Commit Graph
831 Commits
Author SHA1 Message Date
sganggs a62728c188 feedback5 O4: 自选 operator kits for 陈, 艾丽妮 and 赫拉格 — every skill, talent, trait and module (stage 1 and 3) at every form
- op-chen.js (char_010_chen, 剑豪): S1 鞘击 one sheath strike (her Skill clip: one OnAttack) + stun; S2 赤霄·拔刀 up to
  max_target enemies of 3-12, flyers too, arts then physical (PRTS 备注); S3 赤霄·绝影 10 slashes on the nearest ground
  enemy of x-1 at the Skill_3 clip's OnAttack times, the last stuns, 2.933 s of 无敌 / 无法阻挡 / stun and freeze
  immunity, ends at once with no target before the 10th (PRTS 备注), not opened with only flyers in range [ASSUMED];
  呵斥 per-deployment timer +1 attack / hurt SP to the field's allies (SWO-X 3: every 3 s, +1 more for her); 持刀格斗术;
  SWO-X x1.1 during her skill (PRTS 修正 技能期间), SWO-Y ignores 70 DEF.
- op-irene.js (char_4009_irene, 剑豪): 审判之火 as PRTS 备注 (a 物理穿透 charge: air units always and without a draw,
  浮空 enemies count, ground at 50 %, spent only by a landing instance); SWO-X 3: 55 % and +6 SP after a skill that knocked
  out an air unit; 净化之剑 doubled while a 【海怪】 is on the field; S1 起风 strike + 浮空 + second strike; S2 裂潮 2
  charges, ground only, 重量 <= 3 float, not opened with only flyers in range [ASSUMED]; S3 判决 3.5 s (PRTS): opening
  strike + 浮空, 10 bombardments every 0.3 s, radius 1.1, air too; SWO-X x1.1 skill damage, SWO-Y 70 DEF, ISW-A
  attributes only (its talent parts are 集成战略-only).
- op-helage.js (char_188_helage, 武者): S1 新月 two hits, S2 弦月 二连击 + 75 % dodge, S3 满月 range +1 / 3 targets;
  the 武者 heal per damage instance (the kit adds one per further hit of an attack); 坚忍 ASPD (SBL-X 3: +130 at 50 %);
  运筹帷幄 生命回复速度 while not blocking [ASSUMED: no PRTS 备注], SBL-Y 3 also below 30 % HP (80 / s, never both);
  SBL-X 庇护 25 % below 50 % HP; SBL-Y once per deployment back to 30 % HP.
- kits/index.js OPERATOR_KIT_FILES: the three files appended. Tests: op_chen / op_irene / op_helage (10 each, every form x
  module x skill, numbers from data/backups.json).
- Golden: only the diy family moved — the packing now fields the new kits: diy-003 … diy-006 (the prototypes before) and
  the new diy-007 … diy-009 field 陈 / 艾丽妮 / 赫拉格 in every form x module x skill, the prototypes moved to the new
  diy-010 … diy-013; diy-001 / diy-002 (推进之王) and roster / bonds / fields / matches / standins unchanged.
  test/golden/README.md: the diy row no longer counts battles or names 推进之王 alone.
2026-10-05 23:51:27 +08:00
sganggs cea1ad1295 feedback4: DESIGN §24.2–§24.4 (高台 per the trait, the 阿戈尔 revive slots, the 联防 devour), the §24 intro lists them and the merged PRs' own notes, §23.20 / §23.35 marked withdrawn in 0.1.4, §24.1's note on timed deploy passives points to PR #109 2026-10-05 23:39:57 +08:00
sganggs 13808e347a feedback4: merge W4A — 高台 for every 「可以放置于远程位」 trait holder (歌蕾蒂娅, 崖心, 见行者, any form or module; PR #69's PRTS source), 阿戈尔 revive slots to the first 3 knocked out (one per operator, own savers take none), 联防 devour of whoever stands in front 2026-10-05 23:38:07 +08:00
sganggs e480b1cb26 feedback5 WK: a 自选 pick never carries a 集成战略 module (ISW-A: 凯尔希, 傀影, 菲亚梅塔, 提丰, 艾丽妮, 霍尔海雅 — their own effect applies only "在集成战略中") [ASSUMED: not usable outside 集成战略, the owner's decision of 2026-10-05]; shared/diy.js isDiyModule, checkDiyPick refuses one; diySlot reports the slot's shopLevel (test/diy.test.js)
Golden unchanged (no kitted operator has an ISW-A module).
