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 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 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.
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).
- 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.
- 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.
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.
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.
- 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).
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).
- 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.
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).
宴 S2, 斯卡蒂 S2, 野鬃 S1, 砾 S1 / S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 used a separate timed buff while the skill stayed active; equipment and bond effects that read the skill state now see it end. 伊内丝's first sentry placement starts no skill. Contributed by @Sukvii.
A knocked-out 灵巧 operator gives its neighbours the aura once more; a player retreat, a merchant exit or a 联防 forced exit no longer counts, and a redeploy restores it. 调和, 协防干员, 独行 and 绝技 hide their layer counts in the UI while the real layers stay for saving, settlement and support ranking. Contributed by @sunstricken.
PRTS: 分支特性信息 吟游者 「特性为基于自身攻击力来增加受益者的“生命回复速度”属性」 (魔王, 浊心斯卡蒂); the 备注 of 调香师 熏衣草,
瑕光 S2, 铃兰 S3 and 锡人 S2 「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」 (铃兰: none in the
first second, refreshed every second); 异常效果 禁疗 「增减生命回复速度…的效果不会被识别为治疗类能力」. These were heals from
the provider, which damage.js refused on 收割者 / 不屈者 / 武者 (noHeal) and under 禁疗 — 隐德来希 gained nothing under 魔王.
This is the separation proposed in PR #135 by @SpiritedAwayCN, written anew (the PR's patch is not used):
- professions.js bardRegen: the trait is an hpRegen buff per bard refreshed every 0.25 s; 魔王's 微尘 ×1.5 goes through
its `bardRegen` hook (both 魔王 kits); 浊心斯卡蒂's pulse and the 海嗣 token use it too.
- 调香师 (every ally), 瑕光 S2 (the skill range, removed at its end), 铃兰 S3 (from the first full second, removed at its
end), 锡人 (per 炼金单元, its cached ATK): hpRegen buffs instead of battle.heal.
- damage.js: a `regen` tick takes no healing multiplier and a heal hook cannot change its amount (no 治疗加成 on any
生命回复速度); 流明's 凡人之愿 and 华法琳's S1 bonus skip a regen tick of their own.
Direct heals are unchanged (still refused / scaled); 魔王 S3's redistribution and 纯烬's HoT are untouched. Other
per-second recoveries without such a note stay heals (引星棘刺, 塞雷娅 S3, 流明 / 纯烬 HoTs; 余 闲云隐市 and 天马之盔 left open).
Golden moved (every one fields 魔王 / 浊心斯卡蒂 / 调香师 / 瑕光 S2 / 铃兰 / 锡人): roster-004, roster-005, roster-006,
roster-011, roster-013, roster-015, roster-016, roster-018, roster-023, roster-025, roster-030, roster-032, roster-035,
roster-037, roster-039, roster-041, roster-042, roster-045, roster-046; bond-deputShip-high, bond-emptyShip-low,
bond-emptyShip-high, bond-indomShip-high, bond-kazimierzShip-low, bond-kazimierzShip-high, bond-sargonShip-low,
bond-sargonShip-high, bond-skillfulShip-high; boss-boss_1-pair, boss-boss_1-solo, boss-boss_2-solo, boss-boss_3-pair,
boss-boss_3-solo, boss-boss_4-solo, boss-boss_5-pair, boss-boss_5-solo, boss-boss_6-solo, boss-boss_7-pair,
boss-boss_7-solo, hidden-boss_8-solo, hidden-boss_9-pair, hidden-boss_9-solo, hidden-boss_10-solo, unite-1;
solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins.
Docs: SIM.md (heal pipeline, bard row), PLAYING.md, kits/README.md (checklist item 11).
