The owner's decision D2 of 2026-10-08, a deliberate deviation: PRTS 香槟炸弹 gives it 1000 HP and the note
"即使自身生命值未满,模型下方也不会显示生命值槽" (officially it can lose HP), and it had no 无敌 / 禁疗. Now
(tokens.js champagneHold, installed by the token kit and by 琳琅诗怀雅's own bomb):
- 禁疗: no heal reaches it, no healer picks it (flags noHeal + healFree, no status icon);
- no HP loss: every damage to it is cancelled in its `hit` / `elementHit` hooks (活性源石, 污染秽蚀, …) and a 流失
is given back before the knock-out check, so it never leaves because of its HP;
- its 见面礼 is unchanged: the first ground enemy that touches it, then it is gone. No 无敌 flag (that would put a
badge over it); the client side (its hidden HP bar) belongs to the render stream.
Golden: bond-yanShip-high (a healer of that team spent 27 heals — 5040 HP — on a bomb standing on 活性源石; now it
attacks nothing there) and coop2-HARD-4 (ai_1's bombs from round 6 on stood on 活性源石 / 污染秽蚀; their longer life
changes later rounds' layers).
Tests: test/content/feedback7-champagne-hold.test.js (3; 2 fail on the parent, the 见面礼 guard passes on both).
Community report relayed by the owner: 望的天赋以及3技能增强的天赋提供的额外棋子是可以出现(官方好像有出现的前后左右先后
顺序的规则)在不可部署地块的. The placement rule was already PRTS 望 铸子 备注's ("有敌人的>没有敌人的;不可部署地块>可部
署地面地块>可部署高台地块…相同优先级时按棋子上>右>下>左"), but only a 棋子's return dropped a 跟子: the battle-start
deployment of the pieces the player placed — their 手动部署 in this mode (PRTS 卫戍协议/帮助: a placement in 休整 fires
no deployment effect; the piece deploys when the combat starts) — dropped none, so no extra piece appeared, a lone 棋子
never connected and never set off. Now:
- the stone kit's deploy hook drops one 跟子 when `ctx.initial` (a return still drops its own in scheduleReturn);
- "跟子所在格进行部署(或进行类似部署的行为)时,该跟子会随之消失": any ally deploying on a 跟子's tile removes it (the
battle start deploys one piece after another, so a 跟子 may first land on a piece still to come);
- S3's overflow (备注 "采用相同的位置选择优先顺序"): enemy tiles first, then the tile class, then her target order /
distance / tile [ASSUMED ties] — an enemy on undeployable floor now comes before one on the road.
Her stock rule (the owner's decision of 2026-10-06) is unchanged; a 跟子 takes no stock.
Tests: test/content/op_wang.test.js — the four tests that encoded "the battle start drops no 跟子" updated, a removal
case and an S3 order test added (10; 5 fail on the parent).
Community report relayed by the owner: 炼金师分支干员的炼金单元无法给不屈者等禁疗的干员提供生命恢复. The
alchemist branch is 锡人 and 引星棘刺. 锡人 S2's recovery was already an hpRegen buff (PRTS 锡人 备注:
"生命恢复的提供方式为增加目标的“生命回复速度”属性,不受治疗加成和禁疗影响"). 引星棘刺 S1 度算浪波 ("每秒回复相当于
攻击力…的生命值") and S2 解构涌潮 ("友方单位每秒恢复相当于攻击力…的生命") carry the same wording and blackboard key
(hp_recovery_per_sec_ratio[_chr]) but called battle.heal, which 不屈者 (no heal from others) and 禁疗 refuse.
Both are now an hpRegen buff per alchemy unit, set at each 1 s pulse until the next (锡人's pattern): the
same amount per second, not scaled by heal bonuses, credited to the target's own regen; S2 skips 孤立
units like every ally effect. Her PRTS page has no 备注 on this; the classification rests on 锡人 and the report.
Golden: roster-014, roster-015, roster-033, roster-034, bond-maniShip-high, bond-soloShip-high,
boss-boss_2-pair, boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair (引星棘刺 on
the board, S2 by default) and coop2-NORMAL-14-standins (h_0 fields her from round 11): her allies' HP
now rises over each second instead of in one lump, and the heal stats move from her to them.
Tests: test/content/feedback7-thorn2-regen.test.js (2; both fail on the parent); the S1 case of
kits_alt_t5 asserts the regen buff instead of a heal of hers.
Community report relayed by the owner: 圣约送葬人 hitting 白铁's device spent no bullet and gained no layer.
