- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
(stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
lint 0 errors; typecheck; i18n strict clean (1152 msgids).
A PlayerBattleInput operator entry may carry `potential` (潜能 1–6) and `cultivate` (练度 0–3, the 自持有 bonus) —
the player's 干员调配 settings (the owner's decision of 2026-10-08). Specs without them field what 0.2.1 fielded, so
no golden scenario moves here; the match states both next.
- shared/loadoutRecord.js: a resolved loadout carries `potential`; loadoutRecord composes the record at it first
(shared/potential.js atPotential), then the skill / module as before.
- server/sim/simdata.js: getChess(id, { …, potential }), getDiy(slot, pick, potential) (an owned 自选 pick's form at it;
a prototype has none — `diyProto` on its record, shared/diy.js), getToken / getDiyToken compose the owner variant at
the owner's potential (talents; a 自选 summon's deploy limit / holding / count); the per-battle loadout view keeps it
per unit; DataSource.cultivateMul reads the effects.json CHAR_MAP record's char_attribute_mul.
- battle/players.js: `potential` composes the def (never a stand-in's); `cultivate` sets unit.cultMul — ×ATK / ×DEF /
×max HP in the unit's Πmul (units.js), a multiplier of its own, never summed with the 直接乘算 percentages (PRTS
盟约记录 「…与自持有干员的属性加成独立」); a stand-in, a prototype 自选 pick and a summon take none [ASSUMED for summons].
- spec.js keeps both only when well-formed (never on a stand-in or a summon); content/index.js passes the potential to
the loadout sync; the kits that read a summon variant raw (content/tokens.js ownVariant, summoner.js tokenStat,
多萝西, 麦克尼斯特) compose it at the owner's potential; UnitInfo carries `potential` (below 6) / `cultivate`;
unitStatsEntry counts the 练度 in the unit's own numbers (no green delta for it on the card).
- Docs: SIM.md §2 (Πmul), §9 (UnitInfo), §12.
- Tests: test/sim/potential-battle.test.js (new, 6): a unit at each potential (刺玫 413 / 17 / 70 s and 8 % at 潜能1;
the elite on 不装备), the four 练度 tiers and their product with a +20 % ATK bonus, HP at deployment and the card's
numbers, stand-in / prototype take neither and an owned 自选 pick both, Mon3tr / 望's 棋子 / “小自在” at the owner's
potential, the spec round trip (kept, dropped, the JSON spec gives the same result digest), two players with the same
chess at different settings on one field; test/sim/loadout.test.js expects the resolved loadout's new fields.
PRTS 异客 S3 备注: 「开启技能时选择技能范围内的目标,以其判定中心所在格为中心生成一个x-1的雷暴区域」; range_table x-1 is the
13-tile diamond (|Δrow| + |Δcol| ≤ 2); x-3 (|技能范围|) stays the search range. The storm's tile is the rounding of the
target's centre (body.js posKey), fixed for its 4 s; a strike picks among the enemies she can select whose body is on
those tiles (enemiesInKeys, as her other range checks); each strike still chains on its own bounce radius. The fx ring is
drawn at radius 2 (visual only). Until now: [ASSUMED] radius 1.5 around the target's exact position — an enemy two tiles
straight off the target's tile was never struck, one at (+1.55, +1.05) off the tile centre was.
Re-implemented from the PR's claim (its golden files were not taken). Golden: every moved scenario fields 异客 casting
S3 — the zone holds other enemies and the random pick draws from another list.
The contributor's code (server/sim/content/traitMods.js, the battle/players.js _setupUnit wiring after kit.install, the
crowdAspd removal from shared/tier5.js and the two kits, test/sim/trait_attack_speed.test.js), applied from PR #293, so
they are the author of this commit. Maintainer additions: the coverage lock also scans the 补位 stand-ins (266) and every
legal 自选 combination (pool operator × slot form × skill × non-other-mode module) — none gains the rule; 黑键 / 维伊
MSC-Y 「拥有已储存的攻击能量时,攻击速度+30」 (their 自选 kits own it) is listed as kit-owned instead of 'unknown'; the
comment's history note named a commit this repository does not have, and its line-number references are now names;
docs/ARCHITECTURE.md and kits/README.md name the file.
