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409fec90d5fc743fde579ea48fcb66b65fab5e31
ark-stronghold-protocol
/
server
/
sim
T
History
sganggs
a8ff5e7c1d
0.2.5-dev: merge claude/036-touch
...
# Conflicts: # CHANGELOG.md # docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
..
battle
0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR
#523
and its detail opens in the preparation phase (PR
#523
by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md)
2026-10-12 14:59:19 +08:00
content
0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR
#523
and its detail opens in the preparation phase (PR
#523
by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md)
2026-10-12 14:59:19 +08:00
ai.js
0.2.5-dev: community round 30 and follow-ups
2026-10-12 14:07:08 +08:00
Battle.js
feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR
#308
by @xcdoge, the capsule half of PR
#157
— authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged
2026-10-08 19:30:36 +08:00
body.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
buffs.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
constants.js
feedback7 R22-UNBAL: 失衡 review fixes — a pulled 静态刚体 is held for the pull's window, 弧光锋卫 bleeds 400 every 0.066 s while the state lasts, no enemy skill / blink / scripted move during it, a route APPEAR or a 逐火 重生 ends it, every push row holds its exact frames; golden: 32 move, 8 in outcomes (below)
2026-10-08 22:42:26 +08:00
damage.js
0.2.5-dev: an optional 「官方伤害数字」 setting (default off) shows only the numbers the official game shows per the PRTS red-number rule (
#412
, the owner's decision of 2026-10-12); a small link to the project's GitHub repository on the title page (
#543
); golden: unchanged
2026-10-12 14:59:20 +08:00
detmath.js
detmath powi: a zero base keeps Math.pow's exact results ((-0)^1 = -0, (-0)^-1 = -Infinity)
2026-10-11 21:09:25 +08:00
dir.js
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
fear.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
grid.js
feedback7 R22-FIELDS: the path tie-break never wades into more 深水区 than the official route — on 战场#08(下半) the patrolling 铳 / 卢西恩 take the official upper road from (3,9) to (2,3) again (GitHub
#375
); golden: boss-boss_2-pair, coop2-ABYSS-10-boosted
2026-10-08 20:14:37 +08:00
nodeData.js
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
professions.js
fix: correct community-reported combat and strategy draft behavior
2026-10-10 00:45:41 +08:00
projectiles.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
rng.js
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
simdata.js
feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR
#301
ported as one aligned list;
#398
the skill frame,
#400
REA-Y's heal text
2026-10-08 22:35:33 +08:00
skills.js
0.2.5-dev: community round 30 and follow-ups
2026-10-12 14:07:08 +08:00
snapshot.js
0.2.4-dev: round-29 community fixes and the official shared card pool
2026-10-11 01:58:52 +08:00
spec.js
feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR
#301
ported as one aligned list;
#398
the skill frame,
#400
REA-Y's heal text
2026-10-08 22:35:33 +08:00
targeting.js
0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR
#523
and its detail opens in the preparation phase (PR
#523
by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md)
2026-10-12 14:59:19 +08:00
units.js
0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR
#523
and its detail opens in the preparation phase (PR
#523
by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md)
2026-10-12 14:59:19 +08:00