ebbbfe70ef38634847eb8e2f8cf2b0362b03bbc1
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Commits
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a3a0ddd2be |
feedback5 CB1: a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy — 砾's and 瑕光's 被击倒时 / 部署时 layers fire on every revive (community report 「卡西米尔和艾芒加德策略似乎有BUG:像砾和瑕光这种死亡和部署的叠层效果…无法触发」, items 9 / 37)
PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 埃芒加德 and M3茧甲 备注: "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的 再部署时间和费用归零". Both revived in place as `fatal` savers, so the operator was never knocked out nor deployed again: 砾 (<部署时> 卡西米尔 +1, <被击倒时> 不屈 +2), 瑕光 (<部署时> +4, 12 per battle), the 卡西米尔 bond's per-deployment ATK, 克莱门莎 / 卡莱莎 and every other 被击倒时 / 部署时 effect skipped the first 3 knock-outs (measured: only the 4th, real death stacked). Now items/battle.js reviveNow, a `death` hook (M3茧甲 PRIO_RESPAWN 13, 埃芒加德 PRIO_BAND_REVIVE 12, ahead of 阿戈尔 5 at 11 and 不屈 at 10): the knock-out stands and the operator redeploys at once, free, where it lies (full HP, SP reset, a new deployment for 坚固维式重锤's lock — revivedInPlace and the `revives` counter are gone). The ctx carries `revivedBy`, so 阿戈尔 5 still does not count such a knock-out as the member's first (the owner's decision of 2026-10-05: an operator's own revive uses no slot; 埃芒加德 [ASSUMED] alike, unchanged). 淬羽赫默 S3 keeps its place right after the hammer's lock (PRIO_REVIVE − 0.5). Tests: test/content/feedback5-revive-redeploy.test.js (fails on the parent); bands / bonds_core / feedback1f-hammer / op_lessng / op_zuole / docs-consistency updated to the redeploy. Docs: SIM.md (fatal, death), design/engine.md (fatal, death), PLAYING.md (复活), research 04 (M3茧甲). Golden: the battles with M3茧甲 or 埃芒加德 whose operators fell — a revive is now a knock-out (deaths count, kill events, redeploy, SP reset, 被击倒时 / 部署时 effects): roster-012 / 026 / 033 / 040 / 047, boss-boss_6-pair, hidden-boss_8-pair / boss_9-pair, standin-07; matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1. |
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e47b098d43 |
feedback5 CB1: a pair of colds on an enemy becomes the freeze, no cold is left — the 谢拉格 wind no longer freezes for good from 51 layers on (community reports 「谢拉格盟约冰冻时间没有随层数正确成长」 and 「…被在无法被任何干员攻击到的地方永控」, items 7 and 8)
PRTS 术语释义 寒冷 「友方寒冷始终需要两两一对产生友方冻结,持续时间取双方之中最高」, 异常效果 COLD 「在特定条件下转变为冻结」: applyStatus kept the older cold on for as long as the freeze, so every later cold froze again; the wind (every 25 s, 20 + 0.1 x layers s of cold) froze an enemy anywhere for the rest of the battle once its cold outlasted 25 s, never below. Now the pair turns into the freeze (max of the two, as before) and leaves no cold on an enemy; a cold on an operator (敌方寒冷) keeps the old rule. The wind alone now freezes 20 + 0.1 x L s of every 50 s from 51 layers (all of it from 300). Tests: test/sim/feedback5-kjerag-cold.test.js (fails on the parent); feedback3-cold-freeze and 灵知 S2 (kits_t4) updated to the pairing. Docs: SIM.md cold row, design/engine.md. Golden: every scenario where a second cold met an enemy still cold (灵知, 初雪, 雪猎, 耶拉, 圣聆初雪, 凛御银灰, items, the 谢拉格 wind) — the pair no longer leaves a cold: roster-005 / 009 / 010 / 012 / 014 / 015 / 016 / 018 / 026 / 029 / 031 / 036 / 040 / 042 / 046 / 047 / 049; bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low; boss-boss_2-pair / boss_3-pair / boss_4-pair / boss_6-pair, hidden-boss_8-pair / boss_10-pair; matches solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7. |
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714af994fc | feedback5: merge W5AA — community reports of 2026-10-06: the 孤岛风云 prisoners leave the gate confined (grey) and change model as their prefabs do, the 4th attack hits freed; a bounty enemy that dies with no operator behind it pays in 联防 too (the helper whose half it fell on); 忍冬's trigger and 枯朽之种's bounty were already fixed (pinned by tests); DESIGN §25.14 after round 18's §25.13; data/enemies.json regenerated offline on the merged code (round 18's model quirks + the prisoners' clips); golden: vs feedback5 exactly W5AA's moves (26 battles, solo-ABYSS-2, coop2-NORMAL-3, coop3-ABYSS-5, solo-HARD-9-boosted), vs W5AA exactly round 18's boss-pool moves | ||
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6372f2892b |
