Online co-op browser remake of Arknights' Stronghold Protocol: Alliance (client-simulated combat, official waves/bonds/items/strategies, 3D board, facing wheel, operator loadout, official emotes, deployment scripts).
927 lines
95 KiB
Markdown
927 lines
95 KiB
Markdown
# 01 · Core Rules: loop, economy, shop, rounds, modes, strategies (bands)
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Scope: 卫戍协议:盟约. The season data is `act2autochess` (盟约 下半, CN start 2026‑03‑14). The data key `act1autochess` is 盟约 上半, kept here for reference only.
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Machine-readable companion: `01-core-data.json`. It holds every table below plus the raw data. That includes the per-mode round schedule, shop tables, all 40 bands with buff blackboards, choice effects, tips, broadcasts, bosses and reward factors.
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Confidence tags used throughout:
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- **[DATA]**: read directly from the client game data (`activity_table.json` and the level JSON files).
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- **[WIKI]**: taken from official help text as quoted by PRTS or BWIKI, or from the official patch notes.
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- **[COMM]**: community-measured (NGA, Bahamut, bilibili, note.com).
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- **[INFER]**: derived from the data by arithmetic.
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- **[ASSUMED]**: not documented anywhere I could find. These are proposed values that we can tune.
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---
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## 0. TL;DR constants for the server
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| Constant | Value | Tag |
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|---|---|---|
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| Funds per round | R1=4, R2=5, R3=6, then +1/round, capped at **10** | R1–R3 [INFER from band_lmlee: R1+R2+R3 = 15]; growth and cap [ASSUMED] |
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| Standard (FUNNY) mode | +2 funds/round on top of the above | [ASSUMED] ("初始资源更加丰富") |
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| Leftover funds | Lost when the prep phase ends. Only band 坎诺特 keeps them. | [WIKI] |
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| Refresh | 1 fund (`shopRefreshPrice`=1) | [DATA][WIKI] |
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| Sell any operator (normal or elite) | +1 fund (`chessSoldPrice`=1) | [DATA][WIKI] |
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| Buy operator, by tier I..VI | 2 / 3 / 3 / 3 / 4 / 4 | [DATA] |
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| Shop upgrade price (NORMAL/HARD/ABYSS, both solo and multi), level 1→2…5→6 | 5, 8, 11, 12, 13 | [DATA] |
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| Upgrade price change | −1 per round (floor 0). Resets to the next level's base after an upgrade. | [WIKI] |
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| Shop slots (operators + items) | 3+1 / 4+1 / 4+1 / 5+1 / 5+1 / 5+1 (NORMAL+). `storeCntMax`=6 | [DATA] |
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| Board cap / bench cap | 8 (`maxBattleChessCnt`) / 10 (`maxDeckChessCnt`) | [DATA] |
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| Max LP lost per normal round | 10 (`costPlayerHpLimit`) | [DATA][WIKI] |
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| Starting LP | the band's `totalHp` (20–45) | [DATA] |
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| Merge | 3 identical → elite (精锐). 风丸 needs only 2. Elites never merge further. | [DATA] |
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| Promotion reward | Free pick of 1 from 3 random operators of tier min(shopLevel+1, 6) | [COMM] |
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| Shared pool copies per operator, tier I..VI | 12 / 14 / 18 / 16 / 8 / 5. An elite occupies 3 copies. | [COMM] |
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| Rounds: multi FUNNY / other multi / solo FUNNY / other solo | 14 / 14 (+15 hidden) / 9 / 14 (+15 hidden) | [DATA] |
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| Players (同盟模拟) | up to 4, co-op PvE | [WIKI] |
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---
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## 1. Modes (`modeDataDict`) [DATA]
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`modeType`: LOCAL = tutorial, SINGLE = 独立模拟 (solo), MULTI = 同盟模拟 (co-op, up to 4 players; also called 联合模拟 in tips).
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| modeId | Name / code | Type | Difficulty | specialPhaseTime (s) | Active bonds | Unlock (`preposedMode`) | effectDescList |
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|---|---|---|---|---|---|---|---|
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| mode_training_1 | 入门协议 AC‑TR‑1 | LOCAL | TRAINING | 150 | all 23 | – | ·仅可使用预置的调配干员 ·无奖励 ·无法用于解锁策略 |
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| mode_single_funny | 标准模拟 AC‑1 | SINGLE | FUNNY | 150 | 13 (10 inactive) | training | ·可以快速完成作战 ·常规奖励 |
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| mode_single_normal | 险境模拟 AC‑2 | SINGLE | NORMAL | 150 | 23 | funny (solo or multi) | ·可使用盟约数增加 ·大幅增加奖励 |
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| mode_single_hard | 绝境模拟 AC‑3 | SINGLE | HARD | 150 | 23 | normal | ·作战环境困难 ·出现更加危险的敌人 |
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| mode_single_abyss | 终极模拟 AC‑4 | SINGLE | ABYSS | 150 | 23 | hard ×2 ("通关2次【绝境模拟】") | ·作战环境无比困难 ·出现极度危险的敌人 (startTime 2026‑03‑27) |
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| mode_multi_funny | 标准模拟 | MULTI | FUNNY | 16 | 13 | training | ·作战环境较为温和 ·常规奖励 |
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| mode_multi_normal | 险境模拟 | MULTI | NORMAL | 16 | 23 | funny | as solo |
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| mode_multi_hard | 绝境模拟 | MULTI | HARD | 16 | 23 | normal | as solo |
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| mode_multi_abyss | 终极模拟 | MULTI | ABYSS | 16 | 23 | hard ×2 | as solo |
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- **FUNNY inactive bonds:** lateranoShip, egirShip, kazimierzShip, skillfulShip, arcaneShip, miraShip, investShip, raidShip, soloShip, suntShip.
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- **FUNNY and NORMAL also disable 18 dangerous enemies** (`inactiveEnemyKey`, e.g. `enemy_1112_emppnt`, `enemy_1207_sfji`, `enemy_1072_dlancer`…). HARD and ABYSS have none disabled.
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- **Mode description (PRTS 下半):** 标准模拟 = "轻松的协议模式,作战环境较为温和,**初始资源更加丰富**,升级条件更加宽松。无法使用全部盟约。可获得卫戍认证并解锁策略。"
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Enemy HP and ATK multipliers by mode [WIKI, PRTS 下半]:
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| | FUNNY | NORMAL | HARD | ABYSS |
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|---|---|---|---|---|
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| 独立 (solo) | ×0.7 | ×0.7 | ×0.8 | ×1.0 |
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| 同盟 (multi) | ×0.8 | ×0.8 | ×1.0 | ×1.0 |
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Solo is shorter and uses lower enemy numbers. Solo has no time limit on prep or choice phases in 下半. You may leave and return within 24 h (`singleReconnectTime`=86400). Trophies (奖杯) are **only** awarded in multi [WIKI + tip].
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Reward currency: 卫戍认证 (`act2autochess_token_chess`).
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- **Formula:** `baseRewardDataList[roundsCleared].count × difficultyFactor × modeFactor` [INFER; verified against the 250/400/425 per full clear reported on note.com].
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- **baseRewardDataList (round → count):** 10, 20, … 100 (R10), 120, 140, 160, 200 (R14).
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- **difficultyFactor:** FUNNY 1.0, NORMAL 1.6, HARD 1.7, ABYSS 1.7.
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- **modeFactor:** 1.25 for both SINGLE and MULTI.
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- **Daily bonus:** earn 200 → +300 ("每日防卫目标", resets 04:00).
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### Training (入门协议)
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- **Format:** 4 rounds on stage `act1autochess_m01`.
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- **Players:** band 歌利亚 (`band_sarkazb`, 45 LP) plus 3 NPC teammates (`trainingNpcList`: 华法琳/阿米娅/杜遥夜 bands). Preset operators only.
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- **Boss:** `boss_7` (“萨米的意志”) in R4. R3 has a choice event (`equip_free_1_tr`).
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- **Enemy types:** FLY, TIMES, ELEMENT.
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- **Bonds:** `trBondIds` = 14 bonds, of which 5 are banned (`trBannedBondIds`: kjerag, stead, indom, swift, visi).
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- **Shop:** L1–L6 upgrade 4/4/6/9/12/99. 3 operator slots at every level; the item slot appears only at L5+.
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- **Prep time:** 999 s.
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---
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## 2. Match lobby → start (`enterStepList`) [DATA]
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| Step | Time (s) | Hint at (s) | Title |
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|---|---|---|---|
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| INFO_CHECK | 25 | 5 | 确认本局信息 |
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| BAND_CHECK | 50 | 15 | 选择策略 |
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| BATTLE_CHECK | 3 | 0 | 协议启动 |
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**INFO_CHECK** shows the match configuration. The screen shows:
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- the stage map (`stageDatasDict`, weight 50 each): FUNNY = act1 m01 only; NORMAL = act1 m01–m04 + act2 m01–m04; HARD/ABYSS = act1 m02–m04 + act2 m01–m04. act1 m05–m07 have weight 0 (unused);
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- the R14 boss (weighted: boss_1 胄 6, boss_2 铳 6, boss_3 管 6, boss_4 昆图斯 5, boss_5 卢西恩 10, boss_6 阿利斯泰尔 5, boss_7 萨米的意志 5);
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- the special-enemy types (3 of FLY/TIMES/ELEMENT/DOT/INVISIBLE/REFLECTION, `specialEnemyNum`=3);
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- the **banned bonds ("B位")**. Bonds with `weight`=10 are bannable. 投资人, 调和, 协防, 绝技 have weight 0 and are never banned.
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- Number banned per match: [ASSUMED] 1 core + 1 add-on. The exact count was not found.
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- Tip: "归属于特定盟约的干员只有部分会出现在调度中心内". Proposal: an operator is removed from the pool only if *all* its bonds are inactive or banned [ASSUMED].
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**BAND_CHECK:** each player picks one strategy ("策略/分队" = band) from the unlocked bands.
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- Tip: "联合模拟在选择策略时可以进行一次跳过". [ASSUMED] Each player is offered 3 random unlocked bands and may reroll once.
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- Bands are not exclusive between teammates [ASSUMED].
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- Clearing 3 times with a band (`victorCount`=3) grants a corner badge (角标).
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**Before the match (out-of-match loadout):**
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- Players fill 2 DIY slots at tier V and 2 at tier VI (`chess_char_5_diy1/2`, `chess_char_6_diy1/2`) with their own operators. Community: "自己五阶放一个白铁".
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- They can borrow up to **20 support operators** (`borrowCount`=20; "助战8变20人"). These cover NORMAL-type chess they don't own. Otherwise the chess falls back to `backupCharId`.
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---
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## 3. Round schedule [DATA]
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Columns: `turnInfoDataDict` (prep time, boss flags), `battleDataDict` (level, SP flag) and each level's `options.maxPlayTime` (combat time limit).
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Definitions:
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- `normalPhaseTime` = **prep (休整期) time limit in seconds**. Solo = 300. PRTS 上半: "各轮次均有300秒的决策时间"; in 下半 solo prep became unlimited.
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- `isSpPrepare` = this round's prep is preceded by a **机变阶段** (choice event). Community counts it as "decision after round N−1".
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- `specialPhaseTime` = the choice-phase timer: multi 16 s per picker (first picker 30 s, ~70 s total); solo 150 s, unlimited in 下半.
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- Combat (`maxPlayTime`) is the round level's time limit. Enemies still alive at the limit count as leaked [ASSUMED; community "超时" complaints agree].
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- All round levels have DP `initialCost`=10, +1 DP/s, max 99, 8 deploy slots.
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### Multi (同盟) — NORMAL / HARD / ABYSS (FUNNY = same but ends at R14 and SP rounds differ)
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| R | Prep s | Combat s | Level | SP before prep (FUNNY / NORMAL / HARD+ABYSS) | Notes |
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| 1 | 65 | 45 | act1_01 | – | first 3 rounds: enemies only use the lower red gate [COMM] |
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| 2 | 65 | 45 | act1_02 | – | |
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| 3 | 65 | 55 | act1_03 | ✔ / ✔ / ✔ | decision after R2 |
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| 4 | 95 | 55 | act1_04 | | upper route enemies from R4 [COMM] |
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| 5 | 95 | 55 | act1_05 | | |
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| 6 | 100 | 70 | act1_06 | – / ✔ / – | decision after R5 (NORMAL) |
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| 7 | 105 | 85 | act1_07 | | |
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| 8 | 105 | 85 | act1_h01 | | |
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| 9 | 125 | 95 | act1_h02 | ✔ / ✔ / ✔ | decision after R8 |
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| 10 | 125 | 95 | act1_h03 | | |
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| 11 | 125 | 115 | act1_h04 | – / – / ✔ | decision after R10 (HARD+) |
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| 12 | 125 | 115 | act1_h05 | | |
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| 13 | 150 | 115 | act1_h06 | | |
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| 14 | 195 | boss (120 s level; −1 LP/s after `bossTurnHpReduceTime`=150 s) | h07_0X (boss_1..7) | | **最终攻势** (Final Assault). Last round for FUNNY. |
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| 15 | 195 (NORMAL) / 215 (HARD, ABYSS) | boss | h08_0X (boss_8..10) | | **隐秘核心** (Hidden Core); only if its conditions are met (§10) |
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### Solo (独立)
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| Mode | Rounds | SP rounds (`isSpPrepare`) | Prep | Notes |
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|---|---|---|---|---|
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| single_funny | **9** | none | 300 | R9 = boss (uses `_S` boss levels). No decisions. |
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| single_normal | 14 (+15) | 6, 9 (decisions after R5 = 道具补给, R8 = 战术决策) | 300 | |
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| single_hard | 14 (+15) | 3, 9, 11 | 300 | |
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| single_abyss | 14 (+15) | 3, 9, 11 | 300 | |
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Solo boss levels are the `…_S` variants (`level_act1autochess_h07_0X_S`).
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Bosses (`bossInfoDict`, HP pool by difficulty FUNNY / NORMAL / HARD / ABYSS) [DATA]:
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| bossId | Enemy | Pick weight | HP F / N / H / A | Hidden |
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|---|---|---|---|---|
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| boss_1 | 假想敌:胄 | 6 | 247 500 / 675 000 / 1 800 000 / 3 600 000 | |
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| boss_2 | 假想敌:铳 | 6 | 225 000 / 400 000 / 800 000 / 3 000 000 | |
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| boss_3 | 假想敌:管 | 6 | 285 000 / 708 750 / 2 000 000 / 4 000 000 | |
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| boss_4 | 盐风主教昆图斯 | 5 | 307 500 / 708 750 / 2 100 000 / 4 200 000 | |
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| boss_5 | 卢西恩,“猩红血钻” (new in act2) | 10 | 200 000 / 390 000 / 780 000 / 3 000 000 | |
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| boss_6 | 阿利斯泰尔,帝国余晖 | 5 | 285 000 / 705 000 / 1 990 000 / 3 980 000 | |
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| boss_7 | “萨米的意志” | 5 | 277 500 / 787 500 / 2 000 000 / 4 000 000 | |
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| boss_8 | 假想敌:胄 (hidden) | 50 | 750 000 / 937 500 / 3 600 000 / 7 200 000 | ✔ |
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| boss_9 | 假想敌:铳 (hidden) | 40 | 675 000 / 900 000 / 2 800 000 / 3 950 000 | ✔ |
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| boss_10 | 假想敌:管 (hidden) | 40 | 825 000 / 1 012 500 / 3 800 000 / 7 600 000 | ✔ |
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Boss HP scaling:
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- The boss HP is one shared pool for the whole team.
