- Conflict: public/js/ui/settings.js imports (store from #321 + VOICE_LANGS) — both kept. test/ui/playtest6-elite.test.js's
source pin of the onDetail line allows the new tap counter (bcee737f).
- Grok review: MERGE AFTER FIXES — the three findings fixed on the branch (bcee737f). Golden unchanged; broad node --test
5334 (the one failure was that source pin, fixed), i18n strict clean, lint 0 errors, typecheck.
- With HTTP(S)_PROXY set, Node 22.0–22.20 / 23 cannot route the built-in fetch through it; the port of #289 made
fetch-assets (and so setup) fail there. Before 0.2.2 those downloads went direct, and a proxy variable left over
from another tool must not stop a player's first start: restartForEnvProxy now logs the reason and returns false
(go on in this process), guardDefaultFetch warns once and fetches. A Node that can proxy (≥ 22.21 / ≥ 24) still
restarts once with NODE_USE_ENV_PROXY=1 and never fetches around the proxy.
- restartForEnvProxy takes an injectable `version` for the test. Tests: assets-env-proxy 9 / 9 (a new case for the
old-Node path).
- tools/assets/plan.mjs: one voiceTree() per dub — audio.voice (--voice-lang, cn by default) and audio.voiceJp
(VOICE_JP_LANG, always the JP dub, audio/voice/jp/<charId>/cn_nnn.mp3); fetch-assets plans and downloads both
(stats.voiceJpChars), so setup (checkAssets walks every listed URL) fetches both too.
- data/assets.json regenerated with the project's tool (node tools/fetch-assets.mjs --add-only, raw.githubusercontent.com,
107 s): the only change is audio.voiceJp + stats (+2674 files, +89,388,041 bytes, voiceJpChars 191) + hash — the rest
is byte-identical; the JP tree is the Chinese one with the folder swapped (191 × 14 files, every file a valid MP3).
The audio files are not committed (public/assets/ is git-ignored).
- public/js/audio.js voiceLine(): 'jp' draws from voiceJp and falls back to the Chinese line per slot (a JP entry the
manifest lacks) and per line at play time (the Chinese file of the same name when the host lacks the JP one —
same token, same gate); operators without voice (stand-ins, 盟约·辅助干员, summons) stay silent. setVoiceLang().
- settings: voiceLang 'cn' | 'jp' (VOICE_LANGS, sanitizeSettings), the 语音语言 row under 干员语音 (each dub named in
its own language, like the language switch), 语音语言 in the en / ja / ko / zh-TW packs.
- tools/package.mjs FULL_ZIP_JP_VOICE (true): false holds the JP files out of the full zip (and its update zip) —
not missing, not orphans, never in an update's `removed`; setup then downloads them.
- Sizes measured: art download 548 MiB (was 463), full zip ≈ 505 MB (0.2.1: 428 MiB + 76 MiB of zipped JP voice),
unzipped 711 MB (package --dry-run); lite zip unchanged. README, DEPLOY, ASSETS, setup's fallback size updated;
PLAYING voice paragraph; §21.30 "Changed in 0.2.2" note.
Tests: test/feedback7-voices.test.js (new: plan, manifest, settings, package switch), test/ui/audio.test.js (voiceLine,
the manager's dub choice and fallback), test/ui/gameLogic.test.js, test/docs-consistency.test.js — all fail on the parent.
Did not apply the patch. It set a global dispatcher on the npm undici package and rewrote the lockfile. Node's built-in fetch does not use that dispatcher, and node:undici is not importable. fetch() reads HTTP_PROXY, HTTPS_PROXY and NO_PROXY only at startup, and only when that startup had NODE_USE_ENV_PROXY=1 (or --use-env-proxy). That is Node >=22.21.0 and >=24.0.0.
tools/fetch-assets.mjs restarts itself once with NODE_USE_ENV_PROXY=1 before downloading. The default fetch in the downloader and the index cache rejects when a proxy is set but this process cannot use it, including Node 22.0–22.20 and 23, instead of fetching directly. No new dependency. Engines stay >=22.