2026-10-05 23:37:23 +08:00
sganggs 4bee542e61 feedback5 WK: 自选编队 on the server — room.diy { picks } (lenient: illegal picks dropped, only malformed input is BAD_MSG; stored per session / seat; a match takes the picks its seat had at the start, a change during a match is for the next one; welcome lists diyKitted), PlayerState.diy with the player's data view (a slotted DIY slot is its operator for every rule: bonds from its factions, no 特质, the pick's skill and module, the slot's tier / price / merge), a per-player stock per slotted piece (8 at tier 5, 5 at tier 6 [ASSUMED]; never in the shared pool; none when every bond of it is banned), DIY pieces in that player's shop rolls and reward offers once the 调度中心 reaches the slot's level, battleInput diy, m.private.diy / diyBanned, prep scouting and results name the operator, 信标 never sends a 自选 piece to a teammate [ASSUMED]
The owner's decisions of 2026-10-05 (picks, slots, shop per player, bans); research 0.2.0 §2. Golden unchanged (no scenario slots a DIY pick).
Tests: test/match/diy-shop.test.js (9), test/lobby-diy.test.js (4).
2026-10-05 23:35:01 +08:00
sganggs 8a2e0c7e7f feedback4: 联防 阿戈尔 devours the operator in front whoever owns it, a teammate's standing or down operator too
The owner's decision of 2026-10-05 (GitHub #140 comment 4, #105): PRTS 「战斗开始时依次吞噬身前一格干员」 has no
own-side limit. The devour's front-tile lookup took only the player's own operators.

- devour opAt: the operator on the front tile whoever owns it — a living one, else one lying there since the 联防
  start (carry.down, forced out). The marker gains its base ATK and block count exactly as in a solo battle; a mark
  on a standing teammate's operator resolves (5000 物理流失 less DEF, credited to the marker, the knock-out is its
  owner's: their revive slots), a mark on a down one resolves nothing (it stays forced out, §19.3 kept).
- The chain goes on through a marked 阿戈尔 by S.isMember: for own operators exactly the members, as before; a
  teammate's by its own bonds ([ASSUMED]).
- 联防 still adds no layers (layerGainsEnabled false, unchanged).
- On the current maps the two 联防 helpers stand on board cols 3-9 and 11-17 with the road column 10 between them,
  so a teammate's operator is never in front at the battle start; the tests place one on col 10. The own-board case
  (food down since the own combat) is verified through unite.js's real carry: 联防 gives exactly the own combat's
  atkFlat / blockCnt.
- research 02 §3.6 and its JSON spec; data/bonds.json regenerated offline (only egirShip.spec.assumed[1] changed).
- Tests: test/content/feedback4-egir-unite.test.js (teammate's living and down operator, solo parity of ATK / block /
  物理流失, no layers, the chain through a teammate's 阿戈尔 and her owner's 5-tier slot, the own-board case through
  uniteBattleOpts). The teammate cases fail on the previous code.

Golden: no scenario moved (no corpus field puts a teammate's operator in front of an 阿戈尔).
2026-10-05 23:34:33 +08:00
sganggs 6ab9a0648c feedback4: the 5-阿戈尔 revives go to the first 3 members knocked out, in knock-out order
The owner's decision of 2026-10-05, following players' reports (GitHub #105 comment 2, #140 comment 3 and a report
the owner quoted): 0.1.3 fixed the 3 holders at battle start by position, so uneaten front members held slots they
never used and whatever the food chain ate only 3 阿戈尔 stood. Now:

- A member operator's first knock-out ('killed') of the battle takes a slot while fewer than 3 are spent, the
  battle-start devour included; it redeploys at once (free) where it lies. A member never knocked out takes none, so
  survivors = uneaten + 3. Later knock-outs never take one; a first knock-out after the 3 are gone stays down.