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- It shrinks when teammates are eliminated or leave [COMM: "联机队友变少,最后boss血条也会变少"].
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- Proposal: `hp = bloodPoint × alivePlayers / 4` [ASSUMED]. Solo uses `bloodPoint × 0.25` [ASSUMED].
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---
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## 4. Phase flow of one round
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```
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[round start] ──► (机变阶段 if isSpPrepare) ──► 休整期 (prep) ──► 各自行动阶段 (own combat) ──► 联防 (unite, multi only, if needed) ──► 结算 (settlement) ──► next round
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```
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### 4.1 Round start ("进入休整期时") — proposed server order [WIKI + ASSUMED order]
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1. `round += 1`. If round > 1: `upgradePrice = max(0, upgradePrice − 1)` [WIKI: "升级调度中心所需的资金每回合-1直至0,升级后重置"].
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2. `funds = income(round)` + pending coins earned since the last prep (bounties, 暴行-type "下回合加钱", band 玛恩纳, etc.).
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- Funds do **not** carry over [WIKI: "没有用完的资金无法留到下一回合"].
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- Exception, band 坎诺特 (`coin_carry_over {capital:5, interest:1, max:1}`): keep leftovers, +1 if leftover ≥ 5.
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3. Destroy everything in the 临时整备区 (temporary overflow bench) [tip: "处于临时整备区的调度资源,在进入下一回合后会自动销毁"].
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4. If `isSpPrepare`: run the 机变阶段 choice (§12) before the shop opens.
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5. Free automatic shop refresh of all **non-frozen** slots [ASSUMED, auto-chess convention]. Promotion-reward slots from last round are gone.
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6. Fire "<进入休整期时>" effects: bands (e.g. 小贾斯汀 R1/4/7/10, 杰西卡 R4/7/10/13, 松桐 on even rounds…), operator traits (garrison), equipment.
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7. Start the prep timer (`normalPhaseTime`; solo unlimited in 下半).
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### 4.2 Prep (休整期): what a player can do [WIKI/tips/COMM]
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- **Buy** an operator (tier price) or an item from the shop. Bought units go to the bench (待部署区/整备区, max 10). If the bench is full, they go to the temp area and are destroyed at the next round.
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- **Sell** any operator or item for **1 fund** by dragging it to the shop area. Tip: "拖拽干员至整备区可以直接撤退干员" = drag a board unit to the bench to un-deploy it.
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- **Refresh** the shop: 1 fund. Several effects make refreshes free: 奇迹 bond proc, the "补给" choice.
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- **Freeze** shop slots. Tip: "调度中心即使冻结,依然可以主动刷新". [ASSUMED] Freezing is per slot and free. Frozen slots survive refreshes and the next round start; toggle to unfreeze.
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- **Upgrade** the 调度中心 (shop level 1→6) at the current price. Broadcast: "{0}博士将调度中心等级提升为{1}级".
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- **Arrange** the board: max 8 deployed operators. Grid position matters for traits (前方/周围4格/8格, 同一行, 最右边…).
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- **Equip** items to operators on the board or the bench (下半 allows the bench). Use 法术 (MAGIC) items on map tiles.
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- **Look** at teammates' boards and at the enemies for this round (right-top magnifier: route / enemy preview).
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- **Emotes** (multi). **Ready** (准备): cancellable until all players are ready. Once everyone is ready, combat starts ("全体参与者就绪之前可随时取消准备").
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- At prep end: fire "<休整期结束时>" effects (e.g. 助力 +2 layers to all active bonds), then funds are cleared.
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### 4.3 Combat (各自行动阶段)
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Each player fights their own copy of the round level independently. There is no PvP.
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- **Deployment:** automatic, paying DP (start 10, +1/s). **Redeploy also costs DP** [COMM].
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- **Deploy order:**
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- 上半: left→right, bottom→top.
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- 下半: top→bottom, then left→right. The last-placed unit has the highest taunt.
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- **Skills:** fire automatically. Units with summons deploy the summon on first deployment regardless of SP [COMM].
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- **Perfect clear (完美作战):** every enemy killed before the time limit, none reached the objective.
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- **Bond stacking:**
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- "<战斗中>" triggers work only here, never in 联防 or boss rounds [COMM].
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- Layers persist all match. Tip: "叠加的盟约会在单次模拟中始终保留,但只有在盟约被激活时才会发挥作用".
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- Only active bonds gain layers in most cases.
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### 4.4 联防 (Unite / joint defense), multi only [WIKI]
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- **Trigger:** some but not all players failed to clear perfectly.
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- **Setup:** 1–2 players who *did* clear perfectly field their board as-is. They face the **union of all enemies the other players leaked**, using the escaped-battle template `level_act1autochess_escaped_multi` (char limit 20).
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- **Rules:**
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- Bond stacking is disabled ("该阶段不能叠加层数").
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- Bounty kills here pay the killer.
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- Only perfect-clear teammates can defend (tip).
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- Community: in 下半 the result shown is the *defended* player's view.
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- **LP loss:** enemies that also survive 联防 cost their original owner LP (cap 10 per round).
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- **No perfect player:** leaks cost LP directly.
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- **Partner choice:** [ASSUMED] the defenders are the 2 perfect players with the fewest leaks this round, tie broken by seat index. The official selection rule is unknown.
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### 4.5 Settlement
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- Each player loses `min(10, number of their enemies not killed)` LP [WIKI: "每回合最多-10血 (就算大漏50个也-10)"]. `enemy.lifePointReduce` is 1 for almost all regular enemies. Use 1 per enemy (see 05-enemies-levels.md).
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- **Bounty coins:**
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- Kill-type bounty: whoever kills the enemy (owner or 联防 helper) gets the coins.
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- "战术特训" type: coins if the chooser cleared perfectly in their own phase.
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- Coins are credited to the next prep.
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- **Elimination:** LP ≤ 0 → the player is out.
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- Multi: their operators return to the shared pool immediately [COMM]. Boss HP drops.
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- Community calls ≤10 LP "斩杀线" (one bad round kills you).
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- Score/rewards use rounds cleared (`roundScoreDataList`, `baseRewardDataList`).
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---
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## 5. Economy
|
||
|
||
### 5.1 Income per round
|
||
- **Official text:** "每回合开始时,将会进入休整期并且提供一定量的资金…没有用完的资金无法留到下一回合。" The amounts are not published.
|
||
- **Evidence:**
|
||
- Band 老鲤 `give_coin_in_round`: R1 = 0, R2 = 0, **R3 = 15**. It reads "第1、2回合的资金暂存至第3回合发放", so **R1+R2+R3 = 15**.
|
||
- Linear +1/round then gives **4, 5, 6**. Start 3 gives 12 and start 5 gives 18, so only 4 fits.
|
||
- NGA: "2回合升本…亏一块". The R2 upgrade costs 4, and 5 − 4 = 1 is left over, which only fits R2 = 5.
|
||
- NGA: "3回合都做不到连买三张". With 6 funds at shop L2, three purchases are impossible.
|
||
- **Proposal:** `income(r) = min(3 + r, 10)` → 4,5,6,7,8,9,10,10,10…
|
||
- Cap 10 [ASSUMED]. The 2024 season capped at 10–12, and cap 12 is a fine alternative.
|
||
- FUNNY: +2 per round [ASSUMED].
|
||
- **Other income sources [DATA]:**
|
||
- Bounties (1–6 coins).
|
||
- Choice "财富" (+1 to every teammate).
|
||
- Bonds: 远见 "<每叠加10层>获得一次2资金"; 奇迹 "<每叠加100层>获得20资金" and chance of a free next refresh.
|
||
- Items: 骑士储蓄罐 (1–6), 炎 VI items (+2 per acquisition, max 3/round).
|
||
- Operator traits: 红豆 0-cost, 暴行 "下回合加钱"…
|
||
- Bands: 玛恩纳 (+1 per Kazimierz bought, max 3), 坎诺特 interest, 鸭爵 (+1 per duck-type enemy killed).
|
||
|
||
### 5.2 Spending [DATA unless noted]
|
||
|
||
| Action | Cost |
|
||
|---|---|
|
||
| Buy operator (`shopCharChessInfoData`) | tier I **2**, II **3**, III **3**, IV **3**, V **4**, VI **4**. The same price is charged if the shop offers an elite copy (e.g. "升华" choice). |
|
||
| Buy item (`trapChessDataDict.purchasePrice`) | 1–5 by item (tier I items 1, most tier II–IV 2, tier VI 3–4, advanced/金 items 5). See 04-items.md. |
|
||
| Refresh | 1 (`shopRefreshPrice`) |
|
||
| Sell (operator of any tier, normal *or* elite) | refund **1** (`chessSoldPrice`=1 for all rows). Community special case: selling 煌 gives 1 fund + transforms. |
|
||
| Upgrade shop level N→N+1 | `initialUpgradePrice[N]` − rounds elapsed since reaching N (floor 0) |
|
||
|
||
Shop upgrade base prices (`shopLevelDataDict`, price shown at level N = cost to go N→N+1) [DATA]:
|
||
|
||
| Mode | L1→2 | L2→3 | L3→4 | L4→5 | L5→6 | Operator slots at L1..L6 | Item slots |
|
||
|---|---|---|---|---|---|---|---|
|
||
| NORMAL / HARD / ABYSS (solo & multi) | 5 | 8 | 11 | 12 | 13 | 3,4,4,5,5,5 | 1 at every level |
|
||
| multi_funny | 5 | 8 | 10 | 11 | 11 | 3,4,4,4,4,5 | 1 |
|
||
| single_funny | 1 | 1 | 5 | 8 | 10 | 3,4,4,4,4,5 | 1 |
|
||
| training | 4 | 4 | 6 | 9 | 12 | 3 ×6 | 0 (L1–4), 1 (L5–6) |
|
||
|
||
Level 6 has price 99 (no further upgrade). Level tag colours: #434343, #626654, #445760, #615B74, #6C5E41, #5d341e.
|
||
|
||
The 20-fund 绮良 / 55-fund 帕格尼尼 band thresholds count **funds spent** (buy, refresh and upgrade) [ASSUMED: all spending].
|
||
|
||
---
|
||
|
||
## 6. Shop (调度中心)
|
||
|
||
- **Slots:** `charChessCount` operator slots + `itemCount` item slots, total ≤ `storeCntMax` = 6.
|
||
- **Tier availability:** shop level L offers operators of tier ≤ L [WIKI/COMM: "商店等级决定会卖的干员最高阶级"]. Items also ≤ L [ASSUMED].
|
||
- **Chess counts per tier (`charShopChessDatas`, 133 chess):**
|
||
|
||
| Tier | Visible (PRESET / NORMAL / DIY slots) | Hidden (not in shop; only granted by effects) |
|
||
|---|---|---|
|
||
| I | 16 PRESET | 4 (incl. Pith's special 盟约·辅助干员) |
|
||
| II | 17 PRESET | 2 |
|
||
| III | 13 PRESET + 6 NORMAL | 2 |
|
||
| IV | 9 PRESET + 13 NORMAL | 4 |
|
||
| V | 2 PRESET + 17 NORMAL + 2 DIY | 3 PRESET + 1 NORMAL (百炼嘉维尔) |
|
||
| VI | 2 PRESET + 17 NORMAL + 2 DIY | 1 (妮芙) |
|
||
|
||
Chess types:
|
||
- PRESET = fixed system operator.
|
||
- NORMAL = uses the player's own operator (or a borrowed support). If neither is available it uses `backupCharId` (预备干员).
|
||
- DIY = a player-chosen own operator in a tier V/VI slot.
|
||
- **Shared pool (multi) [COMM, bilibili BV1JWy3BkEpt + note.com]:**
|
||
- Each operator has a fixed number of copies shared by all 4 players: **I 12, II 14, III 18, IV 16, V 8, VI 5** (缪尔赛思 4).
|
||
- An elite occupies 3 copies. Copies in a shop display do **not** occupy the pool.
|
||
- All owned copies (board + bench, however obtained) do.
|
||
- If owned copies ≥ cap, that operator can no longer roll.
|
||
- Eliminated or quitting players' copies return immediately.
|
||
- DIY slots: [ASSUMED] private per player, with the same copy caps as their tier.
|
||
- **Roll odds [ASSUMED; the official odds are unpublished]:**
|
||
- Each empty operator slot draws one copy uniformly at random from **all remaining pool copies** of non-hidden chess with tier ≤ shop level (Hearthstone-Battlegrounds model).
|
||
- This matches community observations: "一本卡池最小所以好凑三连", "三本大大稀释浓度", "卡池变大了三连概率低".
|
||
- Resulting share of tiers at L6 ≈ I 14%, II 17%, III 25%, IV 26%, V 11%, VI 7%.
|
||
- Optional: never show the same operator twice in one roll, except via 梓兰's special refresh.
|
||
- **Special refreshes:** band effects replace the normal roll.
|
||
- 杜遥夜: first 2 active refreshes each round guarantee 1 Yan.
|
||
- 梓兰: every refresh contains 2 copies of one operator and freezes one.
|
||
- 佩佩: after upgrading to L2/4/6, one Sargon-priority refresh.
|
||
- 寻呼模块 / 信标: special 3- or 2-choice refresh.
|
||
- **Promotion reward slot:** see §7. Tip: "晋级的特殊奖励无法被刷新、冻结,也不会保留至下一回合".
|
||
|
||
---
|
||
|
||
## 7. Merging (精锐 / elite promotion) [DATA + WIKI]
|
||
|
||
- **Merge rule:** 3 copies with the same `chessId` merge automatically into `upgradeChessId`, the `_b` elite. Copies on the board or bench all count.
|
||
- WIKI: "三位同名干员(无论是否部署)会自动合并且晋级为精锐干员".
|
||
- `upgradeNum`=3 for 132 chess; **风丸 `chess_char_2_11_a` needs 2**.
|
||
- Elites have `upgradeNum`=0: **no further merging**.
|
||
- **Equipment:** anything the merged units carried returns to the bench. Tip: "干员晋级后已配发装备会回收至整备区".
|
||
- **Bond traits** of "<获得时>" type: a triple stacks 1+1+2 (the elite value is double) [COMM].
