data/assets.json pointed 灼热源石虫 / 炽焰源石虫 at /assets/local/ files that only exist
where tools/local-extract ran, with no fallback: without the extraction the
asset tests failed, setup re-ran fetch-assets (rewriting the tracked manifest)
and the slugs drew as icon diamonds.
- The web model stays the 源石虫 alias (spine + spineAliasOf). The official
model is enemies[id].spineLocal: file names in the data/local-assets.json
group spine/enemy/<id> plus the parsed metadata, from the committed
tools/assets/local-enemy-spines.json (fetch-assets --local-spines refreshes
it from the extracted files, read only). The manifest is byte-identical with
or without the extraction and has no /assets/local/ URL.
- Client: assets.js spineEntry uses spineLocal only when the local manifest
lists every file (createFieldView awaits assets.local() with the manifest);
UnitView loads the web model when the local one fails.
- extract.py writes the atlas with size: / pma: true itself (the same text as
atlas.mjs normalizeAtlas), so the extraction is usable without a fetch pass.
- setup notes when an older extraction lacks the enemy models.
灼热源石虫 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT faction's slugs) were drawn with
the plain 源石虫 skeleton: no community dump carries their models, so the asset plan aliased
them to enemy_1007_slime. tools/local-extract/extract.py now extracts their official skeletons
from the client's enemy art bundles (ENEMY_SPINES, pages merged with their alpha textures) into
public/assets/local/spine/enemy/, and fetch-assets plans such a model before any alias
(spine.mjs findLocalEnemyModels, plan.mjs localEnemyModels). public/assets/local is never
pruned. An audit of all 249 enemies against the client's prefabs found no other enemy drawn
with another enemy's model.
- #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