Our attacks already selected the device (Battle.setAllyTarget, damage cancelled), but every skill start
condition counted enemies only, so her MANUAL ammo skill (DEFAULT) never opened. The owner's rule of
2026-10-08: a registered ally target in range counts like an enemy for a non-heal skill's auto start.
- skills.js `_allyTargetIn`: DEFAULT (about to attack, the initial range; SEARCH / ACTIVE_RANGE through
it), CUSTOM_RANGE, SKILL_RANGE, GDGLOW_SKILL_2 (anywhere) and the content trigger ranges. Heal skills
never count it (禁疗). It stays out of enemiesInKeys / canTargetEnemy.
- 雪猎's empty-magazine S2 cast counts it too; allyTargetsInKeys takes a Set of tile keys.
- 白铁™多功能平台 stays no target. Kits whose own selectors pick enemies (陈 S3, 艾丽妮 S2 guards,
蕾缪安 S3 locks) are unchanged.
Tests: test/sim/feedback7-allytarget-cast.test.js (4; 3 fail on the parent).
- 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.
- 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.
Tests: test/sim/feedback5-raid-own-board.test.js — the pair field (the right player's member onto the left telin's board tile (2,3), the left player's onto the mirrored right (2,17), the hand rows closed) and the two-helper 联防 (each helper onto the other's half; 乌尔比安 beside a teammate stays on his own) fail on the parent; the solo boss field's hand rows and the lone helper unchanged.
Docs: docs/history/0.2.1.md (new, §26; §26.1 cites the owner's decision and PRTS 卫戍协议/帮助 §联防阶段), the DESIGN index row and versions line, a pointer from §25.18.1, docs/SIM.md (onFieldBoard; onOwnBoard now 乌尔比安's only).
Seen (community report 「蕾缪安3技能范围里没人好像会自动结束」, relayed by the owner): with S3 locking, the locked enemy
killed or walking out of her range and nobody else in it, the skill ended at the next lock tick — the shells fell at
once and the bullets left were thrown away (repro on 0255afd: 3 of 5 bullets lost; a walker leaving her range, 1 lost).
Cause: chess_char_6_01-lemuen.js:169 `if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }`, there since the
initial import with no decision behind it.
Official: 「攻击装有5发弹药,打完后结束(可随时停止技能)」 — an ammo skill ends when its bullets are spent or the player
stops it; PRTS 卫戍协议/帮助 技能操作 「通常不会自动关闭技能」 (only 玛露希尔's 召唤使魔 is closed automatically); the client
(charpack char_4193_lemuen, buff_template_data lemuen_s_3): the S3 lock is an attack that needs a target and the skill
buff switches to the bombardment mode on ON_BUFF_FINISH only.
Now: with nothing to lock the skill waits (bullets and locks kept, the marks following their enemies or staying where
they left), its lock ready, so the next enemy in range (or 通缉) is locked on the next tick; it ends when the bullets are
spent and the shells fall on every mark in lock order as before. The S3 'lock' fx carry `hold`: render/fx/locks.js keeps
those reticles while the shooter's skill bit (UF.SKILL) is on and starts their LOCK_T at the skill's end (they faded 5 s
into a wait otherwise); S2's aim lock keeps its timeout.
Golden — traced on both trees (SkillRuntime start / end, the round's fields, the carried SP); in each the first
divergence is an S3 the parent ended with bullets left and nothing in her range:
- roster-018: the elite 蕾缪安's S3 of 7.63 s ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at 12.00 s
(first differing snapshot window 0–10 s).
- boss-boss_3-pair: her S3 of 27.8 s ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the boss
now falls at 199.53 s instead of the 200 s cap.
- coop2-NORMAL-14-standins: ai_0's 蕾缪安 in round 11 ended S3 at 17.2 s (6 of 8 left) and 77.97 s (7 of 9); now she
spends them, enters the 联防 with 25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies:
h_0 loses 1 LP less (rounds 11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1).
bonds, standins, diy unchanged.
Tests: test/sim/feedback5-lemuen-s3-wait.test.js (3; the killed target and the walker who leaves fail on the parent),
test/render/fxproj.test.js +1 (a held lock waits while the skill bit is on; fails on the parent renderer).
Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.8 (also notes, unchanged: S2 spends a bullet on every
normal attack where PRTS says only the 通缉 snipe does — left to the owner).
- server/sim/units.js `downAtHome` (false), cleared by every deployment (battle/deploy.js _deploy).
