New on feedback4 since the last merge: W4D (bbe59b9, merged as 7ee815e) and the 0.1.4 version commit (30e7ace).
feedback5 keeps its own package.json / package-lock.json / APP_VERSION / README / DEPLOY version lines (0.2.0 sets
its own version later) and takes feedback4's CHANGELOG 0.1.4 entry, with W4D's line in it.
- Port (PRTS 异常效果 SLEEPING 沉睡 = 无法行动+无敌+不可阻挡; GitHub #140; the owner's decision of 2026-10-06):
`_checkBlock` refuses `flags.sleep` (battle/blocking.js) and `applyStatus` releases an enemy that falls asleep
(battle/status.js). Battle.js stays feedback5's façade, and tier3.js stays deleted (the 瑕光 comment is in her kits/ops
file). ai.js: WE1 (89f730d) cuts a swing before enemyAttack on a stun / freeze / sleep. The cannot-act branch is still
there, and a plain-buff `flags.sleep` still makes the enemy `stun` (units.js), so the plain-buff release stays in that
branch, after the cut, with its comment rewritten for the new order.
- New on feedback5: 酒神's 迷狂牢笼 (kits/ops/op-phatm2.js cageBlock, O22) duplicated the old three-flag 不可阻挡 check.
It now skips a sleeper too. No golden scenario spawns a 牢笼 over a sleeper: the corpus is identical with that line
reverted. 予愿安洁莉娜's S3 helper is unchanged, since canTargetEnemy already drops sleepers.
- Readers that follow without code: blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked), the 要塞
branch of acquireTargets (u.blocking), “庞贝”'s clock (blockedBy), the snapshot's UF.BLOCKED and the client's block
marker (render/units.js). 死芒 S2 折朽 (自选) lets go a linked enemy that her 悲叹的仆役 held.
- Docs: DESIGN §24.9, its §24 intro entry, the §5.5 Blocking sentence (on feedback5's 阻挡半径倍率 text) and §22.8's
"(since §24.9)", all as on feedback4; SIM.md as on feedback4 (the plain-buff sentence merged with feedback5's
noNewBlock / undying text).
- Golden: a probe (counting successful sleeps on a blocked enemy, plain-buff sleeps and 牢笼 spawns over sleepers) ran
over all 283 scenarios. Every scenario that moved sleeps blocked enemies; the counts are in brackets:
roster-003 (小满 S2 [5]: same fight, blocked 27 → 29, snapshot hashes); roster-005 (elite 小满 S2 [3]: the 140 s
timeout with 83 kills and 1 leak, where it used to clear at 135.43 s with 84); roster-013 (缇缇 S3 [11]: same kills,
blocked 22 → 33); roster-032 (缇缇 S1 [10]: 71 kills instead of 68, 8 leaks instead of 11, 4 knock-outs instead of 8,
萨尔贡 layers 41 → 35); roster-038 (elite 缇缇 S2 [1]: ends at 197.40 s instead of 197.27 s); roster-039 (瑕光 S2
normal + elite [31 + 12]: same kills and counted leaks, the 窃贼 gets away, blocked 53 → 87); roster-042 (缇缇 S2 [3]:
ends at 168.77 s instead of 166.93 s); bond-maniShip-high (小满 [1]: blocked 29 → 30, snapshot hashes); solo-FUNNY-1
(ai_0's 缇缇 [3]: only ai_0's damage dealt); coop4-FUNNY-6 (ai_0's 缇缇 [15 + 56]: from round 9 ai_0's 精准 / 萨尔贡
layers and boss damage move, ai_1 loses no LP from round 11, team LP 124 → 130); coop4-ABYSS-7 (ai_2's 小满 [18]: ai_2
one kill fewer, ai_0 one more LP lost in round 9); coop2-NORMAL-8-serverrun (ai_1's 缇缇 [83]: only ai_1's damage dealt;
WE1 had already turned this match into a loss); coop2-NORMAL-70-diy (the 自选 seat h_0's 缇缇 [171], ai_0's 缇缇 [74]
and 小满 [19 + 21]: h_0's layers move from round 4, then its AI 托管 buys differently (boards from round 7); ai_0 246
kills instead of 233, same end); diy-131 (死芒 S2 at tiers 5 and 6 [1 + 1]: snapshot hashes only); diy-132 (elite
死芒 S2 [2]: ends at 199.50 s instead of 198.13 s, same kills). One scenario sleeps a blocked enemy and did not move:
coop2-HARD-4 [1]. ai_1's 小满 lets go the enemy it holds; another enemy takes the slot; the sleeper wakes with no room
and is blocked further on by 2_16_a. The match digest has no snapshot hashes, and its kills, leaks, damage and funds
are identical. fields and standins did not move. Most outcomes differ from feedback4's list because feedback5's
baselines differ (WE1's damage frame, etc.).