Tests: node --test test/assets-env-proxy.test.js — 8 pass, 0 fail. node --test test/asset-network.test.js test/assets-diy.test.js test/fetch-assets-shrink.test.js test/assets.test.js — 84 pass, 0 fail. Before this commit: npm run -s lint — 0 errors (135 existing warnings); npm run -s typecheck — ok; npm run -s check:imports — exit 0 (3 pre-existing sim-node notes). docs, version and package tests: 46 pass and 1 fail while env-proxy.mjs was still untracked; after git add, node --test test/package.test.js — 10 pass, 0 fail.
screens/game.js passes the detail panel voice=${true} instead of its combat flag, so the panel's existing
audio.voice(charId, 'select') runs on every opened operator: a piece on the field or in the hand, a shop /
reward card, a bond member. The gate follows the official FOCUS_CHAR row (audio_data.json battleVoice:
priority 10, cooldown 0, overlapIfSamePriority true): VOICE_TAP_SLOTS — on an idle channel a tap always
plays (no 1.2 s global gap; VOICE_COOLDOWN_MS.select 1500 → 0), a newer tap replaces the 选中 line on air,
and a higher-priority line (部署 20, 作战中 70, 开战 100 …) is never interrupted. Deploy / skill / engage /
result lines stay battle-only; stand-ins, 盟约·辅助干员 and summons stay silent (no voice entry).
Tests: test/ui/audio.test.js (new: the gate and two taps through the manager; fails on the parent),
test/docs-consistency.test.js pins updated. Docs: §21.30 "Changed in 0.2.2" note, PLAYING.md voice paragraph.
Official (excel/audio_data.json, local client charpack char_172_svrash): his normal attack is the Default mode's Combat —
ON_ABILITY_HIT.char_172_svrash.combat p_imp_spear_n, no swing bank; .attack.2 (p_atk_silver_n swing, p_imp_sword_n impact) is
his S3 mode, .attack.1 his S2 mode. Cause: tools/assets/audio.mjs pickUnitSfx took the numbered variants because their files
end in _n (its skill-mode test is by file name). Now an operator whose default mode is the unsuffixed ability (a plain
attack / combat bank of any event) never takes a numbered variant; operators that number their default mode (attack.0 …)
keep the earlier order. Over the 209 operators of the manifest it changes 4: 银灰 (charpack modes Default / S2 / S3), 雷蛇
(attack.1 = S2, lightning impact), 初雪 (attack.1 = her S1-2 mode) and 圣约送葬人 (attack.4 = S3_End).
data/assets.json regenerated offline (fetch-assets --offline --add-only --allow-shrink; JSON compare: exactly the 4 operators'
entries, hash and stats): 雷蛇 / 初雪 / 圣约送葬人 drop their wrong `hit`; 银灰's entry goes too, because his official impact
p_imp_spear_n.mp3 was never downloaded on this machine — one online `node tools/fetch-assets.mjs --add-only` adds it (needs
the owner's OK for that download). Golden: unchanged (the manifest is client-side). Tests: test/feedback5-operator-sfx.test.js
(3; 2 fail on the parent). Docs: docs/ASSETS.md.
- 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.
- tools/local-extract/extract.py TOKEN_SPINES (`--only spine/token`): each token's battle prefab in the
battle token packs (pkgrps/btl_pfb_tokens_*.ab; the Windows build has all 39, the iOS build lacks
btl_pfb_tokens_0), the skeleton of its Front (or only) Spine renderer, written to
public/assets/local/spine/token/<id>/ like the enemy models (sized pma atlas, premultiplied pages;
the newer RGBA pages keep their own alpha). The enemy writer is shared (write_spine; the two enemy
models re-extract byte for byte). The skinpack job of 乌尔比安's block is gone: it extracted
nothing, and that token draws no model in the game (nor do 圣聆初雪's, 酒神's, 贝洛内's and
予愿安洁莉娜's hidden tokens: no Spine renderer, no avatar in either install).
- tools/assets/local-token-spines.json (committed, `fetch-assets --local-spines`) → data/assets.json
tokens[id].spineLocal for 35 自选 summons, 凯瑟琳's 爬行号·防护单元 and 凛御银灰's three 风雪之眼; the
manifest is the same with or without the extraction (JSON diff: only the 39 spineLocal entries and
the hash). spine.mjs LOCAL_SPINE_ROLES maps clips the resolver cannot read (电弧's 戴乌 C_Skill1_*,
酒神's 本能的召唤 Loop / End, 白铁's platforms End, 战术锚点 on its Default pose) [ASSUMED where named].
- assets.js spineEntry: a token resolves its spineLocal like an enemy (no web model behind it: the
diamond stays when it is not listed or fails to load). Scale as the web tokens (UNIT.modelScale).