|
||
- **Stats (`shopCharChessInfoData`):**
|
||
|
||
| Tier | Normal copy | Elite copy |
|
||
|---|---|---|
|
||
| I | E1 Lv55, skill 4 | E2 Lv50, skill 7, module lv1 |
|
||
| II | E1 Lv60 | E2 Lv55 |
|
||
| III–V | E2 Lv1, skill 4 | E2 Lv60, skill 7, module lv1 |
|
||
| VI | E2 Lv1, skill 4 | E2 Lv60, skill 7, module lv3 |
|
||
|
||
Trust 0. Owned-operator training adds `cultivateEffectList`: E1 +5% ATK/DEF; E2 +10% ATK, +5% DEF/HP; E2 Lv60 +10% all.
|
||
- **Promotion reward [COMM]:** after a merge the player gets a special shop offer. They pick **1 of 3 random operators of tier min(shopLevel+1, 6)**, free.
|
||
- Sources: "碰出來可以選一個階級+1的幹員"; "资金0でランダムに選ばれた3体の中から1体"; NGA "卡一本…三连给的二本".
|
||
- Reward pools are named `pool_chess_shop_{N}_reward` in the data (老鲤 draws from `pool_chess_shop_2_reward` / `_4_reward`).
|
||
- It cannot be refreshed or frozen and expires at round end.
|
||
- **Broadcast:** "{0}博士的{1}干员晋升为精锐".
|
||
|
||
---
|
||
|
||
## 8. Board, bench and bonds (limits only; details in 02-bonds.md)
|
||
- **Board:** 8 deployed operators (`maxBattleChessCnt`, level `characterLimit`=8).
|
||
- **Bench:** 10 (`maxDeckChessCnt`), plus a temporary overflow area that is wiped each round.
|
||
- **Board and bench swaps:** in 下半 operators on the bench and the board can be swapped even with a full bench.
|
||
- **Bond activation:** most bonds count only board operators (`activeCondition` BOARD).
|
||
- 远见 / 奇迹 / 投资人 are BOARD_AND_DECK: bench units count too. Tip: "一些特殊的盟约不需要部署干员也能激活生效".
|
||
- `fallbackBondId`=emptyShip (协防干员): the bond for operators with no faction bond.
|
||
|
||
---
|
||
|
||
## 9. Life points (目标生命值)
|
||
- **Start:** the band's `totalHp`: 20 (铃兰) … 45 (歌利亚). See §11.
|
||
- **Normal rounds:** lose 1 per enemy not killed (leaked or alive at timeout, after 联防), **max 10 per round** (`costPlayerHpLimit`=10) [DATA+WIKI].
|
||
- **Loss:** LP ≤ 0 → eliminated.
|
||
- Multi: the team wins if anyone survives to kill the R14 boss [ASSUMED: the team result is shared, and the clear counts for everyone still in].
|
||
- Quitting counts as elimination.
|
||
- **Final assault (R14/R15):**
|
||
- All remaining LP of all players merge into one pool; there is no 10 cap.
|
||
- After the boss round has run `bossTurnHpReduceTime` = 150 s, the team loses 1 LP per second.
|
||
- If regular wave enemies reach the goal and bring LP to 0, the team fails immediately [WIKI].
|
||
|
||
## 10. Final Assault and Hidden Core [WIKI, PRTS 下半]
|
||
- **最终攻势 (R14):**
|
||
- Players are paired. Each pair shares one boss battlefield: one plays the left half and one the right half ("两名参与者会处于同一个战场,但无法查看另一组队友的战场情况").
|
||
- For the right-side player the board is mirrored ("你的最左边是你的最右边").
|
||
- Everyone damages one shared boss HP bar ("所有人将一起对敌方领袖造成伤害"). Some bosses appear on both sides and share HP.
|
||
- Broadcasts at 20/50/80% damage share per player: "{0}博士对敌方领袖造成的伤害超过20%!".
|
||
- **隐秘核心 (R15, NORMAL+ only):**
|
||
- Entry condition after passing R14:
|
||
- solo: activated bond layers total **> 350** and LP > 1;
|
||
- multi: sum over all players **> 1200** and LP sum > 1.
|
||
- (盟约 上半 values were 300 / 1000.)
|
||
- The boss is weighted among 胄/铳/管 hidden versions (50/40/40).
|
||
- Failing it does not affect the clear or the reward. Success shows a special banner and awards more trophies.
|
||
|
||
---
|
||
|
||
## 11. Strategies / bands (`bandDataListDict`, 40 entries) [DATA]
|
||
|
||
A band is the player's commander/"分队" chosen at BAND_CHECK. It sets **starting LP** (`totalHp`) and grants one permanent rule-changing effect (`effectType` BAND_INITIAL). Common fields: `victorCount`=3 (3 clears → badge) and `bandRewardModulus`=1.0.
|
||
|
||
`band_zumama` (森蚺, 上半 only) is defined in `autoChessData.bandDataDict` but absent from act2.
|
||
|
||
Modes column: L=LOCAL(training), S=SINGLE, M=MULTI. Raw rich-text is kept in the JSON as `descRaw`.
|
||
|
||
| # | bandId | Name | LP | Modes | Effect (plain text) | Key buff params | Unlock |
|
||
|---|---|---|---|---|---|---|---|
|
||
| 1 | `band_bldsk` | 华法琳 | 28 | L,S,M | 【重点监护】开始作战时,使场上每个不同等阶的1个随机我方干员的所属盟约层数+2 | `prep_finish_char_bond_add_layer` {"layer": 2.0} | - |
|
||
| 2 | `band_amiya` | 阿米娅 | 25 | L,S,M | 【众志合一】场上存在3、4或5种以上激活盟约时,所有干员攻击力、生命值分别+20/30/40% | `env_gbuff_new_with_verify` {"key": "act1autochess_band2_buff", "atk_1": 0.2, "atk_2": 0.3, "atk_3": 0.4, "max_hp_1": 0.2, "max_hp_2": 0.3, "max_hp_3": 0.4, "value_1": 3.0, "value_2": 4.0, "value_3": 5.0} | - |
|
||
| 3 | `band_duyaoy` | 杜遥夜 | 29 | L,S,M | 【广交豪杰】每回合前2次主动刷新为特殊刷新:优先刷新出1名<炎>干员 / 在<炎>部分干员缺席时体验可能不完整 | `band_first_self_refresh_present_char` {"bond": "yanShip", "count": 1.0} | - |
|
||
| 4 | `band_sarkazb` | 歌利亚 | 45 | L,S,M | 【坚不可摧】初始目标生命值为45点 | | - |
|
||
| 5 | `band_orchid` | 梓兰 | 30 | S,M | 【猎头顾问】每次主动刷新均变为特殊刷新:必定刷新2名同名干员,并冻结其中一名;第10回合获得1个<寻呼模块> / <寻呼模块>:装备时销毁,立即在调度中心中刷新三名与该干员盟约相同的干员,免费获得其中一名!(不超过当前调度中心等级) | `band_shop_refresh_copy_max_lv_char` {"count": 1.0}; `preparation_start_gain_chess_from_round` {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"} | 在【标准模拟】中通过第9回合后解锁 |
|
||
| 6 | `band_justin` | 小贾斯汀 | 23 | S,M | 【私募基金】在第1、4、7、10回合进入休整期时获得1个<骑士储蓄罐> / <骑士储蓄罐>:装备时随机获得1~6资金并销毁 | `preparation_start_gain_chess_from_round` {"round": 1.0, "count": 1.0, "type": "equip", "chess": "chess_item_3_12_e_a"}; `preparation_start_gain_chess_from_round` {"round": 4.0, "count": 1.0, "type": "equip", "chess": "chess_item_3_12_e_a"}; `preparation_start_gain_chess_from_round` {"round": 7.0, "count": 1.0, "type": "equip", "chess": "chess_item_3_12_e_a"}; `preparation_start_gain_chess_from_round` {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_3_12_e_a"} | 通关【标准模拟】后解锁 |
|
||
| 7 | `band_ermengard` | 埃芒加德 | 27 | S,M | 【命结之秘】战斗中前3个被击倒的干员立刻复活! | `env_gbuff_new_with_verify` {"key": "act1autochess_band28_buff", "max_respawn_cnt": 3.0} | 在【险境模拟】中通过第9回合后解锁 |
|
||
| 8 | `band_lmlee` | 老鲤 | 27 | S,M | 【得闲饮茶】第1、2回合的资金暂存至第3回合发放;第3回合进入休整期时,获得2、4阶随机干员各1名 | `give_coin_in_round` {"round": 1.0, "coin": 0.0}; `give_coin_in_round` {"round": 2.0, "coin": 0.0}; `give_coin_in_round` {"round": 3.0, "coin": 15.0}; `prep_start_gain_chess_from_pool_in_round` {"round": 3.0, "type": "char", "pool": "pool_chess_shop_2_reward", "count": 1.0}; `prep_start_gain_chess_from_pool_in_round` {"round": 3.0, "type": "char", "pool": "pool_chess_shop_4_reward", "count": 1.0} | 通关任意模拟2次解锁 |
|
||
| 9 | `band_kirara` | 绮良 | 26 | S,M | 【通关奖励】每使用20资金,获得一名不高于当前调度中心等级的随机干员 | `band_coin_cost_gain_random_char_by_shop_level` {"coin_cnt": 20.0, "count": 1.0} | 在【险境模拟】中通过第13回合后解锁 |
|
||
| 10 | `band_pepe` | 佩佩 | 23 | S,M | 【博学多通】升级调度中心至2、4和6级后,获得1次特殊刷新:此次刷新出现的干员优先为<萨尔贡>干员 / 在<萨尔贡>部分干员缺席时体验可能不完整 | `up_shop_next_refresh_must_present_bond_char` {"bond": "sargonShip", "cnt": 0.0, "price": 0.0, "lvlist": "2,4,6"} | 通关时的结算阵容中,包含6名【萨尔贡】干员解锁 |
|
||
| 11 | `band_harold` | 哈洛德 | 23 | S,M | 【人才盲盒】从第4回合开始每2回合获得1名<维多利亚>干员 / 在<维多利亚>部分干员缺席时体验可能不完整 | `gain_bond_char_per_round` {"bond": "victoriaShip", "round": 4.0, "count": 1.0, "preround": 2.0} | 通关时的结算阵容中,包含6名【维多利亚】干员解锁 |
|
||
| 12 | `band_sciurus` | 休露丝 | 24 | S,M | 【雪域礼赠】每回合购买的首名<谢拉格>干员消耗资金为1 / 在<谢拉格>部分干员缺席时体验可能不完整 | `first_buy_in_round_char_price_change` {"bond": "kjeragShip", "price": 1.0} | 通关时的结算阵容中,包含6名【谢拉格】干员解锁 |
|
||
| 13 | `band_paganini` | 潘格尼尼 | 24 | S,M | 【定制铳械】累计花费55资金后,获得1名4阶及以上随机的精锐<拉特兰>干员 / 在<拉特兰>部分干员缺席时体验可能不完整 | `band_cost_coin_reach_cnt_gain_chess_from_pool` {"coin_cnt": 55.0, "count": 1.0, "type": "char", "pool": "pool_char_later"} | 多场模拟中【拉特兰】盟约累计200层解锁 |
|
||
| 14 | `band_clementia` | 克莱门莎 | 26 | S,M | 【崇高牺牲】<阿戈尔>干员被击倒时,提供等同于该干员等阶的<阿戈尔>盟约层数 / 在<阿戈尔>部分干员缺席时体验可能不完整 | `env_gbuff_new_with_verify` {"key": "act1autochess_band13_buff", "bond_type": "bond_by_id", "bond_id": "egirShip", "bond_add_type": "by_charlevel"} | 多场模拟中【阿戈尔】盟约累计200层解锁 |
|
||
| 15 | `band_emperor` | 大帝 | 26 | S,M | 【加急调派】我方干员每次部署后再部署时间减少50% | `env_gbuff_new_with_verify` {"key": "act1autochess_band16_buff", "respawn_time": -0.5, "value": 0.0} | 通关时本局内,累计获取过6名特种干员解锁 |
|
||
| 16 | `band_mberry` | 桑葚 | 28 | S,M | 【药枚实验】战斗开始时,使最右边的所有我方单位获得效果:每次攻击时有25%的概率获得1层护盾(最多1层) | `env_gbuff_new_with_verify` {"key": "act1autochess_band17_buff", "prob": 0.25} | 通关任意模拟4次解锁 |
|
||
| 17 | `band_humus` | 休谟斯 | 24 | L,S,M | 【回收利用】地面干员技能结束时使周围四格随机1名干员获得3点技力 | `env_gbuff_new_with_verify` {"key": "act1autochess_band18_buff", "sp": 3.0} | 通关任意模拟3次解锁 |
|
||
| 18 | `band_quintus` | 昆图斯 | 31 | S,M | 【不稳定要素】第3回合获得1件特殊装备<突变细胞> / <突变细胞>:战斗结束后使装备者变为高一阶的随机干员(最高6阶) | `preparation_start_gain_chess_from_round` {"round": 3.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_08_e_a"} | 通关任意模拟3次解锁 |
|
||
| 19 | `band_yu` | 余 | 27 | S,M | 【文火慢炖】第8回合开始时,若仅激活了1个盟约,使其增加36层;否则使所有已激活盟约增加12层 | `round_start_bond_check_gain_layer` {"round": 8.0, "factioncount": 1.0, "count1": 36.0, "count2": 12.0} | 在【标准模拟】中通过第9回合后解锁 |
|
||
| 20 | `band_doberm` | 杜宾 | 30 | S,M | 【加练!】每2个回合获得1个特殊法术<教鞭> / <教鞭>:使用后为下场战斗添加额外敌人,若自身战斗完美作战可获得资金 | `preparation_start_gain_chess_every_n_round` {"round": 2.0, "count": 1.0, "type": "trap", "chess": "chess_item_6_03_m"} | 通关任意模拟1次解锁 |
|
||
| 21 | `band_cathy` | 凯瑟琳 | 26 | S,M | 【定向投放】每次升级调度中心时,在调度中心刷新随机3件装备,可以选择并获得其中1件 | `up_shop_add_special_goods` {"count": 3.0, "choice": 1.0, "pool": "pool_equip_kathe"} | - |
|
||
| 22 | `band_malkie` | 马克维茨 | 28 | S,M | 【商业包装】初始获得1个<商业包装方案> / <商业包装方案>:每出售8名任意干员后,获得1名装备者的同盟约普通干员 | `preparation_start_gain_chess_from_round` {"round": 1.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_07_e_a"} | 通关任意模拟1次解锁 |
|
||
| 23 | `band_qalaisa` | 卡莱莎 | 26 | S,M | 【食腐之蝶】我方干员被击倒时,场上剩余我方单位攻击力+20%(最大200%,持续至该干员被击倒或战斗结束) | `env_gbuff_new_with_verify` {"key": "act1autochess_band15_buff", "atk": 0.2, "max_stack_cnt": 10.0} | 通关任意模拟1次解锁 |
|
||
| 24 | `band_chen` | 陈 | 22 | S,M | 【以己之长】所有干员造成的物理和法术伤害变为弱点伤害(根据敌人的防御力和法术抗性变更伤害类型) | `env_gbuff_new_with_verify` {"key": "act1autochess_band19_buff"} | - |