- One slot at most per member however many 阿戈尔 mark it: the devour still cancels a target's pending marks once
  it is knocked out. The report that each devour of the same operator wastes a revive was checked and not
  reproduced on 0.1.3 (the extra marks were already cancelled); the fixed holders were what players saw.
- An operator's own save uses no slot: every kit / item / band saver is a fatal hook (斯卡蒂's DRE-Y, M3茧甲,
  坚固维式重锤, 埃芒加德) and runs before the death hook, so the unit is not knocked out; the 0.1.3 rule that an
  in-place save spends the holder's revive is gone ([ASSUMED] for 埃芒加德, a band, treated like M3茧甲).
- 联防: a member entering down is not knocked out (no slot) until it stands up and falls again. 埃芒加德's own
  "first 3 knock-downs" rule is a separate hook and is unchanged.
- research 02 §3.6 and its JSON spec; data/bonds.json regenerated offline (only egirShip.spec.tiers[2].effect
  changed).
- Tests (bonds_core): knock-out order wherever members stand; the devour chain with 6 members (survivors = 2 + 3,
  normal and 联防); a member marked three times spends one slot; 斯卡蒂's DRE-Y, M3茧甲 and 埃芒加德 saves use none;
  联防 / 调和 / mirrored boss player. All five fail on 0.1.3's code.

Golden: no scenario moved (no corpus battle has a 5-阿戈尔 knock-out whose slot differs; bond-egirShip-high runs at
999 layers and nobody falls to the devour).
2026-10-05 23:28:43 +08:00
sganggs 83fc408a55 feedback4: every melee chess whose trait reads 可以放置于远程位 may stand on a 高台, normal or elite, any module
The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS:
the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so
the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only
歌蕾蒂娅; its test page is not taken). GitHub #153.

- shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id.
- board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server
  check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it.
- bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments.
- Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged
  (build-data --offline gives identical files).
- Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装
  refused, client highlights, swap, battle, bots), gameLogic.

Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places
歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee
tile, which shifts the others: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high,
bond-indomShip-low, bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair,
boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. roster-031 (elite with HOK-Y, already
widened) and all matches are unchanged.
2026-10-05 23:20:56 +08:00
sganggs 896dd5d4a1 Merge remote-tracking branch 'origin/master' into feedback4 2026-10-05 23:19:29 +08:00
sganggs 8774379d3b The skill-window test of #160 follows #109: a deploy-timed skill (缄默德克萨斯 S2) is a duration skill with its own start / end events and one charge per deployment
Each PR passed CI alone; together the old 'no window for a timed passive' expectation was stale.
2026-10-05 23:18:53 +08:00
sganggs 742f478526 feedback5: every 自选 重装 casts with an enemy in range like the 重装 stand-ins — a backups.json TANK unit's MANUAL skill on the class row's TAKE_DAMAGE becomes DEFAULT, ACTIVE_RANGE when its running range is larger (森蚺, 涤火杰西卡, 斩业星熊, 年, 黍, 斥罪, 机械师, 珊比; 48 skill forms; rawRule keeps TAKE_DAMAGE), the owner's decision of 2026-10-05; data regenerated offline, only backups.json changed; golden unchanged (no 自选 重装 has a kit yet) 2026-10-05 23:00:17 +08:00
sganggs a611cb013c feedback5: merge W5I — real i18n phase 1: shared/i18n.js (Chinese msgids, params, data names), English game texts from the official EN client data (data/i18n/en.json), the 中文 / English switch on the title screen and in 设置, title / lobby / room / settings converted, server toasts and ticker lines with msgid + params, tools/i18n.mjs, docs/I18N.md (PR #70's translations by @YuriRestia reused, credited)
Conflict: server/match/player/basics.js imports (W5G's checkNotOwned + W5I's msg / dn). data/i18n/en.json rebuilt on the merged data (tools/build-i18n.mjs --offline): the 自选 data adds texts of CN-only operators and modules the EN client lacks, so coverage is 97.6 % (skills 95.9, talents 95.1); the coverage floors in test/i18n-data.test.js and docs/I18N.md say so. Golden unchanged; i18n / lobby / match / ui suites 1144/1144 after the rebuild, i18n e2e 1/1.
