- 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.
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.
- PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 阿戈尔 ※: 「该付与来源获得所有标记单位的基础攻击力(最终加算)和阻挡数」. New
additive mod key atkFinal (PRTS 游戏数据基础 A_f = F_t[(A + D_p)(1 + D_t) + F_p]):
ATK = ((base + ΣatkFlat) × (1 + ΣatkPct) + ΣatkFinal) × ΠatkMul. The devour buff carries atkFinal instead of atkFlat:
1000 base ATK, +100 % skill, +2000 devoured → 4000 (was 6000). Every other mod key keeps its meaning.
- 「标记按付与顺序触发【吞噬】效果,目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果」 cancels only the knocked-out
target's marks: a marker knocked out earlier in the pass now resolves its own marks, the kill credited to it
(「击杀来源始终为对应标记的付与来源」). A → B → C with B devoured first: C takes B's 5000 and the kill is B's. The 3
revive slots, the 联防 front-tile devour and the down-at-start rules (DESIGN §24.3 / §24.4) are unchanged.
- Point 5 (the 流失's own source is the target itself) stays open: the hooks still see the marker (DESIGN §24.7).
- Tests: bonds_core — new 最终加算 test (4000; a 直接加算 still scaled; ×0.5 scales the whole), new A → B → C test,
the dead-marker test rewritten (its mark now lands); feedback3-egir-down, feedback4-egir-unite, feedback3-ulpia-move
read atkFinal; match/bosshp recomputes ATK with the 最终加算.
- Docs: DESIGN §24.7 (and the §24 intro, §5.2 / §5.3, the §24.4 atkFlat lines marked), SIM.md §3, research 02 §3.6
and its JSON spec; data/bonds.json regenerated with build-data --offline — only egirShip.spec.algorithm[2] / [3]
changed.
- Golden: bond-egirShip-high (the devourers 深巡 / 幽灵鲨 / 斯卡蒂 no longer scale the devoured ATK by their ATK +%; the
fight ends at 89.03 s instead of 74.03 s), coop2-ABYSS-10-boosted (from round 8 ai_0 has 3 more 阿戈尔 and 奥术
layers — 海霓's first-kill trait — and both bots' boss damage moves). The marker rule moves no scenario.
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.
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.
Player report F5 after 0.1.0: "突袭盟约的干员会移动到濒死干员的尸体上".
Real. A knocked-out operator left the occupancy map at once and only its
home tile stayed reserved. A 突袭 member that fell after its jump lay on the
landing tile, which nothing reserved, so the next member's jump (same target,
same scoring) landed on it; and a member's timed redeploy came back on its home
where a teammate that had jumped there lay. Real matches (six real 突袭
members, 战场#07 / #08, R6 / R9 / R12, 96 battles): 6 placements on a body
(3 jumps, 3 home redeploys) before, 0 of 526 jumps after.
Official (PRTS 卫戍协议/帮助, 作战阶段 / 单位部署):
- "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员
并自动部署至该位置"
- "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"
- "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其
自身的初始位置"
Now (sim/Battle.js):
- A knocked-out operator lies on `unit.body`: the tile it fell on, or its
own home when it fell on another board piece's home and its home is free
(one attempt at the knock-out, assumed). x / y / tileR / tileC keep where
it fell, so the kill / death handlers still act there.
- Every redeploy comes back there (restTile): the timed one, 不屈's and
阿戈尔's. A retreated operator still comes back on its home.
- downOn(r, c): _deploy (redeploys, the 突袭 landing, summons), spawnDevice
and relocate refuse the tile for every ally of the field; isReservedTile
reports it, so every automatic picker skips it (突袭 raidTile, tactical
points, summon / device pickers, 维娜's lions). The kit helpers that kept
their own home-tile loop (tier1 summonTileFree, tier3 / tier4 freeTile) go
through isReservedTile.
- b.snap `down` entries gain the body tile: [id, respawnAt, respawnTime,
state, row, col]. DOWN_STATE.WAIT_TILE becomes a safeguard only.
Tests: test/sim/feedback1f-downed-tile.test.js (real Match / PlayerState /
BattleSpec runs with real 突袭 chess, the 突袭 jump, the engine refusals,
the return home); downelem and bonds_addon follow the official rule.
- Every form change goes through content setForm(): the unit keeps it (e.form)
and UnitInfo publishes it, so a view built mid-battle from fieldMeta (a
watched teammate's field, 联防 observers, a reconnect) starts in the
current form instead of the first-form model.
- Enemy profile (dmgType) and Unit moving / form are initialised at spawn:
one object shape for the sim's hot loop (the boss-field bench is back at
the base speed).
- 转译基底·α: an HP loss cannot knock out its original form (no death clip).
- 假想敌:再生: 1 s 重生 and walking 傀儡 cited from PRTS; shields within 1.8
as the 再生状态 begins.
- Renderer: a 重生's closing clip (and the ember's stand-up clip) is timed
from the fx dur to end with it, so the next form attacks on its own clips.
- Docs: ASSETS FORMS list, SIM form fx, PLAYING 隐匿 wording.
- #1#2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
and the team LP reaching 0 first is a defeat (PRTS)
- #6#10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8#15#16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
green; dev recordings regenerated
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
every browser suite green; dev recordings regenerated