- Tests: test/sim/feedback4-sleep-unblock.test.js (from feedback4) passes 5/5 on the split layout. Every case fails with
the three sim hunks reverted, and case 3 (plain buff) fails with only the ai.js release reverted. Targeted sim tests
pass 184/184 (blocking, block targets, enemy swing, feedback2-enemy-attack-stand, combat / statuses, robustness,
stun SP, professions, healers, fidelity …). Content tests plus kits_layout and docs-consistency pass 658/658 (kits
t1t2 / t3 / t5 and alt t2 / t3 / t5 for 小满 / 瑕光 / 缇缇, 酒神, 死芒, garrisons, bosses, items). Stealth / liftoff /
enemies pass 36/36. npm run golden: all 283 match. GOLDEN_FULL=1 test/golden.test.js passes 9/9 (no stored engine
error). lint 0 errors, check:imports and typecheck clean.
- GitHub #140: a player tested 瑕光's S2 in the official mode — she slept 4 enemies and still blocked the next ones,
after the skill no more were (「被沉睡的敌人是不占用阻挡数的」). PRTS 异常效果: SLEEPING 沉睡 = 「无法行动+无敌+不可阻挡」,
BLOCK_FREE 不可阻挡 = 「无法阻挡/被阻挡,自动解除阻挡」. Until now an enemy that fell asleep while blocked stayed blocked
and kept its blocker's slot.
- Battle.applyStatus releases an enemy that falls asleep (as for 浮空 / 恐惧 / 不可阻挡), Battle._checkBlock never blocks a
sleeper, and ai.js updateEnemy lets a plain-buff sleeper go on its next update. The sleeper stays put; awake, it is
blocked again only by a blocker with a free slot, else it walks on. A stun, a freeze or a refused sleep keeps the
block; sleeping operators are unchanged.
- Readers of the block follow: Battle.blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked)
drops the sleeper — of the hitSleep attackers only 瑕光 blocks, and her 仁慈 reads her range; a 要塞 holding only a
sleeper no longer stalls; “庞贝”'s self-blast clock restarts when a sleep ends its block [ASSUMED]; the snapshot's
blocked bit follows.
- Tests: new test/sim/feedback4-sleep-unblock.test.js (5 cases, each fails without the change: the slot frees and the
next enemy is blocked, the sleeper stays put; awake with no room it walks on; never blocked while asleep, re-blocked
on waking beside a free blocker; a plain-buff sleep; the real 瑕光 S2). 1274 targeted tests (blocking, statuses,
小满 / 瑕光 / 缇缇 kits, garrisons, professions, enemies, kits t1–t6), docs-consistency and GOLDEN_FULL pass.
- Docs: DESIGN §24.9 (and the §24 intro, §5.5 Blocking, §22.8's release list), SIM.md (Blocking, the `sleep` row,
plain buffs), the buffs.js / Battle.js / ai.js / 瑕光 kit comments.
- Golden (every moved scenario sleeps blocked enemies; DESIGN §24.9 gives each move): roster-003 / roster-005 (小满 S2:
82 kills instead of 83 / cleared at 136.73 s instead of the 140 s timeout), roster-013 (缇缇 S3: only the blocked
count and the snapshot hashes), roster-032 (缇缇 S1: 7 knock-outs instead of 5), roster-038 (elite 缇缇 S2: ends at
197.43 s), roster-039 (瑕光 S2 normal + elite: 41 of 52 killed instead of 47 — the sleepers walk on when they wake),
roster-042 (缇缇 S2: ends at 161.17 s instead of 166.97 s), bond-maniShip-high (小满: only the blocked count and the
snapshot hashes), coop4-FUNNY-6 (ai_0's 缇缇: layers and boss damage from round 9), coop4-ABYSS-7 (ai_2's 小满:
rounds 11–12), coop2-NORMAL-8-serverrun (ai_1's 缇缇: one more leak in round 10, the team eliminated in round 13
instead of winning). fields unchanged.
