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DATA.md — generated game data (data/*.json)

All files in data/ except data/assets.json and data/i18n/ are produced by node tools/build-data.mjs (task F1) from the official zh_CN client data (Kengxxiao/ArknightsGameData) joined with docs/research/*.json. Do not edit them by hand — change the build script and rebuild. data/i18n/en.json (the official English texts of these files by record id and field) is written by node tools/build-i18n.mjs — rerun it after a build that changes a text (docs/I18N.md §2; test/i18n-data.test.js fails while it is stale). data/assets.json is written by tools/fetch-assets.mjs, which keeps the current file rather than drop entries whose downloads failed on this machine unless --allow-shrink (or --prune) is passed (docs/ASSETS.md, DESIGN §21.25).

node tools/build-data.mjs              # build (downloads missing official files into .cache/gamedata/)
node tools/build-data.mjs --offline    # never download; fail if a cached file is missing
node tools/build-data.mjs --refresh    # re-download every official file; fail if any download fails
node tools/build-data.mjs --no-research --out /tmp/x   # research-free build (fallback defaults), other dir
node tools/build-data.mjs --cache <dir> --report <file> # other cache dir / report file (tests, CI)
node tools/build-data.mjs --force      # write data/ even when integrity checks fail (debugging only)
node tools/build-data.mjs --version act1autochess   # another official version → data/versions/<slug>/ (see "Official versions (M0)")
node --test test/data.test.js          # integrity tests (+ raw-data cross-check and rebuild check when .cache/gamedata exists)

Unknown options or a missing option value are errors (exit code 2); --refresh and --offline are exclusive.

  • Cache. Official files live under .cache/gamedata/<repo path> (excel/activity_table.json, levels/enemydata/enemy_database.json, levels/activities/act1autochess/level_*.json, …) and are fetched from https://raw.githubusercontent.com/Kengxxiao/ArknightsGameData/master/zh_CN/gamedata/<path> when missing. Downloads are validated (must parse as JSON) and written atomically. With --refresh, a download that still fails after four attempts aborts the build (exit code 1), even if an older cached file exists. Generated files and the previous report remain untouched, including with --force; successfully downloaded cache entries are not rolled back. Retry --refresh to complete the refresh; cached files are not verified to share an upstream revision.
  • Report. A run that reaches integrity validation writes .cache/build-data-report.json (counts, byte sizes, warnings (each once), errors, written). Integrity errors (see §17) make the exit code 1 and leave the previous output untouched (unless --force); warnings never do. Each output file is written atomically (temp file + rename).
  • Determinism. Same inputs ⇒ byte-identical outputs (stable key order, no timestamps, no randomness).
  • Size. ≈5.8 MB for the 15 built files (limit 6 MB; chess.json ≈1.88 MB with the loadout choices, backups.json ≈2.06 MB), compact JSON (no indentation).
  • Plugin compositions (0.3.0). Generated files stay official and unchanged. P1b applies patches and compact records to immutable in-memory copies (PLUGINS.md §10); shared/plugins/validate.js checks their references without the official quantity assertions. New modes inherit an official base; mode-level economy, DP, timers and other global keys override those defaults. Plugin translations retain the existing i18n overlay format and receive source hashes (_h) from the final merged records. A content selection's cs also includes the sha256 of each served i18n/<lang>.json; the vanilla P0 hash still excludes data/i18n/.
  • Derived paths. stages.json groundPaths* come from server/sim/groundPaths.js, using the sim's own server/sim/grid.js pathing: a change there needs a rebuild (the offline-rebuild test catches a stale data/).

0. Conventions used by every file

Promotion indicators read the resolved record's status.phase and status.level (chess or a backup form), not isGolden or tier. status.phase is the numeric suffix of official status.evolvePhase; the UI uses the matching assets.ui[elite/elite_<phase>]. The four shipped versions agree: tiers I/II normal E1 Lv.55/60, elite E2 Lv.50/55; tiers III–VI normal E2 Lv.1, elite E2 Lv.60. This is a data observation, not a substitute UI lookup (§35.18).

Convention Meaning
ids Always the official ids: chess_char_1_01_a (normal) / _b (精锐 golden), chess_item_1_01_e_a, garrison_16_a, bondeffect_yan, enemy_1422_lrsldr, band_bldsk, boss_1, act1autochess_03 (wave template = level file name, lower-case), act2autochess_m01 (stage).
desc / descRaw descRaw keeps the official rich-text markup (<@ba.vup>+15%</>, <$ba.sluggish>停顿</>), desc is plain text. Literal trigger labels such as <获得时>, <在场6名不同【炎】干员> are part of the text and kept in both. \n escapes are real newlines. Placeholders ({atk:0%}, {-x}, {x:0.0}) are already resolved at the record's level, except bond effectDesc (see bonds).
bb / bbStr Flattened official blackboard. bb[key] = number; bbStr[key] = the official valueStr when present. A string-valued entry (value 0 + valueStr) appears only in bbStr. Duplicate keys get _1, _2 suffixes. Numbers are float-noise-cleaned (6 decimals).
params Effects/items/bands: {…bb, …bbStr} of all buffs merged, first occurrence wins (convenience; use buffs for exact semantics).
positions [row, col], row 0 = bottom, col 0 = left, 19 × 21 grid (DESIGN §3).
rangeGrid [[dRow, dCol], …] relative to the unit facing right ([0,0] = own tile). Rotated for the unit's direction (DESIGN §3, server/sim/dir.js rotateOffset): RIGHT (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr); rangeExtend grows +dCol before rotating. (Every grid in the data is symmetric top-to-bottom, so LEFT equals mirroring dCol.)
round-keyed maps JSON object keys are strings: rounds["14"].
[ASSUMED] / assumed: true Value is a documented reconstruction (research), not client data. Keep it tunable.

1. config.json — modes, economy and all global tunables

Top level: { season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAfter, bossOvertimeDrainPerSec, bossHpScale, hiddenCore, dp, unite, finalAssault, timers, bans, bandDraft, titles, titleRule, tips, broadcasts, trophies, roundScores, rewards, constants }.

1.1 modes[modeId] (9 modes; modeId = mode_${single|multi}_${difficulty} + mode_training_1)

Field Example Meaning
modeId, name, code, sortId "mode_multi_abyss", "终极模拟", "AC-4", 5 official
type "MULTI" SINGLE 独立 / MULTI 同盟 / LOCAL training
difficulty "ABYSS" FUNNY NORMAL HARD ABYSS (TRAINING)
inScope true false for training (out of scope v1)
color, iconId, backgroundId "#ff0024", "mode_abyss_icon" UI
desc, effectDescList, unlockText official texts
specialPhaseTime 16 official 机变 phase time field (multi 16 s per picker, solo 150)
activeBondIds / inactiveBondIds FUNNY: 13 / 10 static bond availability
inactiveEnemyKeys 18 keys (FUNNY/NORMAL) enemies never used in this mode
lastRound 14 (solo FUNNY 9) last regular round (boss round)
bossRound 14 round of the Final Assault
hiddenRound 15 or null 隐秘核心 round (NORMAL+)
rounds[r] see below per-round schedule
spRounds [3,9,11] rounds whose prep opens with a 机变 draft
combatTimeLimit[r] {"1":45,…,"14":null} = rounds[r].combatTimeLimit: real seconds of the forced-2× battle (DESIGN §4)
enemyScale[r] {"atk":1.1,"hp":1.2,"speed":1,"kAtk":1,"kHp":1} non-boss enemy multipliers (research 01 A3): atk = atkBase·1.1^kAtk, hp = hpBase·1.2^kHp·extra, speed 1.15 on ABYSS from R3; supplyHp (only when ≠ 1, co-op 终极 R5–R15) = the share of hp from 补给线 / 补给线II (1.2^(kHp − kAtk) · extra), which the 14 器物 hit-count keys do not take (their enemy_exclude). Apply to level-0 stats after special-enemy replacement, also to bounty/special enemies and to the leaders' mid-fight summons. Leader HP pools excluded.
bossHpScale {"bloodPointKey":"bloodPointAbyss","unaffectedByEnemyScale":true} which bloodPoint column the mode reads; the pool rule's keys live in the global bossHpScale below — one set here would override it for this mode (gamedata.js bossPoolShareOf)
upgradePrices [5,8,11,12,13] base price L1→2 … L5→6 (−1 per round start, floor 0, reset after upgrade)
maxShopLevel 6
shopSlots[level] {"1":{"chess":3,"item":1},…} operator + item slots per shop level, from the selected snapshot's activity.AUTOCHESS_SEASON[season].shopLevelDataDict[modeId][level].charChessCount / itemCount; 第一期: equipment at 5–6, 第二期: 1–6 (lobby modes; §36.1)
levelTagColors[level] "#434343" UI
stages ["act1autochess_m02",…] active stages allowed (pick by stages[id].weight, 50 each): 标准 FUNNY (and training) = act1autochess_m01 战场#01 only; 险境 NORMAL = the 8 active stages; 绝境 HARD / 终极 ABYSS = 7 (no 战场#01) — official mode data
bossWeights / hiddenBossWeights {"boss_1":6,…} / {"boss_8":50,…} weighted boss picks

rounds[r]:

Field Example Meaning
template "act1autochess_03" wave template (waves.json) for non-boss rounds; null for boss rounds
bossTemplates {"boss_1":"act1autochess_h07_01",…} boss rounds: template per bossId (solo uses _s)
combatTimeLimit 55 real seconds (= template maxPlayTime) of the forced-2× battle: the Battle / 联防 limit is 2 × this in game seconds (gamedata.js combatTimeLimit, config.combatTimeScale default 2; docs/BALANCE.md §2.1); null for boss rounds (no hard stop)
levelMaxPlayTime 120 raw maxPlayTime of the (first) template in real seconds; boss rounds: the Final Assault / Hidden Core countdown (m.public.deadline, gamedata.js bossLevelTime) — not a hard stop, the battle goes on
prepTime 65 multi/training prep timer (real seconds); null for solo (untimed in 下半)
prepTimeData 300 official normalPhaseTime (optional "timed solo")
isSpPrepare, isBoss, isHidden 机变 before prep / leader round / 隐秘核心
bossOvertimeAfter 150 boss rounds: team LP −1 per real second after this many real seconds (= 300 game s on the 2× field clock; m.public.overtimeAt)

1.2 economy

Field Example Meaning
income [0,4,5,6,…,12] index = round (index 0 unused): min(3+r, 12); incomeCap 12, incomeCapAlternative 10, incomeAssumedAfterRound 3
leftoverFundsLost, leftoverFundsKeptByBands true, ["band_cannot"]
chessPrice[tier] / chessSell[tier] {"normal":2,"golden":2} / {"normal":1,"golden":1}
chessStatus[tier] {"normal":{"phase":1,"level":55,"skillLevel":4,"equipLevel":0,…},"golden":{…}} training status per tier
refreshPrice 1
freeze {"scope":"allUnsoldSlots","price":0,"consumedAtRoundStart":true,"refreshWhileFrozenRerollsAll":true,…} one toggle freezes all unsold slots
shopClearedAtCombatStart "unfrozenSlots"
itemSellable, itemDestroyRefund false, 0 items can only be destroyed
benchSize, tempSize, deployCap, storeCntMax 10, 5, 8, 6
equipPerChess, maxArtsPerRound 2, 2
poolCopies[tier] + poolCopiesOverrides 12/14/18/16/8/5 plus measured low-tier identity exceptions (DESIGN §29.8) single-player copies; coopPoolMultiplier: 2 doubles them in co-op: the shared operators and each player's private 自选 stock alike (the maintainer's decision of 2026-10-15, GitHub #650, DESIGN §32.14.31; before 0.3.0 the 自选 stock stayed 8 / 5)
itemPoolCopies[tier] + itemPoolCopiesOverrides 4/6/7/8/7/3 plus eight measured exceptions (DESIGN §29.8) shared shop-equipment ownership: normal 1, upgraded 2; non-shop effect-only equipment unlimited
goldenCopies, mergeCount, mergeCountOverrides, itemMergeCount 3, 3, {"chess_char_2_11_a":2} (风丸), 2
rewardOffer {"count":3,"tierOffset":1,"maxTier":6,"price":0,…} merge reward: 3 different free chess of tier min(shopLevel+1,6) (a short tier tops up from the tier below; the player's stocked 自选 of that tier joins the roll, DESIGN §30.23; PlayerState.pushRewardOffer, user playtest #6 item 19)
handFillOrder "rightToLeft"
shopOdds {"model":"copyWeighted",…} [ASSUMED] roll model
borrowCount, fallbackBondId, defaultBandId, defaultStartLp 20, "emptyShip", "band_bldsk", 28