- kits/ops/chess_char_5_05-ulpia.js sets it once the S3 【移动】 has put him on the anchor tile; onEnd clears it when the
skill ends with him standing (the 【返回】); knocked out, it stays for the body.
- sim/battle/tiles.js _layBody: a unit holding it lies on its home tile (his board placement, where the 从不混淆的方向
stood) when that tile is in the rect and free — else where it fell [ASSUMED], the PRTS exception's one attempt; the
timed redeploy, 不屈's and CB1's 复活 (M3茧甲 / 埃芒加德: at once, free) all come back there (restTile), b.snap
`down` names it. Every other moved operator (a 突袭 jump, other kits' 【移动】) keeps "where it fell".
- Test: test/sim/feedback5-ulpia-revive-home.test.js (3) — knocked out during S3 he lies at home, the anchor tile free,
and redeploys there; revived at home by M3茧甲; control: after the 【返回】 and for a 突袭 member the PRTS rule holds. The
first two fail on the parent (he lay and stood up on (10,7)); the third fails there only on the missing field.
- Docs: DESIGN §25.17.3 (the decision, marked as the owner's deviation; the §25 intro's decisions of 2026-10-07),
docs/SIM.md §1, DESIGN §5 (design/engine.md DP / knocked-out line), docs/PLAYING.md 作战 row.
Gate: non-browser suites 5024 / 5024, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).
Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented).
roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the
萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged
roster-014 equals CB1's digest exactly (checked).
Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
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.
docs/history/0.2.0.md: §25.17 in §25's style (seen / official / cause / now / [ASSUMED] / golden / tests) and the intro list;
docs/design/engine.md cites §25.17.5 for the in-place revive; the header comments of 星熊, 斩业星熊, 年 and 余 say "every enemy
damage instance" instead of "every attack". No code change.
Cause: 引星棘刺 S2's drifting alchemy unit is re-sent every second (position and radius change) and the client drew each
event as a new additive zone lasting the rest of the unit's life — up to twelve layers on one spot; overlapping units
(锡人's charges, several alchemists) added up the same way (render/fx/zones.js: disc alpha 0.28, edge 0.75, ADD blend).
Now: the sim fx carries `key` (kits/ops/chess_char_5_15-thorn2.js) and zones.js updates the zone under that key in place;
zoneAlpha draws a persistent area (> 3 real s) at 0.16 / 0.5 and ÷ √n among the n persistent areas overlapping it (centres
closer than ¾ of their radii summed); short bursts and telegraphs unchanged.
Golden: unchanged (fx events are counted by kind; the snapshots do not carry fx).
Tests: test/render/feedback5-zone-stack.test.js (3, fail on the parent).
The 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).
Official: PRTS 乌尔比安 S3 备注 ③ — the 【移动】 takes the anchor tile if it can be deployed on, else the tile one beyond, else
his own tile. Cause: "deployable" was any standable tile of the battle rect; UNITE_RECT holds both halves of the 联防 map, and
on escaped_single (the lone helper on the left half, the enemies out of the middle gate at col 10) an anchor that met no
enemy flew on to the right half, where no enemy walks, and he stood there for the whole skill. Now the landing must also
lie on his player's board: Battle.onOwnBoard(ps, r, c), the board region GEO.FIELD mapped onto the field (the hunk is
byte-identical to CB4's 219ab31, which uses it for the 突袭 landing, so the two merge cleanly).
Golden: 1 scenario — fields hidden-boss_9-solo: his first cast from (2,5) landed on (2,11), the solo boss field's right
half (checked instrumented); he now stays and the fight differs from there. Tests: test/sim/feedback5-ulpia-own-board.test.js
(4; the one-helper and the two-helper 联防 cases fail on the parent); test/sim/facing-invariance.test.js — its open field
has no boards, so its setup counts every tile as the player's own (the own-board rule is a board-position rule, like the
deployment order the scenario already avoids).
Official: PRTS 斯卡蒂的海嗣 备注 「持有禁疗、无敌」, the token prefabs of 海嗣 and 沙地兽 carry abnormal flags 5 + 7 (无敌,
禁疗), 工程蓄水炮 7 (禁疗); the report describes the official mode for the drone too — [ASSUMED] 无敌 + 禁疗 for the summons
the base prefabs give no flag (医疗探机, 诅咒娃娃, 打字机, 本能的召唤), and the bar as a timer.