PRTS 伺夜 S2 备注 「仅场上存在狼群,且狼群未获得此技能的充能时可触发技能」 uses S1's words, whose ① counts the 战术点形态 — the
follow-up's recommended reading [ASSUMED].
- vigil kit: S2 casts when ready while the pack is on the field in either form (packOf) and holds no unused gift; in the
form it pays +cost DP at once and the gift waits on the pack for its next attack once back (the heal reaches a standing
pack only). It used to wait for the pack.
Golden: no scenario moved (no corpus battle has S2 ready with the pack in its form).
Tests: kits_alt_t3 "3_19 伺夜 S2" updated on purpose (cast in the form, DP, the waiting gift); kits_t3, tokens_devices pass.
Docs: DESIGN §5.6 trigger note, PLAYING.md 技能自动释放.
The 补位 stand-in Misery (char_615_acspec): S1 物理的服从 and S2 战争的恭顺 are PASSIVE / ON_DEPLOY with a 10 s duration;
PR #109's deploy-timed contract runs such skills as duration skills started by every deployment, with their own
skillStart / skillEnd (as 宴 S2, 斯卡蒂 S2, 缄默德克萨斯 …).
- standin-acspec.js: S1 / S2 = kind 'duration', activateOnDeploy, no SP, trigger NEVER, their mods for the duration;
二象命末 reads "S1 running". S3 空间的归依 stays a passive with its deploy hook. Numbers unchanged.
Golden: standin-01, standin-06 (Misery for 缄默德克萨斯, S2): her skill casts 0 → 14 / 12, skillStart / skillEnd counts,
'skill' events and snapshot hashes; every damage, kill and HP unchanged. Others unchanged.
Tests: test/content/standin_acspec.test.js updated on purpose (the S1 / S2 lifecycle); golden-standins, backups pass.
The client's buff_template_data: charge_token[born] = ON_OWNER_BORN → RechargeToken (timing NORMAL); the summon's own
charge_token[finish] = ON_OWNER_FINISH → RechargeToken (timing ON_FINISH) — PRTS 镜中虚影 "退场时返还1个可部署的镜中虚影", PRTS
傀影 备注 "部署召唤物后立刻开始计算再部署时间". Reading [ASSUMED: from the enum and the owner's first deployment]: NORMAL = usable
now, ON_FINISH = after the summon's own redeploy time — the reading of every other summoner kit (谬因, 机械师, 涤火杰西卡,
麦哲伦 / 令 / 电弧, 白铁, 娜斯提, 凯尔希).
- op-phatom.js: his (re)deployment (not a free move) readies a waiting twin at once (it comes back at the next retry,
paying its cost); its own timer from its last deployment still holds it while he stands. op-kalts.js: the comment cites
the shared reading.
Golden: no scenario moved (no corpus battle redeploys 傀影 while his twin waits).
Tests: test/content/feedback5-summon-recharge.test.js (new, 2); op_phatom, op_kalts pass.
The owner's ACTIVE_RANGE rule (a MANUAL skill whose running range strictly contains the
operator's own) for two skills whose running range is no data range (O1, O11 reports):
op-aphris.js adds the beam's path as a content trigger range; op-vvana.js switches S3 to
ACTIVE_RANGE on 3-2 once its first cast of a deployment ended (DEFAULT again on redeploy)
through a new additive SkillRuntime.setTrigger(rule, grid). The scan of the wave 2-3
reports and the 41 candidate skills is in the doc draft (others: target-centred, already
fixed, or owner questions). Golden: diy-045 (谬因 S2 fires for enemies beyond her 6 tiles)
and diy-078 (薇薇安娜 S3: skill timing in hooks / snapshots only) moved.