2026-10-05 22:57:53 +08:00
sganggs 1006254beb feedback5: merge W5H — 自选 data (72 owned 6★ without the 6 collab operators, every DIY form, summons, prototypes' locked skills), shared/diy.js, the sim fields DIY picks, OPERATOR_KIT_FILES with 推进之王 as the first operator kit, golden family diy, the art plan (--add-only)
Conflicts: tools/golden.mjs / test/golden/README.md take both new families (standins from W5G, diy from W5H); DATA.md / SIM.md keep both texts. data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 nothing moved, diy.json is new; against fb5-diy the W5G / W5J / W5L scenarios moved, and diy-004 / diy-006 (the prototype battles with Touch, changed by W5L) — diy-001/002/003/005 identical.
2026-10-05 22:52:24 +08:00
sganggs 5c7cb08afe feedback5: merge W5L — Touch per PRTS (S3 extra heal, below-half boost, 攫升 on any heal, 超脱 on dying forced exits), 突袭 counts an active passive as 技能就绪 (#49), 生命回复速度 effects are hpRegen, not heals (#96 / #137; the separation proposed in PR #135) 2026-10-05 22:49:35 +08:00
sganggs d355781b01 feedback4: the #160 skill-window test follows #109 — a deploy-timed skill (缄默德克萨斯 S2) is a duration skill with its own start / end events and one charge per deployment (each PR passed CI alone; together the old 'no window for a timed passive' expectation was stale) 2026-10-05 22:44:17 +08:00
sganggs 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.
2026-10-05 22:41:02 +08:00
xcdoge 64715116ba A skill clip with no Begin and no Idle plays once at its own length: 德克萨斯 S2 剑雨 and the other instant skills of that shape (#160)
Deploy-time passives without a duration send the same 0.5 s skill window, so 琳琅诗怀雅's passives play their clip too. Contributed by @xcdoge.
2026-10-05 22:36:43 +08:00
Sukvii ffdb1293c4 Deploy-timed skills run the normal duration lifecycle: one charge on deployment, a duration bar, a real end, again on the next deployment (#109)
宴 S2, 斯卡蒂 S2, 野鬃 S1, 砾 S1 / S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 used a separate timed buff while the skill stayed active; equipment and bond effects that read the skill state now see it end. 伊内丝's first sentry placement starts no skill. Contributed by @Sukvii.
2026-10-05 22:36:29 +08:00
Alsan Jayson ede8e7e773 The bond bar can be folded, so the board stays tappable on phones (#149)
The fold state stays for the match; Space does not ready or pause at the same time. Closes #142. Contributed by @CELLOPOI.
2026-10-05 22:36:15 +08:00
龙千尘 94b6f6ac14 The copied invite link carries an invitation line: 「{name}邀请你加入卫戍协议:盟约【{difficulty}】」 (#103)
Only the clipboard text changes. Contributed by @LongQianChen.
2026-10-05 22:36:01 +08:00
Convey123 777aee7e24 Battle BGM follows the round: rounds 1–7 无畏者 (bat_kazimierz2_2), rounds 8–13 骑士之日 (bat_kazimierz2_1), as in the official level data (#72)
联防 keeps the escaped stage's corrosion track (#110). Contributed by @Convey123.
2026-10-05 22:35:19 +08:00
Convey123 1169b96a75 灼热 / 炽焰源石虫 keep their tinted alias: notes and a test on why no PRTS model download is used (#74)
No runtime change. Contributed by @Convey123.
2026-10-05 22:34:54 +08:00
Alsan Jayson 098b8f09b1 The co-op integration test picks a band the AI has not taken and waits for b.start (#146)
Fixes the flaky CI run reported in #144: a fixed seed, a free band from the public draft with the pick asserted, and the battle start awaited. Closes #144. Contributed by @CELLOPOI.
2026-10-05 22:34:46 +08:00
strickensun 85b91b9013 灵巧's knocked-out aura counts only knocked-out operators; hidden-layer bonds hide their layers in the UI only (#66)
A knocked-out 灵巧 operator gives its neighbours the aura once more; a player retreat, a merchant exit or a 联防 forced exit no longer counts, and a redeploy restores it. 调和, 协防干员, 独行 and 绝技 hide their layer counts in the UI while the real layers stay for saving, settlement and support ranking. Contributed by @sunstricken.
