Commit Graph
462 Commits
Author SHA1 Message Date
sganggs b6aa74e87e feedback5 O4: 艾丽妮's 审判之火 charge does not outlive her deployment (a buff on her: a redeploy starts without one); golden unchanged 2026-10-05 23:53:55 +08:00
sganggs a62728c188 feedback5 O4: 自选 operator kits for 陈, 艾丽妮 and 赫拉格 — every skill, talent, trait and module (stage 1 and 3) at every form
- op-chen.js (char_010_chen, 剑豪): S1 鞘击 one sheath strike (her Skill clip: one OnAttack) + stun; S2 赤霄·拔刀 up to
  max_target enemies of 3-12, flyers too, arts then physical (PRTS 备注); S3 赤霄·绝影 10 slashes on the nearest ground
  enemy of x-1 at the Skill_3 clip's OnAttack times, the last stuns, 2.933 s of 无敌 / 无法阻挡 / stun and freeze
  immunity, ends at once with no target before the 10th (PRTS 备注), not opened with only flyers in range [ASSUMED];
  呵斥 per-deployment timer +1 attack / hurt SP to the field's allies (SWO-X 3: every 3 s, +1 more for her); 持刀格斗术;
  SWO-X x1.1 during her skill (PRTS 修正 技能期间), SWO-Y ignores 70 DEF.
- op-irene.js (char_4009_irene, 剑豪): 审判之火 as PRTS 备注 (a 物理穿透 charge: air units always and without a draw,
  浮空 enemies count, ground at 50 %, spent only by a landing instance); SWO-X 3: 55 % and +6 SP after a skill that knocked
  out an air unit; 净化之剑 doubled while a 【海怪】 is on the field; S1 起风 strike + 浮空 + second strike; S2 裂潮 2
  charges, ground only, 重量 <= 3 float, not opened with only flyers in range [ASSUMED]; S3 判决 3.5 s (PRTS): opening
  strike + 浮空, 10 bombardments every 0.3 s, radius 1.1, air too; SWO-X x1.1 skill damage, SWO-Y 70 DEF, ISW-A
  attributes only (its talent parts are 集成战略-only).
- op-helage.js (char_188_helage, 武者): S1 新月 two hits, S2 弦月 二连击 + 75 % dodge, S3 满月 range +1 / 3 targets;
  the 武者 heal per damage instance (the kit adds one per further hit of an attack); 坚忍 ASPD (SBL-X 3: +130 at 50 %);
  运筹帷幄 生命回复速度 while not blocking [ASSUMED: no PRTS 备注], SBL-Y 3 also below 30 % HP (80 / s, never both);
  SBL-X 庇护 25 % below 50 % HP; SBL-Y once per deployment back to 30 % HP.
- kits/index.js OPERATOR_KIT_FILES: the three files appended. Tests: op_chen / op_irene / op_helage (10 each, every form x
  module x skill, numbers from data/backups.json).
- Golden: only the diy family moved — the packing now fields the new kits: diy-003 … diy-006 (the prototypes before) and
  the new diy-007 … diy-009 field 陈 / 艾丽妮 / 赫拉格 in every form x module x skill, the prototypes moved to the new
  diy-010 … diy-013; diy-001 / diy-002 (推进之王) and roster / bonds / fields / matches / standins unchanged.
  test/golden/README.md: the diy row no longer counts battles or names 推进之王 alone.
2026-10-05 23:51:27 +08:00
sganggs 742f478526 feedback5: every 自选 重装 casts with an enemy in range like the 重装 stand-ins — a backups.json TANK unit's MANUAL skill on the class row's TAKE_DAMAGE becomes DEFAULT, ACTIVE_RANGE when its running range is larger (森蚺, 涤火杰西卡, 斩业星熊, 年, 黍, 斥罪, 机械师, 珊比; 48 skill forms; rawRule keeps TAKE_DAMAGE), the owner's decision of 2026-10-05; data regenerated offline, only backups.json changed; golden unchanged (no 自选 重装 has a kit yet) 2026-10-05 23:00:17 +08:00
sganggs a611cb013c feedback5: merge W5I — real i18n phase 1: shared/i18n.js (Chinese msgids, params, data names), English game texts from the official EN client data (data/i18n/en.json), the 中文 / English switch on the title screen and in 设置, title / lobby / room / settings converted, server toasts and ticker lines with msgid + params, tools/i18n.mjs, docs/I18N.md (PR #70's translations by @YuriRestia reused, credited)
Conflict: server/match/player/basics.js imports (W5G's checkNotOwned + W5I's msg / dn). data/i18n/en.json rebuilt on the merged data (tools/build-i18n.mjs --offline): the 自选 data adds texts of CN-only operators and modules the EN client lacks, so coverage is 97.6 % (skills 95.9, talents 95.1); the coverage floors in test/i18n-data.test.js and docs/I18N.md say so. Golden unchanged; i18n / lobby / match / ui suites 1144/1144 after the rebuild, i18n e2e 1/1.
2026-10-05 22:57:53 +08:00
sganggs 1006254beb feedback5: merge W5H — 自选 data (72 owned 6★ without the 6 collab operators, every DIY form, summons, prototypes' locked skills), shared/diy.js, the sim fields DIY picks, OPERATOR_KIT_FILES with 推进之王 as the first operator kit, golden family diy, the art plan (--add-only)
Conflicts: tools/golden.mjs / test/golden/README.md take both new families (standins from W5G, diy from W5H); DATA.md / SIM.md keep both texts. data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 nothing moved, diy.json is new; against fb5-diy the W5G / W5J / W5L scenarios moved, and diy-004 / diy-006 (the prototype battles with Touch, changed by W5L) — diy-001/002/003/005 identical.
2026-10-05 22:52:24 +08:00
sganggs 5c7cb08afe feedback5: merge W5L — Touch per PRTS (S3 extra heal, below-half boost, 攫升 on any heal, 超脱 on dying forced exits), 突袭 counts an active passive as 技能就绪 (#49), 生命回复速度 effects are hpRegen, not heals (#96 / #137; the separation proposed in PR #135) 2026-10-05 22:49:35 +08:00
sganggs 5c6524e1ad feedback5 WL: 生命回复速度 is not 治疗 — the 吟游者 trait, 调香师, 瑕光 S2, 铃兰 S3 and 锡人 give an hpRegen buff, so 无法被友方治疗 / 禁疗 units get it and 治疗加成 does not scale it (GitHub #96 / #137)
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).
2026-10-05 21:13:15 +08:00
sganggs 696085ac8e feedback5 WL: 突袭 counts a passive skill that is on as 技能就绪, so 缄默德克萨斯 / 宴 jump as soon as a ground enemy can be reached (GitHub #49)
PRTS 盟约记录 【突袭】 「干员10秒内未进行攻击或技能就绪时,若范围内没有敌人,则保留技力立即再部署至一名地面敌人周围」.
skills.js `ready` is false for every passive skill, so raidPoll left passive members only the 10 s idle trigger; the
reporter's footage shows 缄默德克萨斯 jumping within her passive's 10 s. raidPoll alone (the global `ready` stays) now
counts a passive skill that is on as 技能就绪 [ASSUMED: the engine keeps a passive on for the whole deployment]. The
GitHub #51 landing rule (the target in range on the landing tile) is kept, so a member lands in range and stays while
its enemy is there. Charged non-passive skills and the idle trigger are unchanged.