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).
bot.js: the player's own slotted piece scores DIY_PIECE_BONUS (12) more; levelUp takes the
step that opens a slotted tier with copies left one round earlier (diyOpensAt). Bots field
no 自选 piece. Exports buyScoreOf / levelUp / diyOpensAt for the tests. Docs: DESIGN §6.6,
PLAYING. Golden: coop2-NORMAL-70-diy moved — the 自选 seat under AI 托管 reaches level 6 one
round earlier and fields its tier-6 Sharp at round 12.
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.
「自选干员放入后模拟中的补给池随机范围也将被相应扩大」: player/diy.js diyStockEntries (every
slotted piece with copies left; the roll's own tier rules, no 调度中心 gate) joins
effectsMeta ctx.rollChess / ctx.rollPool (spDraft rollPool extra + chessOf: bonds through
the player's view) and the 驰援 fallback in choices.js. Granted from the player's own
stock (poolOf). Docs: META, PLAYING. Golden: no scenario moved.
garrison_90 (bond_actived_maxstack, "当前已激活且层数最多的盟约层数+1(每场作战至多10层)"):
fireGain keeps the instance's count and passes the rest uncapped to gainLayers, so a
change of the highest bond no longer grants a fresh 10 / 20 (PR #178 review). Other
bond types keep the per-(instance, bond) cap. Local to garrisons/battle.js.
Golden: no scenario moved.
Mon3tr T1 "可以在攻击范围内的地面使用…重构体"; PRTS 战术锚点 特性 "仅可以部署在凯尔希·思衡托攻击
范围外的远程位". tools/build-data.mjs summonRecord: ownerRange also from an owner talent
naming the token, ownerRangeOutside / rangedTilesOnly from the token text. Regenerated
offline: 3 paths (重构体 ownerRange true; 战术锚点 ownerRangeOutside, rangedTilesOnly).
Match: board.js placement class 'high'; PlayerState.summonExcluded in _legal, the
re-orientation lift (+ toast), _roomForOutOfRange, the invariants and the bot; the
client mirror (piecePosition HIGH, summonExcluded, reasons; English strings added).
Golden: no scenario moved.
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 黑键 S2 备注 "攻击范围内不存在可部署位时,技能不会被触发" (skill prefab _minTileNum 1):
the kit casts it (trigger NEVER + a tick: ready, able to act, one free deployable tile
in his range — hasRemnantTile, no rng) instead of the data's DEFAULT waiting for an
enemy. Checked and kept: 温蒂's cannon (summons follow the basic strategy, PRTS
"对于拥有手动释放技能的召唤物,亦会强制开启技能"), 凯尔希·思衡托 S2 (a medic's target is an
injured ally; the owner's ACTIVE_RANGE on her y-11).
Golden: diy-114, diy-115, diy-116 moved — the scenarios fielding 黑键 S2 (his S2 fires at
full SP from the battle start).
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.
shared/diy.js DIY_EXCLUDED_MODULE_TYPE = /^(?:ISW|SO|RA)-/: modules whose own effect works in
another game mode only ("在【岁的界园志异】中", "在【沉沦者的黑流树海】中", "在生息演算中"; the
excel gates those parts roguelike / sandbox) — 电弧 SO-A / SO-B, 机械师 SO-A, 森蚺 RA-A
[ASSUMED, the ISW-A reason]. validateDiyPicks refuses them, checkDiyPicks drops such a pick,
the picker hides them; the record and the kits still field them. Docs: DATA, PLAYING,
DESIGN §8. Golden: no scenario moved.
tools/build-data.mjs classifyAttack: a trait whose 法术伤害 comes only "技能开启时" keeps
the normal attack's phys (display / AI only — her kit already attacks physically
off-skill). Regenerated offline: 3 paths, the three forms of char_1044_hsgma2 dmgType
arts -> phys. Golden: no scenario moved.
tools/build-data.mjs TRIGGER_ALLY_RULES (PRTS 特殊策略 "技能范围内存在可治疗的我方单位时释放技能")
writes the row as the engine's SKILL_RANGE on the skill range with allies: true; simdata
normalizeSkill passes allies into the def's trigger (skills.js reads trigger.allies).