Cause: content/tokens.js / the kits only made them untargetable: a 海嗣 on 活性源石 lost 70 of its 100 HP every second, a
hurt drone drew every medic's heals, and the bar was plain HP. Now: COUNTDOWN_SUMMONS / startCountdown (called where each
lifetime is scheduled: tokens.js scheduleLifetime, 浊心斯卡蒂, 温蒂, 莱伊, 鸿雪, 酒神 kits) give 无敌 + 禁疗 and
Unit.countdown; snapshot.js sends hp = maxHp × the share of the life left (the sim HP stays full, so no selector sees a
low-HP summon). Attacked summons (沙之碑, 狼群 …) are unchanged. The 吟游者 trait therefore cannot refill such a bar (item 32).
Golden: snapshot hashes only (the bar) — roster-003, -016, -018, -035, -045, -046, bond-visiShip-low / -high,
boss-boss_1 / 3 / 5 / 7-pair, unite-1; gameplay too — roster-005 (medics no longer heal the drone), roster-037 and
hidden-boss_9-pair (a 海嗣 / drone under enemy and leader damage stays up: fights change).
Tests: test/sim/feedback5-countdown-summons.test.js (7; fails on the parent: no COUNTDOWN_SUMMONS — and there the 海嗣
lost 70 HP to an 活性源石 tick). Docs: SIM.md token pieces, PLAYING.md 作战中.
Official: the client skill skchr_silent_2 (AUTO) has no `_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0
and a RechargeToken action — no cast condition; `_stopSpWhenTokenIsFull` 1 = PRTS S2 备注 「医疗探机库存达到上限后赫默获得
阻回,直到库存被消耗为止」.
Cause: kits/ops/chess_char_2_02-silent.js left the data's DEFAULT rule with `heal`, so the cast waited for an injured ally
in her range (SP full at 26 s with nobody hurt: no cast, no drone). Now: trigger SP_FULL; a refreshed 阻回 (noSp) while
her stock holds `cnt` drones.
Golden: roster-003 / roster-005 (赫默 and her placed drone: the drone comes back at each full SP), bond-visiShip-low /
-high (赫默 on the 远见 team, same).
Tests: test/content/feedback5-silent-drone.test.js (2, fail on the parent).
Official: PRTS 琳琅诗怀雅 天赋 破财消灾 备注 「再部署时重置本天赋费用消耗」; the client buff swire2_t_2 multiplies the `cost` in its
own blackboard (CalculateBlackboardValueViaParams × cost_multi) and is rebuilt at each deployment.
Cause: kits/ops/chess_char_3_04-swire2.js kept mem.saveCount for the whole battle. Now: reset on her deploy hook (battle
start, redeploy, 突袭 再部署). 联防 is a battle of its own (fresh units), so its first save always cost 5 — pinned.
Golden: roster-008 (琳琅诗怀雅 elite revived for 5 DP after a redeploy: more DP left, the fight changes), roster-049 (the
same in band 5: snapshot hashes only — DP).
Tests: test/content/feedback5-swire2-revive-cost.test.js (2: the redeploy one fails on the parent, 20 DP instead of 5;
the 联防 one is a pin).
Official: PRTS 砾 特性备注 — every normal attack in her attack animation deals two instances, each 50 % of the final damage
(after DEF / damage reduction, before 重设伤害); the second triggers no 受击回复. Cause: one instance per attack. Now the profile
field hitDmgMul (ai.js resolveHit: DamageInfo mul on each of the `hits` instances, noSp on the later ones) and 砾's kit trait
{ hits: 2, hitDmgMul: 0.5 } — the same total against normal enemies, twice the count against 频次 enemies.
Golden: 7 scenarios with 砾 on the board — roster-004, roster-005, roster-024; bond-indomShip-low / -high and
bond-kazimierzShip-low / -high (she is in 不屈 and 卡西米尔): two damage events per attack; in roster-024 and
bond-kazimierzShip-high the last blow lands on another instance, so kills (and the heals / damage that follow them) shift
between her and her neighbours (roster-024: 砾 19 -> 25 kills, 风丸 13 -> 9). Tests:
test/sim/feedback5-gravel-double-hit.test.js (2, both fail on the parent). Docs: docs/SIM.md (profile flags).
Official: S1 「下一次攻击会为周围八格内血量不足70%的一名友方单位恢复…」; the client charpack (char_1033_swire2, mode S1,
ability HealAlly) selects with range x-4 (the 3×3 with her tile), ally side, _excludeOwner 0, max HP ratio 0.7, one target.
Cause: kits/ops/chess_char_3_04-swire2.js healTarget skipped her (a === unit) and kept only Chebyshev distance 1.