1.3 Other global keys

Key Example Meaning
lpCapPerRound 10 max LP lost per player per normal round
bossOvertimeAfter, bossOvertimeDrainPerSec 150, 1 official bossTurnHpReduceTime: from 150 real s of a boss round the merged team LP loses 1 per whole real second (gamedata.js bossOvertimeDue; first point at 151 s)
bossHpScale {"formula":"one pool for every boss field …","perPlayer":true,"coop":1,"solo":1,"aliveFull":4,"aliveScaling":false,"aliveAssumed":true,…} the leader pool (one for every boss field) = bosses[id].bloodPoint[difficulty] × share: perPlayer true (the owner's decision of 2026-10-06, adopting PR #209 — it replaces the fixed pool of 「保持固定血量」) — co-op share = coop × the players alive when the fight starts (bots and AI 托管 seats count, eliminated and departed seats do not; at most aliveFull), solo share = solo (1). perPlayer: false with solo: 0.25 restores the fixed pool of 0.1.x (co-op × coop whatever the count; aliveScaling: true would make it × alive / aliveFull, the proportion [ASSUMED, flagged aliveAssumed]). GameData.bossPoolHp(bossId, aliveCount) / bossPoolShare implement it (DESIGN §20.10, §25.13.4)
hiddenCore {"single":350,"multi":1200,"minTeamLpExclusive":1,"difficulties":["NORMAL","HARD","ABYSS"],"checkedAfterRound":14} Σ activated layers must be > threshold and LP > 1 (PRTS; the community's measurement 路标月报#2, GitHub #645)
dp {"init":10,"perSec":1,"max":99}
unite {"maxHelpers":2,"helperOrder":"unitsOnField>activeBond>undownedUnits; pair: unitsOnField>activeBond>activeLayers>undownedUnits, first = right field (PRTS 帮助)","layerGainsEnabled":false,"templates":{"1":"act1autochess_escaped_single","2":"act1autochess_escaped_multi"},…} 联防; helperOrder documents the rule server/match/unite.js helperOrder implements (research 08 §5; ties → seat)
finalAssault {"pairing":"seatOrderPairs","oddPlayerAlone":true,"movableBossPerAlivePlayerSide":true,"layerGainsEnabled":false}
timers {"infoCheck":25,"infoCheckHint":5,"bandDraft":50,"bandDraftHint":15,"bandTurn":50,"battleCheck":3,"spFirst":30,"spTurn":16,"soloPrepTimeData":300,"soloSpTimeData":150,"chatCd":1,"chatBubble":3,"broadcastDelay":1,"enterSteps":[…]} seconds
bans[difficulty] {"core":3,"addon":4} (FUNNY {0,1}) + rule per-match disabled-bond draw (research 01 A2)
bandDraft {"skipsPerPlayer":1,"order":"random","duplicatesAllowed":true,"timeoutBandId":"band_bldsk"}
titles[] {"id":"comment_1","picId":"comment_icon_1","name":"卫戍之星","stat":"bossDamage","rule":"max","onlyOnWin":true,"text":"…"} 评语 + [ASSUMED] criteria; titleRule explains assignment
tips[] {"tip":"只有在联合模拟中才能获得奖杯","weight":50} gameTipsList
broadcasts[] {"id":"comment_boss_hit_1","type":"BOSS_HIT","priority":30,"text":"{0}博士对敌方领袖造成的伤害超过20%!","textRaw":"<@ba.vup>{0}博士</>…","params":["0.2"]} {0} player, {1} operator/level, {2} amount
trophies {"byRoundsPassed":[{"maxRound":4,"FUNNY":0,…},…],"hiddenCore":{…},"multiOnly":true,"medals":[{"count":0,"iconId":"trophy_level1_icon"},…]}
roundScores[] {"round":4,"score":50}
rewards {"itemId":"act2autochess_token_chess","baseByRoundsPassed":[{"round":1,"count":10,"dailyPoint":10},…],"formula":"…","difficultyFactor":{…},"modeFactor":{…},"milestones":[{"level":1,"tokens":100},…],"daily":{"name":"每日防卫目标","need":200,"bonus":300,"resetHour":4,"rule":"…"}} 卫戍认证; milestones: the 60 levels of the settlement's LV (milestoneList, cumulative tokens; 35 in a version at its launch, "Official versions (M0)"); daily: 每日防卫目标 (constData dailyMission*; the bonus and the reset hour read from its rule text)
constants {"maxLevelCnt":15,"bossTrailerStartRound":3,"singleReconnectTime":86400,…,"pingConds":[…]} misc official constData; singleReconnectTime (s) = how long a dropped solo run stays resumable (server/lobby.js; co-op keeps the 10-minute window; null in a version whose constData lacks it, "Official versions (M0)")

2. chess.json — { [chessId]: Chess } (266 = 133 normal + 133 golden)

112 are visible (non-hidden, non-DIY) normal chess: per tier 16/17/19/22/19/19. 17 are isHidden (retired 上半 entries or effect-only such as chess_char_1_15_a 盟约·辅助干员 from band Pith); 4 are DIY (甄选) slots.

Field Example Meaning
chessId, baseId, goldenId, isGolden "chess_char_1_01_b", "chess_char_1_01_a", "chess_char_1_01_b", true normal/golden pair
tier 1 阶 I–VI (shop tier)
identifier, shopSortId 133, 1 official ordering
isHidden, isDiy, visible visible = !isHidden && !isDiy (only visible chess enter the shop pool)
chessType "PRESET" PRESET / NORMAL / DIY
backup {"charId":"char_611_acnipe","tmplId":null,"skillIndex":2,"uniEquipId":"uniequip_002_acnipe","potRank":0} (chess_char_5_22_a/_b, 妮芙) the shop row's official stand-in fields, verbatim (backupCharId, backupTmplId, backupCharSkillIndex, backupCharUniEquipId, backupCharPotRank), the same on both forms: PRESET (特许) = itself, NORMAL = the 补位 stand-in fielded when the player marked the operator as not owned (干员持有, §18), DIY = none (charId null)
charId "char_498_inside" operator (null for DIY)
name, appellation "隐现", "Insider"
rarity 5 stars 1–6
profession, subProfessionId, subProfessionName, position "SNIPER", "fastshot", "速射手", "RANGED"
placeOnRanged true (present only then) a MELEE chess whose Chinese trait without a module (traitBase, else trait) contains 「可以放置于远程位」 — the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者, normal and elite; the module does not matter (every module of the three keeps the line). Stored at build time so a localized record still places: the overlay replaces the trait text, and en / ja / ko / zh-TW (於) no longer contain the Simplified line (GitHub #676). Read at place time (shared/highGround.js meleeOnHighGround, which also matches that line when the flag is absent — a Chinese or plugin record — board.js positionClass); the owner's decision of 2026-10-05, following PRTS (it reverses the 2026-10-04 one: elite 歌蕾蒂娅 with HOK-Y only). A compact MELEE plugin form may set the same boolean [ASSUMED]; expandRecords copies only true onto the chess and the 自选 form (shared/plugins/records.js). position stays MELEE for the battle. The old placement string is not stored
nationId "laterano"
bonds[] ["lateranoShip","swiftShip"] bondIds (→ bonds.json)
garrisonIds[] ["garrison_16_b"] 特质 (→ garrisons.json); first = displayed trait
price, sellPrice 2, 1
upgradeNum, upgradeChessId 3, "chess_char_1_01_b" copies needed to merge (风丸 2; golden 0)
status {"phase":2,"level":50,"skillLevel":7,"equipLevel":1} training status used for all numbers
stats {"maxHp":1421,"atk":531,"def":167,"res":0,"cost":12,"blockCnt":1,"bat":1,"aspd":100,"respawnTime":70,"spRecovery":1,"hpRecoveryPerSec":0,"moveSpeed":1,"tauntLevel":0,"massLevel":0,"deployLimit":1,"deckStack":0} keyframes linearly interpolated at status plus every potential attribute modifier (full potential, 潜能 6 — the default; character_table potentialRanks 1–5 — 「攻击力+N」, 「部署费用-1」, 「再部署时间-N秒」, 生命 / 防御 / 法抗 / 攻速 — added to the raw values: the official records carry no potential, a tournament video shows 刺玫 at ATK 435 / cost 15 = her E1 Lv55 413 / 17 + 攻击力+22 and two 部署费用-1; a lower potential — the player's 干员调配 setting since 0.2.2 — reads potDown, §2.3), hp/atk/def/cost/block/respawn rounded; golden includes the module attribute bonus. aspd 100 = base (module attack_speed added). Talent stat boosts are NOT folded in.
immunities {"stun":false,"silence":false,"sleep":false,"frozen":false,"levitate":false}
rangeId, rangeGrid "3-3", [[1,0],[1,1],…] attack range at status
dmgType "phys" phys / arts / heal (derived, see §2.1)
attackKind "ranged" melee / ranged / heal / none
projectile "arrow" arrow (phys ranged) / bolt (arts ranged) / orb (heal) / none
canHitFly true
targetPriority "fly" from trait text: fly (优先攻击空中单位), lowestDef (防御力最低), else null
trait {"desc":"优先攻击空中单位","descRaw":"…","bb":{"atk_scale":1.1},"bbStr":{},"rangeGrid":null,"moduleDesc":"攻击空中单位时攻击力提升至110%","moduleDescRaw":"…"} profession trait (+ golden module trait upgrade merged into bb; rangeGrid = trait-effect area, e.g. 散射手 front row — not the attack range). desc = the class trait, or the module's rewrite of it (official overrideDescripton); moduleDesc = the module's added line (official additionalDescription, PRTS 「特性追加」), which the client shows after desc, never alone (0.2.0, community report item 16.2). A module part that only adds a display line (official target DISPLAY, no rewrite) fills that line with its blackboard and leaves desc at the class trait's numbers — 圣约送葬人 REA-Y: desc heals 50, moduleDesc 攻击速度+12 (0.2.2, GitHub #400); bb still merges every part (what the kits read). rangeExpand (present only then) is the Chinese moduleDesc matching 「攻击范围扩大」; modeOnly (present only then) matches 「集成战略」. The preview reads those booleans (shared/loadoutRecord.js, GitHub #700) and still matches the Simplified line when the flag is absent. The battle kits still read the Chinese text
skill see below default skill at status.skillLevel (normal 4, golden 7)
skills[] [{…skill record…, "index":0, "isDefault":false}, {…, "index":1, "isDefault":true}] loadout choices (DESIGN §16): every skill unlocked at status (E1 ⇒ S1–S2, E2 ⇒ S1–S3; the default is always listed), same shape as skill + isDefault, at the chess skill level, trigger resolved for that skill index (§2.2). The isDefault entry equals skill
modules[], statsBase, traitBase, talentsBase see §2.2 golden chess with equipLevel > 0 only: selectable modules + the no-module base they apply to
talents[] {"index":0,"name":"火力支援","desc":"…","descRaw":"…","bb":{"self_ammo":3,"duration":20,"ally_ammo":1},"bbStr":{},"rangeGrid":null,"tokenKey":null,"hidden":false,"fromModule":false} best unlocked candidate at status at full potential (candidates up to requiredPotentialRank 5: the 「天赋效果增强」 steps; module talent candidates the same — an entry a lower potential changes chains its lower candidates, potMin / potBelow, §2.3); golden: module talent upgrades applied (fromModule); module data-only talents have name:null, hidden:true. A module upgrade of an existing talent merges blackboards (module keys win, base keys it does not restate are kept — e.g. 宴 keeps min_attack_speed; 仇白's upgrade adds atk_scale_t next to the old atk_scale: prefer the key the text uses). Module parts flagged isToken are not applied to the operator; they upgrade its summons (tokens.json variants). containerTokenKey: the official talent token id when it is a container missing from character_table (凛御银灰), tokenKey then holds the default skill's token
tokens[] ["token_10028_vigil_wolf"] summons (→ tokens.json): displayTokenDict + default-skill overrideTokenKey + talent tokenKey; tokens.json → variants[chessId].sources tells which (a display-only token is not produced by this chess's default skill or talents)
module {"id":"uniequip_002_inside","name":"“最初的惊喜”","type":"MAR-X","level":1,"active":true} active only on golden chess
assets {"avatar":"char_498_inside_2","portrait":"char_498_inside_2","spine":"char_498_inside","skillIcon":"skchr_inside_2","subProfIcon":"sub_fastshot_icon"} asset ids (URLs in data/assets.json); golden uses the E2 art when it exists
diyRequirement "TIER_6" DIY only
potDown {"0":{"stats.cost":17},"1":{"stats.respawnTime":70},"2":{"stats.atk":413},"4":{"stats.cost":16}} (chess_char_1_06_a, 刺玫) what a lower potential changes (§2.3; absent when nothing does: the DIY slots, 盟约·辅助干员)

skill:

Field Example Meaning
skillId, iconId, name, level, index "skchr_inside_2", "skchr_inside_2", "“解决麻烦”", 7, 1 index = character skill slot
desc, descRaw "攻击力+100%,…攻击装有14发弹药…" placeholders resolved
skillType "MANUAL" MANUAL / AUTO / PASSIVE
durationType "AMMO" NONE / AMMO
duration 0 seconds (0 = instant/ammo)
spType "INCREASE_WITH_TIME" also INCREASE_WHEN_ATTACK, INCREASE_WHEN_TAKEN_DAMAGE, ON_DEPLOY (passive, no SP)
spCost, initSp, maxChargeTime, increment 20, 10, 1, 1 maxChargeTime > 1 ⇒ charges
bb, bbStr {"atk":1,"base_attack_time":-0.3,"attack@trigger_time":14} kit input (DESIGN §5.6)
rangeId, rangeGrid null skill range override
passiveRange true (present only then) the Chinese desc matches 「被动效果:攻击范围扩大」 and rangeGrid is non-empty (引星棘刺 S3). The preview uses this skill's grid (GitHub #700). Absent: the same Simplified line still selects it. A localized desc does not
prefabId, overrideTokenKey
trigger {"rule":"DEFAULT","rawRule":"DEFAULT","customRangeGrid":null} auto-cast rule (the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §2.2). rule ∈ DEFAULT (basic strategy), SKILL_RANGE (a MANUAL skill with a 技能范围 of its own: customRangeGrid = its rangeGrid, rawRule DEFAULT — no official row), ACTIVE_RANGE (the owner's deliberate deviation of 2026-10-05: a MANUAL skill on the basic strategy — 深巡 S2's deviation included — or on the SEARCH row whose attack range while it runs strictly contains the operator's own range: customRangeGrid = that running range, rawRule the official row, DEFAULT / SEARCH / 深巡's TAKE_DAMAGE), TAKE_DAMAGE (every MANUAL 重装 skill but seven: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are DEFAULT with rawRule TAKE_DAMAGE — a deliberate deviation, tools/build-data.mjs TRIGGER_DEVIATIONS, DESIGN §21.29; 深巡 S2 then ACTIVE_RANGE on its 3-2 — and 余 S2 is SKILL_RANGE with rawRule TAKE_DAMAGE and customRangeGrid its x-1, DESIGN §22.10), SP_FULL (official ALWAYS: 执旗手 / 战术家 / 吟游者 MANUAL skills), CUSTOM_RANGE (official CUSTOM_RANGE_SEARCH_ENEMY, uses customRangeGrid), SEARCH (解放者 / 阵法术师 MANUAL skills, 安洁莉娜 S2/S3 — but those whose running range is larger, ACTIVE_RANGE: 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2, 安洁莉娜 S3), MLYSS_WTRMAN (缪尔赛思), GDGLOW_SKILL_2 (荒芜拉普兰德, 纯烬艾雅法拉 S3: "全场存在可选目标时释放技能"). allies: true (only then present): an ally row the engine plays as one of its rules on an injured, healable ally of customRangeGrid — 黍 S3 (data/backups.json): official TRY_SEARCH_ALLY_SKILL ("技能范围内存在可治疗的我方单位时释放技能") → SKILL_RANGE on its x-2 (tools/build-data.mjs TRIGGER_ALLY_RULES).

2.1 Combat classification heuristic (dmgType / attackKind / projectile / canHitFly)

  • dmgType: MEDIC (except incantationmedic) and bard → heal; trait text containing 法术伤害 or profession CASTER → arts — but a trait whose 法术伤害 comes only with a running skill ("技能开启时普通攻击会造成法术伤害": 驭法铁卫, 斩业星熊) keeps the normal attack's phys (display / the bot; the kit switches to arts while a skill runs; 0.2.0); else phys.
  • attackKind: bard, phalanx, librator → none (no normal attack); heal → heal; position RANGED or melee sub-professions with a ranged normal attack (lord, fortress, shotprotector, agent, hookmaster) → ranged; else melee.
  • canHitFly: ranged attackers unless the trait says 地面敌人 (投掷手) or the sub-profession is fortress (要塞: 灰毫, 号角 — DESIGN §22.13); skywalker (蒂比) true.
  • These are defaults for the generic engine; kits may override.

2.2 Loadout choices: skills & modules (DESIGN §16)

Before a match the player may pick, per base chess, the equipped skill (any index legal for both the normal and the elite record — shared/protocol.js loadoutOptions) and, for the elite, the module (or none). The data carries everything needed to resolve a unit for (chessId, skillIndex, moduleId) (simdata resolveLoadout / loadoutRecord, DataSource.getChess(id, loadout)):

  • skills[] — see the table above. Triggers per skill (tools/build-data.mjs resolveTrigger): charId rows (exact skillIndex, or −1 = every skill) → subProfession rows → profession rows. The class rows apply to every skill index — PRTS names whole classes ("重装干员", "先锋-战术家、先锋-执旗手、辅助-吟游者分支干员", "近卫-解放者、术师-阵法术师 分支干员"; a phalanx never attacks with its skill off, so the row must cover 薄绿's default S2) — but only to MANUAL skills: an AUTO skill keeps its own rule (DEFAULT; kits add a base-game rule where needed, e.g. 古米 S1). Then a MANUAL operator skill whose rangeId is a 技能范围 — its description is not an attack-range change ("攻击范围扩大 / 改变 / 缩小 / 缩短", "攻击距离+N / 加长 / 缩短") — is SKILL_RANGE with customRangeGrid = its rangeGrid; summons keep DEFAULT. customRangeGrid of CUSTOM_RANGE from skillRangeDict[skillId]. Last, the owner's rule of 2026-10-05 (a deliberate deviation): a MANUAL operator skill on DEFAULT (no row, or a DEFAULT entry of TRIGGER_DEVIATIONS / STANDIN_TRIGGER_DEVIATIONS — 深巡 S2) or on the SEARCH row (the owner's decision of 2026-10-05 too) whose attack range while it runs — its rangeId grid when the text is an attack-range change, else the operator's range grown by ability_range_forward_extend; never "被动效果:攻击范围扩大" (引星棘刺 S3) — strictly contains the record's own rangeGrid is ACTIVE_RANGE with customRangeGrid = that running range (activeAttackGrid, ACTIVE_RANGE_OVER; stand-in forms alike). (Research 03 Addendum C1 read the rows' skillIndex 0 as "skill 1 only" after BWIKI's transcription; superseded by user playtest #6.)
  • modules[] (golden, equipLevel > 0): every ADVANCED uniequip of the character (the INITIAL uniequip_001_* is "no module" = choice 'none'), in official order, at the chess equipLevel (1, T6: 3):
Field Example (chess_char_6_11_b) Meaning
uniEquipId, name, typeName, typeIcon, icon "uniequip_003_mlyss", "落叶四季", "TAC-Y", "tac-y", "uniequip_003_mlyss"
isDefault, level false, 3 default = defaultUniEquipId (= module.id)
attr {"maxHp":170,"atk":28,"def":28} flat stat additions (stat field names): stats = statsBase[f] + attr[f] (float-noise cleaned)
traitOverride {"desc":"…提升至165%","descRaw":…,"bb":{"atk_scale":1.65},"bbStr":{},"rangeGrid":null,"moduleDesc"?:…} | null the full trait with this module (desc, then the added line moduleDesc when present — see trait above); null ⇒ traitBase
talentChanges[] {"talentIndex":1,"name":"开源节流","desc":…,"descRaw":…,"bb":{"cost":-2,"runtime_cost":-2},"bbStr":{},"rangeGrid":null,"tokenKey":null,"hidden":false} talent additions/overrides (talentIndex −1 = new hidden data-only talent); applied to talentsBase with the build's merge rule (simdata composeTalents: override of an existing index merges blackboards, module keys win)
  • statsBase / traitBase / talentsBase — the golden record without any module (stats / trait / talents keep the default module, unchanged). test/data.test.js proves that composing the default module onto the base reproduces stats, trait and talents exactly for every golden chess.
  • Module-less goldens (蒂比, 凛御银灰): modules: [], base = own values. Normal chess have none of these fields.
  • Module parts flagged isToken and the per-token attribute blackboards go to the summons: tokens.json → variants[owner].byModule (§14). Module choices never change the combat classification (dmgType…; the build warns if one ever would).

2.3 Potential below full potential: potDown and chained talents (0.2.2)

Potential (潜能 1–6) is the player's per-operator setting (干员调配, the owner's decision of 2026-10-08 — default 潜能 6; official: 调度手册 「卫戍协议中干员潜能由自身已持有干员潜能决定」). Every record is built at full potential and carries what each lower one changes; shared/potential.js atPotential(rec, potential) composes the record at a potential (data rank r = potential − 1, character_table's potentialRanks[r] being the step from rank r to r + 1). The same annotation is on chess records, backups.json unit forms (§18) and token variants (tokens.json and backups.json tokens variants, §14 — the owner's potential; a token record's top-level defaults stay full):

  • potDown: { "<rank>": { "<dotted.path>": value } } — for each rank 0–4, the exact value at that rank of every leaf that differs from the rank above (stats.* / statsBase.* of a record, stats.* of a form; a variant's stats.deployLimit, stats.deckStack, count, bySkill.<i>.count, byModule.<id>.stats.*). Applied from rank 4 down to the wanted rank, each value overwriting, so every leaf ends at its value for that rank.
  • a talent entry (talents, talentsBase, modules[].talentChanges; a variant's talents and byModule[*].talents) that a lower rank changes: potMin = the lowest rank it holds for, potBelow = the fields the entry below it changes (desc, descRaw, bb …), itself chained the same way — the candidates by requiredPotentialRank (刺玫's 土壤基肥改良 potMin 4: 11% → 8%; Mon3tr's 不毁重构 below its owner's rank 4: 3 s / 1200).

tools/build-data.mjs runs the chess / backups / tokens builders at every rank (ctx.potRank) and annotates the full-rank build from the others; the build fails unless atRank rebuilds every rank exactly, and the unit-form parity (§18) holds at every rank. Nothing else depends on potential (no skill, trait or list length). The data translations (data/i18n/*.json) translate the chained texts too. 练度 (the 自持有 bonus) is no record field: it is the char_attribute_mul of the effects.json CHAR_MAP records aceffect_char_1…4 (§7), applied to the unit.


3. bonds.json — { [bondId]: Bond } (23 bonds, 8 core)

Field Example (deputShip) Meaning
bondId, name, identifier "deputShip", "助力", 14
isCore, bondType, bondOrder, powerIdList false, "REGULAR", 2, [] core = isPower (SEASON); powerIdList = nation/group/team ids for DIY bond derivation (backups.json diy.operators[*].bonds, §18)
iconId "icon_deputShip"
activeCount 2 official activation count
thresholds [2,3] ascending member counts that raise the tier (tier = number of thresholds reached). yan [3,6,9], egir [3,5], sunt [2,5], solo [1]
maxCount null (solo 1) count_threshold_downward: active only while count ≤ maxCount
thresholdTemplate "count_threshold_upward" also _downward (独行), _upward_golden (绝技)
countMode "BOARD" BOARD (distinct base chess on board), BOARD_AND_DECK (+hand: 远见/奇迹/投资人), BOARD_ALL_CHESS (绝技: every golden chess on board, duplicates count)
countsHand, countsGoldenOnly false, false convenience flags
activeType, isActiveInDeck, noStack, weight, maxInactiveBondCount "BATTLE", false, false, 10, -1 weight 0 ⇒ never drawn for per-match bans
layerMilestones[] [{"layer":25,"mode":"every","effect":"bond_layer_added_reward_equip"}] layer-based powers: reach (while L ≥ layer), every (each multiple), first (latched once)
desc, descRaw bond panel text
effectId, effectName, effectDesc, effectDescRaw "bondeffect_deput", …, "所有干员防御力+{0:0%}(受层数影响)…" in-battle text with positional placeholders
effectDescParams[] [{"index":0,"format":"0%","base":"base_def","perStack":"def_per_stack"}] {i:fmt} = bb[base] + bb[perStack] × layers — layers never exceed 999 (the official MAX_GARRISON_STACK, not in any table: shared/constants.js BOND_LAYER_CAP, research 11)
bb, bbStr {"base_def":0.15,"def_per_stack":0.012,"respawn_time":-0.3,"layer":2,"count":3,"more_layer":4} all buffs merged (first wins)
buffs[] [{"key":"env_gbuff_new","bb":{…},"bbStr":{"key":"act1autochess_bond_eff_deput"}}, …] exact official buffs (e.g. 萨尔贡 has a second buff valid only with band_narant)
baseParams, perStackParams ["base_def"], ["def_per_stack"] official descParamBaseList / descParamPerStackList
members[], visibleMembers[] ["chess_char_1_06_a",…] base (normal) chessIds incl. hidden / only visible
spec {"tiers":[{"need":"…","effect":"…"}],"formulas":{…},"layerGain":"…",…} research 02 implementer spec (null without research)