|
||
| 25 | `band_damaztic` | “变形者集群” | 29 | S,M | 【变形同构】每5回合获得1件特殊装备<变形同构体> / <变形同构体>:与特定装备一同装备时装备者将视为特定盟约成员 | `preparation_start_gain_chess_from_round` {"round": 5.0, "count": 1.0, "type": "equip", "chess": "chess_item_6_09_e_a"}; `preparation_start_gain_chess_from_round` {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_6_09_e_a"}; `preparation_start_gain_chess_from_round` {"round": 15.0, "count": 1.0, "type": "equip", "chess": "chess_item_6_09_e_a"} | 通关任意模拟1次解锁 |
|
||
| 26 | `band_pith` | Pith | 24 | S,M | 【优等生】第1回合获得1名可以造成神经、灼燃、凋亡损伤的特殊干员,其属于调和盟约:可以使部分盟约人数计数+1 | `preparation_start_gain_chess_from_round` {"round": 1.0, "count": 1.0, "type": "char", "chess": "chess_char_1_15_a"} | - |
|
||
| 27 | `band_dusk` | 夕 | 28 | S,M | 【墨色真颜】若你的场上存在同名干员,这些干员攻击力+30% / 【幻画为真】第1回合获得1个特殊法术<画卷> / <画卷>:使用后可以复制该法术范围内的1名干员(包括精锐状态和携带的装备) | `preparation_start_gain_chess_from_round` {"round": 1.0, "count": 1.0, "type": "trap", "chess": "chess_item_6_02_m"}; `env_gbuff_new_with_verify` {"key": "act2autochess_band12_buff", "atk": 0.3} | 通关任意模拟1次解锁 |
|
||
| 28 | `band_cannot` | 坎诺特 | 27 | S,M | 【利滚利】每回合剩余的资金可以继承,剩余至少5资金时,每回合额外获得1资金 | `coin_carry_over` {"capital": 5.0, "interest": 1.0, "max": 1.0} | - |
|
||
| 29 | `band_ducklord` | 鸭爵 | 29 | S,M | 【“神秘顾客”】从第5回合起,你和队友遭遇的部分敌人可能会替换为<鸭爵><高普尼克><流泪小子><圆仔>,击倒这些敌人者获得1资金奖励(包括联防阶段) | `round_start_all_player_change_enemy_2` {"min": 0.0, "max": 2.0, "enemylist": "enemy_2002_bearmi_2,enemy_2034_sythef_2,enemy_2085_skzjxd_2,enemy_2001_duckmi_2", "round": 5.0, "count": 1.0, "minweight": 0.6, "maxweight": 0.99} | 通关任意模拟1次解锁 |
|
||
| 30 | `band_lisa` | 铃兰 | 20 | S,M | 【御守之力】每个回合开始时,触发战场上一名干员的获得时效果一次(优先选择最靠右和最靠下) | `round_start_activate_char_chess_effect_in_board` {"event_type": "SERVER_GAIN", "count": 1.0} | - |
|
||
| 31 | `band_vodfox` | 巫恋 | 22 | S,M | 【替身娃娃】每回合首次出售初始干员时,改为与调度中心中随机一名干员交换 | `first_sell_char_chess_exchange_char_chess_in_shop` {"count": 1.0} | - |
|
||
| 32 | `band_ioleta` | 伊奥莱塔·罗素 | 29 | S,M | 【统御号令】战斗开始时,场上每有一个精锐干员,精锐干员的攻击力,生命值+10% | `env_gbuff_new_with_verify` {"key": "act2autochess_band3_buff", "atk_per_cnt": 0.1, "max_hp_per_cnt": 0.1} | - |
|
||
| 33 | `band_jesica` | 杰西卡 | 22 | S,M | 【集结指示】在第4、7、10、13回合进入休整期时获得1个<寻呼模块> / <寻呼模块>:装备时销毁,立即在调度中心中刷新三名与该干员盟约相同的干员,免费获得其中一名!(不超过当前调度中心等级) | `preparation_start_gain_chess_from_round` {"round": 4.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"}; `preparation_start_gain_chess_from_round` {"round": 7.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"}; `preparation_start_gain_chess_from_round` {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"}; `preparation_start_gain_chess_from_round` {"round": 13.0, "count": 1.0, "type": "equip", "chess": "chess_item_4_01_e_a"} | 通关任意模拟1次解锁 |
|
||
| 34 | `band_mlyss` | 缪尔赛思 | 28 | S,M | 【至纯凝结】在第1回合开始时获得一个进阶<博士投影> / 进阶<博士投影>:任意干员可装备,立即使该干员晋升为精锐干员 | `preparation_start_gain_chess_from_round` {"round": 1.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_06_e_b"} | 通关任意模拟1次解锁 |
|
||
| 35 | `band_makiri` | 松桐 | 24 | S,M | 【九流之缘】偶数回合的休整期开始时,随机获得调度中心的一名干员 | `round_start_gain_char_chess_in_shop_every_n_round` {"round": 2.0, "count": 1.0} | - |
|
||
| 36 | `band_fang` | 芬 | 24 | S,M | 【协力共进】第8、10、12、14回合时,获得1个<信标> / <信标>:装备后销毁携带干员,并在调度中心刷新两名同等阶干员免费获取其中一名;原干员在下回合传递给对应盟约人数最多的队友 | `preparation_start_gain_chess_from_round` {"round": 8.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_04_e_a"}; `preparation_start_gain_chess_from_round` {"round": 10.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_04_e_a"}; `preparation_start_gain_chess_from_round` {"round": 12.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_04_e_a"}; `preparation_start_gain_chess_from_round` {"round": 14.0, "count": 1.0, "type": "equip", "chess": "chess_item_5_04_e_a"} | 通关任意模拟3次解锁 |
|
||
| 37 | `band_mlynar` | 玛恩纳 | 24 | S,M | 【业务指标】每购买一名<卡西米尔>干员,下回合开始时资金+1(每回合至多3资金) / 在<卡西米尔>部分干员缺席时体验可能不完整 | `round_start_gain_coin_by_bond_char_chess_buy` {"bond": "kazimierzShip", "count": 1.0, "max_count": 3.0} | 通关时的结算阵容中,包含6名【卡西米尔】干员解锁 |
|
||
| 38 | `band_chiave` | 贾维 | 23 | S,M | 【团伙行动】主动刷新6次调度中心后获得一名不高于当前调度中心等级的<叙拉古>干员(每回合至多获得2名) / 在<叙拉古>部分干员缺席时体验可能不完整 | `refresh_shop_count_gain_coin_bond_char_chess` {"refresh_count": 6.0, "bond": "siracusaShip", "max_count": 2.0} | 通关时的结算阵容中,包含6名【叙拉古】干员解锁 |
|
||
| 39 | `band_narant` | 娜仁图亚 | 26 | S,M | 【见者有份】偶数回合进入休整期时,调度中心特殊刷新两件装备,免费获取其中一件;萨尔贡盟约<在场6名不同【萨尔贡】干员>效果替换为【萨尔贡】干员技能开启后,周围八格干员同时享受该干员携带的不高于V阶的装备效果,持续60秒 / 在<萨尔贡>部分干员缺席时体验可能不完整 | `preparation_start_add_special_goods_every_n_round` {"round": 2.0, "count": 1.0, "type": "equip", "pool": "pool_equip_narant", "refresh_cnt": 2.0, "choice_cnt": 1.0} | 通关时的结算阵容中,包含6名【萨尔贡】干员解锁 |
|
||
| 40 | `band_amedic` | Touch | 28 | S,M | 【外勤医疗】所有玩家场地上出现一名<预备干员-医疗>;战斗开始时,若场上至少有两名精锐干员,则替换为<Touch> | `auto_chess_change_map` {"common_condition": "condition_golden_chess_le", "cnt": 1.0, "char_605_cmedic#1": 1.0, "char_605_cmedic#2_multi_only": 1.0, "char_605_cmedic#3": 1.0, "char_605_cmedic#4_multi_only": 1.0, "char_613_acmedc#1": 0.0, "char_613_acmedc#2_multi_only": 0.0, "char_613_acmedc#3": 0.0, "char_613_acmedc#4_multi_only": 0.0}; `auto_chess_change_map` {"common_condition": "condition_golden_chess_ge", "cnt": 2.0, "char_613_acmedc#1": 1.0, "char_613_acmedc#2_multi_only": 1.0, "char_613_acmedc#3": 1.0, "char_613_acmedc#4_multi_only": 1.0, "char_605_cmedic#1": 0.0, "char_605_cmedic#2_multi_only": 0.0, "char_605_cmedic#3": 0.0, "char_605_cmedic#4_multi_only": 0.0} | 通关任意模拟3次解锁 |
|
||
|
||
Band notes for implementation:
|
||
- **Economy bands:**
|
||
- 坎诺特 (carry-over + interest). `constData.noMoneyTipsBand`=[band_cannot]: the "leftover funds will be lost" warning is not shown to this band.
|
||
- 老鲤: R1/R2 income 0, R3 15, plus 1 random tier II and 1 random tier IV at R3.
|
||
- 小贾斯汀 (piggy bank 1–6).
|
||
- 绮良: 1 random operator of tier ≤ shop level per 20 funds spent.
|
||
- 帕格尼尼: an elite Laterano of tier ≥ IV after 55 funds spent (`pool_char_later`).
|
||
- 玛恩纳: +1 next round per Kazimierz bought, max 3.
|
||
- 贾维: 6 active refreshes → 1 Siracusa operator, max 2/round.
|
||
- **Shop-manipulation bands:** 杜遥夜, 梓兰, 佩佩, 凯瑟琳 (on every shop upgrade, choose 1 of 3 items), 巫恋 (the first sale of a normal operator each round swaps it with a random shop operator), 娜仁图亚 (even rounds: 1 of 2 items free).
|
||
- **Free-unit bands:** 哈洛德 (a Victoria operator every 2 rounds from R4), 松桐 (even rounds: a random shop operator), Pith (R1 special 调和 operator `chess_char_1_15_a`), 缪尔赛思 (R1 advanced 博士投影 = instant elite), 昆图斯 (R3 突变细胞), 变形者集群 (变形同构体 at R5/10/15), 杰西卡 / 芬 (寻呼模块 / 信标 at fixed rounds), 杜宾 (教鞭 every 2 rounds: add enemies, earn coins on perfect).
|
||
- **Combat bands:** 阿米娅, 埃芒加德, 大帝, 桑葚, 休谟斯, 卡莱莎, 陈, 夕, 伊奥莱塔, Touch (swaps a map token 预备干员-医疗 → Touch if ≥2 elites), 余 (R8 bond burst), 华法琳, 克莱门莎, 铃兰 (at each round start re-trigger 1 operator's "获得时" effect).
|
||
- **Multi-only effects:**
|
||
- 鸭爵 affects teammates too. From R5, 0–2 enemies per round are replaced by 鸭爵/高普尼克/流泪小子/圆仔, each worth 1 coin to the killer.
|
||
- 芬's 信标 passes the operator to a teammate.
|
||
|
||
---
|
||
|
||
## 12. 机变阶段: choice events (`effectChoiceInfoDict`, 109 entries incl. `_s` solo variants) [DATA + WIKI]
|
||
|
||
| choiceType | effectType | Name | Ids | What it does |
|
||
|---|---|---|---|---|
|
||
| EQUIP_FREE | EQUIP | 道具补给 | equip_free_1..4 (+_tr) | Pick 1 free item |
|
||
| EQUIP_FREE | EQUIP | 机密商店 | artifact_paid_1..5 | Pick 1 free (special) item |
|
||
| BOUNTY_HUNT | ENEMY_GAIN | 悬赏决策 | enemy_initial_1..10, bounty_hunter_1..15, bossInitial_1..6 | Pick a bounty: extra enemies in your next 1 / 2 / all battles; coins on kill or on perfect |
|
||
| BUFF_SELECT | BUFF_GAIN | 战术决策 | buff_select_1..4, hardbuff_select_1..3, terrain_m01_1…m07_1 | Team buff, enemy debuff or map change |
|
||
| PERSONAL_CHOOSE | ENEMY_GAIN | 悬赏决策 | hunter_band_1 | Personal bounty pick (pool server-side) |
|
||
|
||
The `_s` ids are the solo copies with identical text.
|
||
|
||
When they happen:
|
||
- Rounds with `isSpPrepare`. PRTS (multi): FUNNY after R2/R8 (no bounties); NORMAL after R2/R5/R8; HARD+ after R2/R8 (bounties fixed) and R10 (no 战术决策).
|
||
- Solo NORMAL: R5 道具补给, R8 战术决策.
|
||
- Proposed mapping [ASSUMED]:
|
||
- HARD/ABYSS: R3 = bounty (enemy_initial / bounty_hunter tier I–II); R9 = bounty (tier II–III); R11 = 道具补给 or 机密商店.
|
||
- NORMAL: R3 bounty, R6 道具补给, R9 战术决策.
|
||
- FUNNY: R3 道具补给, R9 战术决策.
|
||
|
||
Choice format:
|
||
- **Multi:** 6 options shared by the team. Players pick 1 each in turn (first picker 30 s, others 16 s, `specialPhaseTime`=16, ~70 s total).
|
||
- **Solo:** 3 options (3选1), time unlimited in 下半.
|
||
- Effects worded "若存在其他队友则他们也获得" apply to everyone.
|
||
|
||
Bounty semantics (buff keys) [DATA]:
|
||
- **Kill bounty** `add_enemy_kill_gain_coin {count, enemy_id, coin, round}`:
|
||
- Adds `count` copies of `enemy_id` to the chooser's next `round` battles (99 = all remaining).
|
||
- Whoever kills it (the chooser or a 联防 teammate) gets `coin`.
|
||
- `enemyPrice` = coin value (1–6).
|
||
- **Perfect bounty** `add_enemy_selfbattle_win_gain_coin` / `next_battle_add_enemy_win_gain_coin` ("战术特训"): adds enemies; coins only if the chooser clears perfectly in their own phase.
|
||
- **多轮悬赏 · 假想敌 (enemyInitial_1..6):** adds 1 imaginary enemy to every subsequent battle, 1 coin each kill.
|
||
|
||
Team buffs (BUFF_GAIN, `allybuff_select_*`):
|
||
- 列装: 2 random tier‑I items.
|
||
- 盟誓 x8: bond layers +8…12 for specific bonds.
|
||
- 财富: +1 fund.
|
||
- 补给: next 2 refreshes free, stackable.
|
||
- 整备: next item bought is advanced.
|
||
- 升华: next operator bought is elite.
|
||
- 驰援 x8: 1 random operator of a nation bond.
|
||
- 自愈, 火力, 征召, 无瑕, 锐利.
|
||
|
||
Enemy debuffs (`enemydebuff_select_1..9`): all/elite/leader enemies get −ATK%, −DEF or −RES.