feedback5 WAA: the 孤岛风云 prisoners leave the gate confined and change model as their official prefabs do — grey while 【禁锢】, the blinking orange warning before the last confined attack, red once freed; the 4th attack already hits freed (community report of 2026-10-06 「囚徒类敌人出门就是已解放的模型」)
- Cause, client: the prisoner skeletons carry three clip sets whose collar light is grey, blinking orange and red. The official battle prefabs (local client battle/enm_pfb_6.ab: the Graphic component's anim key -> clip table, the modes' replace pairs, the clip the Spine starts on) draw mode Default (【禁锢】) on the grey set, mode R (the warning) on the orange set and mode L (【解放】) on the red one. The name-based role resolver gave 普通囚犯 / 老练囚犯 their unnumbered set — the red one — so they came out of the gate freed; no FORMS entry existed, so no prisoner ever changed (强壮囚犯 / 拳师囚犯 / 重犯 / 传奇重犯 stayed grey). - Cause, sim: buff_template_data enemy_confinement[atk_cnt] spends a charge ON_BEFORE_ATTACK (not while 麻痹) and switches to mode R when one is left; enemy_liberty_listener[warning] switches to mode L before the next attack (PRTS "进行第4次攻击前,切换至解放状态"). archetypes.js prisoner() counted on the 'attack' hook, after the damage, so the 4th attack still hit confined, and it sent no form. - Now: prisoner() counts in `before` (an attack 麻痹 interrupts never gets there, PRTS 拳师囚犯), setForm 'warning' (fx 'phase', drawn silently: kinds.js SILENT_PHASES) before attack times-1 and 'liberty' (fx 'liberate') before attack times; 重犯's free-all and 杰斯顿's KO switch the freed ones too. render/units.js FORMS maps 'warning' / 'liberty' for the six skeletons (普通 / 老练囚犯 *2 / unnumbered, 强壮囚犯 *2 / *3, 拳师囚犯 / 重犯 / 传奇重犯 *_orange / *_red). tools/assets/spine.mjs PREFAB_SPINE_ROLES gives 普通囚犯 / 老练囚犯 their grey *3 set; data/assets.json regenerated (fetch-assets --offline --add-only, JSON compare: only those two anims and the hash), data/enemies.json too (build-data --offline: only their attackAnim.clip Attack -> Attack3, same length and strike frame). The 3D board draws the same Pixi views. - Docs: ASSETS.md (PREFAB_SPINE_ROLES, the prisoner forms), SIM.md (the form fx), design/client.md (FORMS). - Tests: test/content/feedback5-prisoners.test.js (the six: warning before attack 3, attack 4 hits with ATK +50 %, the forms reach the client and UnitInfo; free-all; 麻痹), test/render/feedback5-prisoners.test.js (manifest = the prefab's grey set, FORMS sets, view clips, PREFAB_SPINE_ROLES = the committed manifest) — both fail on the parent but the 麻痹 pin; test/render/feedback5-prisoners.browser.test.js (RENDER_E2E=1: three prisoners on the 2D and the 3D board, each model's set follows its sim form). - Golden: 28 scenarios. Only the warning's new 'phase' fx (the prisoner fell before its 4th attack): roster-001, roster-003, roster-007, roster-024, roster-033, bond-miraShip-low. The 4th attack now hits freed, one attack earlier than before, so the fight after it moves: roster-004, roster-022, roster-026, bond-kazimierzShip-low, bond-raidShip-low, bond-soloShip-low, bond-victoriaShip-low, bond-visiShip-low, standin-01, diy-024, diy-061, diy-065, diy-066, diy-094, diy-097, diy-104, diy-105, diy-127; only the per-second snapshots besides the fx: roster-021, diy-017; and the bot matches whose battles field prisoners: solo-ABYSS-2, solo-HARD-9-boosted. |
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4e58481706 |
feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken): - server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its optional aliveScaling). - tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global and the 9 mode entries) changed. - The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's 传递 and every hit stay under the limit. Golden (regenerated; why: the pool size): - fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo, boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the 200 s cap instead of clearing; the two 联防 scenarios are unchanged. - matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged: coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that end before R14; roster / bonds / standins / diy unchanged. Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo; R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales); test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency (the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10 records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table. |