2026-10-05 22:34:39 +08:00
Luo Xingyu 8747f45bba Watching a teammate whose hand holds an item no longer stops the board drawing: ItemView syncs battle samples (#150)
The scouted prep board carries hand and 临时整备区 items as units (#129). The frame loop syncs every unit of the snapshot and ItemView had no sync, so it threw on every frame and the teammate's operators were never drawn. Contributed by @2321Robin.
2026-10-05 22:34:31 +08:00
sganggs 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).
2026-10-05 21:13:15 +08:00
sganggs 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.
2026-10-05 20:52:45 +08:00
sganggs 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).
2026-10-05 20:47:06 +08:00
sganggs 941a0cc31e feedback5 WI: docs/I18N.md counts the phase-2 literals after the lang.js cleanup (1 033 in 56 files, 964 translated) 2026-10-05 20:22:32 +08:00
sganggs 6728f87172 feedback5 WH: a prototype pick given skillIndex / uniEquipId null takes its locked selection (only another skill, another module or an explicit 'none' is refused); kits_layout builds each operator kit from the composed 自选 record and its def, as the sim does
No golden scenario moved.
2026-10-05 20:20:56 +08:00
sganggs e50497b1ce feedback5 WI: docs/I18N.md (translating, adding strings, rebuilding the EN game texts, phase 2) and credits
NOTICE.md and THIRD-PARTY-NOTICES.md credit @YuriRestia (PR #70) for the English UI strings and fallback
translations, note that PR #70's ak-spa-database.pages.dev texts are not used and that arknights.wiki.gg is
CC BY-SA 4.0, and name the EN data mirrors (ArknightsAssets/ArknightsGamedata, Kengxxiao/ArknightsGameData_YoStar).
DATA.md: data/i18n/en.json is written by tools/build-i18n.mjs (rerun after a text-changing build).
PLAYING.md: the 中文 / English switch.
2026-10-05 20:20:09 +08:00
sganggs 5398a0cfc5 feedback5 WI: server toasts and ticker lines carry msgid + params so the client shows them in the player's language
messaging.js: a toast / CUSTOM ticker line is a string (its own msgid) or a shared/i18n.js msg(); frames keep
the Chinese `text` (older clients) and add `msgid` / `params`; config.broadcasts lines carry their `args`
(the client fills the localized broadcast template; the player name {0} is never translated). Templated call
sites send msg(): the grant toast 「X:获得Y」, the summon-range and terrain withdrawals, the 联防 line,
eliminated / left lines, the 远见 / 奇迹 stack payouts and the 维多利亚 hammers; game-data names go as dn().
The protocol stays backward compatible (new fields optional). Tests that captured m.toast's argument render
it with renderMessage. No gameplay change: golden unchanged.
2026-10-05 20:19:58 +08:00
sganggs a12a539e4d feedback5 WI: UI strings through t() with an English switch on the title screen and in 设置; pilot screens converted
public/i18n/en.json: Chinese msgid -> English, seeded from PR #70 (@YuriRestia, credited) for every Chinese
literal of the current code (≈830 entries; 966 of the 1 036 literals left for phase 2 already translated),
completed by hand in the official EN terms. public/js/ui/lang.js: boot language (?lang=en|zh, then
localStorage sp.pref.lang, else Chinese; the browser language is not consulted), switchLang, useLang,
LangToggle; main.js renders after initLang and re-renders in place on a switch, and translates server
texts (m.toast / m.ticker frames, room.closed reasons, error codes via ui/toasts.js describeError).
Converted: title screen (English title, wordmark hidden), lobby, room, settings (语言 row, On/Off,
quality, hotkeys), the shell (crash screen, toasts) and DifficultyTag.

tools/i18n.mjs: extract (msgids + untranslated literals per file), check (msgids missing from en.json),
codemod (html`` text / attributes / strings / template literals -> t(), nested strings, N_ for module
level, i18n-ignore lines), seed (fill en.json from a msgid map).
2026-10-05 20:19:58 +08:00
sganggs e596478bef feedback5 WI: English game texts from the official EN client data (data/i18n/en.json) and the i18n core
shared/i18n.js: gettext-style t() / tc() with the Chinese text as msgid (untranslated -> Chinese), {name},
{0} and {n|one|other} params, lists, game-data names (dn / tName), setLang / getLang / onLangChange, and the
server message wire format (msg -> wireMessage -> translateWire). Chinese stays the default, English is a
switch (the owner's decision of 2026-10-05).