4. garrisons.json — { [garrisonId]: Garrison } (249; 43 distinct effectKeys)

Field Example Meaning
garrisonId "garrison_30_a" _a normal, _b golden version
desc, descRaw "<获得时>获得等于当前调度中心等级的【炎】层数(无需激活盟约)"
eventType, eventTypeDesc, eventTypeIcon "SERVER_GAIN", "单次叠加", "icon_bond" IN_BATTLE, SERVER_GAIN 获得时, SERVER_PREP_START 进入休整期时, SERVER_PREP_FIN 休整期结束时, SERVER_CHESS_SOLD, SERVER_PRICE, SERVER_REFRESH_SHOP
effectType "SERVER_ADD_BOND_METHOD"
effectKey "SERVER_ADD_BOND_METHOD" / "act1autochess_gar_eff_attrByBond" handler key: bbStr.key (battle runes) else effectType
battleRuneKey, charLevel null, 0
bb, bbStr {"multi":1}, {"add_method":"shoplv","bond":"yanShip"}
owners[] ["chess_char_1_03_a"] chess carrying it (includes garrisons referenced by other garrisons, which may have no owner)

5. items.json — { [itemChessId]: Item } (115 = 56 EQUIP × 2 + 3 MAGIC)

Field Example (chess_item_1_01_e_a) Meaning
id, baseId, goldenId, isGolden "chess_item_1_01_e_a", …, "chess_item_1_01_e_b", false
trapId, iconId "trap_1041_acarm041" icon id = trapId
identifier, shopSortId 267, 1
name "维式重锤"
itemType "EQUIP" EQUIP (equipped, max 2) / MAGIC (Arts, dropped on a tile)
tier, price, hideInShop 1, 1, false golden price 5 (never sold in shop)
shopExcluded, shopExcludedBy false, null / true, "维多利亚盟约每25层 / 洛洛的定制品" effect-only items the shop never sells although the official table does not hide them (tools/build-data.mjs SHOP_EXCLUDED_ITEMS, sourced: the 4 special 维式重锤 — 战栗 / 坚固 / 加速 / 灼燃 — and 突变细胞; user playtest #4 item 5), normal and golden. sim/simdata.js isShopItem (non-golden EQUIP, not hideInShop, not shopExcluded) is the one predicate of every shop-item draw (the shop's item slot, 道具补给 / 机密商店 cards, pool_equip_normal / _shop_1 / _kathe / _narant, Match.rollItemId): 51 of the 56 normal items; the item card shows shopExcludedBy as the source
mergeable, upgradeNum, upgradeChessId true, 2, "chess_item_1_01_e_b" 2 copies → golden; upgradeNum 100 = never merges
duration -1 trapDuration
giveBondId, givePowerId, canGiveBond "victoriaShip", null, false 变形同构体 (canGiveBond) grants the giveBondId of the other equipped item
requiresBondId null / "yanShip" VI-tier bond signature items (research 04)
effectId, effectName, desc, descRaw "eff_acarm041", …, "攻击力+15%"
buffs[], params [{"key":"env_gbuff_new_with_verify","countType":"NONE","bb":{"atk":0.15},"bbStr":{"key":"attr_common_global_buff"}}]
category, kind, family, implFormula "STAT", "passive", null, "ATK% += atk …" research 04 (categories: STAT, ON_HIT, SURVIVAL, SP, ECONOMY, RECRUIT, BOND, BOND_GRANT, SET, BOND_SIGNATURE, MAGIC); implFormula is overridden by tools/build-data.mjs ITEM_RULES where research 04 was wrong (突变细胞; its research entry carries the correction too)
note null / "生效时原干员销毁,突变细胞与其他装备退回整备区,可再次配发;随后获得一名高一阶的随机初始干员(最高6阶),进入整备区,需要重新部署" a rule the official text leaves out (ITEM_RULES, sourced; normal and golden), shown under the effect in the item card — 突变细胞 is not consumed (player feedback after 0.1.0: PRTS 下半 记录 备注 "生效时,原干员销毁…", players re-inject it every round) and its new operator joins the 整备区, the carrier's tile left empty (official footage; PR #2)
rangeGrid [[0,0]] Arts area (画卷 [[0,0],[0,1]])
flavor

6. bands.json — { [bandId]: Band } (40)

Field Example Meaning
bandId, sortId, name, iconId "band_bldsk", 1, "华法琳", "icon_bldsk"
modeTypeList ["LOCAL","SINGLE","MULTI"]
totalHp 28 starting LP (20–45)
effectId, effectName, desc, descRaw "aceffect_band_21", "重点监护", "【重点监护】开始作战时…"
buffs[], params [{"key":"prep_finish_char_bond_add_layer","bb":{"layer":2},"bbStr":{}}]
victorCount, rewardModulus, unlockDesc 3, 1, null
bondIds ["lateranoShip"] (潘格尼尼) / [] the bonds the strategy is built around (shared/bandBonds.js: the bond names in <…> of its text — the official note "在部分干员缺席时体验可能不完整" among them — and the bond ids / bond pools of its blackboards, pool → choices.json pools[pool].bond); 9 bands are tied. The bot never picks, and the strategy draft marks 本局禁用, a band whose bond the mode switches off (DESIGN §21.26)

7. effects.json — { [effectId]: Effect } (361: every effect of the season)

Types: BAND_INITIAL 41, BOND 23, EQUIP 115, ENEMY_GAIN 129 (悬赏), BUFF_GAIN 43 (战术决策), ENEMY 6 (aceffect_enemy_* global modifiers), CHAR_MAP 4 (角色练度映射 — the 自持有 练度 tiers aceffect_char_1…4, 未精英化 / 精英阶段1 / 精英阶段2 / 精英阶段2-60级, in autoChessData.cultivateEffectList order: their char_attribute_mul buff — atk / def / max_hp 1, 1.05, 1.1 — is the unit's 练度 multiplier, shared/potential.js cultivateMul, 0.2.2).

Field Example Meaning
effectId, effectType, name "aceffect_band_21", "BAND_INITIAL", "重点监护"
desc, descRaw
counterType, continuedRound, decoIconId, enemyPrice "NONE", -1, null, 0 enemyPrice = bounty coins
buffs[] {"key":"…","countType":"NONE","bb":{…},"bbStr":{…}}
params {"layer":2} merged convenience view

8. choices.json — 机变 draft data

Key Example Meaning
events[id] {"id":"enemy_initial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"…","color":"#35d8b4","family":"bounty","solo":false,"training":false} 109 official choice events; _s = solo copies; usedBy on events opened by items (hunter_band_1 ← 教鞭 / “神秘顾客”)
families {"bounty":{"name":"悬赏决策",…},"supply":{…},"shop":{…},"tactic":{…}} 悬赏决策 / 道具补给 / 机密商店 / 战术决策; desc = the overlay header after the name, the official event text (战术决策 "进行协同调整,做好迎战准备。", as on the official screens and in effectChoiceInfoDict buff_select_*)
format {"multi":{"cards":6,"pickOrder":"random","firstPickSec":30,"otherPickSec":16,"onTimeout":"autoPickRandom","eachPlayerPicks":1},"solo":{"cards":3,"timer":null},"opensAfterIncome":true}
cards.bounty[] {"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null,"draftPool":"initial","series":10} payout kill (killer gets coins, 联防 helpers too) / perfect (chooser's own phase perfect); rounds = battles affected (99 = all remaining); tier from the I/II/III suffix (else coin value); enemyKey = the effect's enemy_id (fixed per card; the title only names category and tier); draft = offered by a 悬赏决策 draft (86 cards); else draftExcluded perfect (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / hidden (鸭爵 / 高普尼克 / 流泪小子 / 圆仔; 4) / unseen (in none of the 59 official bounty drafts of the user's 66 screenshots: the 7 multi-round cards, enemyeffect_3_*, the boss bounties of no seen R9 group; 19, [ASSUMED] not offered) — build-data bountyDraftExclusion, server/match/choices.js draftBounty, user playtest #6 item 4, player feedback after 0.1.0 report #2; draftPool = the kind of draft that offers it: initial (R3: the 42 "接下来两场作战" cards), boss (R9: 19 boss bounties + 源石虫·特训), hunter (R11: the faction _7 / _8 and 特异 series 16 "下场战斗" cards, 24), null when not drafted; series = N of enemyeffect_N_M (null otherwise)
cards.tactic[] {"effectId":"map_m01_1","name":"模拟战场演变·模式一","kind":"terrain","stageId":"act1autochess_m01","team":false} kind ally / enemyDebuff / terrain (only for the match stage); team = also given to teammates. A 战术决策 draws each card on its own, with replacement, so the same card can be offered twice (official match 7 R11: 补给 ×2; tacticDraft)
bountyDrafts[kind] {"initial":{"events":[…],"slots":10,"pick":"slot","groups":[{"cards":[…6],"seen":[1,3,5,9,17]},…],"rule":{"series":[10,…,15,20],"tiers":[1,1,1,2,2,3],"perSeries":2,"prefer":["enemyeffect_10_6","enemyeffect_20_6"]},"count":6},"boss":{"events":[…],"slots":6,"pick":"seen","groups":[{"cards":[…9],"seen":[7,…,21],"weights":[12,13,…]},…],"count":6},"hunter":{"events":[…],"slots":7,"pick":"slot","groups":[{"cards":[…7],"seen":[1,6,21,22],"weights":[…]},{"cards":[…6],"open":1,…},…],"rule":{"size":7,"onePerSeries":[10,…,15],"maxSeries16":2,"giants":[…],"cards":[…]},"count":6}} the official 悬赏决策 card lists, read from 66 screenshots of 22 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data BOUNTY_INITIAL_SETS / BOUNTY_BOSS_GROUPS / BOUNTY_HUNTER_GROUPS, readings in test/fixtures/official-bounty-drafts.json, seen = its match numbers). A draft = one group (pick slot: one of slots events, uniform — a seen group or, for an unseen event, a list built by rule; seen: a group by the matches it came in), then count different cards of its cards drawn one by one by weights (1 + the drafts of the group the card showed in; a rule-built card 1). initial: 9 seen sets of 6 (all six shown), the 10th by rule — tiers I I I II II III, ≤ perSeries a series, the III one of prefer (the two-battle cards no draft showed) [ASSUMED]; boss: the 6 groups of 9, 9, 9, 9, 8 and 6 cards (one per bossInitial event; 9 where three named bosses came; the three single-draft groups completed only with the base cards they lack [ASSUMED] — match 4's base-only group may instead be a draft of the 泥岩 group), the 鼠王 group in 14 of 22 matches — every one on the dark grey board — so picked by seen [ASSUMED: the per-match cause is open]; hunter: the 7 seen lists of 7, slots 7 so one of them uniform, so no list is built from nothing [ASSUMED] (which of the 15 events R11 fires is open: by the blocks of effectChoiceInfoDict it would be bounty_hunter_8..15, beside artifact_paid_4 / 5 and hardbuff_select; with 8 events an unseen list would come in about 1 R11 bounty draft in 8); open = cards still unseen, drawn by rule: a giant for a list without one, else tier I / II cards, one per onePerSeries series, ≤ maxSeries16 of 16_9..12 [ASSUMED] — the only way 12_8 / 16_2 / 16_6 (in no draft) come, about 1 R11 bounty draft in 15
schedule[modeId] {"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}} research 01 A4 defaults: pick a family by weight; supplyTiers = item tier window for 道具补给; 机密商店 draws shopDraft at its rounds (R11), else any normal shop item of tiers I–VI per card (duplicates allowed); bountyDraft = the bountyDrafts kind of the round's 悬赏决策 (R3 / 险境 R6 initial, R9 boss, R11 hunter); 绝境 / 终极 R11 = 悬赏决策 14 / 机密商店 4 / 战术决策 4 (the official co-op R11s of 22 matches, no 道具补给; weights = those counts [ASSUMED]; solo takes the same weights [ASSUMED: no solo screenshot — extrapolated from co-op, the data has solo R11 悬赏决策 events bounty_hunter_*_s]); events = the official event ids of that kind (enemy_initial_*, bossInitial_*, bounty_hunter_*), usable as the phase header
shopDraft {"rounds":[11],"slots":[{"6":1},{"6":1},{"5":1},{"coin":1},{"3":1,"4":2,"5":3,"coin":2},{"3":1,"4":2,"5":3,"coin":2}],"coin":"chess_item_1_03_e_a","itemWeights":{"chess_item_6_09_e_a":5,…},"seen":[2,4,5,8],"count":6} the official 机密商店 (R11 of matches 2, 4, 5, 8; build-data SHOP_DRAFT; the user: "机密商店按官方改成可以重复吧"): six slots, each drawn on its own — with replacement, so an item can come twice (official: 盟约之币 ×2, 变形同构体 ×2) — a tier (or coin = 盟约之币) by the slot's weights, then an item of that tier by itemWeights (1 + the official cards it showed on; unlisted 1). Every official shop: exactly two tier VI, ≥ 1 V, ≥ 1 盟约之币, no other tier I / II; the slot split and the weights [ASSUMED]; solo 3 of the 6 [ASSUMED]; only at rounds (R11 = 绝境 / 终极, the rounds of the screenshots) — the earlier 机密商店 of 标准 R3 / R9 and 险境 R3 / R6 / R9 (no screenshot; the data's shop events sit in three blocks) keep the previous draw, any normal shop item of tiers I–VI per card, with replacement [ASSUMED]; free (price 0)
tacticDraft {"rounds":[11],"kinds":["ally"],"weights":{"allybuff_select_4":4,…},"seen":[7,9,18,20],"count":6} the official 战术决策 (R11 of matches 7, 9, 18, 20; build-data TACTIC_DRAFT; the user: "战术决策也按官方改成可以重复吧"): six cards, each drawn on its own — with replacement, so a card can come twice (official: 补给 ×2 in match 7; the other three drafts show six different cards). All 24 official cards are ally cards (no 排斥 / 责罚 / 裁决, no 模拟战场演变; four drafts without a debuff: about 0.04 % for the previous draw, 6 different cards of the 26 ally + 9 debuff cards), and 列装 / 财富 / 补给 / 整备 / 升华 made 12 of them (uniform: about 4.6), so at rounds (R11 = 绝境 / 终极, the round of the screenshots) only the cards of kinds, each by weights (1 + the official cards it showed on; unlisted 1) [ASSUMED: the weights; no terrain card at R11 — the maps of the 4 matches are unknown]; each card independent, no slots like shopDraft [ASSUMED, open: all 4 drafts hold a 驰援, a 盟誓 and two of 列装 / 财富 / 补给 / 整备 / 升华 — about 3 % under independent draws, a pattern spotted after the fact]; solo 3 [ASSUMED]; other rounds (标准 R3 / R9, 险境 R3 / R6 / R9, 险境 solo R9; no screenshot) every card uniform, terrain cards only for the match stage, with replacement too [ASSUMED]. A card acting only on dead bonds is never offered (Match.bondLive). assumed lists the assumed parts
pools[poolId] {"kind":"equip","items":[…]} / {"kind":"chess","tier":2,"rule":"shopEligible"} server-side reward pools referenced by effects (pool_equip_*, pool_chess_shop_N_reward, pool_char_later, …), all [ASSUMED]; rule:"shopEligible" = visible/non-hidden entries, maxTier:"shopLevel" = ≤ current shop level, weighted = [[id, weight]]. pool_equip_vict (维多利亚, every 25 layers: "获得一件带有随机特殊效果的维式重锤") and pool_equip_rockr (洛洛's 定制品; user playtest #4 — the research 04 §8 guess 有限加速器 / 激光发射器 / 护盾无人机 / 双模机械臂 / 蜂鸣器 is superseded) = the 4 special 维式重锤, uniform. pool_equip_kathe and pool_equip_narant omit maxTier (every shop-eligible tier, uniform [ASSUMED]; 见者有份 §32.14.8). pool_equip_kathe.also is 突变细胞 (chess_item_5_08_e_a), appended by Match.rollItemId at the same uniform weight [ASSUMED] and at any 调度中心 level (#631, §32.14.24); the shop item slot does not read also, so 突变细胞 stays shopExcluded