Now: the lowest HP ratio below 70 % of the 3×3, herself included (her own 禁疗 still stops it); the owner's 2026-10-04
cadence (a heal without an attack, once per attack cycle) unchanged.
Golden: roster-027 (琳琅诗怀雅 elite S1 in band 4: she heals herself below 70 %).
Tests: test/content/feedback5-swire2-self-heal.test.js (2, fail on the parent).
Official: S2 「该角色受到攻击时刺玫对目标造成攻击力20%的法术伤害并仅对该角色触发刺玫特性」 (en "...and activates her Trait on
the ally"); the client buff vendla_tr heals through the S2TraitHealRange selector (the vendla_s_2 holder) only for a damage
whose modifier carries vendla_s_2 (the counter, vendla_s_2[extra_damage]), else through TraitHealRange (_excludeOwner 0).
Cause: kits/ops/chess_char_1_06-vendla.js sent EVERY trait heal to the protégé while the skill ran (usually at full HP),
so a 源石溶剂 carrier healed nobody for 15 s.
Golden: roster-001 / roster-002 (刺玫 S2 in band 1), bond-deputShip-low / -high, bond-suntShip-high,
bond-victoriaShip-low / -high (刺玫 on those teams), matches solo-FUNNY-2, coop2-NORMAL-3, coop3-ABYSS-5, coop4-FUNNY-6,
coop4-ABYSS-7 (bots field 刺玫: her heals land on injured allies during S2, fights change).
Tests: test/content/feedback5-vendla-heal.test.js (2, fail on the parent); kits_t1t2's 刺玫 assertion message reworded.
PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 埃芒加德 and M3茧甲 备注: "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的
再部署时间和费用归零". Both revived in place as `fatal` savers, so the operator was never knocked out nor deployed again:
砾 (<部署时> 卡西米尔 +1, <被击倒时> 不屈 +2), 瑕光 (<部署时> +4, 12 per battle), the 卡西米尔 bond's per-deployment ATK,
克莱门莎 / 卡莱莎 and every other 被击倒时 / 部署时 effect skipped the first 3 knock-outs (measured: only the 4th, real
death stacked). Now items/battle.js reviveNow, a `death` hook (M3茧甲 PRIO_RESPAWN 13, 埃芒加德 PRIO_BAND_REVIVE 12,
ahead of 阿戈尔 5 at 11 and 不屈 at 10): the knock-out stands and the operator redeploys at once, free, where it lies
(full HP, SP reset, a new deployment for 坚固维式重锤's lock — revivedInPlace and the `revives` counter are gone). The
ctx carries `revivedBy`, so 阿戈尔 5 still does not count such a knock-out as the member's first (the owner's decision
of 2026-10-05: an operator's own revive uses no slot; 埃芒加德 [ASSUMED] alike, unchanged). 淬羽赫默 S3 keeps its place
right after the hammer's lock (PRIO_REVIVE − 0.5). Tests: test/content/feedback5-revive-redeploy.test.js (fails on the
parent); bands / bonds_core / feedback1f-hammer / op_lessng / op_zuole / docs-consistency updated to the redeploy. Docs:
SIM.md (fatal, death), design/engine.md (fatal, death), PLAYING.md (复活), research 04 (M3茧甲).
Golden: the battles with M3茧甲 or 埃芒加德 whose operators fell — a revive is now a knock-out (deaths count, kill events,
redeploy, SP reset, 被击倒时 / 部署时 effects): roster-012 / 026 / 033 / 040 / 047, boss-boss_6-pair, hidden-boss_8-pair /
boss_9-pair, standin-07; matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1.
New on feedback4 since the last merge: W4D (bbe59b9, merged as 7ee815e) and the 0.1.4 version commit (30e7ace).
feedback5 keeps its own package.json / package-lock.json / APP_VERSION / README / DEPLOY version lines (0.2.0 sets
its own version later) and takes feedback4's CHANGELOG 0.1.4 entry, with W4D's line in it.
- Port (PRTS 异常效果 SLEEPING 沉睡 = 无法行动+无敌+不可阻挡; GitHub #140; the owner's decision of 2026-10-06):
`_checkBlock` refuses `flags.sleep` (battle/blocking.js) and `applyStatus` releases an enemy that falls asleep
(battle/status.js). Battle.js stays feedback5's façade, and tier3.js stays deleted (the 瑕光 comment is in her kits/ops
file). ai.js: WE1 (89f730d) cuts a swing before enemyAttack on a stun / freeze / sleep. The cannot-act branch is still
there, and a plain-buff `flags.sleep` still makes the enemy `stun` (units.js), so the plain-buff release stays in that
branch, after the cut, with its comment rewritten for the new order.