- setup reports an extraction without the summon models; docs: ASSETS.md "Token models from the local
client", DEPLOY.md §6, DESIGN §13 (design/client.md), README.
- Tests: test/local-token-models.test.js (new), test/local-extract.test.js (job table, prefab walk,
alpha merge), test/assets.test.js (the local token models load like the client does),
test/package.test.js (the full zip ships them), test/static-local-art.test.js. Golden unchanged.
The official data spells one DEC X module 'dec-X' (uniequip_003_aglina) and the others 'dec-x' (WAH-Y is the other
mixed-case type id), and the asset plan stored each under its own case: module/dec-X.png and module/dec-x.png. On
Windows / macOS those are one file, so a release zip built there could hold only one of them and a case-sensitive
server (a Linux VPS) would miss the other — the release packager found it ("planned but not staged"). The local file
is now module/{typeIcon in lower case}.png; the upstream names keep their order (the id as spelled, then lower case).
data/assets.json regenerated offline (node tools/fetch-assets.mjs --offline --add-only). JSON diff: modules.dec-X
/assets/module/dec-X.png -> /assets/module/dec-x.png, modules.WAH-Y /assets/module/WAH-Y.png -> /assets/module/wah-y.png,
hash, stats.files 6979 -> 6978, stats.bytes 458334505 -> 458333444; nothing else.
fetch-assets compares its orphans (what --prune deletes) without case: on Windows / macOS module/WAH-Y.png on disk is
the listed module/wah-y.png and must not be deleted (orphanFiles, exported).
Tests: test/assets-diy.test.js (one lower-case file per type, no two manifest URLs differing only in case, orphans).
docs/ASSETS.md: the module icon file name.
She left the 自选 pool in 0.2.0 (data/backups.json diy.excluded, a collab operator) but her art stayed in the
manifest because fetch-assets refuses to shrink it. Regenerated offline in this worktree, whose public/assets and
public/fonts are the shared ones: node tools/fetch-assets.mjs --offline --add-only --allow-shrink (--add-only so no
file on disk is rewritten and the fonts entry is kept). The run dropped exactly her 163 entries.
JSON diff against the previous manifest: removed chars.char_1048_orchd2, skills.skchr_orchd2_1..3,
skillsById.skchr_orchd2_1..3, audio.sfx.units.char_1048_orchd2; changed hash and stats (files 6994 -> 6979,
bytes 462620448 -> 458334505, chars 210 -> 209, charsWithBack 207 -> 206, spineModels 673 -> 671,
skills 525 -> 522, sfxUnits 484 -> 483); nothing added, nothing else changed.
The first regeneration also added 71 entries like audio.voice.char_134_ifrit = {select: [], place: []}: the 自选
operators' voice lines are planned but not downloaded on this machine, and resolveTemplate kept an array whose lines
were all missing as []. tools/assets/manifest.mjs now drops such an array like a missing leaf (and the entry it
empties); an array that is empty in the template stays.
Tests: test/assets.test.js (the array rule), test/assets-diy.test.js (no diy.excluded operator keeps art in the
manifest). docs/ASSETS.md: 71 自选 picks, 209 operators (206 with Back), 522 skill icons, the empty-slot rule.
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #185's TERRAIN_TIPS / terrainInfo went into the new
public/js/ui/gameLogic/terrain.js (the barrel gains one re-export line); closesOnFieldPress 'terrain' into
ui/gameLogic/shortcuts.js.
- i18n (docs/I18N.md): every new user-visible string goes through t() with an English entry in public/i18n/en.json
(42, after the 补位 strings): the terrain names / tags / fact table are N_() and translated where terrainInfo hands
them out, the mechanism lines are msgids with their numbers as params (a line with an optional half is two whole
msgids, the list joins use an array param), the card's 地形机制 / 这一格 titles in ui/detailPanel.js. Official EN
terms where the EN client has them (stage_table tileInfo: Active Originium, Mire, Exhaust Grille, Deep Water Zone,
Incursion Point, Protection Objective, Tunnel Entry / Exit, High Ground; Camouflage). The Chinese output is
byte-identical to feedback4's terrainInfo on all 5187 tiles of the 13 stages and on synthetic stages.