Golden moved (scenarios with a passive 突袭 member): roster-039 (斯卡蒂 S2 跃浪击), roster-046 (耀骑士临光 S2 逐夜烁光),
bond-raidShip-low, bond-raidShip-high, boss-boss_2-pair, boss-boss_4-pair, boss-boss_6-pair (elite 缄默德克萨斯),
standin-01, standin-06 (缄默德克萨斯 fielded as Misery, all passive), coop2-HARD-4, coop2-NORMAL-14-standins (突袭
members in the lineups). Docs: research 02 §3.18.
2026-10-05 20:52:45 +08:00
sganggs 8b7316d93e feedback5 WL: Touch follows PRTS — S3's extra heal is 30 % of the base with its own recipient's boost, 「低于」 half HP, 攫升 on every heal she outputs, 超脱 on a dying forced exit
The shared code of the 外勤医疗 strategy's Touch and the Touch 补位 stand-in (content/tokens.js touchGospel /
mapCharTalents), against PRTS Touch(卫戍协议) and its 备注 / 修正:
- S3 恳切福音's extra heal: 30 % of the main heal's base (before the ×1.35 / ×1.40), a heal of its own — its recipient
  below half HP gets the boost (and the elite's PHY-X), 备注 「额外治疗可触发技能后半段的治疗量提高效果」; it goes to the
  lowest HP ratio of the main target and its 4 orthogonal neighbours, a full-HP unit included (x-5,
  「可治疗生命值已满单位」). The touchExtra / touchMainHeal block is gone.
- The boost needs HP strictly below half (修正 「低于」, was 「不高于」).
- 攫升: every heal she outputs gives SP — a heal on herself and one that restores nothing too (备注 「无需实际产生治疗量」);
  still no device, no unit without a skill, and not her own HP-regeneration tick.
- 超脱: a forced exit that plays the death animation counts like a knock-out (备注 「如史尔特尔的天赋效果」). Battle.retreat
  takes `dying` and the death hook carries it: 史尔特尔's 余烬 and 骑士戒律 + 竞技旗 set it; planned exits (耀骑士临光 S2,
  伊内丝 S3), the 商人's automatic 撤退 and the 突袭 jump do not. A battle has no player 撤退 command.

