (中坚术师; CCR-Δ, CCR-Y), op-mantra.js (本源术师; PRI-X), op-veen.js (秘术师; MSC-Y), registered in
OPERATOR_KIT_FILES one line per file; numbers from data/backups.json, mechanics from the PRTS 备注 (cited in each header),
[ASSUMED] items marked there. Data triggers kept; 维伊 S1 (an AUTO self buff) fires at full SP (the owner's rule).
- server/sim/ai.js: enemyAttack emits `palsyTrigger { enemy, buff, keep }` when a 麻痹 stack interrupts an attack (PRTS 真言
备注 "触发麻痹时指的是敌人的攻击被麻痹打断时"); `keep` leaves the stack (真言 噤声限域). Additive: no listener, no change.
docs/SIM.md §3 / §5 rows; test/sim/palsy-trigger.test.js.
- Tests: test/content/op_logos.test.js, op_mantra.test.js, op_veen.test.js (every form, skill, talent, module, range,
trigger, targeting, damage type).
- Golden: only the diy family moved — diy-003 … diy-007 now field 逻各斯 / 真言 / 维伊 in every form × module × skill (60
configurations; diy-003 … 006 held the prototypes before), the prototype picks moved to diy-008 … 011 (same packing, new
ids); diy-001 / 002 (推进之王) and roster, bonds, fields, matches, standins byte-identical.
- targeting.js PRIORITY_FNS `heaviest` (-e.weight: the current 重量等级, 失重 included): the 攻城手 trait
"优先攻击重量最重的敌人" for the 早露 / 提丰 kits (`trait.priority`); no other unit uses it.
- ai.js throwBoomerang: a catch emits the hook `boomerangCaught` { unit, attackId, isSkill, x, y } (only when a handler
exists); an attack profile's `boomerangOnward(ctx)` takes the flight over after the first hit — ctx.hit(target, x, y)
(a hit of the same attack, resolveHit with its profile), ctx.comeBack(x, y) (the usual way back, once) — and a content
error there still sends the boomerang back. For 娜仁图亚 LPS-Y "每回收5次回旋投射物", S3 "投射物全部回收时", S1's bounces
and S2's dash (the kits come in the next commit).
- docs/SIM.md §5 (the hook) and §8 (the profile flags, the loopshooter row, the priority).
- Additive and behaviour-preserving: no unit of the base has a handler or the flag, so golden is unchanged.
Ported by hand:
- #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃
chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝
chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines
are identical to #109's tier1/2/3/4/6 diffs.
- #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes
it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the
skill's own mods), and W5D's 冲锋号令 DP start effect is kept.
- #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty
name (the Chinese text is the PR's), plus its English line in public/i18n/en.json.
- data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and
bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/
file changed.
- docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are
always on"), SIM §7.4 (both generic passive cases).
- Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js /
snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js /
plan.mjs, #74 plan.mjs / docs.
Where the PRs met feedback5 work:
- 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a
#109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this
change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so.
- Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test
(window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the
generic:passive buff).
Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and
all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed
and fields the unit that explains it.
- #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low,
bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low,
bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1,
琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype).
- #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退):
roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high,
bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun.
- #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3,
coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted.
- #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low,
bond-visiShip-high.
- #66 + #160: roster-008, roster-027.
- #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06,
coop2-HARD-4, coop2-NORMAL-14-standins.
- all three: roster-010, roster-012, roster-031.
69 scenarios. Every other digest is unchanged.
- buffs.js makeBuff / damage.js absorbShields: a shield buff with `shieldType` ('phys' | 'arts' | 'true' | 'elemental')
absorbs that damage type only (夜莺 S2 法术护盾 "屏障能吸收…法术伤害"); a shield without a type absorbs every type as
before (PRTS 术语释义 屏障 "若无特殊说明,屏障可吸收全种类伤害"); shields are still spent oldest first.
- targeting.js canTargetEnemy: a profile's `skipEnemy(e)` (a kit trait) keeps such an enemy out of the unit's normal
targets, its block targets and its skill-trigger target condition (嵯峨 劝善 "嵯峨不攻击重伤单位").
- docs/SIM.md §3 / §4 / §8, professions.js profile field list.
No content uses either yet: golden unchanged (roster 49, bonds 46, fields 22, matches 17, standins 10, diy 6 match).
Test: test/sim/feedback5-o8-engine.test.js (2).