- 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.
ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半" (予愿安洁莉娜 S2 needs it):
- buffs.js: STATUS groundbind (flag groundbind + noMove, move x0), FLAG_KEYS, RESIST_STATUSES (as 束缚, [ASSUMED]);
- units.js isFlying: an enemy under 缚地 is a ground unit unless a 浮空 lifts it (same result as before without the flag);
- battle/status.js: 浮空 lands on a 缚地 data flyer (PRTS 异常效果 "…且不持有缚地异常…则Buff取消"), 缚地 halved on weight > 3;
- content/enemies: 掠海漂移体 / 吉兆飞鳞 drop on 缚地 as their PRTS text says (吉兆飞鳞 stays down while it holds);
- render/style.js: the 束缚 icon for it; docs/SIM.md (§2 isFlying, §3 flags / status table / 抵抗).
Nothing applies it yet: every golden family is unchanged. Test: test/sim/feedback5-groundbind.test.js.
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.