Golden moved: roster-041 (the strategy's Touch heals differently: S3 extra heal / boost), standin-03, standin-04,
standin-08, standin-09, standin-10 (Touch standing in for 塞雷娅 / 塑心 / 纯烬艾雅法拉), coop2-NORMAL-14-standins (the
human seat plays 外勤医疗, so its Touch takes part). Docs: SIM.md (death hook `dying`, retreat option, the forced-exit
paragraph).
2026-10-05 20:47:06 +08:00
sganggs 941a0cc31e feedback5 WI: docs/I18N.md counts the phase-2 literals after the lang.js cleanup (1 033 in 56 files, 964 translated) 2026-10-05 20:22:32 +08:00
sganggs 6728f87172 feedback5 WH: a prototype pick given skillIndex / uniEquipId null takes its locked selection (only another skill, another module or an explicit 'none' is refused); kits_layout builds each operator kit from the composed 自选 record and its def, as the sim does
No golden scenario moved.
2026-10-05 20:20:56 +08:00
sganggs e50497b1ce feedback5 WI: docs/I18N.md (translating, adding strings, rebuilding the EN game texts, phase 2) and credits
NOTICE.md and THIRD-PARTY-NOTICES.md credit @YuriRestia (PR #70) for the English UI strings and fallback
translations, note that PR #70's ak-spa-database.pages.dev texts are not used and that arknights.wiki.gg is
CC BY-SA 4.0, and name the EN data mirrors (ArknightsAssets/ArknightsGamedata, Kengxxiao/ArknightsGameData_YoStar).
DATA.md: data/i18n/en.json is written by tools/build-i18n.mjs (rerun after a text-changing build).
PLAYING.md: the 中文 / English switch.
2026-10-05 20:20:09 +08:00
sganggs 5398a0cfc5 feedback5 WI: server toasts and ticker lines carry msgid + params so the client shows them in the player's language
messaging.js: a toast / CUSTOM ticker line is a string (its own msgid) or a shared/i18n.js msg(); frames keep
the Chinese `text` (older clients) and add `msgid` / `params`; config.broadcasts lines carry their `args`
(the client fills the localized broadcast template; the player name {0} is never translated). Templated call
sites send msg(): the grant toast 「X:获得Y」, the summon-range and terrain withdrawals, the 联防 line,
eliminated / left lines, the 远见 / 奇迹 stack payouts and the 维多利亚 hammers; game-data names go as dn().
The protocol stays backward compatible (new fields optional). Tests that captured m.toast's argument render
it with renderMessage. No gameplay change: golden unchanged.
2026-10-05 20:19:58 +08:00
sganggs a12a539e4d feedback5 WI: UI strings through t() with an English switch on the title screen and in 设置; pilot screens converted
public/i18n/en.json: Chinese msgid -> English, seeded from PR #70 (@YuriRestia, credited) for every Chinese
literal of the current code (≈830 entries; 966 of the 1 036 literals left for phase 2 already translated),
completed by hand in the official EN terms. public/js/ui/lang.js: boot language (?lang=en|zh, then
localStorage sp.pref.lang, else Chinese; the browser language is not consulted), switchLang, useLang,
LangToggle; main.js renders after initLang and re-renders in place on a switch, and translates server
texts (m.toast / m.ticker frames, room.closed reasons, error codes via ui/toasts.js describeError).
Converted: title screen (English title, wordmark hidden), lobby, room, settings (语言 row, On/Off,
quality, hotkeys), the shell (crash screen, toasts) and DifficultyTag.

tools/i18n.mjs: extract (msgids + untranslated literals per file), check (msgids missing from en.json),
codemod (html`` text / attributes / strings / template literals -> t(), nested strings, N_ for module
level, i18n-ignore lines), seed (fill en.json from a msgid map).
2026-10-05 20:19:58 +08:00
sganggs e596478bef feedback5 WI: English game texts from the official EN client data (data/i18n/en.json) and the i18n core
shared/i18n.js: gettext-style t() / tc() with the Chinese text as msgid (untranslated -> Chinese), {name},
{0} and {n|one|other} params, lists, game-data names (dn / tName), setLang / getLang / onLangChange, and the
server message wire format (msg -> wireMessage -> translateWire). Chinese stays the default, English is a
switch (the owner's decision of 2026-10-05).