|
||
|
||
Map changes (`map_m0X_*`): remove barricades, turn them into shooting platforms, stop a sandstorm, remove bushes.
|
||
|
||
The full list of 182 choice, enemy and char-map effects is in Appendix A.
|
||
|
||
Enemy-side global modifiers (`aceffect_enemy_*`, type ENEMY):
|
||
- 急行军: move speed +15%.
|
||
- 补给线: HP +8%; 补给线II: HP +20%.
|
||
- 攻坚装备: ATK +10%, HP +20%.
|
||
- 攻坚装备II: ×0.8 / ×0.8.
|
||
- 攻坚装备III: ATK ×0.7, HP ×0.75.
|
||
|
||
The last two look like the solo/easy stat reductions. [ASSUMED] Map them per mode as in §1.
|
||
|
||
---
|
||
|
||
## 13. Scoring, trophies, titles, tips, broadcasts
|
||
|
||
- **`roundScoreDataList`** (score by rounds cleared) [DATA]: 0→0, 1→10, 2→20, 3→30, 4→50, 5→70, 6→90, 7→110, 8→130, 9→150, 10→170, 11→200, 12→230, 13→260, 14→300. Used for the result screen and history [ASSUMED purpose].
|
||
- **Trophies (成就奖杯), multi only** [WIKI PRTS 下半]:
|
||
|
||
| Rounds passed | 标准 | 险境 | 绝境 | 终极 |
|
||
|---|---|---|---|---|
|
||
| ≤4 | 0 | 0 | 0 | 0 |
|
||
| ≤8 | 1 | 1 | 1 | 1 |
|
||
| ≤11 | 2 | 2 | 2 | 2 |
|
||
| ≤13 | 2 | 3 | 3 | 3 |
|
||
| 14 (clear) | 3 | 4 | 5 | 6 |
|
||
| ?? (hidden core) | – | 5 | 7 | 8 |
|
||
|
||
- **Trophy tiers (`medalDataList`):** 0, 10, 30, 60, 100 → trophy_level1..5 icons. The tier is shown in rooms and at band selection and is used for matchmaking ("精确搜寻").
|
||
- **End-of-match titles (`playerTitleDataDict`):** 卫戍之星, 不朽盟约, 坚若磐石, 精英云集, 万事俱备, 挥金如土. [ASSUMED meanings]: top boss damage, most bond layers, least LP lost, most elites, most items, most funds spent.
|
||
- **Broadcasts (`broadcastList`)**, in priority order (`{0}` = player, `{1}` = operator/level, `{2}` = amount):
|
||
- BOSS_HIT (30): "{0}博士对敌方领袖造成的伤害超过20% / 50% / 80%!"
|
||
- CHAR_DAMAGE (20): "{0}博士的{1}干员造成的伤害量达到{2}", at 200 000 / 500 000 / 1 000 000.
|
||
- SHOP_LEVEL (11): "{0}博士将调度中心等级提升为{1}级", for levels 2–6.
|
||
- BOND_EFFECT (10): "叠加层数".
|
||
- GOLDEN_CHAR (2): "{0}博士的{1}干员晋升为精锐".
|
||
- CHAR_GIFT (1): "{0}博士给你赠送了{1}".
|
||
- **Report reasons (`reportPlayerDataList`):** 消极游戏, 故意捣乱, 中途退出, 不当言论, 骚扰, 作弊, 脚本, 其他.
|
||
- **Emote themes:** emoticon_autochess_basic, emoticon_originium_slug, emoticon_autochess_basic_2, emoticon_foolsday_doctor / _amiya / _wisdel. Chat CD 1 s, bubble 3 s (`chatCD`, `chatTime`).
|
||
- **Other constData:**
|
||
- ping colours <60 / <200 / ≥200 ms;
|
||
- `invitationSendCd` 60 s; `matchTimeMax` 120 s;
|
||
- `bossTrailerStartRound` 3 (boss preview from R3);
|
||
- hint timers 10 s;
|
||
- `singleClosureStayTime` 15 s.
|
||
- Price colours: discount #59f4ca, premium #ff5454, normal #ffc600.
|
||
|
||
### Game tips (`gameTipsList`, all weight 50), CN → EN
|
||
1. 只有在联合模拟中才能获得奖杯 → Trophies are only earned in co-op (joint) simulation.
|
||
2. 联合模拟在选择策略时可以进行一次跳过 → In co-op you may skip once while choosing a strategy.
|
||
3. 归属于特定盟约的干员只有部分会出现在调度中心内 → Only some operators of certain alliances appear in the Dispatch Center.
|
||
4. 调度中心即使冻结,依然可以主动刷新 → Even when frozen, the Dispatch Center can still be manually refreshed.
|
||
5. 晋级的特殊奖励无法被刷新、冻结,也不会保留至下一回合 → Special promotion rewards can't be refreshed or frozen and don't carry to the next round.
|
||
6. 处于临时整备区的调度资源,在进入下一回合后会自动销毁 → Resources in the temporary bench are destroyed when the next round begins.
|
||
7. 一些特殊的盟约不需要部署干员也能激活生效 → Some special alliances activate without deploying operators.
|
||
8. 干员晋级后已配发装备会回收至整备区,需要重新配置 → After promotion, equipped items return to the bench and must be re-equipped.
|
||
9. 两件同名装备可以合成一件更强力的装备 → Two identical items merge into a stronger one.
|
||
10. 特定的装备组合可以为干员赋予额外的盟约效果 → Certain item combos grant an operator an extra alliance.
|
||
11. 叠加的盟约会在单次模拟中始终保留,但只有在盟约被激活时才会发挥作用 → Alliance stacks persist for the whole run but only work while the alliance is active.
|
||
12. 多数情况下只有已经激活的盟约才可进行叠加 → Usually only active alliances can gain stacks.
|
||
13. 休整期可以查看队友的战场情况 → During the rest phase you can view teammates' battlefields.
|
||
14. 休整期可以查看当前回合即将迎击的敌方单位 → During the rest phase you can view this round's incoming enemies.
|
||
15. 拖拽干员至整备区可以直接撤退干员 → Drag an operator to the bench to withdraw it.
|
||
16. 全体参与者就绪之前可随时取消准备,准备战斗后将无法进行操作 → You can cancel Ready until everyone is ready; after the battle starts no actions are possible.
|
||
17. 只有达成完美作战的队友可以进行联防 → Only teammates with a perfect clear can join the joint defense.
|
||
18. 进行联防时,盟约不会继续叠加 → Alliances don't gain stacks during joint defense.
|
||
19. 最终攻势中,两名参与者会处于同一个战场,但无法查看另一组队友的战场情况 → In the Final Assault, two participants share one battlefield but can't see the other pair's.
|
||
20. 最终攻势中,所有人将一起对敌方领袖造成伤害 → In the Final Assault, everyone damages the enemy leader together.
|
||
21. 达成特定的条件,可在最终攻势后解锁隐秘核心 → Meeting certain conditions unlocks the Hidden Core after the Final Assault.
|
||
|
||
---
|
||
|
||
## 14. Implementation notes for an authoritative server
|
||
|
||
Proposed server state per player:
|
||
|
||
```
|
||
{ lp, funds, pendingFunds, shopLevel, upgradePrice, roundsAtLevel, shopSlots[6]{chessId|itemId, frozen, special},
|
||
board[8]{chessId,pos,items[]}, bench[10], tempBench[], bondLayers{bondId:int}, spentTotal, refreshCountRound, perfectThisRound, eliminated }
|
||
```
|
||
|
||
- Shared state: `pool{chessId:copiesLeft}` (multi), `round`, `phase`, `choiceQueue`, `bannedBonds`, `bossId`, `stageId`, `teamLp` (final).
|
||
- Phase timers come from `turnInfoDataDict[mode][round].normalPhaseTime`. When a timer expires, auto-ready the player; they keep whatever they did. The combat limit comes from the round level's `maxPlayTime`.
|
||
- Round-start order and settlement: §4.
|
||
- Pool bookkeeping must be atomic, since two players can buy the last copy at once. Shop-displayed copies are not reserved, so the purchase fails if the pool is empty [COMM behaviour].
|
||
- Merge check runs after every acquisition, including gifts, band grants and item effects. Board and bench copies both count.
|
||
- Suggested defaults for undocumented values:
|
||
- income `min(3+r, 10)`, FUNNY +2;
|
||
- copy-weighted shop roll;
|
||
- per-slot free freeze;
|
||
- banned bonds per match: 1 core + 1 add-on;
|
||
- boss HP `× alive/4` (solo ×0.25).
|
||
|
||
---
|
||
|
||
## 15. Open questions
|
||
1. **Exact income after R3, and the cap.** The formula is inferred: `3+r` is solid for R1–R3 only; the cap of 10 is a guess (could be 12). FUNNY's "更加丰富" bonus is unknown.
|
||
2. **Official shop tier odds.** Unpublished. The copy-weighted model is consistent with community remarks but unverified.
|
||
3. **Number of bonds banned per match** and exactly which operators disappear ("只有部分会出现").
|
||
4. **Band offer count and skip semantics** at BAND_CHECK (3 offered + 1 reroll assumed).
|
||
5. **Which choice-event ids occur at which SP round** (server-side pools). The same applies to the `pool_*` contents.
|
||
6. **Boss HP scaling** with player count, and solo boss HP.
|
||
7. **联防 defender selection** when more than 2 players are perfect. Whether 1 or 2 defenders fight (PRTS: "1~2名").
|
||
8. **Round-15 hidden boss selection.** Is it weighted random, or tied to the R14 boss? Thresholds: 下半 350/1200 vs 上半 300/1000. The sibling doc 05 uses 300/1000; act2 should use **350/1200**.
|
||
9. **Whether the team result counts for eliminated players** (trophies are by "自身的通过回合数", i.e. per player rounds survived).
|
||
|
||
## 16. Sources
|
||
- Game data: Kengxxiao/ArknightsGameData zh_CN (`activity_table.json` → `autoChessData`, `activity.AUTOCHESS_SEASON.act2autochess`; level JSONs).
|
||
- PRTS: https://prts.wiki/w/卫戍协议 (raw); https://prts.wiki/w/卫戍协议:盟约 (上半); https://prts.wiki/w/卫戍协议:盟约_下半 (modes, hidden core, trophies).
|
||
- BWIKI 盟约 玩法介绍: https://wiki.biligame.com/arknights/盟约 (refresh 1, sell 1, merge, funds not kept, upgrade −1/round).
|
||
- Official patch notes: https://ak.hypergryph.com/news/5114.
|
||
- Bahamut guides: https://forum.gamer.com.tw/C.php?bsn=33651&snA=12294 and snA=12316 (10 LP cap, B位, decision rounds, deploy order, pool rules).
|
||
- NGA: tid 45713703 (economy / leveling), 45597280, 45645958, 46479287, 46592301 (mechanics and bugs), 46551276 (R3 bounty numbers).
|
||
- bilibili BV1JWy3BkEpt (shared pool 12/14/18); note.com yu_channel_jp (pool I–VI = 12/14/18/16/8/5); note.com aik0aaac (250/400/425 rewards).
|
||
- arknights.wiki.gg/wiki/Stronghold_Protocol (upgrade costs, 10 LP cap).