Regenerated offline: 9 paths, the S3 trigger of 黍's three forms. op-shu.js no longer sets
the trigger. Golden: no scenario moved.
tools/build-data.mjs summonRecord: placeable also needs an owner that shows the summon
(the variants' display source, the owner's displayTokenDict). The S3 marker is the skill's
own object (PRTS 予愿安洁莉娜 S3 备注: the skill deploys it at her initial tile); every other
undisplayed summon is already HIDDEN. Regenerated offline: one path changed,
backups.tokens.token_10071_aglna2_agairp.placeable true -> false. The kit drops its
placed-marker branch (the skill always summons it). Golden: no scenario moved.
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).
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).
- The S2 ward ("期间持续使自身与该目标周围的敌人陷入沉睡") re-applies a 0.5 s sleep every 0.25 s, so an enemy held asleep
was one entry for garrison_125 (「每当范围内有敌人或干员进入沉睡或晕眩时」 萨尔贡 / 精准 +1, elite +2, at most 24 / 48 per
battle). The reporter's first-hand memory of the official mode: 「攻击范围内有陷入沉睡就开始迅速增加直至上限」.
- The pulse now passes applyStatus `reenter` (a new opt-in: statusApplied reports `entered`; the buff refreshes as
before) — once per enemy and pulse, not while a longer sleep from elsewhere holds it. With one enemy in her range the
trait reaches its cap 5.63 s into S2; an enemy outside her range still adds nothing; a refresh elsewhere is still no
entry (the garrison rule is unchanged). No enemy wakes between pulses. The pulse timing is [ASSUMED] (not in the data).
- Tests: garrisons_battle — new 缇缇 125 + S2 test (normal and elite: an enemy at her back adds nothing over 8 s of
pulses; an enemy in range beside both wards, one entry per pulse, takes the trait to 24 / 48 within 6.5 s).
- Docs: DESIGN §24.8 (and the §24 intro), the Battle.applyStatus / garrison / kit comments.
- Golden: roster-042 (缇缇 S2): her trait's 24 layers come within her first S2 (26–37 s) instead of over four casts up
to 177 s; same totals (capped), and the earlier layers end the fight at 166.97 s instead of 182.03 s, 5 knock-outs
instead of 7.
- 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.
Every skill, talent, trait and module (stages 1 and 3) at every form, from backups.json, PRTS (备注) and the client's
battle data (charpacks, skill / equip / projectile / token prefabs, buff templates); [ASSUMED] items in each file header.
- 多萝西 (op-doroth.js): placed traps deploy with the board and come back on their tile once the card is ready, a trap is in
stock and the cost is paid; stock 8 refilled at each deployment, +1 per cast (AUTO acting on herself: SP_FULL), 阻回 when
full; T1 summons on deploy; S1 / S2 / S3 trap effects (S3 chains other traps 2 s later); 梦想家 stacks; TRP-Y x2 traps;
TRP-X cost 2 / limit 13, stage 3: 3 summons and 50 % extra per placed piece (re-rolled at full T2).
- 予愿安洁莉娜 (op-aglna2.js): 起飞 only while a skill runs (air block, 对地规避); T1 arts addition (weight <= 3) and 失重 in
her range airborne; T2 ATK and 生命回复速度 for airborne operators; S1 56 s from each deployment; S2 glide (浮空 / 缚地
sweep, 2.5 s chant); S3 ammo with 对空庇护, 3 ground + flyers, the move to a blockable flyer, the marker, the anchored range.
- 黑键 (op-ebnhlz.js): his own store (on time), 强弱法 elite energy, 倚音 per projectile (+ MSC-Y splash, MSC-Δ 元素伤害),
MSC-Y ASPD, MSC-Δ 凋亡; S1 4-1; S2 remnants (activation, 0.93 s blast, inward push, 30 s); S3 elite-only and conversions.
- kits/index.js: three lines in OPERATOR_KIT_FILES; docs/SIM.md §8: the skywalker / traper rows.
Golden: only diy moved — diy-106 … diy-111 now field the new configs, the prototype battles moved to diy-111 … diy-115
(the 12-per-battle chunks shift); diy-001 … diy-105 unchanged. Tests: test/content/op_doroth.test.js (11),
op_aglna2.test.js (9), op_ebnhlz.test.js (10).