tools/build-i18n.mjs (build-data.mjs untouched) walks the zh_CN and EN tables side by side and writes
data/i18n/en.json: the official English of every data/*.json text by record id and field. Blackboard texts
are matched by template (the remake's numbers read back and filled into the English template); stage names
are composed; what the EN client lacks falls back to tools/i18n/fallback-remake.json and fallback-pr70.json
(PR #70 by @YuriRestia). Default EN source ArknightsAssets/ArknightsGamedata (has act2autochess);
Kengxxiao/ArknightsGameData_YoStar is archived (2025-11) and has no 盟约 season (--source yostar).
Coverage: 14 922 / 14 931 texts (99.9 %), 99.3 % official; only 9 CN-only 甄选 operator names stay Chinese.

shared/i18nData.js: the overlay format (index-aligned leaves + a 2-char hash of each Chinese source, so a
stale leaf is never applied). public/js/data.js: setLocale('en') downloads the overlay once; get / lookup /
list return localized copies; getRaw keeps the Chinese file; localeName maps names.
2026-10-05 20:19:43 +08:00
sganggs 171efe72de feedback5 WH: docs for 自选 — kits/README.md "How to add an operator (自选)" (who still lacks a kit, the built data, file naming and registration, the kit contract, the fidelity checklist, the test pattern, golden, art); DATA.md §16–§18 (72 owned units and their summons, diy.locked / excluded, shared/diy.js, the counts), SIM.md §7.2 / §9 / §10 / §12 (自选 defs, kits, summons, harness, UnitInfo.diy), DESIGN's v1 scope line 2026-10-05 20:16:57 +08:00
sganggs 9db99aad00 feedback5 WH: 自选 art — fetch-assets plans every data/backups.json unit research 07 lacks (the 72 owned 6★: avatar / portrait with E2, battle Spine Front / Back, every skill icon and skill sound, sub-profession icon, from 07's URL patterns), the 自选 summons as tokens, and a type icon per module of chess.json / backups.json (manifest modules, the loadout tiles' fallback); --add-only downloads only missing files and never rewrites, re-downloads or deletes an existing one (worktrees sharing public/assets)
Downloaded 1,295 files, 127.2 MB (133,426,089 bytes) into the shared public/assets; no existing file changed or removed. data/assets.json only gains entries: 72 chars (all with avatar, portrait, Front and Back Spine), 38 tokens (avatars; no Spine — upstream has skin variants only), 208 skill icons, 10 sub-profession icons, 102 SFX units, 131 module type icons.
2026-10-05 20:13:40 +08:00
sganggs 42920c62c5 feedback5 WH: golden family diy — 6 battles of 自选 pieces through the BattleSpec path: 推进之王 in every form of tiers 5 / 6 (normal; elite with no module, SOL-X, SOL-Y) under each skill, and every kitted prototype at its locked selection, normal and elite; fast subset diy-001 (operator kit) and diy-003 (prototypes)
A new family (test/golden/diy.json): no existing scenario moved (roster 49, bonds 46, fields 22, matches 16 identical); determinism checked with --twice.
2026-10-05 19:57:55 +08:00
sganggs ce0d85c78a feedback5: merge W5G — 补位 end to end: the 干员持有 tab (drop NORMAL chess), room.ownership, stand-ins in every field, 「替补:X」 badges, the stand-in's body on the board and detail card, golden standins family
Golden regenerated on the merged code (the textual merge had no conflict and equals the regenerated files): against feedback5 only the new match coop2-NORMAL-14-standins and the new standins.json (10 battles); against fb5-standin-game exactly the W5F and W5J scenarios (roster-001/002/007/009/016/026/027/028/038/040/041/042/044, bond-egirShip-low / siracusaShip-high / suntShip-high, boss-boss_2-pair / boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop3-ABYSS-5, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); standins unchanged. test/match 536/536, the stand-in / golden / docs suites 175/175.
2026-10-05 19:57:20 +08:00
sganggs ee74401901 feedback5 WH: the first 自选 operator kit, 推进之王 (kits/ops/op-siege.js, registered in OPERATOR_KIT_FILES) — S1 冲锋号令·γ型 +12 DP at full SP, S2 跃空锤 next attack 250 / 280 % ATK on every ground enemy of her x-5 + 3 DP (2 / 3 charges), S3 碎颅击 interval +1.0 s with 290 / 320 % ATK and 40 % stun 0.8 / 1.1 s; T1 万兽之王 field 【先锋】 ATK / DEF +8 % (SOL-X stage 3: her own +8 % more), T2 粉碎 +1 SP per enemy falling on her x-5 (flyers, under 阻回; SOL-Y stage 3: +3 and +1 to another 先锋); SOL-X trait ATK / DEF +8 % while blocking; SOL-Y's 首次部署 −4 has no battle effect; tests in test/content/op_siege.test.js over every form (tiers 5 / 6, normal / elite × none / SOL-X / SOL-Y)
No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:54:32 +08:00
sganggs d5a4e61fbb feedback5 WG: 补位 detail cards only for the player's own cards (a teammate's bond popup member and the banned list show the chess as it is); the DOM fallback field draws a board stand-in with its avatar 2026-10-05 19:52:09 +08:00
sganggs 2b72d4deb0 feedback5 WH: 自选 pieces in the sim — shared/diy.js (diyPool, checkDiyPick, diyRecord / diyRecordOf, validateDiyPicks: the legal picks per tier, prototypes skill-locked to their 补位 rows, owned picks any skill / module at the slot's stage, no 特质, derived bonds, one slot per owned operator, distinct picks per tier, unkitted operators refused); simdata getChess(slotId, { diy }) builds the 自选 def (diyFor, charId, loadout.diy, tokenOwner) and getToken resolves its summons from backups.json tokens; Battle, BattleSpec and the loadout view carry the PlayerBattleInput diy pick (a DIY slot without a legal pick fields nothing); kitOf takes KITS[charId] for a 自选 piece as for a stand-in; kits/index.js OPERATOR_KIT_FILES (op-<codename>.js, empty for now), GENERIC_KIT_CHARS, KITTED_CHARS; the harness fields units[].diy
No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:51:40 +08:00
sganggs 832d509ef4 feedback5 WG: docs for 补位 — PLAYING §3 (干员持有 for players), DESIGN §8.1 room.ownership / §8.3 m.private standIns / §16, DATA.md §2 / §18 (played since 0.2.0), SIM.md prep-scouting standInFor, kits README (the golden standins family) 2026-10-05 19:49:28 +08:00
sganggs fc08bd6474 feedback5: merge W5J — 伺夜's 狼群 per PRTS: 战术点形态 after the last 狼影 (out for the talent interval, back with 1 狼影), S1 ①②③ (return / +1 狼影 / full HP) 2026-10-05 19:48:47 +08:00
sganggs 4304eb057c feedback5 WJ: 伺夜's 狼群 takes its official 战术点形态 and S1 领袖的呼唤 acts by the pack's state (PRTS 狼群领袖 / S1 备注)
The fatal hit on the last 狼影, or a 撤退 while 伺夜 stands, no longer kills the pack. It enters its 战术点形态, the
remake's knocked-out piece: off the fight (no block, no attack, not targetable), kept, its tile reserved, 0 狼影. After
the 狼影 recovery time it comes back on its tile at full HP with 1 狼影 and a fresh 狼影 cycle. That time is the token
talent's interval, read from the data: 25 s on both chess. Until now it came back after the token's 10 s redeploy time
with 2 狼影.