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ac6454d171 |
feedback5: merge feedback4 (7ee815e) — W4D ported: a sleeping enemy cannot be blocked and takes no block slot (_checkBlock in server/sim/battle/blocking.js, the applyStatus release in battle/status.js, the plain-buff release re-applied to ai.js updateEnemy's cannot-act branch after WE1's swing cut, 瑕光's comment in kits/ops/chess_char_3_12-blemsh.js, buffs.js; 酒神's 迷狂牢笼 skips a sleeper too); golden: roster-003 / 005 / 013 / 032 / 038 / 039 / 042, bond-maniShip-high, solo-FUNNY-1, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy, diy-131 / 132 moved
New on feedback4 since the last merge: W4D ( |
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bbe59b9a5f |
feedback4: a sleeping enemy cannot be blocked and takes no block slot — 沉睡 = 无法行动+无敌+不可阻挡 (GitHub #140; the owner's decision of 2026-10-06)
- 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. |
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e2bb090f44 | feedback5: merge WE1 — fidelity (sim rules): 秘术师 store at the attack check (深靛; 维伊 / 黑键 plug into it), enemy attacks land at their damage frame so a short stun / freeze / sleep / 浮空 / 缴械 / 恐惧 before it cancels the swing, 武者 heal per damage instance through 禁疗, 庇护 the strongest only, PHY-X 不高于 50 %, 链愈师 jumps in the 3×3, a summon readied at its owner's redeploy, Misery's duration skills, 伺夜 S2 in 战术点形态, centurions hit up to block-count targets; merge fixes: 黑键's kit keeps the up() import WE2's S2 cast needs (WE1 dropped it with its tick store — the first regeneration had stored 9288 swallowed errors in diy-114), the 自选 refusal names 集成战略 / 生息演算, tools/golden.mjs prints a missing value, test/golden.test.js fails on any stored engine error; golden: vs WE1 only the W4B / WE2 scenarios differ (roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116) | ||
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97454d8cda |
feedback5 WE1: 「同时攻击阻挡的所有敌人」 takes up to the block count of targets from the range, blocked first (the queued centurion question; Mon3tr S3)
PRTS 分支特性信息 强攻手 / 重剑手 / 推击手 "普通攻击最大目标数等于阻挡数(不会低于1)"; PRTS 作战机制 §AOE "锁定人数的无弹道AOE攻击 (例如近卫分支“强攻手”)…在抬手时选取范围内的全体目标(不超过其攻击目标上限)"; PRTS 忍冬 S3 备注 "可对空". The client's selectors of the branch traits and of every kit skill marked hitAllBlocked carry _limitedMaxTargetNumToBlockedCnt (_allowZeroBlockCntLimit off) — charpacks extracted 2026-10-06. - ai.js: hitAllBlocked no longer returns just the blocked enemies; targetCount = max(1, block count) (+ maxTargets mods) of targets from the range and the blocked enemies, blocked first. Mon3tr S3 drops maxTargets 1; 凯尔希's Mon3tr under S2 picks its targets the same way. [ASSUMED] maxTargets mods add; 忍冬 S3's range-only note not modelled. Golden: 52 scenarios, each with a hitAllBlocked attacker (probe-checked) — roster-001, -003, -004, -007, -009, -011, -013, -014, -015, -016, -020, -022, -023, -024, -030, -032, -038, -040, -041, -042, -043, -049; bond-sargonShip-high, bond-soloShip-low, bond-soloShip-high, bond-yanShip-low; boss-boss_4-solo, boss-boss_6-solo, boss-boss_7-solo, hidden-boss_9-solo, hidden-boss_10-solo; matches solo-NORMAL-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-70-diy; diy-013, -014, -033, -034, -035, -037, -038, -039, -051, -053, -076, -078, -109, -127, -130. standins unchanged. Tests: test/sim/feedback5-block-targets.test.js (new, 2). Updated on purpose: feedback1-transform.test.js (its real round relied on 百炼嘉维尔 — a 强攻手 — falling; the ember-walks-on check is now a deterministic sub-test). test/content and test/sim pass. Docs: SIM.md centurion row, professions.js header. |
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723ee72d38 | feedback5: merge WE2 — fidelity (data / match / UI): summon hand counts from the tokens' hidden talents (麦哲伦 / 令 3, 白铁 2), 望's 棋子 on any tile, the 一会儿见! marker no hand card, TRY_SEARCH_ALLY_SKILL → SKILL_RANGE + allies, 斩业星熊's normal attack phys, IS / RA-only modules refused (SO-A / SO-B / RA-A), 黑键 S2 at full SP with a free tile, 重构体 / 战术锚点 placement, 塑心's cap per trait, random grants draw 自选 stock, diyBanned shown, AI 托管 buys 自选, 谬因 S2 / 薇薇安娜 S3 area triggers, #148 regression test, tier*.js / diyRecord shims removed; golden: coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116 moved (WE2's own), the W4B moves kept | ||
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2eaef154d5 |