tools/build-i18n.mjs (build-data.mjs untouched) walks the zh_CN and EN tables side by side and writes
data/i18n/en.json: the official English of every data/*.json text by record id and field. Blackboard texts
are matched by template (the remake's numbers read back and filled into the English template); stage names
are composed; what the EN client lacks falls back to tools/i18n/fallback-remake.json and fallback-pr70.json
(PR #70 by @YuriRestia). Default EN source ArknightsAssets/ArknightsGamedata (has act2autochess);
Kengxxiao/ArknightsGameData_YoStar is archived (2025-11) and has no 盟约 season (--source yostar).
Coverage: 14 922 / 14 931 texts (99.9 %), 99.3 % official; only 9 CN-only 甄选 operator names stay Chinese.

shared/i18nData.js: the overlay format (index-aligned leaves + a 2-char hash of each Chinese source, so a
stale leaf is never applied). public/js/data.js: setLocale('en') downloads the overlay once; get / lookup /
list return localized copies; getRaw keeps the Chinese file; localeName maps names.
2026-10-05 20:19:43 +08:00
sganggs 171efe72de feedback5 WH: docs for 自选 — kits/README.md "How to add an operator (自选)" (who still lacks a kit, the built data, file naming and registration, the kit contract, the fidelity checklist, the test pattern, golden, art); DATA.md §16–§18 (72 owned units and their summons, diy.locked / excluded, shared/diy.js, the counts), SIM.md §7.2 / §9 / §10 / §12 (自选 defs, kits, summons, harness, UnitInfo.diy), DESIGN's v1 scope line 2026-10-05 20:16:57 +08:00
sganggs 9db99aad00 feedback5 WH: 自选 art — fetch-assets plans every data/backups.json unit research 07 lacks (the 72 owned 6★: avatar / portrait with E2, battle Spine Front / Back, every skill icon and skill sound, sub-profession icon, from 07's URL patterns), the 自选 summons as tokens, and a type icon per module of chess.json / backups.json (manifest modules, the loadout tiles' fallback); --add-only downloads only missing files and never rewrites, re-downloads or deletes an existing one (worktrees sharing public/assets)
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.
2026-10-05 20:13:40 +08:00
sganggs 42920c62c5 feedback5 WH: golden family diy — 6 battles of 自选 pieces through the BattleSpec path: 推进之王 in every form of tiers 5 / 6 (normal; elite with no module, SOL-X, SOL-Y) under each skill, and every kitted prototype at its locked selection, normal and elite; fast subset diy-001 (operator kit) and diy-003 (prototypes)
A new family (test/golden/diy.json): no existing scenario moved (roster 49, bonds 46, fields 22, matches 16 identical); determinism checked with --twice.
2026-10-05 19:57:55 +08:00
sganggs 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.
