Files
ark-stronghold-protocol/test
sganggs 1d62a062d5 feedback5 O13: 假日威龙陈's slime follows the client data (her attack range, per source, DEF as a final addition) and the water TAG is one flag; 莱伊's S2 bullet recovery takes HUN-X's extra on an empty magazine
- op-chen2.js: the S2 / S3 slime (projectile_chr_chen2_s2 / _s3: fired by each attack, sitting on her in her direction,
  5 s, every 0.2 s chen2_slime 0.25 s on the ground enemies of its range, ignoring 无法选择) now covers the tiles of her
  attack range at each attack instead of the struck enemies' tiles; one effect per 假日威龙陈 (independentCharacterSource);
  the DEF cut compensated for the target's DEF multipliers (FINAL_ADDITION). RPR-Y stage 3's water TAG is the level's one
  flag (chen2_e_003_t[map_tag]: set at her skill's start, cleared at its end or her exit). S2's attacks stay skill attacks.
- op-ray.js: the 沙地兽's recovered bullets go through ray_tr_add (≤ its counter of 8, HUN-X's extra_add first when she is
  empty, ≤ her magazine); kit headers cite the client templates (also op-ascln.js).
- Tests: op_chen2.test.js slime test rewritten (her range, stealthed walkers, the final-addition DEF, two sources).
- Golden: only diy moved — diy-049 / diy-050 (假日威龙陈's slime); every other scenario and family unchanged.
2026-10-06 01:38:31 +08:00
..
feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list)
2026-10-05 18:17:08 +08:00