Official: battle_equip_table uniequip_003_excu2 (display trait + hidden talent attack_speed 12, trigger_cnt[equip] 2) and
uniequip_003_etlchi (trait attack_speed 12, cnt 2), both 「攻击范围内存在2名及以上敌人时攻击速度+12」; 仇白's
uniequip_003_qiubai carries the same sentence on her named talent, which her kit keeps reading (not seen by the engine).
Before: shared/tier5.js crowdAspd polled every 0.2 s and gave a 0.3 s buff — measured +12 0.167 s after the second enemy
arrived and 0.267 s after it died (scratchpad repro); now one tick each. Golden: unchanged (no sampled snapshot moves).
- 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.
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).
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.
tools/build-data.mjs tokenTalentDeckBonus adds a summon's talent max_deploy_count /
max_deck_stack_cnt (the hidden "TOKEN数" talent; a module token part of the same talent
replaces it, matched by prefabKey) to its variant deployLimit / deckStack. Regenerated
offline: only data/backups.json tokens of 麦哲伦 (drones), 令 (souls), 白铁 (devices) and
夜莺 (幻影) changed — deployLimit 3 / 4 with SUM-Y stage 3, 2, 3; deckStack 5 (8), 3 (4).
The hand count (player/diy.js placeableTokens) now matches the official one for every
自选 summoner (PRTS 卫戍协议/帮助 "根据召唤物部署数量上限", the owners' talents, PRTS 幻影 备注).
The summoner kits read deckStack / deployLimit as they are (same decks as before).
Golden: no scenario moved (the diy family places no summon pieces).
- kits/ops/op-mgllan.js, op-ling.js, op-radian.js: every skill, both talents, the trait and every module at every form,
and the kits of their summons (龙腾.F / .L / .A, “清平” / “逍遥” / “弦惊”, 戴乌 / 赛柯 / 桑特拉).
- kits/shared/summoner.js (new): the summon deck the three share — the holding (charge_token[born], SUM-Y's +3), the
return of a placed piece that left the field (owner on the field, redeploy time, one held, DP), recalls, the summons
leaving with their owner (die_to_kill_token).
- kits/index.js: OPERATOR_KIT_FILES += op-mgllan.js, op-ling.js, op-radian.js; kits/README.md: the layout row and a
pointer for summoner kits.
- tests: test/content/op_mgllan.test.js, op_ling.test.js, op_radian.test.js.
- golden: only diy moved — diy-106 … diy-109 now field the new kits' configurations (operator configurations are appended
in OPERATOR_KIT_FILES order, so the prototype chunks shift back) and diy-110 … diy-115 are new; every other family is
byte-identical.
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.
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.
Pure move: every line of a kit, of a helper and of the tier headers is copied verbatim (only the headers' first
line names the new file); a helper used by one kit moved into that kit's file. Glue only: the generated imports,
`export default { … }` around each registry entry, `export { … }` lists in shared/tier2..6.js, and tier4's
`(bb, chess, def)` default-argument wrapper as shared/tier4.js `withDefaults` (applied in each tier-4 kit file).
kits/index.js loads every kit file with a guarded dynamic import (browser-safe, no directory listing); tierN.js
re-export the tier registry (TIER_KITS) and their old named exports (tier1 helpers + tinmanKit, tier6
PITHST_ELEMENTS). The merged registry, every tier default and named export have the same keys, order, frozenness
and function sources as before. test/docs-consistency.test.js reads the moved code at its new paths.
Golden: GOLDEN_FULL=1 node --test test/golden.test.js unchanged.