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8a4362493560ffbbb021843843f44a2d853d30e5
ark-stronghold-protocol
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data
T
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sganggs
8a43624935
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
..
assets.json
联防 plays the official escaped stage's own corrosion BGM (
#110
)
2026-10-05 14:34:42 +08:00
backups.json
feedback5 WB: the data of 补位 and 自选 — chess.json keeps the official backup fields, data/backups.json builds the 17 stand-ins and the DIY picks
2026-10-05 15:58:10 +08:00
bands.json
feedback1 gaps: bands.json bondIds is built once and read by the bot
2026-10-03 15:56:33 +08:00
bonds.json
feedback3: a prep-end item may sit unmerged through the fight, and bonds.json matches the offline build
2026-10-04 22:20:20 +08:00
bosses.json
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
chess.json
feedback5 WB: the data of 补位 and 自选 — chess.json keeps the official backup fields, data/backups.json builds the 17 stand-ins and the DIY picks
2026-10-05 15:58:10 +08:00
choices.json
feedback1 WB: 战术决策 review: independent R11 draws marked assumed (the slot pattern of the 4 drafts left open); twin battle passives stacking marked assumed in META
2026-10-03 09:36:22 +08:00
config.json
Playtest
#6
follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
2026-10-02 04:19:28 +08:00
effects.json
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
emotes.json
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
enemies.json
feedback2 WK: an unblocked ranged enemy stands for each attack's clip (its wind-up and the rest of the clip), then walks on; build-data copies each enemy's attack clip into enemies.json attackAnim (GitHub
#58
)
2026-10-04 02:49:25 +08:00
factions.json
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
garrisons.json
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
items.json
feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR
#2
)
2026-10-03 15:18:42 +08:00
stages.json
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
tokens.json
feedback1 WC: no deployment in the water, tactical points inside the tactician's range
2026-10-03 02:01:34 +08:00
tuning.json
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
waves.json
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00