feedback5 WE2: AI 托管 buys the player's own 自选 pieces more readily and levels toward them a round earlier (#13)
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. |
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89f730d05c |
feedback5 WE1: enemy attacks strike at their damage frame; a short stun before it cuts the swing (GitHub #187 point 1, #170)
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. |
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8f62f3e360 |
feedback5 WE1: 秘术师 stores its energy at the attack check, not one interval later (GitHub #181)
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). |
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c6827a0eaf |
feedback5: merge feedback4 (583899d) — W4B ported: 阿戈尔's devoured base ATK as a 最终加算 (atkFinal), a fallen marker's marks still resolve, 缇缇 S2 pulses re-enter sleep for her trait (applyStatus reenter in server/sim/battle/status.js; the 缇缇 kit in kits/ops/chess_char_5_02-titi.js; Battle.js / tier5.js stay feedback5's façade and shim); golden: roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted moved, the same three as on feedback4 (bond-egirShip-high identical to it)
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5bc2669407 |
feedback4: 阿戈尔's devoured base ATK is a 最终加算, and a marker knocked out during the devour still resolves its own marks (GitHub #165 points 2 and 3, PR #176 by @SpiritedAwayCN; the owner's decision of 2026-10-06)
- 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. |
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9ce5435373 |
feedback5: merge W5M — the nine 0.1.4 PRs (#150 #66 #146 #74 #72 #103 #149 #109 #160) and W4A (高台 per the trait, 阿戈尔 revive slots, 联防 devour) ported into the split layout
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,
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01d5fa3e94 |
feedback5 WK: golden — one 自选 match (coop2-NORMAL-70-diy): a human seat on AI 托管 slots 推进之王 (S3, SOL-X) and the prototypes Sharp (tiers 5 and 6) and 领主·Sharp, its 调度中心 at level 5 from the first prep; its own shop draws 推进之王 in round 3 (and Sharp in round 7), its AI fields 推进之王 — the operator kit — in rounds 3–7; the digest's diy lists per round the 自选 shop draws and the fielded pieces, and the stock left
Added to the fast subset (7 matches, 62 of 151 scenarios). No existing scenario moved (17 matches and every other family byte-identical). Test: test/golden-diy.test.js. |
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a0a7660287 |
feedback5 WM: merge feedback4 (896dd5d, the coming 0.1.4) — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160 ported into the split layout
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. |
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02b76989fa |
feedback4: merge master — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160
Golden regenerated on the merged code and attributed by reverting each gameplay PR in a scratch tree: #66 alone moves the fights of roster-008/010/012/022/027/028/031/040, the boss pairs (boss_2/4/6, hidden boss_10) and the matches coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted (灵巧's aura no longer comes from merchant exits and retreats; hidden-layer bonds keep their internal layers); #109 changes the skill state of its deploy-timed skills (units / hooks / status events / snapshots); #160 adds the 0.5 s skill events of deploy passives (events.skill only in roster-001/006/025/049). The remaining scenarios listed by the full regenerate are those three effects together. |
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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). |
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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. |
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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). |
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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. |
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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.
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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) | ||
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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. |
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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.