2026-10-05 19:57:20 +08:00
sganggs ee74401901 feedback5 WH: the first 自选 operator kit, 推进之王 (kits/ops/op-siege.js, registered in OPERATOR_KIT_FILES) — S1 冲锋号令·γ型 +12 DP at full SP, S2 跃空锤 next attack 250 / 280 % ATK on every ground enemy of her x-5 + 3 DP (2 / 3 charges), S3 碎颅击 interval +1.0 s with 290 / 320 % ATK and 40 % stun 0.8 / 1.1 s; T1 万兽之王 field 【先锋】 ATK / DEF +8 % (SOL-X stage 3: her own +8 % more), T2 粉碎 +1 SP per enemy falling on her x-5 (flyers, under 阻回; SOL-Y stage 3: +3 and +1 to another 先锋); SOL-X trait ATK / DEF +8 % while blocking; SOL-Y's 首次部署 −4 has no battle effect; tests in test/content/op_siege.test.js over every form (tiers 5 / 6, normal / elite × none / SOL-X / SOL-Y)
No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:54:32 +08:00
sganggs d5a4e61fbb feedback5 WG: 补位 detail cards only for the player's own cards (a teammate's bond popup member and the banned list show the chess as it is); the DOM fallback field draws a board stand-in with its avatar 2026-10-05 19:52:09 +08:00
sganggs 2b72d4deb0 feedback5 WH: 自选 pieces in the sim — shared/diy.js (diyPool, checkDiyPick, diyRecord / diyRecordOf, validateDiyPicks: the legal picks per tier, prototypes skill-locked to their 补位 rows, owned picks any skill / module at the slot's stage, no 特质, derived bonds, one slot per owned operator, distinct picks per tier, unkitted operators refused); simdata getChess(slotId, { diy }) builds the 自选 def (diyFor, charId, loadout.diy, tokenOwner) and getToken resolves its summons from backups.json tokens; Battle, BattleSpec and the loadout view carry the PlayerBattleInput diy pick (a DIY slot without a legal pick fields nothing); kitOf takes KITS[charId] for a 自选 piece as for a stand-in; kits/index.js OPERATOR_KIT_FILES (op-<codename>.js, empty for now), GENERIC_KIT_CHARS, KITTED_CHARS; the harness fields units[].diy
No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:51:40 +08:00
sganggs 832d509ef4 feedback5 WG: docs for 补位 — PLAYING §3 (干员持有 for players), DESIGN §8.1 room.ownership / §8.3 m.private standIns / §16, DATA.md §2 / §18 (played since 0.2.0), SIM.md prep-scouting standInFor, kits README (the golden standins family) 2026-10-05 19:49:28 +08:00
sganggs fc08bd6474 feedback5: merge W5J — 伺夜's 狼群 per PRTS: 战术点形态 after the last 狼影 (out for the talent interval, back with 1 狼影), S1 ①②③ (return / +1 狼影 / full HP) 2026-10-05 19:48:47 +08:00
sganggs 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.
2026-10-05 19:47:12 +08:00
sganggs 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) 2026-10-05 19:42:49 +08:00
sganggs c278eafa52 feedback5 WH: 自选 data — data/backups.json gets the 72 owned 6★ picks as units (a form at every DIY slot status: E2 Lv1 rank 4 without a module, E2 Lv60 rank 7 with every module at stage 1 and at stage 3; all three skills, talents, trait, ranges), their summons (backups.json tokens, variants keyed by owner form <charId>@<statusKey>) and each prototype's locked skill / module per tier (diy.locked: its 补位 rows' selection, 预备干员-医疗 S3 assumed); the 6 collab operators (teams rainbow / action4 / mujica / sees / laios) leave the data and the pool, the owner's decision of 2026-10-05
backups.json 171,616 → 1,884,868 bytes (gzip ≈ 142 KB); every other data file is byte-identical (buildTokens' record head moved into summonRecord, shared with the DIY summons). No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:37:49 +08:00
sganggs 4b57f8120c feedback5 WG: 补位 in the browser — the 干员持有 tab next to 干员调配 (the 53 NORMAL chess by tier, operator → stand-in, a switch each, 全部持有, export / import, localStorage + room.ownership through the shared sync engine), 「替补:X」 on shop / reward cards and own prep pieces, the stand-in's model on the board, its body on the detail card (own pieces, cards, any unit with standInFor), placement and ranges by the stand-in 2026-10-05 19:34:52 +08:00
sganggs 25821d3494 feedback5: DEPLOY recommends HTTP/2 at the reverse proxy — since 0.2.0 a match loads about 340 small script modules (measured: 13.4 s vs 9.8 s cold at 100 ms latency over HTTP/1.1; the browser sim warms up during the band draft, so play is not delayed) 2026-10-05 19:28:44 +08:00
sganggs 24205581e1 feedback5 WG: 补位 on the server — room.ownership { notOwned } (lenient check, stored per session / seat, a match takes the list its seat had at the start), PlayerState.standIns: the player's not-owned NORMAL chess fight as their stand-ins (battleInput standIn: true in every field, the stand-in's position / range, no summons), m.private.standIns, stand-in art in prep scouting 2026-10-05 19:13:46 +08:00
sganggs a98b02477d feedback5: merge feedback4 — the mock scouting-pen test expects the 'prep' camera after a teammate's pen (PR #129) 2026-10-05 19:05:17 +08:00