- New on feedback5: 酒神's 迷狂牢笼 (kits/ops/op-phatm2.js cageBlock, O22) duplicated the old three-flag 不可阻挡 check.
It now skips a sleeper too. No golden scenario spawns a 牢笼 over a sleeper: the corpus is identical with that line
reverted. 予愿安洁莉娜's S3 helper is unchanged, since canTargetEnemy already drops sleepers.
- Readers that follow without code: blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked), the 要塞
branch of acquireTargets (u.blocking), “庞贝”'s clock (blockedBy), the snapshot's UF.BLOCKED and the client's block
marker (render/units.js). 死芒 S2 折朽 (自选) lets go a linked enemy that her 悲叹的仆役 held.
- Docs: DESIGN §24.9, its §24 intro entry, the §5.5 Blocking sentence (on feedback5's 阻挡半径倍率 text) and §22.8's
"(since §24.9)", all as on feedback4; SIM.md as on feedback4 (the plain-buff sentence merged with feedback5's
noNewBlock / undying text).
- Golden: a probe (counting successful sleeps on a blocked enemy, plain-buff sleeps and 牢笼 spawns over sleepers) ran
over all 283 scenarios. Every scenario that moved sleeps blocked enemies; the counts are in brackets:
roster-003 (小满 S2 [5]: same fight, blocked 27 → 29, snapshot hashes); roster-005 (elite 小满 S2 [3]: the 140 s
timeout with 83 kills and 1 leak, where it used to clear at 135.43 s with 84); roster-013 (缇缇 S3 [11]: same kills,
blocked 22 → 33); roster-032 (缇缇 S1 [10]: 71 kills instead of 68, 8 leaks instead of 11, 4 knock-outs instead of 8,
萨尔贡 layers 41 → 35); roster-038 (elite 缇缇 S2 [1]: ends at 197.40 s instead of 197.27 s); roster-039 (瑕光 S2
normal + elite [31 + 12]: same kills and counted leaks, the 窃贼 gets away, blocked 53 → 87); roster-042 (缇缇 S2 [3]:
ends at 168.77 s instead of 166.93 s); bond-maniShip-high (小满 [1]: blocked 29 → 30, snapshot hashes); solo-FUNNY-1
(ai_0's 缇缇 [3]: only ai_0's damage dealt); coop4-FUNNY-6 (ai_0's 缇缇 [15 + 56]: from round 9 ai_0's 精准 / 萨尔贡
layers and boss damage move, ai_1 loses no LP from round 11, team LP 124 → 130); coop4-ABYSS-7 (ai_2's 小满 [18]: ai_2
one kill fewer, ai_0 one more LP lost in round 9); coop2-NORMAL-8-serverrun (ai_1's 缇缇 [83]: only ai_1's damage dealt;
WE1 had already turned this match into a loss); coop2-NORMAL-70-diy (the 自选 seat h_0's 缇缇 [171], ai_0's 缇缇 [74]
and 小满 [19 + 21]: h_0's layers move from round 4, then its AI 托管 buys differently (boards from round 7); ai_0 246
kills instead of 233, same end); diy-131 (死芒 S2 at tiers 5 and 6 [1 + 1]: snapshot hashes only); diy-132 (elite
死芒 S2 [2]: ends at 199.50 s instead of 198.13 s, same kills). One scenario sleeps a blocked enemy and did not move:
coop2-HARD-4 [1]. ai_1's 小满 lets go the enemy it holds; another enemy takes the slot; the sleeper wakes with no room
and is blocked further on by 2_16_a. The match digest has no snapshot hashes, and its kills, leaks, damage and funds
are identical. fields and standins did not move. Most outcomes differ from feedback4's list because feedback5's
baselines differ (WE1's damage frame, etc.).
- Tests: test/sim/feedback4-sleep-unblock.test.js (from feedback4) passes 5/5 on the split layout. Every case fails with
the three sim hunks reverted, and case 3 (plain buff) fails with only the ai.js release reverted. Targeted sim tests
pass 184/184 (blocking, block targets, enemy swing, feedback2-enemy-attack-stand, combat / statuses, robustness,
stun SP, professions, healers, fidelity …). Content tests plus kits_layout and docs-consistency pass 658/658 (kits
t1t2 / t3 / t5 and alt t2 / t3 / t5 for 小满 / 瑕光 / 缇缇, 酒神, 死芒, garrisons, bosses, items). Stealth / liftoff /
enemies pass 36/36. npm run golden: all 283 match. GOLDEN_FULL=1 test/golden.test.js passes 9/9 (no stored engine
error). lint 0 errors, check:imports and typecheck clean.