9. enemies.json — { [enemyKey]: Enemy } (249 keys that can appear)

Collected from all wave templates (spawns, branches, enemyDbRefs), special-enemy entries and pools, bounty effects, band effects, bosses, placeholders, mode bans, plus summons (extraEnemyKeyList) and enemy keys in enemy blackboards (transitively). Level = randomEnemyAttributeDict[key].level (0 for all); the season override level level_autochess_enemy_data is applied (灼藤/元核孽生者 ATK 400, …).

Field Example (enemy_1422_lrsldr) Meaning
key, name, level, rank, handbookIndex …, "萨卡兹枯朽前锋", 0, "NORMAL", "NAC18" rank NORMAL / ELITE / BOSS
desc, descRaw, applyWay …, "MELEE" applyWay MELEE / RANGED / ALL / NONE
stats {"maxHp":4700,"atk":300,"def":100,"res":40,"moveSpeed":0.8,"bat":3,"aspd":100,"rangeRadius":0,"rawRangeRadius":-1,"blockCnt":1,"massLevel":1,"lpr":1,"hpRecoveryPerSec":0,"elementRes":0,"elementDmgRes":0,"hitRatePhys":0,"hitRateArts":0,"dmgType":"phys","dmgTypes":["phys","arts"],"motion":"WALK","immunities":{…},"otherImmunities":[],"tauntLevel":0} level-0 (unscaled). rangeRadius ≥ 0 is the normal-attack radius under the DESIGN §5.5 contract: > 0 ⇔ the enemy attacks units it is not blocked by; always 0 for applyWay MELEE (melee enemies only hit their blocker; 粉碎攻坚手/宿主士兵/深池方阵步兵 carry an official 1.2–2.5 used by abilities) and negative sentinels become 0. rawRangeRadius = the official value. blockCnt = block slots it consumes; lpr = lifePointReduce (LP cost of a leak; except the 鸭爵 strategy's four swapped-in _2 enemies — the round_start_all_player_change_enemy_2 enemylist — which cost 1, not the database's roguelike 0: PRTS 下半/PRTS盟约记录 鸭爵 备注 "进入保护目标点将减少1点目标生命值"; build-data bandSwapEnemyKeys); dmgType = first handbook damage type (phys/arts/heal/none/…), full list in dmgTypes. elementRes = 损伤抵抗 (official epResistance = EP_RESISTANCE, % off every element gauge fill; 10 on 转译基底·α, 0 on every other enemy here) and elementDmgRes = 元素抗性 (epDamageResistance, % off 元素伤害 — the bursts' HP damage; 0 on every enemy here — newer event enemies of the full database reach 10–15 on both) — PRTS 元素 / 游戏数据基础 and the enemy pages' 损伤抵抗 / 元素抗性 rows. Undefined database fields (m_defined:false) holding the zero value fall back to the defaults lpr 1, bat 1, aspd 100, moveSpeed 1 (see §15)
abilities[] {"text":"位于源石污染区内时,攻击造成法术伤害","textRaw":"…","format":"NORMAL"} handbook ability list
talents {"bb":{"1.hp_ratio":0.2,"1.damage_scale":0.5},"bbStr":{}} talentBlackboard
skills[] {"prefabKey":"2","priority":0,"cooldown":50,"initCooldown":0,"spCost":0,"bb":{"hp_ratio":0.02},"bbStr":{"branch_id":"boss_summon_enemy","enemy_key":"enemy_1005_yokai"}} branch_id → waves[t].branches
sp {"type":"INCREASE_WHEN_ATTACK","maxSp":3,"initSp":0,"increment":1} enemy_database spData of the 22 enemies with SP skills (e.g. 假想敌:黑云 enemy_9009_acfort: INCREASE_WITH_TIME, maxSp 3 = its ammo cap); absent otherwise
notCountInTotal, tags false, ["sarkaz"]
be, beFactor, attrPower, isFlyEnemy 6620, 1, 6620, false attrPower = the official float32 attribute power P = atk·5 + maxHp + def·3 + res·3 of the enemy_database record (season override NOT applied: 灼藤 / 元核孽生者 count with their database ATK) — the input of the replacement count (§10); beFactor = randomEnemyAttributeDict.enemyBattleEffectivenessFactor; be = round(P'/f) on the spawned stats (informative); isFlyEnemy = the official movement class
tokenOnly false only ever spawned by other enemies (summons / blackboards / level refs) — a token for 联防 routing (research 08 §5)
acTypes, acType [], null 特训 type(s): FLY/TIMES/ELEMENT/DOT/INVISIBLE/REFLECTION/SPECIAL
templateSlot "N" placeholder slot when the key is a template key
summons[], inactiveIn[], seasonOverride spawned enemies; modes banning it; overridden fields
iconId, spine "enemy_1422_lrsldr" asset ids
hitArea {"w":4.95,"h":2.95,"dx":0,"dy":1} (enemy_9013_acstmk) huge units only (巨型单位, 7 keys: 假想敌:胄 ×2, 假想敌:管 ×2 — the 隐秘核心 one dx 1 —, 盐风主教昆图斯, 阿利斯泰尔,帝国余晖, “萨米的意志”): the hit rectangle, w tiles along the columns × h along the rows, centred on the unit's position moved dx columns right / dy rows up (sim/body.js; user playtest #5). Not in the game tables (the collider lives in the prefab): tools/build-data.mjs HIT_AREAS by prefabKey, from PRTS "巨型单位:受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0" and PRTS盟约记录 (the season's 阿利斯泰尔 / “萨米的意志” versions); absent = a point. All 7 are also 自缚 + 无法被阻挡 (PRTS 天赋 — not a data field either: content/bosses.js SELF_BOUND)
staticBody true (enemy_1005_yokai 妖怪) 静态刚体 only (28 keys: every air unit of the mode except “炎佑” — 妖怪 ×3, 御4, 暴鸰, 法术大师 ×2, 寒霜, 帝国炮火先兆者 ×2, 枯朽之种, 枯朽萃聚使徒, 护障 ×2, 远眺, 愧悔魂灵圣杯, 假想敌:黑云, “斩胄之剑”, “破胄之锤”, 刺胄之弹, 未装配刀片, 防护背心, 冲击式施术单元, 节日气球, “萨科塔之翼 / 之眼 / 昂首” — plus the ground boss 盐风主教昆图斯): pushes and pulls never move it, the skills still hit it (sim Battle._displaceable; player report after 0.1.0). PRTS 特殊机制 静态刚体: "该单位的Unity刚体的刚体类型为部分静态(Kinematic)或静态(Static)…无法产生任何速度或移动…※是否为静态刚体与单位的行动方式无关". Not in the game tables (the rigidbody lives in the prefab): tools/build-data.mjs STATIC_BODIES by key, from the 天赋 "{{特殊机制
modelScale 0.5926 (enemy_1005_yokai_3 威龙) official drawn size of the enemy's Spine model relative to the standard (user playtest #6): the battle prefab's transform scale down to its Spine renderer (Graphic × FaceSwitcher × Spine; SkeletonDataAsset.scale is 0.01 for every enemy skeleton) ÷ 0.27, the standard of 1454 of the client's 2147 enemy prefabs (2080 have exactly one Spine renderer) and of the operators' battle skins. The renderer multiplies UNIT.modelScale by it (render/units.js enemyModelScale). 125 keys (122 prefabs) carry one, from 0.5926 (威龙 0.16; 妖怪 0.7407, 寒霜 0.6667) to 2.2222 (青铜镜 / 青瓷茶器 0.6); absent = 1. Not in the game tables: tools/build-data.mjs MODEL_SCALES by prefabKey, read from the local client by tools/local-extract/enemy_scales.py
modelScaleY 1.263 (enemy_1112_emppnt 帝国炮火先兆者) vertically stretched models only (2 keys, the 先兆者 pair): the official prefab's Graphic scale sy ÷ sx — 1.263 because the pair's scale is (0.19, 0.24, 0.24), i.e. the game draws them 26 % taller than modelScale (which only carries the horizontal product) implies. The renderer multiplies the skeleton's Y scale (and the bar height) by it (render/units.js enemyModelScaleY). Not in the game tables: tools/build-data.mjs MODEL_STRETCH_Y, read from the local client by tools/local-extract/enemy_model_offsets.py (a sweep of all 242 readable enemy prefabs found no other non-uniform one), docs/research/12 §3.1 (PR #211 by @xcdoge; the owner's decision of 2026-10-06)
mirrorX true (enemy_1196_msfyin 木制瑞印) mirrored models only (1 key): the official prefab's Graphic X scale is negative (−0.4), so the game draws the authored model flipped; the size pipeline takes abs(sx), and the renderer flips this model on top of the usual direction flip (render/units.js mirrorX). Same extraction as modelScaleY (tools/build-data.mjs MIRRORED_PREFABS)
attackAnim {"clip":"Attack","dur":1,"hit":0.533} (enemy_1019_jshoot 隐形弩手) the enemy's attack clip — the one the client plays for its attacks (data/assets.json anims.attack.loop of its model, not an Idle stand-in) —, its length (s) and first strike frame (hits, the OnAttack event; absent when the clip has none). An unblocked ranged enemy stands for this clip at each attack (sim/ai.js attackStand, GitHub #58) — any enemy for the rest of it after a strike once its block ends meanwhile (0.2.0) —, and every enemy attack strikes at hit after its swing starts — a stun before it cuts the swing (sim/ai.js attackWindup, 0.2.0). 213 keys; absent = no attack clip known (御4, 寒霜, the 岁 relics …: the sim keeps ATTACK_PAUSE). Not in the game tables: tools/build-data.mjs enemyAttackAnim reads the committed asset manifest (tools/fetch-assets.mjs, from the Spine skeletons)
attackMoves true 「不停止移动」 attackers only: the handbook ability text says it attacks on the move (“十字路口”量产型's 四向攻击) — it never stops to attack (sim/ai.js attackStand). No enemy of the mode has it (build-data attacksOnTheMove)