Both packs share this (tokens.js installWolfTacticalPoint): the prep-placed 狼群 piece and the 伺夜 kit's own pack.
- A return timer carries the form's seq and a return cancels it, so a stale timer never revives the pack early.
- When 伺夜 leaves, a standing pack still leaves with him ('expired', no form). A pack in its form ends it with no
  return; his redeploy brings a fresh pack.

S1 casts when ready while the pack is on the field in either form, and always pays +cost DP:
① in its 战术点形态 the pack comes back at once with 1 狼影 and a fresh cycle;
② below the cap, +1 狼影, the pack's own cycle untouched;
③ at the cap, the pack's HP is reset to max.
S2 still needs a standing pack: its 备注 says nothing of the form [ASSUMED]. A held S2 gift stays on the pack through
the form [ASSUMED].

fx: the kit's pack keeps 'summon' / 'revive', the piece keeps 'wolfShadow' / 'wolfShadowLost'. Entering the form shows
'wolfShadowLost' with count 0. No new kinds, no client change. Data unchanged.

Docs: DESIGN §5.6 (SP_FULL note), PLAYING (作战中, 自动触发), SIM (token pieces), the tokens.js / kit comments.

Tests:
- kits_alt_t3, new: 3_19 战术点形态 (both chess × both packs), S1 ①②③ with the stale-timer guard, 撤退 / 伺夜 leaving.
- kits_alt_t3, rewritten: the S1 no-pack test, and the S2 auto-cast test (no cast in the form, a cast once the pack is
  back).
- kits_t3 3_19 wolf pack and tokens_devices 狼群 board piece: the form, then a return with 1 狼影.