- GitHub #140: a player tested 瑕光's S2 in the official mode — she slept 4 enemies and still blocked the next ones,
after the skill no more were (「被沉睡的敌人是不占用阻挡数的」). PRTS 异常效果: SLEEPING 沉睡 = 「无法行动+无敌+不可阻挡」,
BLOCK_FREE 不可阻挡 = 「无法阻挡/被阻挡,自动解除阻挡」. Until now an enemy that fell asleep while blocked stayed blocked
and kept its blocker's slot.
- Battle.applyStatus releases an enemy that falls asleep (as for 浮空 / 恐惧 / 不可阻挡), Battle._checkBlock never blocks a
sleeper, and ai.js updateEnemy lets a plain-buff sleeper go on its next update. The sleeper stays put; awake, it is
blocked again only by a blocker with a free slot, else it walks on. A stun, a freeze or a refused sleep keeps the
block; sleeping operators are unchanged.
- Readers of the block follow: Battle.blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked)
drops the sleeper — of the hitSleep attackers only 瑕光 blocks, and her 仁慈 reads her range; a 要塞 holding only a
sleeper no longer stalls; “庞贝”'s self-blast clock restarts when a sleep ends its block [ASSUMED]; the snapshot's
blocked bit follows.
- Tests: new test/sim/feedback4-sleep-unblock.test.js (5 cases, each fails without the change: the slot frees and the
next enemy is blocked, the sleeper stays put; awake with no room it walks on; never blocked while asleep, re-blocked
on waking beside a free blocker; a plain-buff sleep; the real 瑕光 S2). 1274 targeted tests (blocking, statuses,
小满 / 瑕光 / 缇缇 kits, garrisons, professions, enemies, kits t1–t6), docs-consistency and GOLDEN_FULL pass.
- Docs: DESIGN §24.9 (and the §24 intro, §5.5 Blocking, §22.8's release list), SIM.md (Blocking, the `sleep` row,
plain buffs), the buffs.js / Battle.js / ai.js / 瑕光 kit comments.
- Golden (every moved scenario sleeps blocked enemies; DESIGN §24.9 gives each move): roster-003 / roster-005 (小满 S2:
82 kills instead of 83 / cleared at 136.73 s instead of the 140 s timeout), roster-013 (缇缇 S3: only the blocked
count and the snapshot hashes), roster-032 (缇缇 S1: 7 knock-outs instead of 5), roster-038 (elite 缇缇 S2: ends at
197.43 s), roster-039 (瑕光 S2 normal + elite: 41 of 52 killed instead of 47 — the sleepers walk on when they wake),
roster-042 (缇缇 S2: ends at 161.17 s instead of 166.97 s), bond-maniShip-high (小满: only the blocked count and the
snapshot hashes), coop4-FUNNY-6 (ai_0's 缇缇: layers and boss damage from round 9), coop4-ABYSS-7 (ai_2's 小满:
rounds 11–12), coop2-NORMAL-8-serverrun (ai_1's 缇缇: one more leak in round 10, the team eliminated in round 13
instead of winning). fields unchanged.
PRTS 伺夜 S2 备注 「仅场上存在狼群,且狼群未获得此技能的充能时可触发技能」 uses S1's words, whose ① counts the 战术点形态 — the
follow-up's recommended reading [ASSUMED].
- vigil kit: S2 casts when ready while the pack is on the field in either form (packOf) and holds no unused gift; in the
form it pays +cost DP at once and the gift waits on the pack for its next attack once back (the heal reaches a standing
pack only). It used to wait for the pack.
Golden: no scenario moved (no corpus battle has S2 ready with the pack in its form).
Tests: kits_alt_t3 "3_19 伺夜 S2" updated on purpose (cast in the form, DP, the waiting gift); kits_t3, tokens_devices pass.
Docs: DESIGN §5.6 trigger note, PLAYING.md 技能自动释放.
The 补位 stand-in Misery (char_615_acspec): S1 物理的服从 and S2 战争的恭顺 are PASSIVE / ON_DEPLOY with a 10 s duration;
PR #109's deploy-timed contract runs such skills as duration skills started by every deployment, with their own
skillStart / skillEnd (as 宴 S2, 斯卡蒂 S2, 缄默德克萨斯 …).