10. factions.json — special enemies (特训敌人)

Key Example Meaning
templateSlots {"N":"enemy_1422_lrsldr","E":"enemy_1427_lrnazg","S":"enemy_1425_lrcmra","NF":"enemy_1005_yokai","EF":"enemy_1042_frostd","SF":"enemy_1040_bombd","T":"enemy_1000_gopro_2","TF":"enemy_1041_lazerd"} placeholder keys in wave templates
types[type] {"type":"FLY","name":"特训敌人·飞行","desc":"…","icon":"fly_icon","sortId":2,"typeIdentifier":2,"involveRandom":true,"count":3,"weight":3,"pool":[…],"entries":[…]} 7 types
entries[key] {"key":"enemy_1041_lazerd","type":"FLY","weight":10,"firstHalf":true,"fly":true,"N":[{"key":"enemy_10083_hlbird"}],"E":[{"key":"enemy_1005_yokai_2"}],"inactiveIn":[]} 67 entries (specialEnemyInfoDict); fly = the movement class shared by the special, normal and elite keys; inactiveIn = modes whose inactiveEnemyKey bans the SPECIAL key (attached keys are never filtered)
handbookLevels[] {"level":"E","maxHp":[0,1000],"atk":[0,200],"def":[0,100],"res":[0,1],"moveSpeed":[0,0.3],"interval":[6.9,null],"elementRes":[0,1],"elementDmgRes":[0,1]} the enemy handbook's 10 letter grades, E … SS weakest first (enemy_handbook_table.levelInfoList): per stat the official [min, max) band (null = open-ended); interval is the attack interval in seconds (the table's attackSpeed: a shorter interval is the higher grade). Display only: the 敌方图鉴 grades each stat by its band (screens/sweep.js enemyGrade)
generation {"specialEnemyNum":3,"maxLevelCnt":15,"fillType":"SPECIAL","typeSlots":{"FLY":3,…},"firstHalfMaxRound":7,"minReplacedEnemyCount":1,"maxReplacedEnemyCount":5,"minActionIntervalRatio":0.05,"beFactors":{…},"placeholders":{"enemy_1422_lrsldr":{"slot":"N","cls":"normal","fly":false},…},"powerFormula":"…","countFormula":"…","timingFormula":"…","notes":[…]} parameters of the official generator (client RandomEnemyGenerater, research 08 §2 — normative)

The official generator (implemented by server/match/waves.js):

  1. Match: 3 random types (shuffle the 6 involveRandom types, keep 3); each owns typeSlots[t] (3) of the 15 round slots, fillType (SPECIAL) the other 6; the slots are shuffled → one type per round. All 15 round picks are drawn at match start (weighted entry of that type and half whose SPECIAL key the mode allows; random attached N / E).
  2. Round: every template SPAWN action whose key is a placeholders key becomes the pick's normal / elite / special key, or is skipped when that key's movement class differs from the placeholder's (ground rounds drop NF/EF/SF, FLY rounds drop N/E/S). Its count n' = clamp(roundHalfEven(f32(f32(f32(n·P(tpl))/f(tpl)) / f32(P(new)/f(new)))), 1, 5) (P = enemies[k].attrPower, f = beFactor), unit i at time + i·max(n·interval/n', 0.05·n·interval). Literal keys and the T / TF token keys are kept.
  3. Leader / hidden rounds use the pick of their own slot (14 / 15; solo 标准 9): only E or EF escorts spawn.

11. waves.json — { [templateId]: Wave } (38 templates)

Non-boss rounds use act1autochess_01…07, h01…h06; leaders h07_0X (+_s solo; boss_5 is act2autochess_h07_05); hidden core h08_0X; 联防 act1autochess_escaped_single|multi; training tr01/02/04.

Field Example Meaning
id, kind, solo "act1autochess_03", "normal", false kind normal / boss / hidden / escaped / training
bossId null / "boss_8"
maxPlayTime 55 real seconds of the forced-2× battle (DESIGN §4; spawn times below are game seconds)
dp, characterLimit, moveMultiplier, bgm {"init":10,"perSec":1,"max":99}, 8, 0.5, "bat_kazimierz2_2" level options
routes[] {"motion":"FLY","start":[9,10],"end":[9,2],"checkpoints":[[9,9],[12,9],…]} WALK routes have 0–1 checkpoints (usually the end) ⇒ pathfind between them on the stage grid; motion:"E_NUM" (start/end [0,0]) = dummy route of a non-SPAWN action (only ACTIVATE_PREDEFINED in boss_4 branches)
routes[].steps [{"t":"move","p":[1,17]},{"t":"disappear"},{"t":"wait","s":3},{"t":"appear","p":[5,10]}] present only when a route has non-MOVE checkpoints (move, patrol, wait s, disappear, appear p); authoritative when present
routes[].spawnRandom [0.3,0.3] random spawn offset (tiles), optional
extraRoutes[] same shape routes used by branches
spawns[] {"time":6,"key":"enemy_1422_lrsldr","count":10,"interval":6,"routeIndex":0,"slot":"N"} time = absolute game seconds of the first unit; unit i spawns at time + i·interval. Optional: slot (placeholder N/E/S/NF/EF/SF/T/TF → replace per factions), tag (boss / part), hidden/hiddenGroup, group/pack/weight (random spawn group: group:"local" = only on the local side), unharmful (counts as killed), action (non-SPAWN action, e.g. ACTIVATE_PREDEFINED with key = device alias)
branches[name] {"boss_summon_enemy":[[{"time":0,"key":"enemy_1005_yokai","count":1,"interval":1,"routeIndex":5}]]} script-triggered spawns (skills[].bbStr.branch_id, dragon = 炎佑, boss_escaped_walk/fly, boss_battle_multi_player = mirrored boss sharing HP); array of phases, times relative to the phase start, routeIndex → extraRoutes. [ASSUMED] phase i runs on the i-th trigger (clamped to the last)
overrides[enemyKey] {"enemy_1430_lrrook":{"stats":{"maxHp":60000}}} per-template enemy overrides (bosses): partial stats, talents, skills
devices[] {"key":"trap_039_dstnta","alias":"trap_039_dstnta#1","pos":[5,9],"dir":"…","hidden":true} template predefines (activated by branches)
totalCount, slotCounts 22, {"N":10,"E":1,"NF":9,"EF":2} SPAWN counts before replacement (excl. unharmful)
usedBy[] {"modeId":"mode_multi_normal","round":3,"bossId":null}

Timing: templates have one wave with one fragment, so time = wave.preDelay + fragment.preDelay + action.preDelay exactly (the builder warns if a multi-fragment template ever appears).

12. stages.json — { [stageId]: Stage } (11 terrains, 8 active, + the 2 escaped levels' maps)

The 11 battle stages of stageDatasDict — every field of a match is fought on its stage: the own boards, the boss fields and the 联防 field (both halves, GEO.UNITE_RECT; the owner's decision of 2026-10-07) — then the maps of the two escaped levels: act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer name the level of the 联防 wave (level_act1autochess_escaped_single / _multi, the wave templates of the same id in waves.json). Their map is the placeholder grid every wave template level carries, tile for tile (the round templates 01…07 and h01…h08, the training trXX too): two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, the objective at (9,2), no devices or special terrain. 0.2.0 fought the 联防 battle on it (GitHub #41); no field uses these two records since 0.2.1 — they stay as official level data, and sim tests use them as a plain two-halves road.

Field Example Meaning
id, name "act2autochess_m01", "战场#05(下半) 源石流发生装置" player-facing name from research 05 (the official tables carry none; falls back to id). The build drops bracketed segments containing Latin letters (research notes such as 战场#01 (upper half #01) → 战场#01), logs a warning, and fails validation if Latin text remains. The escaped levels' maps: 联防阵地(1名玩家) / 联防阵地(2名玩家), the remake's own label [ASSUMED] (no table or PRTS page names them; no screen shows it)
weight, active, modes 50, true, ["mode_single_normal",…] match-start pick weight (act1 m05–m07 weight 0); the escaped levels' maps: 0, false, [] (never a match stage)
kind, helpers "unite", 1 only on the escaped levels' two maps: the helper count of their wave template (= config.unite.templates; the build fails when they disagree); no field is fought on them
size [19,21]
rows[] rows[9] = "##Errr#rrrSrrr#rrrS##" 19 strings, index = row (0 = bottom), one glyph per col
tiles[glyph] {"tileKey":"tile_road","height":"LOW","buildable":"ALL","passable":"ALL","groundPassable":true,"flyPassable":true,"special":null,"bb":{}} actual tile properties of each glyph used. buildable is the effective deploy type: the level's buildableType, except a tile whose mechanism refuses deployment — 深水区 tile_deepsea (PRTS 深水区 地形信息 "部署类型 全部位 … 地形机制 拒绝部署(待补充)"; player report #3 after 0.1.0) — which is NONE and keeps the level's value in buildableType (server/sim/grid.js DEPLOY_REFUSED_TILES, shared with the builder)
devices[] {"key":"trap_013_blower","name":"源石流发生装置","alias":"trap_013_blower#001","pos":[13,5],"dir":"DOWN","hidden":false,"role":"blower","active":true,"stats":{…},"rangeGrid":[[0,0],…],"rangeTiles":[[13,5],[12,5],[11,5],[10,5]],"skill":{"skillId":"sktok_blower","bb":{"blower_s_character[equal].atk":0.3,…}},"desc":null} predefined devices; role ∈ crate, platform, mound, blower, mireController, tideController, turret (双眼皮, activated by band 机械援助), coldWind, sandstorm, waterPlatform, sealedFloor, bush, bossSpawn; active = present at match start (= not hidden in the level file); rangeGrid is facing right, rangeTiles = absolute tiles after rotating by dir (RIGHT (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr)), clipped to the grid (null without a range). Terrain cards / band effects toggle devices by alias
mapChars[] {"key":"char_605_cmedic","alias":"char_605_cmedic#1","pos":[10,2],…} band_amedic map characters (→ tokens.json)
special {"mire":{"intervalSec":1,"aspdPerStack":-0.05,"moveMulPerStack":-0.05,"maxStacks":10,"heavyWeight":3,…}}, {"infection":{"bb":{"damage":70,"atk":0.2,"attack_speed":20,"duration":300}}}, {"deepsea":{"skillId":"sktok_tidectrl_3","bb":{…}}}, {"smog":{"rule":"operatorsNotTargetableByEnemyRanged"}}, {"blower":{…}} special-terrain parameters
runes[], globalBuffs[] {"key":"map_tile_blackb_assign","bb":{…},"bbStr":{…}} level runes (act2 m03 reed rune has no reed tiles — leftover)
deployTiles {"normal":{"melee":[[9,3],…],"rangedOnly":[[10,4],…],"changedByDevices":[…]},"bossLeft":{…},"bossRight":{…}} deployable tiles at match start: melee = LOW (effective) buildable ALL/MELEE (ranged may use them too) — and a 深水区 under an active 特制水上平台 (waterPlatform, "在水上建立可以部署任意单位的平台"; act1 m05 only — the prep's deploy map only: the sim does not model the canoes, so its Grid keeps those tiles NONE, automatic placements avoid them and the path tie-break counts them as non-blockable [ASSUMED, weight 0 this season]) —, rangedOnly = high ground / active platforms; tiles under active crates/mounds and the 深水区 excluded. bossLeft / bossRight (field coordinates, boss rows 1–5) are what a player may deploy on in a boss round's prep: board (r, c) = boss (r − 7, c) / the right half mirrored (r − 7, 20 − c) (server/match/board.js field, user playtest #5 item 7)
groundPaths / groundPathsWithDevices {"12,10->9,2":[[12,10],[12,9],…,[12,3],[11,3],[10,3],[9,3],[9,2]]} the ground route of the sim's own server/sim/grid.js flow field (research 08 §3.4: 4-direction SPFA from the goal, crates cost 1000, Bresenham line-of-sight smoothing — official route lengths — kept unless the remake's (0.1.0's) road-over-floor preference route crosses strictly fewer non-blockable floor / gate / 深水区 tiles and no more 深水区 (GitHub #375) — the fewest among equal-length chains, smoothing that never cuts across floor its grid route does not walk; a corner touch does not count as a crossing — e.g. 战场#01's lower gate takes the col-8 road, not the col-9 floor lane, while 战场#04's keeps the official diagonal from row 9 into row 10; DESIGN §14 corrections, test/sim/pathing-official.test.js) as the tiles an enemy crosses, over the whole map, without / with the match-start devices (crates cost 1000, platforms / mounds blocking [ASSUMED]); the battle re-reads its flow fields live
options, config {"characterLimit":8,"moveMultiplier":0.5}, {…configBlackBoard strings…}