- public/js/screens/game.js (MatchScreen still lives there): the import keeps feedback5's names plus terrainInfo /
fieldTile; the terrain stage is the one view.setStage gets, so it includes feedback5's fieldStage — a 联防 field is
played on its own map (GitHub #41), and a tap there explains that map's tile, not the round stage's. The tileClick
handler and render/app.js emitTileClick / ui/fallbackField.js auto-merged in place. terrainInfo reads the stage only,
so a 补位 / 自选 board explains its tiles the same way (their pieces only change a piece's art and name).
- public/js/ui/detailPanel.js: the terrain branch of resolveDetail before feedback5's stand-in / 自选 helpers.
- public/js/screens/title.js (#183): feedback5's LangToggle / t() imports plus GIcon / SettingsModal; the gear
button's aria-label / title are t('设置') (en.json already has "Settings").
- tools/fetch-assets.mjs / tools/assets/downloader.mjs: --add-only (keepExisting, the font skip) beside #24's
--asset-source / SP_ASSET_SOURCE and the shared MirrorPolicy; feedback5's extraOperators / moduleTypes and the
voice plan unchanged.
- data/assets.json: feedback5's manifest plus #134's audio.sfx.battle.leak (after heal, the plan order); stats files
6993 → 6994 and bytes +23 240 as measured on feedback4; the hash recomputed with the generator's contentHash
(c01aa739a2d3 → 6a547fc5c937). A field-wise JSON diff against feedback5 shows only those four fields.
- docs: DESIGN §24 intro and §24.5 / §24.6 as on feedback4 (the rest of DESIGN.md is feedback5's); ASSETS.md,
DEPLOY.md, PLAYING.md auto-merged.
- Auto-merged and checked: audio.js (the sim still emits ['leak', id], server/sim/battle/deploy.js), render/style.js,
textures.js, tiles.js, board3d/materials.js, boardArt.js, tools/assets/*, tools/setup.mjs, extract.py, the tests.
Checks: the PRs' unit tests (audio 22, gameLogic 44, terrain-detail 1, originium-art 4, boardart 15,
board3d-extract 9, asset-network 21, fetch-assets-shrink 4), i18n 9 / i18n-data 8 / i18n-server 4, client-static 313,
docs-consistency 24, kits_layout 6 pass; lint 0 errors (no new warnings), check:imports, typecheck; golden: all 283
scenarios match, nothing regenerated.
Battle.leak emits its own 'leak' event, which no sound handled, so every leak was silent; the client now plays battle.ON_ENEMY_REACHED_EXIT (b_ui_alarmenter) with the bank's own one-at-a-time rule, leaks closer than the sound's length sharing one alarm. The manifest gains only audio.sfx.battle.leak. Contributed by @Convey123.
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #73's DEFAULT_SETTINGS / sanitizeSettings `voice`
hunk went into public/js/ui/gameLogic/settings.js.
- public/js/screens/game.js: MatchScreen still lives there, so #73's onResult (battleRunner 'result' → resultSpeaker /
resultVoiceSlot) and `voice=${combat}` on the DetailPanel auto-merged in place. feedback5's game.js no longer
imported `store` (the split moved its other users), so onResult's store.get() would have thrown into its
try/catch and the 结算 line would never have played: `store` is imported again. `localAsset` stays dropped.
- public/js/ui/settings.js (i18n phase 1): the slider is `label=${t('干员语音')}`, public/i18n/en.json
"干员语音": "Operator Voices" (next to Music / Sound Effects).
- tools/assets/plan.mjs: buildPlan takes #73's charword / voiceLang / voiceSlots and feedback5's extraOperators /
moduleTypes; the template has `modules` and audio { bgm, bossBgm, voice, sfx }. `chars` now includes the 自选 picks,
so the voice loop's comment says so (the next `npm run assets` plans their lines too).
- tools/fetch-assets.mjs: parseArgs keeps --add-only beside --voice-lang / --voice-all.
- data/assets.json: feedback5's manifest plus #73's audio.voice (120 operators, after bossBgm, the plan order);
stats files +1680 and bytes +42 041 118 as measured on feedback4, voiceChars 120; the hash is recomputed with
the generator's contentHash. No other entry changed.
- docs/ASSETS.md: the stats line lists modules and voiceChars. DESIGN §21.30 stays where feedback4 put it; SIM.md's
'engage' line and docs-consistency's §21.30 test auto-merged (game.js / detailPanel.js still hold the pinned code).