|
||
|
||
---
|
||
|
||
## Appendix A: all choice / enemy / char-map effects (`effectInfoDataDict` minus EQUIP/BOND/BAND/GARRISON)
|
||
|
||
| effectId | Type | Name | Bounty funds | Effect |
|
||
|---|---|---|---|---|
|
||
| `aceffect_char_1` | CHAR_MAP | 未精英化 | 0 | 无相关加成 |
|
||
| `aceffect_char_2` | CHAR_MAP | 精英阶段1 | 0 | 攻击力和防御力+5% |
|
||
| `aceffect_char_3` | CHAR_MAP | 精英阶段2 | 0 | 攻击力+10%,防御力和最大生命值+5% |
|
||
| `aceffect_char_4` | CHAR_MAP | 精英阶段2-60级 | 0 | 攻击力、防御力和最大生命值+10% |
|
||
| `enemyeffect_1` | ENEMY_GAIN | 无人机护障·P·战术特训 | 2 | 为自身下场作战添加3只无人机护障·P,若各自行动阶段就达成完美作战,获得2资金 |
|
||
| `enemyeffect_2` | ENEMY_GAIN | 法术大师A2·多轮战术特训 | 2 | 之后的每场作战添加2只法术大师A2,若各自行动阶段就达成完美作战,获得2资金 |
|
||
| `enemyeffect_3_2` | ENEMY_GAIN | 法术大师A2·悬赏 | 2 | 为自身下场作战添加1只法术大师A2,将其击倒者获得2资金 |
|
||
| `enemyeffect_3_3` | ENEMY_GAIN | 元核孽生者·悬赏 | 3 | 为自身下场作战添加1只元核孽生者,将其击倒者获得3资金 |
|
||
| `enemyeffect_3_4` | ENEMY_GAIN | 山海众头目·悬赏 | 2 | 为自身下场作战添加1只山海众头目,将其击倒者获得2资金 |
|
||
| `enemyeffect_3_2_e` | ENEMY_GAIN | “萨科塔之眼”·悬赏 | 2 | 为自身下场作战添加1只“萨科塔之眼”,将其击倒者获得2资金 |
|
||
| `enemyeffect_3_3_e` | ENEMY_GAIN | 幽灵组长·悬赏 | 1 | 为自身下场作战添加1只幽灵组长,将其击倒者获得1资金 |
|
||
| `enemyeffect_3_4_e` | ENEMY_GAIN | 重装防御者·悬赏 | 1 | 为自身下场作战添加1只重装防御者,将其击倒者获得1资金 |
|
||
| `enemyeffect_3_5_e` | ENEMY_GAIN | 重弩突袭者·悬赏 | 2 | 为自身下场作战添加1只重弩突袭者,将其击倒者获得2资金 |
|
||
| `enemyeffect_4` | ENEMY_GAIN | 山海众头目·多轮悬赏 | 1 | 之后的每场作战添加1只山海众头目,将其击倒者获得1资金 |
|
||
| `enemyeffect_5_1` | ENEMY_GAIN | 源石虫·特训 | 0 | 为自身下场作战添加1只源石虫,但不获得资金 |
|
||
| `enemyeffect_5` | ENEMY_GAIN | 鸭爵·悬赏 | 3 | 为自身下场作战添加1只鸭爵,将其击倒者获得3资金 |
|
||
| `enemyeffect_6` | ENEMY_GAIN | 高普尼克·悬赏 | 3 | 为自身下场作战添加1只高普尼克,将其击倒者获得3资金 |
|
||
| `enemyeffect_7` | ENEMY_GAIN | 流泪小子·悬赏 | 3 | 为自身下场作战添加1只流泪小子,将其击倒者获得3资金 |
|
||
| `enemyeffect_8` | ENEMY_GAIN | 圆仔·悬赏 | 3 | 为自身下场作战添加1只圆仔,将其击倒者获得3资金 |
|
||
| `enemyeffect_b_1` | ENEMY_GAIN | 碎骨·悬赏 | 1 | 为自身下场作战添加1个碎骨,将其击倒者获得1资金 |
|
||
| `enemyeffect_b_2` | ENEMY_GAIN | 萨卡兹百夫长·悬赏 | 2 | 为自身下场作战添加1个萨卡兹百夫长,将其击倒者获得2资金 |
|
||
| `enemyeffect_b_3` | ENEMY_GAIN | 弑君者·悬赏 | 1 | 为自身下场作战添加1个弑君者,将其击倒者获得1资金 |
|
||
| `enemyeffect_b_4` | ENEMY_GAIN | 泥岩·悬赏 | 4 | 为自身下场作战添加1个泥岩,将其击倒者获得4资金 |
|
||
| `enemyeffect_b_5` | ENEMY_GAIN | 腐败骑士·悬赏 | 3 | 为自身下场作战添加1个腐败骑士,将其击倒者获得3资金 |
|
||
| `enemyeffect_b_6` | ENEMY_GAIN | 凋零骑士·悬赏 | 3 | 为自身下场作战添加1个凋零骑士,将其击倒者获得3资金 |
|
||
| `enemyeffect_b_7` | ENEMY_GAIN | “遗弃者”·悬赏 | 4 | 为自身下场作战添加1个“遗弃者”,将其击倒者获得4资金 |
|
||
| `enemyeffect_b_8` | ENEMY_GAIN | 喷气人·悬赏 | 3 | 为自身下场作战添加1个喷气人,将其击倒者获得3资金 |
|
||
| `enemyeffect_b_9` | ENEMY_GAIN | 杰斯顿·威廉姆斯·悬赏 | 4 | 为自身下场作战添加1个杰斯顿·威廉姆斯,将其击倒者获得4资金 |
|
||
| `enemyeffect_b_10` | ENEMY_GAIN | W·悬赏 | 1 | 为自身下场作战添加1个W,将其击倒者获得1资金 |
|
||
| `enemyeffect_b_11` | ENEMY_GAIN | “鼠王”·悬赏 | 2 | 为自身下场作战添加1个“鼠王”,将其击倒者获得2资金 |
|
||
| `enemyeffect_b_12` | ENEMY_GAIN | “庞贝”·悬赏 | 2 | 为自身下场作战添加1个“庞贝”,将其击倒者获得2资金 |
|
||
| `enemyeffect_b_13` | ENEMY_GAIN | 大鲍勃·悬赏 | 2 | 为自身下场作战添加1个大鲍勃,将其击倒者获得2资金 |
|
||
| `enemyeffect_b_14` | ENEMY_GAIN | “自在”·悬赏 | 4 | 为自身下场作战添加1个“自在”,将其击倒者获得4资金 |
|
||
| `enemyeffect_b_15` | ENEMY_GAIN | 锏·悬赏 | 5 | 为自身下场作战添加1个锏,将其击倒者获得5资金 |
|
||
| `enemyeffect_b_16` | ENEMY_GAIN | 扎罗,“狼之主”·悬赏 | 5 | 为自身下场作战添加1个扎罗,“狼之主”,将其击倒者获得5资金 |
|
||
| `enemyeffect_b_17` | ENEMY_GAIN | “墓碑”·悬赏 | 4 | 为自身下场作战添加1个“墓碑”,将其击倒者获得4资金 |
|
||
| `enemyeffect_b_18` | ENEMY_GAIN | 迷路的巨像·悬赏 | 5 | 为自身下场作战添加1个迷路的巨像,将其击倒者获得5资金 |
|
||
| `enemyeffect_b_19` | ENEMY_GAIN | 澪·悬赏 | 3 | 为自身下场作战添加1个澪,将其击倒者获得3资金 |
|
||
| `enemyeffect_b_20` | ENEMY_GAIN | “巨大的丑东西”·悬赏 | 5 | 为自身下场作战添加1个“巨大的丑东西”,将其击倒者获得5资金 |
|
||
| `enemyeffect_b_21` | ENEMY_GAIN | “复仇者”·悬赏 | 6 | 为自身下场作战添加1个“复仇者”,将其击倒者获得6资金 |
|
||
| `enemyeffect_b_22` | ENEMY_GAIN | “邪魔的利刃”·悬赏 | 3 | 为自身下场作战添加1个“邪魔的利刃”,将其击倒者获得3资金 |
|
||
| `enemyeffect_b_23` | ENEMY_GAIN | 陷落雪祀·悬赏 | 3 | 为自身下场作战添加1个陷落雪祀,将其击倒者获得3资金 |
|
||
| `enemyeffect_b_24` | ENEMY_GAIN | 纠缠藤蔓·悬赏 | 3 | 为自身下场作战添加1个纠缠藤蔓,将其击倒者获得3资金 |
|
||
| `allybuff_select_1` | BUFF_GAIN | 列装 | 0 | 你获得2件随机1阶装备,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_2_1` | BUFF_GAIN | 斯卡蒂的盟誓 | 0 | 你的阿戈尔、突袭和坚守盟约层数+8,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_2_2` | BUFF_GAIN | 诗怀雅的盟誓 | 0 | 你的炎和投资人盟约层数+10,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_2_3` | BUFF_GAIN | 风笛的盟誓 | 0 | 你的维多利亚、远见和不屈盟约层数+8,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_2_4` | BUFF_GAIN | 银灰的盟誓 | 0 | 你的谢拉格、投资人、迅捷盟约层数+8,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_2_5` | BUFF_GAIN | 莫斯提马的盟誓 | 0 | 你的拉特兰、奥术盟约层数+10,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_2_6` | BUFF_GAIN | 缇缇的盟誓 | 0 | 你的萨尔贡、精准盟约层数+10,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_2_7` | BUFF_GAIN | 玛恩纳的盟誓 | 0 | 你的卡西米尔盟约层数+12,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_2_8` | BUFF_GAIN | 德克萨斯的盟誓 | 0 | 你的叙拉古、突袭盟约层数+10,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_3` | BUFF_GAIN | 财富 | 0 | 你获得1资金,若存在其他队友则他们也获得 |
|
||
| `allybuff_select_4` | BUFF_GAIN | 补给 | 0 | 你接下来的2次刷新变为免费(可叠加),若存在其他队友则他们也获得 |
|
||
| `allybuff_select_5` | BUFF_GAIN | 整备 | 0 | 你接下来购买的1件装备变为进阶品质 |
|
||
| `allybuff_select_6` | BUFF_GAIN | 升华 | 0 | 你接下来购买的1名干员变为精锐状态 |
|
||
| `allybuff_select_7_1` | BUFF_GAIN | 炎盟约驰援 | 0 | 你获得1名炎盟约的随机干员棋子 |
|
||
| `allybuff_select_7_2` | BUFF_GAIN | 谢拉格驰援 | 0 | 你获得1名谢拉格盟约的随机干员棋子 |
|
||
| `allybuff_select_7_3` | BUFF_GAIN | 萨尔贡驰援 | 0 | 你获得1名萨尔贡盟约的随机干员棋子 |
|
||
| `allybuff_select_7_4` | BUFF_GAIN | 叙拉古驰援 | 0 | 你获得1名叙拉古盟约的随机干员棋子 |
|
||
| `allybuff_select_7_5` | BUFF_GAIN | 卡西米尔驰援 | 0 | 你获得1名卡西米尔盟约的随机干员棋子 |
|
||
| `allybuff_select_7_6` | BUFF_GAIN | 拉特兰驰援 | 0 | 你获得1名拉特兰盟约的随机干员棋子 |
|
||
| `allybuff_select_7_7` | BUFF_GAIN | 维多利亚驰援 | 0 | 你获得1名维多利亚盟约的随机干员棋子 |
|
||
| `allybuff_select_7_8` | BUFF_GAIN | 阿戈尔驰援 | 0 | 你获得1名阿戈尔盟约的随机干员棋子 |
|
||
| `allybuff_select_11` | BUFF_GAIN | 自愈 | 0 | 你获得:我方单位每次受到伤害时回复50点生命值;若存在其他队友则他们也获得此效果 |
|
||
| `allybuff_select_13` | BUFF_GAIN | 火力 | 0 | 你获得:休整期结束时若手牌区至少有3个单位,我方所有干员无视敌人20法术抗性;若存在其他队友则他们也获得此效果 |
|
||
| `allybuff_select_14` | BUFF_GAIN | 征召 | 0 | 你获得:开始作战时若场上至少有一行存在3名干员,所有干员的再部署时间-50%;若存在其他队友则他们也获得此效果 |
|
||
| `allybuff_select_18` | BUFF_GAIN | 无瑕 | 0 | 你获得:干员在生命值为满时,攻击力、防御力+30%;若存在其他队友则他们也获得此效果 |
|
||
| `allybuff_select_19` | BUFF_GAIN | 锐利 | 0 | 你获得:休整期结束时若手牌区为空,我方所有干员无视敌人30%的防御力;若存在其他队友则他们也获得此效果 |
|
||
| `enemydebuff_select_1` | BUFF_GAIN | 排斥:乏力 | 0 | 全部敌人获得减益效果:攻击力-5% |
|
||
| `enemydebuff_select_2` | BUFF_GAIN | 排斥:脆弱 | 0 | 全部敌人获得减益效果:防御力-100 |
|
||
| `enemydebuff_select_3` | BUFF_GAIN | 排斥:致幻 | 0 | 全部敌人获得减益效果:法术抗性-3 |
|
||
| `enemydebuff_select_4` | BUFF_GAIN | 责罚:乏力 | 0 | 精英敌人获得减益效果:攻击力-6% |
|
||
| `enemydebuff_select_5` | BUFF_GAIN | 责罚:脆弱 | 0 | 精英敌人获得减益效果:防御力-150 |
|
||
| `enemydebuff_select_6` | BUFF_GAIN | 责罚:致幻 | 0 | 精英敌人获得减益效果:法术抗性-5 |
|
||
| `enemydebuff_select_7` | BUFF_GAIN | 裁决:乏力 | 0 | 领袖敌人获得减益效果:攻击力-7% |
|
||
| `enemydebuff_select_8` | BUFF_GAIN | 裁决:脆弱 | 0 | 领袖敌人获得减益效果:防御力-200 |
|
||
| `enemydebuff_select_9` | BUFF_GAIN | 裁决:致幻 | 0 | 领袖敌人获得减益效果:法术抗性-7 |
|
||
| `aceffect_enemy_1` | ENEMY | 急行军 | 0 | 所有敌人移动速度+15% |
|
||
| `aceffect_enemy_2` | ENEMY | 补给线 | 0 | 所有敌人最大生命值+8% |
|
||
| `aceffect_enemy_2_2` | ENEMY | 补给线II | 0 | 所有敌人最大生命值+20% |
|
||
| `aceffect_enemy_3` | ENEMY | 攻坚装备 | 0 | 所有敌人攻击力+10%,最大生命值+20% |
|
||
| `aceffect_enemy_4` | ENEMY | 攻坚装备II | 0 | 所有敌人攻击力-20%,最大生命值-20% |
|
||
| `aceffect_enemy_5` | ENEMY | 攻坚装备III | 0 | 所有敌人攻击力-30%,最大生命值-25% |
|
||
| `enemyInitial_1` | ENEMY_GAIN | 多轮悬赏 · 假想敌:蚀裂 | 1 | 后续每场作战添加1只假想敌:蚀裂(被击倒时造成持续伤害),击倒它的你或队友获得1资金 |
|
||
| `enemyInitial_2` | ENEMY_GAIN | 多轮悬赏 · 假想敌:淤困 | 1 | 后续每场作战添加1只假想敌:淤困(可造成元素损伤),击倒它的你或队友获得1资金 |
|
||
| `enemyInitial_3` | ENEMY_GAIN | 多轮悬赏 · 假想敌:骨刺 | 1 | 后续每场作战添加1只假想敌:骨刺(拥有隐匿),击倒它的你或队友获得1资金 |
|
||
| `enemyInitial_4` | ENEMY_GAIN | 多轮悬赏 · 假想敌:黑云 | 1 | 后续每场作战添加1只假想敌:黑云(空中敌人),击倒它的你或队友获得1资金 |
|
||
| `enemyInitial_5` | ENEMY_GAIN | 多轮悬赏 · 假想敌:再生 | 1 | 后续每场作战添加1只假想敌:再生(需要一定攻击次数击破),击倒它的你或队友获得1资金 |
|
||
| `enemyInitial_6` | ENEMY_GAIN | 多轮悬赏 · 假想敌:镜膜 | 1 | 后续每场作战添加1只假想敌:镜膜(拥有折射),击倒它的你或队友获得1资金 |
|
||
| `map_m01_1` | BUFF_GAIN | 模拟战场演变·模式一 | 0 | 移除场地上全部阻隔工事 |
|
||
| `map_m02_1` | BUFF_GAIN | 模拟战场演变·模式二 | 0 | 场地上全部阻隔工事变为射击台 |
|
||
| `map_m02_2` | BUFF_GAIN | 模拟战场演变·模式三 | 0 | 移除场地上全部阻隔工事 |
|
||
| `map_m03_1` | BUFF_GAIN | 模拟战场演变·模式四 | 0 | 移除场地左侧的阻隔工事 |
|
||
| `map_m03_2` | BUFF_GAIN | 模拟战场演变·模式五 | 0 | 场地右侧的射击台变为可以部署高台干员和地面干员的地面 |
|
||
| `map_m04_1` | BUFF_GAIN | 模拟战场演变·模式六 | 0 | 移除场地上全部阻隔工事 |
|
||
| `map_m06_1` | BUFF_GAIN | 模拟战场演变·模式八 | 0 | 场地中的沙尘暴停止 |
|
||
| `map_m07_1` | BUFF_GAIN | 模拟战场演变·模式九 | 0 | 场上的树丛全部消失 |
|
||
| `enemyeffect_10_1` | ENEMY_GAIN | 战术特训·飞行I | 1 | 为自身下场战斗添加1只妖怪,若各自行动阶段就达成完美作战,获得1资金 |
|
||
| `enemyeffect_10_2` | ENEMY_GAIN | 战术特训·飞行II | 2 | 为自身下场战斗添加1只暴鸰,若各自行动阶段就达成完美作战,获得2资金 |