Glyph legend (rows):

Glyph tileKey Height Build Ground Meaning
# tile_forbidden HIGH NONE no (fly yes) void
X tile_forbidden HIGH NONE no (fly no) hard separator (rows 6, 13)
r tile_road LOW ALL yes deployable ground
R tile_road LOW NONE yes non-deployable road
f tile_floor LOW NONE yes lane col 9 / preview pen
p tile_floor LOW NONE yes preview row (previewNotAlloed)
h tile_wall HIGH RANGED no high ground
b tile_fence_bound LOW ALL no fenced lowland (deployable, blocks ground)
a tile_achand HIGH ALL no hand slot (row 7 cols 0–9; row 0 boss benches)
A tile_achand HIGH ALL no temp hand slot (row 8 cols 4–8)
S / E tile_start / tile_end LOW NONE yes red gate / blue objective
I / O tile_telin / tile_telout LOW NONE yes teleport in / out (boss field)
m g i tile_mire / tile_smog / tile_infection LOW ALL yes special terrain (see special)
d tile_deepsea LOW NONE (level: ALL) yes 深水区 (see special.deepsea): enemies wade through it; no unit may be deployed on it (PRTS 深水区 地形信息 "拒绝部署(待补充)") — 战场#08's pool at board (10–12, 6), (10–12, 14), boss (3–5, 6) / (3–5, 14)

13. bosses.json — { [bossId]: Boss } (10; boss_8–10 hidden)

Field Example (boss_5) Meaning
bossId, enemyKey, handbookId, name, sortId "boss_5", "enemy_2016_csphtm", …, "卢西恩,“猩红血钻”", 5 enemyKey = activity_table autoChessData.bossInfoDict[*].enemyId, the official IsBossEnemy list: the units 限伤 applies to (one hit ≥ 300000 in a boss battle deals 0; shared/constants.js BOSS_HIT_LIMIT, research 11 §2.3) — the wave templates tag exactly these keys boss
weight, hidden 10, false pick weight within its round
bloodPoint {"FUNNY":200000,"NORMAL":390000,"HARD":780000,"ABYSS":3000000} shared leader HP pool per difficulty: bossInfoDict bloodPoint / bloodPointNormal / bloodPointHard / bloodPointAbyss of the current data (PRTS 盟约记录's leader table is an older revision: 铳 险境, 胄 / 铳 / 萨米 绝境 differ, no 终极, no 卢西恩); no single hit of ≥ 300000 counts toward it (限伤, BOSS_HIT_LIMIT)
lpr 30 LP cost if it leaks
templates[modeId] {"round":14,"template":"act2autochess_h07_05"}
escortsByTemplate[templateId] [{"key":"enemy_2009_csaudc","slot":null,"count":4},…] non-boss spawns (slot = still a placeholder)
parts[] ["enemy_9014_acstma","enemy_9015_acstmb"] boss parts (random local groups / unharmful); not leaders — 限伤 never applies to them
abilities[] handbook texts

14. tokens.json — { [tokenId]: Token } (22)

kind: summon (19 chess summons), bondSummon (enemy_9012_acloon 炎佑 for 炎 6/9), mapChar (char_605_cmedic 预备干员-医疗 / char_613_acmedc Touch placed by band band_amedic).

Field Example (token_10028_vigil_wolf) Meaning
tokenId, kind, name, appellation, desc, descRaw …, "summon", "狼群"
profession, subProfessionId, position "TOKEN", "notchar1", "MELEE" position = the token row's, except where PRTS records the client's row as wrong (tools/build-data.mjs TOKEN_POSITION_CORRECTIONS): 望's 棋子 ALL (PRTS 棋子 部署位置 "全部位", 备注 "游戏内召唤物信息与实际不符(显示为仅部署在近战位)") — the prep's placement class (board.js positionClass)
displayType, placeable "DEFAULT", true shopStateTokenDict DEFAULT / HIDDEN (battle-only) / null (not listed). placeable (a prep hand piece) = a manually deployable summon (PRTS 卫戍协议/帮助 "可手动部署的附属召唤物…加入手牌区"; user playtest #6): not HIDDEN and made by an owner's talent or skill — 医疗探机 (赫默 S2), 诅咒娃娃 (巫恋 S2), 海嗣, 狼群, 流形 and 爬行号·防护单元 (凯瑟琳's talent device — the only pool summon missing from shopStateTokenDict, read as shown: placed by hand in the base game, by the friend's report, and confirmed by the user after playtest #6, DESIGN §20); 投递坐标 (HIDDEN) is not; nor is a summon no owner shows (its display source, the owner's displayTokenDict — a skill's own object: every such summon is HIDDEN but 予愿安洁莉娜 S3's “一会儿见!”, which the shop state does not list; PRTS 予愿安洁莉娜 S3 备注, 0.2.0). In battle a skill's summon deploys once at the battle start, then on its tile each time the skill gives one (SIM.md, token pieces)
ownerRange true the token text reads "只能部署在召唤者攻击范围内" (desc; the tacticians' 援军 — 狼群, 流形; PRTS 狼群 特性) — or, data/backups.json, an owner's talent naming the token reads "可以在攻击范围内(的地面)部署 / 使用…" (Mon3tr's 重构体; 莱伊's 沙地兽 says both): its hand piece may only stand on a tile of its owner's attack range (server/match/board.js ownerRangeKeys, PlayerState._legal, the client's gameLogic.summonRange; player report #9 after 0.1.0). false for every other token
ownerRangeOutside, rangedTilesOnly true (present only then) data/backups.json: the token text reads "部署在…攻击范围外" / "仅可以部署在…远程位" — 凯尔希·思衡托's 战术锚点 "仅可以部署在凯尔希·思衡托攻击范围外的远程位" (PRTS 战术锚点 特性): its hand piece may only stand outside its owner's attack range (PlayerState.summonExcluded, the client's gameLogic.summonExcluded) and on a ranged (高台) tile (board.js placement class high; the mode's "所有行动内远程干员可部署在近战位" is an operators' rule [ASSUMED]) (0.2.0)
owners[] ["chess_char_3_19_a","chess_char_3_19_b"]
stats, rangeGrid, dmgType, attackKind, projectile, canHitFly first owner's values defaults
skill {"skillId":"sktok_vigil_wolf_3","bb":{…}} default token skill (same slot as the owner's skill)
deployLimit, count 1, 1 deployLimit = the first owner's stats.deployLimit. count = copies sent to the hand / spawned (talent/skill cnt); null ⇒ use deployLimit
abnormal[] ["healFree"] abnormal effects the summon holds from the start, no official table carries them — tools/build-data.mjs TOKEN_ABNORMAL from the PRTS summon pages (user playtest #6 item 18): healFree = 禁疗 (“小自在”, “耀阳”, 斯卡蒂的海嗣, 沙之碑, 流形, 狼群, 迷迭香的战术装备, 黄金盟誓, 保护目标(冻结状态)), isolated = 孤立 "无法被同阵营选中" (“炎佑”, 从不混淆的方向); [] otherwise. The sim sets noHeal / isolated (docs/SIM.md §3)
variants[ownerChessId] {"phase":2,"level":1,"stats":{…},"immunities":{…},"rangeGrid":…,"trait":{…},"dmgType":…,"skill":{full skill record},"talents":[…],"count":1,"sources":["talent","display"]} stats at the owner's phase/level (clamped to the token's max level) — none of the owner's potential attribute modifiers (a token has no potential ranks) — + golden module tokenAttributeBlackboard + the token's own talent additions to deployLimit / deckStack (blackboard max_deploy_count / max_deck_stack_cnt — the hidden "TOKEN数" talent of 麦哲伦's / 令's summons and 白铁's devices, 夜莺's 幻影; a module token part of the same talent replaces it: tools/build-data.mjs tokenTalentDeckBonus, 0.2.0 — no tokens.json summon has one; PRTS 幻影 备注 "最大可部署数量为3", the owners' "最多同时部署3个"); its talents / trait candidates are picked at the owner's potential (full; their requiredPotentialRank mirrors the owner's 「天赋效果增强」 — 夕's “小自在” 18 层, 凯尔希's Mon3tr, 望's 棋子 +1 持有 / 部署 — and the variant chains the lower ones, §2.3: atPotential(variant, ownerPotential)); the owner's module parts flagged isToken upgrade the variant's trait (+moduleDesc) and talents (伺夜's wolves, 缪尔赛思's 流形 scale 1, 浊心斯卡蒂's 海嗣 30 s, “耀阳” atk_scale 1.15). sources ⊆ talent/skill/display: how the owner produces it (display only = listed on the character but unused by its default skill/talents, e.g. 迷迭香 S2, 凛御银灰 eagle1/3). count = copies from a talent cnt or the default skill's cnt when that skill overrides this token; null ⇒ use deployLimit
variants[o].bySkill[i] {"skill":{…},"count":1,"sources":["talent","display"]} owner loadout with the non-default skill index i (one entry per other selectable owner skill): the token skill of that slot (伺夜's wolves, 缪尔赛思's 流形, 凛御银灰's eagles…), the count and how the chess then produces it (sources may be []: 风丸 S1 makes no 纸偶; 赫默 / 巫恋 S1 only display ⇒ no hand piece). The sim resolves them for an owner loadout: simdata getToken(id, ownerChessId, loadout) → def.sources / def.count
variants[o].byModule[m] {"stats":{…},"immunities":{…},"trait":{…},"talents":[…]} golden owner with another module m or 'none': the token as that module makes it (module tokenAttributeBlackboard, isToken trait/talent parts)
assets {"avatar":"token_10028_vigil_wolf","spine":"token_10028_vigil_wolf"}
mapChar extras phase, level, trait, talents, positions:[{"alias":"char_613_acmedc#2_multi_only","pos":[10,10],"dir":"RIGHT","multiOnly":true}], source
bondSummon extras bondId, motion, skills, talents, assets.isEnemyModel 炎佑 base template (600 ATK / 12000 HP; 第一期上半 V1_1: 300 / 6000, skills' cooldown 25 s instead of 15 s and 2.ep_damage_scale 1.15 instead of 2.damage_scale (its 炎 text: 15% 元素脆弱), DESIGN §35.22.5); at battle start 30 % of the 炎 operators' ATK / HP sums are added to it (PRTS "(最终加算)", bonds.yanShip; the 9-炎 ATK ×1.5 on the whole ATK [ASSUMED])