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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 |
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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) | ||
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db1b44bb71 | feedback5 WE: the 整备区 rules of PRTS 卫戍协议/帮助 §手牌区 (GitHub #82, second part) — a full regular hand refuses every purchase and reward pick, also one whose copy would complete a merge at once ("当常规手牌区全满无空位时,玩家将无法执行使手牌溢出的操作" — "例如招募/购入等通常情况下会增加手牌的操作"; BWIKI 盟约 says the same with no exception; the reporter checked it in the official game), and a free regular slot pulls the 临时整备区 in at once ("常规手牌区出现空位时自动移入"): PlayerState._fillHandFromTemp runs in every recompute, the temp row right to left (the order it fills, [ASSUMED]) into the hand's free slots right to left — after a sale, a deployment from the hand, a merge that consumed hand copies, an item equipped / destroyed / used, a summon stack removed with its owner. invariants.js: temp holds pieces only while the hand is full. The client's refusal path follows (gameLogic.shopBlockReason: 整备区已满 on every card — a one-line change in a file the R5 split moves). Bots: a full hand never tries a purchase, an affordable third copy of a held pair sheds the weakest hand single first (never one of this prep), resolveTemp decides temp right to left. Tests: test/match/feedback5-hand.test.js; merge / hardening / playtest6-elite-to-board / economy / prep-bench / uiFixes updated to the rule. Docs: META §1 Hand, DESIGN §6, PLAYING §3, research 00-INDEX / 01 (the old "a merge-completing purchase is allowed" corrected). Golden: 3 match scenarios moved (coop2-NORMAL-3, solo-HARD-9-boosted, coop2-ABYSS-10-boosted — bot seats that reached a full hand: the merge-completing purchase refused or a single shed first, temp pieces moving in by themselves); every battle digest unchanged | ||
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01fddd3021 |
feedback5 WC: a MANUAL skill whose running attack range strictly contains the own range casts as soon as an enemy is inside it (ACTIVE_RANGE, the owner's rule of 2026-10-05)
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. |
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ebfda7e657 |
feedback5 WC: 沉沙 / 新硎 断刃 give one ATK layer while a blade is held and lose it with the last one (GitHub #107)
PRTS 天赋: 「攻击力+80%,持有4个【断刃】 / 每次成功攻击后消耗1个【断刃】,攻击结束时若已耗尽【断刃】,则立刻切换为无断刃模式并 失去攻击力加成」 (the switch clears the attack interval: it attacks again at once). The kit stacked one more layer per attack and never removed any (新硎 1350 → 3510 after two hits). Now one layer of AtkUp.atk 0.8 (新硎) / Atkup.atk 0.7 (沉沙, blackboard over the PRTS page's 80 %) from the spawn, removed by the 4th attack, whose cooldown is cleared; the death spawn (max(1, unspent blades)) is unchanged. Golden: roster-011 / -012 / -025 / -048 and bond-soloShip-high (their waves bring 沉沙 or 新硎), coop3-ABYSS-5, coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted (matches whose waves bring them) moved: different ATK over time. |
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e9b6f7e706 |
feedback5 WC: 琳琅诗怀雅 S2 见面礼 throws its champagne bomb on range x-6, onto an enemy's tile, with no enemy needed (GitHub #116 item 2)
PRTS 技能2 备注: placement range x-6 (range_table "x-6": her tile and two tiles in each of the four directions); "若放置 范围内存在敌人,则按攻击索敌规律放置香槟至其所在地块,否则随机放置香槟至可部署的地块". The client charpack (char_1033_swire2, mode S2) makes her attack a priority composite: SpawnToken (Skill_2) when a free x-6 tile exists and she holds a coin, else the normal attack. So a coin plus a free x-6 tile takes her attack's turn whether or not an enemy is near; the tile is the first ground enemy's on a free x-6 tile in her attack target order, else a random free tile. Until now every attack dropped a bomb at random on her 1-1 attack range. [ASSUMED] the throw costs her attack one tick. Golden: roster-006 / roster-008, bond-investShip-low, bond-kjeragShip-low, bond-siracusaShip-low, bond-victoriaShip-low, bond-yanShip-high (each fields 琳琅诗怀雅 with S2) and coop4-ABYSS-7 (a bot fields her from round 6) moved: her bombs land on x-6 / enemy tiles and are thrown without an enemy. |
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0fa0f958b1 | feedback5 WA: golden-result safety net before the 0.2.0 refactor — tools/golden.mjs runs a seeded corpus (49 roster battles: every chess record × skill × module, every stage and enemy kind; 46 bond battles; 22 leader / 联防 fields; 16 bot-only matches) and test/golden.test.js compares its digests with test/golden/*.json field by field (fast subset by default, GOLDEN_FULL=1 for all; npm run golden / golden:update; test/golden/README.md) |