|
||
| `enemyeffect_10_3` | ENEMY_GAIN | 战术特训·飞行III | 3 | 为自身下场战斗添加1只帝国炮火中枢先兆者,若各自行动阶段就达成完美作战,获得3资金 |
|
||
| `enemyeffect_10_4` | ENEMY_GAIN | 悬赏·飞行I | 1 | 为自身接下来两场作战添加1只妖怪,将其击倒者获得1资金 |
|
||
| `enemyeffect_10_5` | ENEMY_GAIN | 悬赏·飞行II | 2 | 为自身接下来两场作战添加1只暴鸰,将其击倒者获得2资金 |
|
||
| `enemyeffect_10_6` | ENEMY_GAIN | 悬赏·飞行III | 3 | 为自身接下来两场作战添加1只法术大师A1,将其击倒者获得3资金 |
|
||
| `enemyeffect_11_1` | ENEMY_GAIN | 战术特训·频次I | 1 | 为自身下场战斗添加1只磨砻,若各自行动阶段就达成完美作战,获得1资金 |
|
||
| `enemyeffect_11_2` | ENEMY_GAIN | 战术特训·频次II | 2 | 为自身下场战斗添加1只烹泉,若各自行动阶段就达成完美作战,获得2资金 |
|
||
| `enemyeffect_11_3` | ENEMY_GAIN | 战术特训·频次III | 3 | 为自身下场战斗添加1只新硎,若各自行动阶段就达成完美作战,获得3资金 |
|
||
| `enemyeffect_11_4` | ENEMY_GAIN | 悬赏·频次I | 1 | 为自身接下来两场作战添加1只磨砻,将其击倒者获得1资金 |
|
||
| `enemyeffect_11_5` | ENEMY_GAIN | 悬赏·频次II | 2 | 为自身接下来两场作战添加1只烹泉,将其击倒者获得2资金 |
|
||
| `enemyeffect_11_6` | ENEMY_GAIN | 悬赏·频次III | 3 | 为自身接下来两场作战添加1只清明,将其击倒者获得3资金 |
|
||
| `enemyeffect_12_1` | ENEMY_GAIN | 战术特训·损伤I | 1 | 为自身下场战斗添加1只底海滑动者,若各自行动阶段就达成完美作战,获得1资金 |
|
||
| `enemyeffect_12_2` | ENEMY_GAIN | 战术特训·损伤II | 2 | 为自身下场战斗添加1只炽焰源石虫,若各自行动阶段就达成完美作战,获得2资金 |
|
||
| `enemyeffect_12_3` | ENEMY_GAIN | 战术特训·损伤III | 3 | 为自身下场战斗添加1只灼藤,若各自行动阶段就达成完美作战,获得3资金 |
|
||
| `enemyeffect_12_4` | ENEMY_GAIN | 悬赏·损伤I | 1 | 为自身接下来两场作战添加1只底海滑动者,将其击倒者获得1资金 |
|
||
| `enemyeffect_12_5` | ENEMY_GAIN | 悬赏·损伤II | 2 | 为自身接下来两场作战添加1只控潮术师,将其击倒者获得2资金 |
|
||
| `enemyeffect_12_6` | ENEMY_GAIN | 悬赏·损伤III | 3 | 为自身接下来两场作战添加1只术师快艇,将其击倒者获得3资金 |
|
||
| `enemyeffect_13_1` | ENEMY_GAIN | 战术特训·持续I | 1 | 为自身下场战斗添加1只逐腐兽,若各自行动阶段就达成完美作战,获得1资金 |
|
||
| `enemyeffect_13_2` | ENEMY_GAIN | 战术特训·持续II | 2 | 为自身下场战斗添加1只萨卡兹枯朽战士组长,若各自行动阶段就达成完美作战,获得2资金 |
|
||
| `enemyeffect_13_3` | ENEMY_GAIN | 战术特训·持续III | 3 | 为自身下场战斗添加1只尖端萨卡兹枯朽战车,若各自行动阶段就达成完美作战,获得3资金 |
|
||
| `enemyeffect_13_4` | ENEMY_GAIN | 悬赏·持续I | 1 | 为自身接下来两场作战添加1只萨卡兹枯朽战士组长,将其击倒者获得1资金 |
|
||
| `enemyeffect_13_5` | ENEMY_GAIN | 悬赏·持续II | 2 | 为自身接下来两场作战添加1只逐腐兽,将其击倒者获得2资金 |
|
||
| `enemyeffect_13_6` | ENEMY_GAIN | 悬赏·持续III | 3 | 为自身接下来两场作战添加1只萨卡兹枯朽战车,将其击倒者获得3资金 |
|
||
| `enemyeffect_14_1` | ENEMY_GAIN | 战术特训·隐匿I | 1 | 为自身下场战斗添加1只隐形弩手,若各自行动阶段就达成完美作战,获得1资金 |
|
||
| `enemyeffect_14_2` | ENEMY_GAIN | 战术特训·隐匿II | 2 | 为自身下场战斗添加1只节日爵士乐手,若各自行动阶段就达成完美作战,获得2资金 |
|
||
| `enemyeffect_14_3` | ENEMY_GAIN | 战术特训·隐匿III | 3 | 为自身下场战斗添加1只家族灭迹人,若各自行动阶段就达成完美作战,获得3资金 |
|
||
| `enemyeffect_14_4` | ENEMY_GAIN | 悬赏·隐匿I | 1 | 为自身接下来两场作战添加1只隐形弩手,将其击倒者获得1资金 |
|
||
| `enemyeffect_14_5` | ENEMY_GAIN | 悬赏·隐匿II | 2 | 为自身接下来两场作战添加1只隐形术师,将其击倒者获得2资金 |
|
||
| `enemyeffect_14_6` | ENEMY_GAIN | 悬赏·隐匿III | 3 | 为自身接下来两场作战添加1只山海众头目,将其击倒者获得3资金 |
|
||
| `enemyeffect_15_1` | ENEMY_GAIN | 战术特训·折射I | 1 | 为自身下场战斗添加1只深池方阵战士,若各自行动阶段就达成完美作战,获得1资金 |
|
||
| `enemyeffect_15_2` | ENEMY_GAIN | 战术特训·折射II | 2 | 为自身下场战斗添加1只深池暗影术师队长,若各自行动阶段就达成完美作战,获得2资金 |
|
||
| `enemyeffect_15_3` | ENEMY_GAIN | 战术特训·折射III | 3 | 为自身下场战斗添加1只深池伙友卫队精英,若各自行动阶段就达成完美作战,获得3资金 |
|
||
| `enemyeffect_15_4` | ENEMY_GAIN | 悬赏·折射I | 1 | 为自身接下来两场作战添加1只深池方阵战士,将其击倒者获得1资金 |
|
||
| `enemyeffect_15_5` | ENEMY_GAIN | 悬赏·折射II | 2 | 为自身接下来两场作战添加1只深池暗影术师,将其击倒者获得2资金 |
|
||
| `enemyeffect_15_6` | ENEMY_GAIN | 悬赏·折射III | 3 | 为自身接下来两场作战添加1只深池伙友卫队,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_1` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只泥岩巨像,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_2` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只“越长尘”,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_3` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只狂暴宿主组长,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_4` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只温顺的武装大驮兽,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_5` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只萨卡兹骸骨拷打者,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_6` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只高准度伦蒂尼姆城防自行炮,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_7` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只乌顶巨角卢鲁,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_8` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身下场战斗添加1只伊利昂的木驮兽,将其击倒者获得3资金 |
|
||
| `enemyeffect_16_9` | ENEMY_GAIN | 悬赏·特异II | 2 | 为自身下场战斗添加1只拥霜羽兽,将其击倒者获得2资金 |
|
||
| `enemyeffect_16_10` | ENEMY_GAIN | 悬赏·特异II | 2 | 为自身下场战斗添加1只异质裂兽·α,将其击倒者获得2资金 |
|
||
| `enemyeffect_16_11` | ENEMY_GAIN | 悬赏·损伤I | 1 | 为自身下场战斗添加1只心虚设计师,将其击倒者获得1资金 |
|
||
| `enemyeffect_16_12` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身下场战斗添加1只转译基底·α,将其击倒者获得1资金 |
|
||
| `enemyeffect_10_7` | ENEMY_GAIN | 悬赏·飞行I | 1 | 为自身下场战斗添加1只法术大师A2,将其击倒者获得1资金 |
|
||
| `enemyeffect_10_8` | ENEMY_GAIN | 悬赏·飞行II | 2 | 为自身下场战斗添加1只枯朽萃聚使徒,将其击倒者获得2资金 |
|
||
| `enemyeffect_11_7` | ENEMY_GAIN | 悬赏·频次I | 1 | 为自身下场战斗添加1只沏虹,将其击倒者获得1资金 |
|
||
| `enemyeffect_11_8` | ENEMY_GAIN | 悬赏·频次II | 2 | 为自身下场战斗添加1只新硎,将其击倒者获得2资金 |
|
||
| `enemyeffect_12_7` | ENEMY_GAIN | 悬赏·损伤II | 2 | 为自身下场战斗添加1只灼藤,将其击倒者获得2资金 |
|
||
| `enemyeffect_12_8` | ENEMY_GAIN | 悬赏·损伤II | 2 | 为自身下场战斗添加1只异光体孽生者,将其击倒者获得2资金 |
|
||
| `enemyeffect_13_7` | ENEMY_GAIN | 悬赏·持续I | 1 | 为自身下场战斗添加1只假想敌:蚀裂,将其击倒者获得1资金 |
|
||
| `enemyeffect_13_8` | ENEMY_GAIN | 悬赏·持续II | 2 | 为自身下场战斗添加1只尖端萨卡兹枯朽战车,将其击倒者获得2资金 |
|
||
| `enemyeffect_14_7` | ENEMY_GAIN | 悬赏·隐匿I | 1 | 为自身下场战斗添加1只重弩突袭者,将其击倒者获得1资金 |
|
||
| `enemyeffect_14_8` | ENEMY_GAIN | 悬赏·隐匿II | 2 | 为自身下场战斗添加1只家族暗影灭迹人,将其击倒者获得2资金 |
|
||
| `enemyeffect_15_7` | ENEMY_GAIN | 悬赏·折射II | 2 | 为自身下场战斗添加1只深池重甲卫士队长,将其击倒者获得2资金 |
|
||
| `enemyeffect_15_8` | ENEMY_GAIN | 悬赏·折射II | 2 | 为自身下场战斗添加1只愤怒的守墓石像,将其击倒者获得2资金 |
|
||
| `enemyeffect_17_1` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只雪孩子,将其击倒者获得1资金 |
|
||
| `enemyeffect_17_2` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只新手祭司学徒,将其击倒者获得1资金 |
|
||
| `enemyeffect_17_3` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只冒失的小弟,将其击倒者获得1资金 |
|
||
| `enemyeffect_17_4` | ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只骇笑看客,将其击倒者获得2资金 |
|
||
| `enemyeffect_17_5` | ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只水遁忍者,将其击倒者获得2资金 |
|
||
| `enemyeffect_17_6` | ENEMY_GAIN | 悬赏·特异III | 3 | 为自身接下来两场作战添加1只自制投石机,将其击倒者获得3资金 |
|
||
| `enemyeffect_18_1` | ENEMY_GAIN | 悬赏·损伤I | 1 | 为自身接下来两场作战添加1只临时收音师,将其击倒者获得1资金 |
|
||
| `enemyeffect_18_2` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只迷茫的修理小助手,将其击倒者获得1资金 |
|
||
| `enemyeffect_18_3` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只高能源石虫,将其击倒者获得1资金 |
|
||
| `enemyeffect_18_4` | ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只圣堂剑士,将其击倒者获得2资金 |
|
||
| `enemyeffect_18_5` | ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只寻仇者,将其击倒者获得2资金 |
|
||
| `enemyeffect_18_6` | ENEMY_GAIN | 悬赏·损伤III | 3 | 为自身接下来两场作战添加1只主角阵营角色,将其击倒者获得3资金 |
|
||
| `enemyeffect_19_1` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只节日气球,将其击倒者获得1资金 |
|
||
| `enemyeffect_19_2` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只简饲源石虫,将其击倒者获得1资金 |
|
||
| `enemyeffect_19_3` | ENEMY_GAIN | 悬赏·折射I | 1 | 为自身接下来两场作战添加1只深池侦察犬pro,将其击倒者获得1资金 |
|
||
| `enemyeffect_19_4` | ENEMY_GAIN | 悬赏·飞行II | 2 | 为自身接下来两场作战添加1只吉兆飞鳞,将其击倒者获得2资金 |
|
||
| `enemyeffect_19_5` | ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只咸鳞汁推荐者,将其击倒者获得2资金 |
|
||
| `enemyeffect_19_6` | ENEMY_GAIN | 悬赏·损伤III | 3 | 为自身接下来两场作战添加1只反派阵营角色,将其击倒者获得3资金 |
|
||
| `enemyeffect_20_1` | ENEMY_GAIN | 悬赏·持续I | 1 | 为自身接下来两场作战添加1只萨卡兹枯朽战士,将其击倒者获得1资金 |
|
||
| `enemyeffect_20_2` | ENEMY_GAIN | 悬赏·频次I | 1 | 为自身接下来两场作战添加1只俗心,将其击倒者获得1资金 |
|
||
| `enemyeffect_20_3` | ENEMY_GAIN | 悬赏·特异I | 1 | 为自身接下来两场作战添加1只潜伏者,将其击倒者获得1资金 |
|
||
| `enemyeffect_20_4` | ENEMY_GAIN | 悬赏·特异II | 2 | 为自身接下来两场作战添加1只“独轮车玩具”,将其击倒者获得2资金 |
|
||
| `enemyeffect_20_5` | ENEMY_GAIN | 悬赏·损伤II | 2 | 为自身接下来两场作战添加1只无胄盟清扫小队,将其击倒者获得2资金 |
|
||
| `enemyeffect_20_6` | ENEMY_GAIN | 悬赏·损伤III | 3 | 为自身接下来两场作战添加1只鼎沸,将其击倒者获得3资金 |
|
||
|
||
---
|
||
|
||
## Addendum (critic)
|
||
|
||
Written by the completeness critic on 2026-09-27, after cross-reading 01–07. New sources:
|
||
- PRTS `卫戍协议/帮助` and the raw wikitext of `卫戍协议:盟约_下半` §开始模拟.
|
||
- The raw wikitext of the BWIKI page `盟约` and of `盟约/S.W.E.E.P.报告`.
|
||
- The official gameplay-intro long image (`img.71acg.net/sykb~bbs/pc/1763033996225879`, 800×13685, in 10 slices).
|
||
- The TW/CN screenshots already listed in 06 §15.
|
||
- The official 3/27 notice (`ak.hypergryph.com/news/8584`).
|
||
|
||
Local copies are in `scratchpad/gd/extra/critic/` (`bw_盟约.txt`, `bw_sweep.txt`, `bw_卫戍协议_1.txt`, `intro_00..09.jpg`, screenshots). Tags: **[VERIFIED]** = from an official or wiki rule text or a screenshot. **[ASSUMED]** = still a proposal.