tools/build-data.mjs resolveTrigger: a MANUAL operator skill on DEFAULT (no row, or a DEFAULT entry of the deviation
tables) or on the SEARCH row ("在初始攻击范围内存在敌人时释放技能": 解放者 / 阵法术师 / 安洁莉娜 — ACTIVE_RANGE_OVER) whose
running range strictly contains its own is ACTIVE_RANGE on that range, rawRule the official row; validateAll accepts a
DEFAULT deviation resolved to ACTIVE_RANGE (chess and stand-in tables) and ACTIVE_RANGE over SEARCH. Data rebuilt
offline, JSON-compared: only skills[].trigger rule / customRangeGrid of 薄绿 S1 (x-2), 蜜蜡 S1 (x-2), 卡涅利安 S3 (x-2),
玛恩纳 S2 (2-3), 安洁莉娜 S3 (y-4) — rawRule SEARCH — and 深巡 S2 (3-2, rawRule TAKE_DAMAGE), normal + elite (32
leaves); backups.json unchanged. Kits: 薄绿 S1 drops its DEFAULT trigger and 深巡 S2 PR #12's DEFAULT line, both read the
data now (雷蛇 S2 keeps PR #12's line). The sim needs no change (SEARCH was the DEFAULT condition on the initial range
every tick; ACTIVE_RANGE is the same on the running range). Docs: DESIGN §5.6 and the §21.20 flip row, DATA, SIM,
PLAYING, kits README, shared tier comments, skills.js header.
Tests: data (78 records / 39 skills, the five from SEARCH, the SEARCH skills that stay), feedback5-active-range (安洁莉娜
S3 on its y-4, S2 keeps SEARCH), feedback1-tank-triggers and kits_t1t2 (深巡 S2 on its 3-2, before any hit), kits_alt_t3
(薄绿 S1 on its x-2), feedback1f-fence (the idle measure uses the interval of the cooldown still running: the S2 now casts
between two attacks), docs-consistency (one PR #12 kit line left).
Golden: roster-001 / 002 (深巡), roster-016 / 044 (玛恩纳, 安洁莉娜), roster-026 / 027 (薄绿), roster-041 / 042 (卡涅利安),
bond-egirShip-low / bond-suntShip-high (深巡), boss-boss_2-pair / boss-boss_6-pair (玛恩纳, 安洁莉娜), matches solo-NORMAL-1,
coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun — each fields one of the six skills, which now casts when an
enemy enters its running range.
A deliberate deviation from the official 技能策略 (community report: skills with a larger range waited for the normal
range). tools/build-data.mjs resolveTrigger: a MANUAL operator skill still on the basic strategy (no class row, no
TRIGGER_DEVIATIONS entry) whose running range (its rangeId grid, or the own range grown by
ability_range_forward_extend; never 被动效果:攻击范围扩大) strictly contains the operator's range gets rule ACTIVE_RANGE,
customRangeGrid = that range, rawRule the official DEFAULT; validateAll checks it. server/sim/skills.js: ACTIVE_RANGE
checks the DEFAULT condition (a targetable enemy or a blocked one; a heal skill an injured ally) on that range, grown by
the permanent rangeExtend, every tick. Data rebuilt offline: only skills[].trigger changed (33 skills, 66 chess records,
9 stand-in form records). 深巡 S2 (§21.29), 重装 TAKE_DAMAGE, the SEARCH / CUSTOM_RANGE / SP_FULL rows, 烛煌 S2 / S3
(not containing her 3-1) and 引星棘刺 S3 keep their rule. Docs: DESIGN §5.6, DATA, SIM, PLAYING, kits README, notes.
Tests: new test/sim/feedback5-active-range.test.js; data, playtest6-skills (银灰 S3), kits_alt_t2 (蒂比 S1), kits_t5
(百炼嘉维尔 S2) updated; feedback1-transform's fixtures move 莫斯提马 one tile (her S3 now casts on its 3-15).
Golden: 27 roster, 25 bond, 21 field and 14 match scenarios moved — every one fields an operator with one of the 33
skills, which now casts when an enemy enters its running range instead of the initial range.
The official trait buffs fire on output damage, not only on a normal attack (buff_template_data vendla_tr / reed2_tr / titi_tr ON_AFTER_OUTPUT_DAMAGE; etlchi_trait etc. ON_OUTPUT_DAMAGE, attackType BUFF filtered for 隐德来希). Skill damage now heals: 缇缇's 凝固的时光 ticks, 焰影苇草 S2 fireballs and 刺玫 S2's counter heal the one ally the skill names (DamageInfo.traitAlly); 隐德来希's S2 blood sickles heal her, capped at her block count per instant. PRTS 分支特性信息 §咒愈师: the heal depends only on the damage value. Contributed by @shanzhaikabi.
The same pass also stops 漩涡形态 attacking and dealing spin damage while it cannot attack, stops 拥霜羽兽 attacking after it loses its egg (and at flyers), and disarms 碎铳之簧 for its dash at the official 0.35 trample radius.