Golden (each fields 伺夜 with his pack knocked out at its last 狼影 while he stands: 25 s out and 1 狼影 instead of
10 s and 2):
- roster-007 and roster-009: the fights change.
- roster-028 (elite S1): S1 brings the pack back at once.
- roster-026 and roster-040: 伺夜 falls before the old return; only the new 'wolfShadowLost' fx moves.
- bond-siracusaShip-high.
- matches solo-NORMAL-1, coop2-NORMAL-3, coop3-ABYSS-5, coop2-NORMAL-8-serverrun: the bots field 伺夜.
2026-10-05 19:47:12 +08:00
sganggs 29725e3a39 feedback5 WG: golden — a standins family (10 battles: every NORMAL chess record, normal and elite, fielded as its 补位 stand-in on real stages and waves plus ground enemies; all 17 stand-ins, every active backup skill cast) and one co-op match whose AI-托管 human seat does not own 7 chess (coop2-NORMAL-14-standins); the 133 existing digests unchanged (roster / bonds / fields byte-identical, the 16 old matches identical) 2026-10-05 19:42:49 +08:00
sganggs c278eafa52 feedback5 WH: 自选 data — data/backups.json gets the 72 owned 6★ picks as units (a form at every DIY slot status: E2 Lv1 rank 4 without a module, E2 Lv60 rank 7 with every module at stage 1 and at stage 3; all three skills, talents, trait, ranges), their summons (backups.json tokens, variants keyed by owner form <charId>@<statusKey>) and each prototype's locked skill / module per tier (diy.locked: its 补位 rows' selection, 预备干员-医疗 S3 assumed); the 6 collab operators (teams rainbow / action4 / mujica / sees / laios) leave the data and the pool, the owner's decision of 2026-10-05
backups.json 171,616 → 1,884,868 bytes (gzip ≈ 142 KB); every other data file is byte-identical (buildTokens' record head moved into summonRecord, shared with the DIY summons). No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:37:49 +08:00
sganggs 4b57f8120c feedback5 WG: 补位 in the browser — the 干员持有 tab next to 干员调配 (the 53 NORMAL chess by tier, operator → stand-in, a switch each, 全部持有, export / import, localStorage + room.ownership through the shared sync engine), 「替补:X」 on shop / reward cards and own prep pieces, the stand-in's model on the board, its body on the detail card (own pieces, cards, any unit with standInFor), placement and ranges by the stand-in 2026-10-05 19:34:52 +08:00
sganggs 25821d3494 feedback5: DEPLOY recommends HTTP/2 at the reverse proxy — since 0.2.0 a match loads about 340 small script modules (measured: 13.4 s vs 9.8 s cold at 100 ms latency over HTTP/1.1; the browser sim warms up during the band draft, so play is not delayed) 2026-10-05 19:28:44 +08:00
sganggs 24205581e1 feedback5 WG: 补位 on the server — room.ownership { notOwned } (lenient check, stored per session / seat, a match takes the list its seat had at the start), PlayerState.standIns: the player's not-owned NORMAL chess fight as their stand-ins (battleInput standIn: true in every field, the stand-in's position / range, no summons), m.private.standIns, stand-in art in prep scouting 2026-10-05 19:13:46 +08:00
sganggs a98b02477d feedback5: merge feedback4 — the mock scouting-pen test expects the 'prep' camera after a teammate's pen (PR #129) 2026-10-05 19:05:17 +08:00
sganggs 17d9960fb4 feedback5: merge W5F — ACTIVE_RANGE also replaces SEARCH rows and covers 深巡 S2, 纯烬艾雅法拉 S1 at full SP, 伺夜 S1 only with his pack on the field
Golden regenerated on the merged code (only test/golden/matches.json conflicted): against feedback5 it moves exactly W5F's scenarios (roster-001/002/016/026/027/028/038/041/042/044, bond-egirShip-low, bond-suntShip-high, boss-boss_2-pair, boss-boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); against fb5-bugs3 exactly W5E's (unite-1/2 and the 8 match scenarios of the 联防 map and the full-hand rule). data/ equals an offline build of the merged tools/build-data.mjs.
2026-10-05 19:05:06 +08:00
sganggs a252d48add feedback4: the mock scouting-pen test expects the 'prep' camera on the way back from a teammate's pen (PR #129 frames a scouted prep board like the own prep) 2026-10-05 19:02:31 +08:00
sganggs e89901f64f feedback5 WF: 伺夜 S1 领袖的呼唤 fires only while his pack is on the field (PRTS 备注 「仅场上存在狼群时可触发技能」, the owner's decision of 2026-10-05)
The kit sets trigger NEVER on skchr_vigil_1 and casts it itself, like S2: a tick check (installCall) — ready, 伺夜 able
to act and not silenced, the pack (kit pack or the prep-phase 狼群 piece) alive. Without a pack the SP waits full and
no DP is paid; the cast still gives +cost DP and one more 狼影. [ASSUMED]: the kit has no 战术点形态, so a knocked-out
pack is waited for (PRTS ① would bring it back at once with one 狼影) and at the 狼影 cap the cast only pays its DP (PRTS
③ resets the pack's HP) — open for the owner. Data unchanged. Docs: DESIGN §5.6's SP_FULL list, PLAYING's 自动触发
sentence, kits/shared/tier3.js.