- standin-acspec.js: S1 / S2 = kind 'duration', activateOnDeploy, no SP, trigger NEVER, their mods for the duration;
二象命末 reads "S1 running". S3 空间的归依 stays a passive with its deploy hook. Numbers unchanged.
Golden: standin-01, standin-06 (Misery for 缄默德克萨斯, S2): her skill casts 0 → 14 / 12, skillStart / skillEnd counts,
'skill' events and snapshot hashes; every damage, kill and HP unchanged. Others unchanged.
Tests: test/content/standin_acspec.test.js updated on purpose (the S1 / S2 lifecycle); golden-standins, backups pass.
The client's buff_template_data: charge_token[born] = ON_OWNER_BORN → RechargeToken (timing NORMAL); the summon's own
charge_token[finish] = ON_OWNER_FINISH → RechargeToken (timing ON_FINISH) — PRTS 镜中虚影 "退场时返还1个可部署的镜中虚影", PRTS
傀影 备注 "部署召唤物后立刻开始计算再部署时间". Reading [ASSUMED: from the enum and the owner's first deployment]: NORMAL = usable
now, ON_FINISH = after the summon's own redeploy time — the reading of every other summoner kit (谬因, 机械师, 涤火杰西卡,
麦哲伦 / 令 / 电弧, 白铁, 娜斯提, 凯尔希).
- op-phatom.js: his (re)deployment (not a free move) readies a waiting twin at once (it comes back at the next retry,
paying its cost); its own timer from its last deployment still holds it while he stands. op-kalts.js: the comment cites
the shared reading.
Golden: no scenario moved (no corpus battle redeploys 傀影 while his twin waits).
Tests: test/content/feedback5-summon-recharge.test.js (new, 2); op_phatom, op_kalts pass.
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.
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).
PRTS gives only the display text; the client's module buffs decide (local [uc]equips.ab + buff_template_data, extracted
2026-10-06): 瑕光 / 古米 / 塞雷娅 GUA-X set_heal_scale_by_hpratio (FilterByTargetHpRatio LT), 录武官 reckpr_e_002_tr (LT),
Touch acmedc_e_tr (LT); 华法琳 bldsk_e_002_tr and 闪灵 shining_e_003_tr — like 黍's GUA-X and 凯尔希's PHY-X —
heal_scale_up[hpratio][LE].
- kits/shared/tier4.js installLowHpHealBonus and tier5.js lowHpHealUp take { atOrBelow }; 华法琳 (tier 4 and 5) and 闪灵's
PHY-X heal ×1.15 at or below 50 %; the strictly-below kits keep `<` and cite their template.
Golden: no scenario moved (no heal of the corpus lands on an ally at exactly 50 % HP).
Tests: test/content/feedback5-lowhp-heal.test.js (new, 2); kits_t4, kits_alt_t4, kits_t5, kits_alt_t5, op_shining,
standin_acmedc pass.
gamedata_const ba.protect / PRTS 术语 庇护 "受到的物理和法术伤害降低相应比例(同名效果取最高)": the strongest source holds; the
自选 kits already used battle.applyStrongest('protect'), these six multiplied private cuts with it.
- kits/shared/tier1.js: PROTECT, protectMods, PROTECT_TICK_HOLD and holdProtect (applyStrongest on the shared key).
- 宴 / 赫拉格 / 左乐 (below their HP threshold): refreshed every tick and at each hit on them; 余 (blocking) and 缪尔赛思's
melee copies at their old cadence; 赫德雷's 庇护 joins the key, his CRU-X 物理伤害 + becomes its own instance. 左乐 keeps the
PRTS S2 ordering (his own 庇护 newer than his barrier cuts behind it); 行险 drops his own held 庇护 for its 0.1 s
re-judgement [ASSUMED: another source's returns with its next refresh]. 遥's bubbles stay separate (the client's
damage_resistance[bonus] multiplies with the common damage_resistance[inf]).
Golden: no scenario moved — no unit of the corpus holds two 庇护 at once, and one source alone cuts exactly as before.
Tests: test/content/feedback5-protect.test.js (new, 2); kits_t6 (余), kits_alt_t6 (缪尔赛思), op_hodrer updated to the
shared key; kits_t1t2, op_helage, op_zuole pass. Docs: SIM.md §3, kits/README.md checklist 9.
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 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.
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.