- Auto-merged and checked: audio.js, battle/runner.js emit('result'), components.js mic icon, detailPanel.js voice
prop, shared/protocol.js EV.ENGAGE, server/sim/ai.js, tools/assets/audio.mjs / cache.mjs, #73's tests.
Where #73 met feedback5 work:
- 补位: a chess fielded as its stand-in shows the stand-in in the detail card, and audio.js keys battle lines by
UnitInfo spine (the stand-in's model). The 选中干员 line now takes detail.standIn.charId first, so the stand-in
speaks, not the operator it replaces (test/ui/standin-ui.test.js pins it). A 自选 record is already the pick's.
- The sim's 'engage': stand-in and 自选 units attack through the same performAttack, so it fires for them as well.
Golden regenerated: every moved scenario differs only in events.engage (the new event's count; no gameplay change),
proven by a field-path diff against feedback5:
- roster: all 49; bonds: all 46; fields: all 22; standins: all 10 (the stand-ins engage).
- diy: 101 of 109. Unmoved: diy-010/011/012/092/093 (闪灵, 夜莺, 凯尔希 squads: they only heal, and a heal never
engages) and diy-077 (薇薇安娜), diy-080/081 (赫德雷), whose picks make no attack in those battles (already so on
feedback5).
- matches: unchanged.
Deploy, skill and result lines come from the operators' official voice slots; a newer line takes the channel over (stale callbacks of the replaced line no longer release it), and the result line is spoken by an operator of the player's own battle. Contributed by @Convey123.
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.
Downloaded 1,295 files, 127.2 MB (133,426,089 bytes) into the shared public/assets; no existing file changed or removed. data/assets.json only gains entries: 72 chars (all with avatar, portrait, Front and Back Spine), 38 tokens (avatars; no Spine — upstream has skin variants only), 208 skill icons, 10 sub-profession icons, 102 SFX units, 131 module type icons.
Flat config for Node and the browser, with unused names as warnings. The run is clean of errors after three small fixes: the lobby spectate path imports ERR, a disable comment for a rule that is not installed is gone, and two atlas regexes spell the BOM as an escape.
The 联防 phase plays m_bat_corrosion (intro + loop), the track of the official escaped stages, instead of carrying on with the round's battle music; without the downloaded track it falls back to the battle music. Asset plan, manifest entry (audio.bgm.unite), audio.js and tests. Contributed by @Convey123.
A rebuilt manifest leaves out every entry whose files are missing on that machine, so a run
with failed downloads silently dropped entries from the tracked file (PR #7 carried one 42
audio entries short; all 42 still resolve upstream). The run now keeps the current manifest,
prints the entries it would drop (also in the report) and exits 1. The tool runs main only as
a script so the guard and parseArgs can be tested; ASSETS.md documents the flag.
data/assets.json pointed 灼热源石虫 / 炽焰源石虫 at /assets/local/ files that only exist
where tools/local-extract ran, with no fallback: without the extraction the
asset tests failed, setup re-ran fetch-assets (rewriting the tracked manifest)
and the slugs drew as icon diamonds.
- The web model stays the 源石虫 alias (spine + spineAliasOf). The official
model is enemies[id].spineLocal: file names in the data/local-assets.json
group spine/enemy/<id> plus the parsed metadata, from the committed
tools/assets/local-enemy-spines.json (fetch-assets --local-spines refreshes
it from the extracted files, read only). The manifest is byte-identical with
or without the extraction and has no /assets/local/ URL.
- Client: assets.js spineEntry uses spineLocal only when the local manifest
lists every file (createFieldView awaits assets.local() with the manifest);
UnitView loads the web model when the local one fails.
- extract.py writes the atlas with size: / pma: true itself (the same text as
atlas.mjs normalizeAtlas), so the extraction is usable without a fetch pass.
- setup notes when an older extraction lacks the enemy models.
灼热源石虫 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT faction's slugs) were drawn with
the plain 源石虫 skeleton: no community dump carries their models, so the asset plan aliased
them to enemy_1007_slime. tools/local-extract/extract.py now extracts their official skeletons
from the client's enemy art bundles (ENEMY_SPINES, pages merged with their alpha textures) into
public/assets/local/spine/enemy/, and fetch-assets plans such a model before any alias
(spine.mjs findLocalEnemyModels, plan.mjs localEnemyModels). public/assets/local is never
pruned. An audit of all 249 enemies against the client's prefabs found no other enemy drawn
with another enemy's model.
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)