Tests: kits_alt_t3 "3_19 伺夜 S1 领袖的呼唤: PRTS 备注 … — no pack, no cast …" (new) and the S1 test (rule NEVER).

Golden: roster-028 (伺夜 elite with S1): his DP comes later while the pack is down.
2026-10-05 18:53:08 +08:00
sganggs f3e7919225 feedback5 WF: 纯烬艾雅法拉 S1 无声润物, an AUTO toggle that acts on her allies only, turns on as soon as its SP is full (the owner's decision of 2026-10-05)
The kit sets trigger SP_FULL on skchr_agoat2_1, like 浊心斯卡蒂 S2 and 引星棘刺 S1 (data unchanged: an AUTO skill takes
no 技能策略 row, so its trigger stays DEFAULT there). Before, the DEFAULT heal rule kept it off until an ally of her range
lost HP, so its 元素损伤 recovery never ran on a field without HP damage. Docs: DESIGN §5.6's SP_FULL list (AUTO skills
on allies: 引星棘刺 S1, 浊心斯卡蒂 S2, 纯烬艾雅法拉 S1), PLAYING's 自动触发 sentence.

Tests: kits_alt_t6 "6_20 纯烬艾雅法拉 S1 无声润物 (自动触发, effects on her allies only): on as soon as its SP is full …".

Golden: roster-038 (纯烬艾雅法拉 elite with S1) — the snapshot chain from 40 s: the toggle comes on earlier.
2026-10-05 18:48:42 +08:00
sganggs 383fe4a49e feedback5 WF: ACTIVE_RANGE also replaces the SEARCH row and covers 深巡 S2 — a skill whose running range strictly contains the own one casts with an enemy inside it (the owner's decisions of 2026-10-05)
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.
2026-10-05 18:45:13 +08:00
sganggs 7d20695adf feedback5: merge R5 — client split: ui/gameLogic/*, render/fx/*, render/app/* (prelude), screens/game/* (same exports)
# Conflicts:
#	.git-blame-ignore-revs
#	public/js/ui/gameLogic.js
2026-10-05 18:38:43 +08:00
sganggs 211b909282 feedback5: merge K2 — stand-in kits Stormeye, Pith, Raidian (+ applyStatus stackAs for Raidian S3's 虚弱)
# Conflicts:
#	server/sim/content/kits/index.js
2026-10-05 18:36:01 +08:00
sganggs f317adf003 feedback5 K2: stand-in kits for Stormeye, Pith and Raidian — every skill, talent and module at every form
Stormeye (char_611_acnipe; 空弦, 莫斯提马, 百炼嘉维尔 / 妮芙, 蕾缪安 / 异客): 风坠 rolls on every attack instance
(acnipe_t_1: ATK × atk_scale before DEF; S3 talent@prob), 风雨欲来 +0.2 SP/s after `delay` s without an attack
[ASSUMED reading], S1 ATK / ASPD / 100 DEF ignored, S2 an endless toggle (ATK +5 %, 2 targets), S3 3 targets × double
hit plus one physical ATK × 1.0 instance on a target at >= 90 % HP on the attack's first hit (acnipe_s_3[extra], no
风坠 / MAR-X on it); MAR-X stays the fastshot profile's flyScale.

Pith (char_612_accast; 烛煌, 焰影苇草 / 迷迭香 / 荒芜拉普兰德): splash from the trait blackboard, 12 RES ignored, ATK
+10 / +20 % on herself and the 【术师】 of the 4 tiles next to her, S1 ASPD + splash 1.5, S2 ASPD + ATK on every 【术师】,
S3 one ATK × atk_scale_aoe arts hit on every enemy of her range at the cast, then 2 targets, ASPD, splash 1.2 (PRTS
备注); SPC-X range (moduleRangeUp).

Raidian (char_614_acsupo; 灵知, 夕 / 安洁莉娜, 浊心斯卡蒂 / 仇白): 同调 on herself and the operators next to her (×
talent_scale in S3), 诱引 per PRTS 命中率 — one roll per enemy attack in her range, a miss cancels the whole attack
before the enemy riders (hit priority 300), S1 / S2 from the blackboards (S2 flat −0.1 / −0.2 s, 停顿 1.1 / 1.2 s), S3
y-4 + ATK + 脆弱 / 虚弱 aura with the 虚弱 stacking as 90 / 80 % (stackAs); S3 casts by the data's ACTIVE_RANGE;
DEC-X +0.2 SP/s with an enemy in range.