|
||
|
||
### A1. Corrections and confirmations to this file
|
||
|
||
| § | Was | Now | Tag |
|
||
|---|---|---|---|
|
||
| 0, 5.1 | income R1–R3 = 4/5/6 inferred. Cap 10. FUNNY +2 | **R1 = 4, R2 = 5, R3 = 6 confirmed by screenshots.** R1 = 4: official intro (标准, round 1, funds 4, board empty) and TW client R1. R2 = 5: TW R2, upgrade price 4. R3 = 6: official intro 标准 R3 and the co-op 道具补给 screenshot at R3. **FUNNY gets no bonus** (the official intro shows 4 at R1 in 标准). Cap still unknown: **recommend `income(r) = min(3 + r, 12)`**, because the predecessor 卫戍协议 (2024) used "从第2回合开始每回合获得资金数+1,上限12" and 盟约's upgrade prices (5/8/11/12/13) are one step above 2024's (5/6/8/11/12). Keep the cap in config (10 is the alternative). | VERIFIED R1–R3; cap ASSUMED |
|
||
| 4.1 | round-start auto refresh [ASSUMED] | Confirmed: "进入此阶段时,触发<进入休整期时>的效果,分配一定资金,刷新调度中心未被冻结的位置". Income is granted **before** the 机变 phase: funds are visible behind every 机变 overlay screenshot. | VERIFIED |
|
||
| 4.2 / 14 | freeze per slot [ASSUMED] | **One 冻结 button freezes ALL unsold slots**, operators and item: "【冻结】会将当前整备区的全部未售出栏位冻结,将其保留至下一回合。点击【解冻】可以解除该操作". The freeze is consumed at the next round start. In the official intro, frozen cards reappear in R3 and the button reads 冻结 again. A manual refresh is allowed while frozen (tip 4) and rerolls every slot, frozen ones included (2024 rule "重新调配包括冻结中的所有干员和道具"). Keep a per-slot `frozen` flag internally, because 梓兰 freezes one card. | VERIFIED |
|
||
| new | – | At **combat start, all unfrozen shop contents are cleared** ("进入作战期后,栏上若未处于冻结状态则清空全部物资"). | VERIFIED |
|
||
| 4.2 / 8 | bench 10 + temp area | **Hand (手牌区/整备区) = 10 regular + 5 temporary slots**, shared by operators, **items** and hand-deployable **summons**. Several summons of one owner stack into 1 slot; summons of different owners don't stack.<br>When the regular hand is full, every action that would add a card is refused: buy, and withdraw from the board. Exception: a purchase that completes a 3-merge nets −1 card, so allow it.<br>Passive gains (merge result, band/trait/item grants, items returned by promotion) overflow into the temp slots. **While temp is non-empty the player cannot start combat.** Temp is wiped when the next phase starts.<br>A board↔hand swap is allowed even with a full hand. Cards fill hand slots **right→left**. | VERIFIED |
|
||
| 5.2 | – | **Items cannot be sold** ("多余的装备无法进行出售,可以销毁"). They can only be destroyed for 0 funds. Operators sell for 1 from board or hand. | VERIFIED |
|
||
| 7 | promotion reward [COMM] | Confirmed (PRTS 帮助, BWIKI, official intro). On acquiring the 3rd copy:<br>1. The 3rd copy is not created, and the 2 owned copies are destroyed wherever they are.<br>2. **1 elite goes to the hand, not to a board tile.** Their equipment returns to the hand.<br>3. The shop then temporarily shows **3 operators of tier min(shopLevel+1, 6) at price 0**. The official intro shows "II 0 ×3" after a tier-I merge at L1 and "III 0 ×3" at L2.<br>4. The player takes **1**. The offer cannot be refreshed or frozen and expires at round end. | VERIFIED |
|
||
| 2 | BAND_CHECK "3 random + reroll" [ASSUMED] | **All unlocked bands are shown.** In co-op, players pick **one at a time in a random order** shown on the left ("以随机顺序进行策略轮选"). Each co-op player may **skip once**. The step lasts 50 s; on timeout the band is 华法琳. **Duplicates are allowed:** the official illustration shows 2 teammates' picks still un-greyed in the grid. [ASSUMED] 12 s per turn inside the 50 s step. | VERIFIED except the per-turn timer |
|
||
| 2 | banned bonds "1 core + 1 add-on" [ASSUMED] | Replaced by the verified rule in **A2**. | VERIFIED |
|
||
| 1, 12 | one ×0.7/×0.8 multiplier per mode; `aceffect_enemy_*` mapping [ASSUMED] | Replaced by the **per-round table in A3**. | VERIFIED (PRTS, user-sourced) |
|
||
| 4.3 | "automatic, paying DP" | At battle start **all board units deploy for free**, one by one in order: 下半 top→bottom, then left→right; right-side players in the boss round are mirrored.<br>**DP starts at 10, +1/s, cap 99.** These are the round-level `options`. `initialCost` 0 in `m0X` is the terrain file, not the round level.<br>DP is only spent on **automatic redeploy**: the unit returns to its original tile when its respawn timer is done, the tile is free, and DP ≥ `cost`.<br>Deploy effects do not fire during prep placement. Battle speed is forced to **2×**. | VERIFIED |
|
||
| 4.3 | leaked/timeout | When `maxPlayTime` ends, the battle stops. Every enemy not killed (still alive, or reached the goal) is "未击倒" and feeds 联防/LP. [ASSUMED] `maxPlayTime` is **game-time** seconds, so the client at 2× shows it ticking twice as fast. Last spawns land at 15/38/73 s against limits of 45/55/115 s, which leaves the time needed to kill walkers. | VERIFIED + ASSUMED unit |
|
||
| 3 | solo prep 300 s | 下半 solo has **no timer** on prep or 机变 ("休整期及机变阶段没有时间限制…24小时内随时返回"). Treat `normalPhaseTime` 300 and `specialPhaseTime` 150 as an optional "timed solo" setting. | VERIFIED |
|
||
| 4.4 | 联防 partner rule "fewest leaks" | Meaningless, because helpers are perfect by definition. There are **at most 2 helpers**: "所有防卫成功的玩家(最多2名)". Default choice: highest LP, then seat index [ASSUMED]. 1 helper uses `escaped_single` (8 units); 2 helpers use `escaped_multi` (20). | VERIFIED cap |
|
||
| 10 | Final Assault | Players are paired. **With an odd count the leftover player forms their own group** ("如有落单的玩家将单独成组") and uses the `_s` map.<br>**Movable bosses spawn one per alive player's side** and share the HP pool ("对于可移动的领袖敌人,将在每个存活玩家的一侧生成并行动").<br>**The boss HP pool is not affected by the A3 multipliers** ("领袖单位于服务器的生命值加成不受上述加成影响").<br>Overtime −1 LP/s starts at `bossTurnHpReduceTime` = 150 s. The level's 120 s `maxPlayTime` is not a hard stop in boss rounds: "计时结束后战斗仍然会继续".<br>Wave enemies that bring the merged LP to 0 end the match at once. | VERIFIED |
|
||
| 3 (table) | multi FUNNY = 14 rounds | Confirmed from data: **multi FUNNY has 14 rounds, no R15.** **Solo FUNNY has 9 rounds** (boss `h07_01_S` at R9). The 05 doc's "FUNNY has 9 rounds" applies to solo only. | VERIFIED |
|
||
|
||
### A2. Per-match disabled bonds and banned operators (VERIFIED)
|
||
|
||
**Rule.** At INFO_CHECK the server picks a disabled bond set `D`. **An operator is removed from the pool iff every one of its bonds is in `D`** (or in the mode's static `inactiveBondIdList`).
|
||
|
||
**Proof 1.** Screenshot `i.meee.com.tw/9H7Kugy.png` (终极, 下半, in-match dropdown "本局禁用干员情况") shows these banned counts per bond: 维多利亚 **7**, 阿戈尔 **6**, 谢拉格 **5**, 精准 **5**, 助力 **5**, 奥术 **4**, 奇迹 **3**. Take D = those 7 bonds and count the visible, non-DIY act2 chess whose `bondIds ⊆ D`. The result is exactly 7/6/5/5/5/4/3, over 25 operators. An exact match on 7 numbers cannot be coincidence.
|
||
|
||
**Proof 2.** The official intro (上半 标准) greys only 坚守. Its 本局禁用干员 list shows exactly the 2 chess whose only bond is 坚守 (tier I and tier V).
|
||
|
||
```
|
||
core = bonds with autoChessData.bondInfoDict[b].isPower (8)
|
||
addon = other bonds with weight > 0 (11; 投资人/调和/协防干员/绝技 have weight 0 → never disabled)
|
||
D = weightedSample(core, Nc) ∪ weightedSample(addon, Na) // all weights are 10 → uniform
|
||
banned = { visible non-DIY chess c : c.bondIds ≠ [] ∧ c.bondIds ⊆ (D ∪ mode.inactiveBondIdList) } (+ their _b elites)
|
||
```
|
||
|
||
- **Nc/Na:**
|
||
- Observed: 终极 3 core greyed in 2 separate matches, with 3 + 4 in the dropdown. 上半 标准: 0 + 1.
|
||
- **Recommend NORMAL/HARD/ABYSS = 3 core + 4 add-on.** A simulation gives a mean of 22 banned operators (range 12–29).
|
||
- **Recommend FUNNY = static list + 0 core + 1 add-on.** The static FUNNY list alone removes 27 operators.
|
||
- Nc/Na for NORMAL/HARD are [ASSUMED].
|
||
- **Other bonds:** a disabled bond can still be activated through members that also carry a non-disabled bond, and through 变形同构体 items. The briefing marks such bonds with "部分盟约所含干员阵容不完整".
|
||
- **UI:** the briefing shows a core row and an add-on row (lit = complete, grey + badge = incomplete) plus a "本局禁用干员" portrait list. The in-match info dropdown shows per-bond banned counts.
|
||
- **DIY/support picks** may be affected ("禁用盟约有可能影响自选的支援干员"). In the remake, a DIY pick whose derived bond is in D is still allowed [ASSUMED].
|
||
|
||
### A3. Enemy HP/ATK multipliers by mode and round (replaces §1 table and the §12 mapping)
|
||
|
||
Source: PRTS `卫戍协议:盟约_下半` §开始模拟. PRTS flags it as user-provided, but it is the only per-round data available.
|
||
|
||
Formula: `atkMul = base × 1.1^k`, `hpMul = base × 1.2^k × extra`, using the same `k` for ATK and HP except where noted. DEF and RES are unchanged.
|
||
|
||
Each `k` is one stack of the data effect 攻坚装备 (ATK +10 %, HP +20 %, multiplicative). `base` 0.8 = 攻坚装备II. `base` 0.7 = 攻坚装备III: data says ATK ×0.7 / HP ×0.75, PRTS shows 0.7 for both. Use the data values. `extra` 1.08 = 补给线. **终极 (ABYSS): enemy move speed ×1.15 from round 3** (急行军). **Leader HP pools are excluded.**
|
||
|
||
| Mode | base | k for rounds 1…14 | hidden (R15) |
|
||
|---|---|---|---|
|
||
| solo 标准 FUNNY (9 rounds) | 0.7 | 0 ×9 | – |
|
||
| solo 险境 NORMAL | 0.7 | 0,0,0,1,1,1,1,2,2,2,3,4,5,5 | 5 [ASSUMED = R14] |
|
||
| solo 绝境 HARD | 0.8 | 0,0,0,0,1,1,1,1,2,2,3,3,4,4 | 4 |
|
||
| solo 终极 ABYSS | 1.0 | 1,2,2,2,2,3,3,3,3,4,5,5,6,7 | 7 |
|
||
| multi 标准 FUNNY | 0.8 | 0 ×11, then 1,1,1 | – |
|
||
| multi 险境 NORMAL | 0.8 | 0,1,1,2,2,2,2,3,4,4,5,6,7,7 | 7 [ASSUMED = R14] |
|
||
| multi 绝境 HARD | 1.0 | 1,2,2,3,3,3,3,3,4,5,6,6,7,8 | 8 |
|
||
| multi 终极 ABYSS, **ATK** | 1.0 | 1,2,2,3,3,4,5,5,5,5,6,6,7,8 | 8 |
|
||
| multi 终极 ABYSS, **HP** | 1.0 | 1,2,2,3,4,4\*,7,8,8,8,9,10,10\*,10\* (\* = ×1.08) | 10\* |
|
||
|
||
Machine-readable copy: `01-core-data.json → _criticAddendum.enemyStatMultipliers`.
|
||
|
||
### A4. 机变 (special draft) details
|
||
|
||
- **Timing:** it opens at the start of that round's prep, after income.
|
||
- **Multi:**
|
||
- One **family** per SP round and 6 shared cards.
|
||
- Pick order is random, not seat order (screenshots show out-of-seat order). Everyone takes exactly 1 card.
|
||
- Timers: 30 s for the first picker, 16 s for the others. On timeout a random remaining card is auto-assigned.
|
||
- **Solo:** 3 cards, pick 1, no timer.
|
||
- **Family per SP round.** What is documented:
|
||
- FUNNY never has bounties.
|
||
- HARD+ R3 and R9 are bounties; R11 has no 战术决策 (PRTS/Bahamut).
|
||
- Solo NORMAL: R6 = 道具补给, R9 = 战术决策 (PRTS note "5道具补给8战术决策").
|
||
- Bahamut: 悬赏 is common, 战术决策 rare.
|
||
|
||
Recommended defaults [ASSUMED where not listed above]:
|
||
|
||
| Mode | SP rounds | Family |
|
||
|---|---|---|
|
||
| multi/solo HARD, ABYSS | 3, 9, 11 | R3 悬赏 (`enemy_initial_*`), R9 悬赏 (`bounty_hunter_*`/`bossInitial_*`), R11 道具补给 50 % / 机密商店 50 % |
|
||
| multi NORMAL | 3, 6, 9 | weighted: 悬赏 50, 道具补给 25, 机密商店 10, 战术决策 15 |
|
||
| solo NORMAL | 6, 9 | R6 道具补给, R9 战术决策 |
|
||
| multi FUNNY | 3, 9 | 道具补给 45, 战术决策 35, 机密商店 20 |
|
||
- **Card contents, observed:**
|
||
- 机密商店: 6 random equipment of **any tier I–VI**, duplicates allowed (screenshot: VI, III, V, I, V, I).
|
||
- 道具补给: 6 random equipment. At R3 the observed tiers were II–IV, with a duplicate.
|
||
- 悬赏: 6 bounty effects (coins 6/2/1/2/3/1).
|
||
- 战术决策: a mix of `allybuff_select_*` (盟誓/列装/财富/补给…), `enemydebuff_select_*`, and the current stage's `terrain_*`.
|
||
- [ASSUMED] 道具补给 tier windows: R3 I–IV, R6 II–V, R9 III–VI, R11 IV–VI. Solo draws 3 cards from the same pools.
|
||
|
||
### A5. Other resolved items
|
||
- The **华法琳** granted-trait cap should be **12 / 24 per battle**. The official 3/27 notice changed it and PRTS lists 7/14 → 12/24. The client data still shows 7/14, even though the other 3/27 changes (奇迹 18 %, 远见 80/150, 商业包装方案 8/7) are already in it. See 02.
|
||
- The skill auto-cast rows with `skillIndex` 0 mean **skill 1 only** (BWIKI "重装职业干员 技能1,受到伤害后自动释放"). See 03.
|
||
- Asset URLs: 40 random URLs from `07-assets.json` were re-checked on 2026-09-27; 40/40 returned `200`.
|