Triggers stay the data's (AUTO attack buffs Stormeye S2 / Pith S1 keep DEFAULT, as the W5C AUTO audit). No golden
scenario fields a stand-in: digests unchanged. Tests: test/content/standin_acnipe / _accast / _acsupo (27).
2026-10-05 18:34:46 +08:00
sganggs acbb70dc6b feedback5: merge K3 — stand-in kits 郁金香, Mechanist, Touch (Touch shares the 外勤医疗 code; every skill on every form)
# Conflicts:
#	server/sim/content/kits/index.js
2026-10-05 18:28:54 +08:00
sganggs e2be2012e3 feedback5 K3: the 郁金香 stand-in kit (standin-acpion.js) — 无垠之心 / 浪潮之心, S1 钻心, S2 迅瞬 (1 DP every interval), S3 只余芬芳 (8 slashes on her Spine clip's events, 无敌 / 无法阻挡 / 眩晕冻结免疫, 可对空 — PRTS 备注 of the same skill), module SOL-X 2026-10-05 18:27:09 +08:00
sganggs d82511286c feedback5 K3: the Mechanist stand-in kit (standin-acfend.js) — 精研材料 / 反馈装甲 with PRTS's 0.1 s checks (the ASPD cut lasts while anyone blocks the enemy), S1 结构稳定, S2 不变性原理 (×2 / ×3 反馈装甲), S3 应力倒置 (per-second arts to the enemies she blocks), module PRO-X; the data's 重装 trigger kept 2026-10-05 18:26:49 +08:00
sganggs 55f53fdcb0 feedback5 K3: the Touch stand-in kit (standin-acmedc.js) — S1 慨赠, S2 宛如天启, module PHY-X; S3 恳切福音 and 攫升 / 超脱 run the 外勤医疗 strategy's Touch code, now exported from content/tokens.js (touchGospel, mapCharTalents; the strategy unchanged, golden identical) 2026-10-05 18:26:21 +08:00
sganggs 5090ac1ed3 feedback5: merge K1 — stand-in kits Sharp, 领主·Sharp, Misery (every skill on every form; PRTS-checked) 2026-10-05 18:25:17 +08:00
sganggs cb05592a06 feedback5 K1: Misery's stand-in kit (char_615_acspec, for 缄默德克萨斯 / 山 / 新约能天使 / 锏) — the three ON_DEPLOY passives at every deployment (S1 dodge / double-hit chance, S2 ATK / ASPD for 10 s, S3 burst then drag and 停顿 on unblocked ground enemies, on a redeploy), 二象命末 double hits, 四维分离, EXE-X 2026-10-05 18:23:51 +08:00
sganggs 199d3d73bf feedback5 K1: 领主·Sharp's stand-in kit (char_617_sharp2, for 水月 / 玛恩纳 / 维娜·维多利亚 / 妮芙) — S1 沉默的爆发 (ATK / ASPD up, two targets, ranged attacks at full ATK), both talents, LOR-X as the 10 % ATK arts 流失 PRTS describes (no RES, shield or invulnerability) 2026-10-05 18:23:51 +08:00
sganggs 558fcedf90 feedback5 K1: Sharp's stand-in kit (char_609_acguad, for 忍冬 / 银灰 / 百炼嘉维尔 / 隐德来希 / 归溟幽灵鲨 / 佩佩) — S1 快刀 double hits, S2 亮剑 DEF to 0 / max HP / 160-180 % attacks, S3 力战不竭 layers (one before each attack, reset on a new target) and HP never below 1, both talents, DRE-X 115 % on blocked enemies 2026-10-05 18:23:51 +08:00
sganggs eac9b9737d feedback5 K2: applyStatus stackAs — a 同名效果取最高 status can compete with another strength than its effect (Raidian S3's 虚弱, PRTS 备注 "在叠加时视为90%…的虚弱,仅影响叠加优先级"); no caller passes it yet, golden unchanged 2026-10-05 18:20:48 +08:00
sganggs ece75b6853 feedback5: merge W5E — a full hand refuses buys and reward picks, temp pieces fill freed slots (#82); 联防 plays on the official escaped maps (#41)
# Conflicts:
#	test/golden/fields.json
#	test/golden/matches.json
2026-10-05 18:19:36 +08:00
sganggs 8a43624935 feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list) 2026-10-05 18:17:08 +08:00