15. Anomalies found while joining (also in .cache/build-data-report.json)

  1. 凛御银灰 container token token_10057_svash2_eagle (talent tokenKey) is not in character_table: the talent's tokenKey is remapped to the default skill's token (S2 → …_eagle2, containerTokenKey keeps the official id). …_eagle1/3 stay listed (sources:["display"], belong to S1/S3). With another skill selected (DESIGN §16) the talent follows that skill's eagle (simdata loadoutRecord; variants[o].bySkill[i].sources).
  2. DIY chess (chess_char_5_diy1/2, chess_char_6_diy1/2, _a and _b = 8 records): no charId, no stats/skill; visible:false, name placeholder 甄选干员, not in the shop. Their picks and bond rule are in backups.json diy (§18); a slot fights only as a 自选 piece — a PlayerBattleInput entry with its diy pick (docs/SIM.md §12; shared/diy.js) — and a slot without a legal pick fields nothing. Played since 0.2.0: the player fills the slots on the 自选编队 tab (room.diy) and its own shop sells them (server/match/player/diy.js; §18).
  3. Module-less chess: 蒂比 (chess_char_2_13) and 凛御银灰 (chess_char_5_14) have no module; their golden record has module:{id:null,active:false} and no module stat bonus.
  4. Hidden chess (17) are kept with visible:false; several operators exist in two tiers with one hidden (锡人, 耶拉, 录武官, 白面鸮, 百炼嘉维尔, 魔王, 华法琳, 妮芙).
  5. Every non-DIY chess (258 records: 129 normal + 129 golden) has a resolvable default skill, stats and range — no skill anomalies.
  6. Skill triggers (§2.2): the class rows cover every MANUAL skill of the class (all 重装 MANUAL skills are TAKE_DAMAGE but the six of the deliberate deviation, DESIGN §21.29, which are DEFAULT with rawRule TAKE_DAMAGE (深巡 S2 then ACTIVE_RANGE), and 余 S2, SKILL_RANGE on its x-1 (DESIGN §22.10); 薄绿 / 卡涅利安 / 蜜蜡 S2 and 玛恩纳 S1 SEARCH; 伺夜 / 魔王 / 浊心斯卡蒂 S3 SP_FULL) and no AUTO skill (古米 / 雷蛇 / 瑕光 / 塞雷娅 / 号角 / 信仰搅拌机 S1, 伺夜 S1/S2, 魔王 S1); 13 MANUAL skills (26 normal + elite records) with their own 技能范围 are SKILL_RANGE (德克萨斯 S2, 凛御银灰 S2, 锏 S2/S3, 异客 S3, 忍冬 S2, 焰尾 S2 …); 余 S2 joins them by the §22.10 deviation, 14 skills / 28 records in the data; 39 MANUAL skills (78 records) whose running attack range strictly contains the operator's own are ACTIVE_RANGE (the owner's rule of 2026-10-05; 莫斯提马 S3, 银灰 S3, 史尔特尔 S2 / S3 …; from the SEARCH row 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2, 安洁莉娜 S3, and 深巡 S2 over its deviation), plus 预备干员 Touch S2 / S3 and Raidian S3 in backups.json.
  7. Trait candidate rangeId (送葬人, 松果 1-3; 风丸, 归溟幽灵鲨 x-4) is the trait-effect area, exposed as trait.rangeGrid, not the attack range.
  8. Passive skills use numeric spType 8 in skill_table → normalized to ON_DEPLOY.
  9. Bond effectDesc keeps positional placeholders by design (effectDescParams).
  10. Hidden module talents: module data-only talent candidates have no name/text; kept as hidden:true,fromModule:true.
  11. act1 m02 crates and platforms are all hidden in the 下半 level file and absent from the PRTS 下半 screenshot ⇒ no crates at start (active = !hidden for every device; research 08 §3.3 — an earlier build kept #001–#004 active, which blocked the top road). Its terrain cards can only act on hidden devices. Platforms/mounds block ground movement [ASSUMED]; crates are obstacle-like (cost 1000), not walls.
  12. Boss per-template overrides (e.g. 愧悔魂灵圣杯 HP 60 000, 昆图斯 ATK 480, 卢西恩 ATK 700/600) live in waves[t].overrides, not in enemies.json.
  13. act1autochess_h08_01 totalCount 15 excludes the two unharmful hand parts (research counted 17).
  14. Escaped (联防) templates have maxPlayTime 1 in data; use the round's combatTimeLimit.
  15. 炎佑 name in the enemy DB is "炎佑" with literal ASCII quotes.
  16. Research-only fields (null without docs/research): stage name, item category/kind/family/implFormula/ requiresBondId/rangeGrid/flavor, bond spec, E2 art availability (falls back to "char has an E2 phase").
  17. [ASSUMED] content (flagged in data): 机变 family schedule and server pools, title criteria, income cap 12, per-turn band-draft timer 50 s (timers.bandTurn, the step's only countdown — user playtest #4; 50 from the owner's official-play report of 2026-10-10), the shop-only item list (SHOP_EXCLUDED_ITEMS, from play), the alive / 4 proportion of the fixed pool's optional alive scaling (bossHpScale.aliveAssumed; aliveScaling off). The special-enemy generator, the leader table (bloodPoint, one pool for every field) and the 联防 timing are official; the pool's × players alive is the owner's decision of 2026-10-06 (PR #209: players' observation, no official text).
  18. Module parts flagged isToken (伺夜, 浊心斯卡蒂, 缪尔赛思, 耀骑士临光 golden) upgrade the summon only; they are applied to tokens.json variants, never to the operator's talents/trait.
  19. Undefined enemy-database fields (m_defined:false): a zero m_value means "never set" and falls back to the default (lifePointReduce 1 — 萨卡兹王庭军战士, 深池逐火战士, 圣堂剑士…; attackSpeed 100 — 卢西恩, 萨卡兹枯朽战车…; baseAttackTime 1 — 枯朽之种); a non-zero m_value is the prefab value and is kept (boss-part immunities). Defined values are never changed: 假想敌:铳/管/弦 have an official aspd 0 (skill-driven; engines clamp).
  20. MELEE enemies with an official radius (粉碎攻坚手 2.5, 宿主士兵 2.5, 迷路的巨像 2.5, 清明/堂皇 2, 雪怪小队破冰者 1.9, 冰爆源石虫 1.75, 深池方阵步兵 1.5, 深池伙友卫队 1.4, 山海众头目 1.2 …): rangeRadius 0, value in rawRangeRadius.
  21. Token counts: a skill cnt is only used as a token count when that skill overrides the token (夕's S1 cnt 2 is a charge count ⇒ “小自在” count null).
  22. 联防 spawn timing (client GenerateHelpBattleEnemyData → _GetSpEnemyActionData → _CalculateActionPredelayConsiderUid, decoded from GameAssembly.dll; server/match/waves.js buildUniteWave): every leaked enemy is a 1-unit action on the route of the escaped template's first lrsldr (walker) / yokai (flyer) / gopro_2 / lazerd (token) action, else action 0. Per host action, with W = count·interval of that action and M = the largest per-owner group, step = min(max(W/M, 0.05·W), 5 s); the k-th owner (first-leak order) starts 0.5·k s after the action's preDelay (no cap) and its i-th unit spawns i·step later.
  23. Preview zones (waves.js gateOf, client AutoChessEnemyPreviewManager): target row = route start row + 6 (leader / hidden rounds + 13); the upper pen zone (anchor (18,7)) needs target row ≥ 18, everything else goes to the lower zone (15,7). Normal fields: only the (12,10) gate is upper; boss fields: (5,10) upper, the (2,10) gate and the leaders starting at (3,x) / (4,x) lower.

16. Counts (current build)

chess 266 (112 visible; 283 selectable skills over the visible chess, 185 module choices over 129 goldens; 74 PRESET / 55 NORMAL / 4 DIY base chess), bonds 23, garrisons 249 (43 effect keys), items 115, bands 40, effects 361, enemies 249, factions 67 entries, waves 38, stages 13 (11 battle fields + 2 escaped; 8 active), bosses 10, tokens 22, choice events 109, bounty cards 129, tactic cards 43, backups: 89 units (17 stand-ins, 72 owned-6★ picks; 259 forms), 38 自选 summons, 4 DIY slots, 15 / 9 prototype picks (tier 5 / 6), 72 owned-6★ picks (7 collab operators excluded), potential (§2.3): 256 chess records, 219 forms / variants with potDown; 442 + 401 + 19 chained talent entries (chess, backups, tokens).

17. Integrity guarantees (checked by the builder and test/data.test.js)

The reusable reference pass is shared/plugins/validate.js validateReferences; official counts and source-specific assertions remain in tools/build-data.mjs validateAll. P1b validateData additionally checks the shape and behavior references of merged plugin data.

Every PRESET chess is its own backup and the stand-in builder gives it back field for field (§18); every NORMAL chess (both forms) composes into its stand-in with an unlocked backup skill and, on the elite form, its module at that level; every DIY prototype pick has a form for both slot statuses and its locked skill / module there; every owned pick has both slot forms with its three skills, every module of the character at the elite's stage and a tokens variant per summon; derived DIY bonds exist; no 自选 summon id is a tokens.json record (test/backups.test.js also re-derives the backup fields, the stand-in numbers, the owned pool and the faction ids from the raw tables). Chess bonds/garrisons/tokens/base/golden ids resolve; talent tokens are in chess.tokens; every non-DIY chess has skills[] with exactly one default equal to skill (and every skill token listed in chess.tokens); golden module choices are consistent (one default iff module.active, base fields present; composing the default reproduces the record); token variants carry bySkill / byModule for exactly the other owner choices; bond members exist and carry the bond; items/bands/bonds reference existing effects; wave spawn keys and branch keys resolve in enemies.json, route indices exist; every mode round has a template (or boss templates) present in waves.json; stages are 19 × 21 with known glyphs and contiguous helper paths; bosses/factions/tokens/choice pools resolve; token variants carry sources; enemies have maxHp/bat > 0, aspd/moveSpeed/lpr ≥ 0 and rangeRadius ≥ 0 (0 for MELEE); no non-finite numbers; total size < 6 MB. test/data.test.js additionally re-derives every chess/enemy stat from the raw official tables (incl. the float32 attrPower) and rebuilds offline to prove data/ is not stale (both skipped without the cache); faction entries carry no k copies and share one movement class; every device's active = !hidden; the helper lanes of act1 m02 / m04 / act2 m02 are the official ones (research 08 §3.2). test/match/waves-official.test.js checks the generator against 429 official entry × round compositions (test/fixtures/official-waves.json); with the cache, test/match/waves-crosscheck.test.js re-implements the client generator and preview zones on the raw level files for every mode × round × template (leader and hidden rounds included) × allowed entry, and test/sim/pathing-crosscheck.test.js re-implements the client SPFA + smoothing over the whole map for every walkable tile of the normal / 联防 / boss fields of the 8 stages (extended by the road-over-floor preference; against the pure official algorithm: identical route lengths, never more non-blockable tiles crossed).

18. backups.json — 补位 stand-ins and 自选 (DIY) data — { units, tokens, diy }

The data of two official features: 补位 — a NORMAL chess whose operator the player does not own is fielded as its official stand-in (原型干员); played since 0.2.0: the player marks operators as not owned on the 干员持有 tab (room.ownership { notOwned }, DESIGN §25.3, docs/PLAYING.md §3), the match fields those chess with standIn: true — and 自选编队 — two tier-5 and two tier-6 DIY slots, each filled with a 6★ the player owns or a prototype. Built by tools/build-data.mjs buildBackups; shared/standIn.js composes it into chess-shaped records, shared/diy.js adds the 自选 rules on top. The sim fields both (docs/SIM.md §12). Played since 0.2.0: the player fills the four slots on the 自选编队 tab (room.diy { picks }, docs/PLAYING.md §3; shared/protocol.js checkDiyPicks keeps the legal picks), the match takes the picks the seat had at its start (PlayerState.diy), and each slotted piece is sold in that player's shop only — its own stock (the tier's pool copies, 8 / 5 [ASSUMED], twice that in co-op like the shared pool — DESIGN §32.14.31). The ordinary shop draws it from the 调度中心 level shopLevel; the promotion reward draws 自选 of the reward tier, one shop level earlier (DESIGN §30.23). It has no stock when every bond of it is banned this match, and it is the operator for every rule of that player (its data view: server/match/player/diy.js, docs/META.md §3). The rules in the data (activity_table act2autochess charShopChessDatas; PRTS 卫戍协议, 卫戍协议:盟约 下半/PRTS盟约记录):

  • PRESET (74, 特许干员) always fields the real operator (backup.charId = itself); NORMAL (55) names one of 17 stand-ins — the 4★ 预备干员 char_600–607, the 6★ char_608–615 and 领主·Sharp char_617 (the "其它分支"); DIY (4) has none.
  • A stand-in keeps the chess's bonds, 特质, tier, price, merge and status (the elite form uses the same backup at the elite row) and fights as backup.charId at that status with skill backup.skillIndex (fixed by the chess: the same character takes S2 on one chess and S3 on another), module backup.uniEquipId (null at tiers 3–4 and for every 4★, so even their elite form has none) and the row's potential (potRank 0 on all 55) — moot: the 17 原型干员 have no potential ranks, and a stand-in takes neither the player's potential nor the 自持有 练度 (0.2.2).

units[charId] — first the 17 stand-ins, then the 72 owned-6★ 自选 picks (diy.ownedPool); no unit for a PRESET or DIY chess:

Field Example (char_611_acnipe) Meaning
charId, name, appellation, rarity, profession, subProfessionId, subProfessionName, position, nationId, isNotObtainable "char_611_acnipe", "Stormeye", "Stormeye", 6, "SNIPER", "fastshot", "速射手", "RANGED", null, true as on a chess record (isNotObtainable false for the owned picks)
assets {"avatar":"char_611_acnipe","avatarGolden":"char_611_acnipe","portrait":"char_611_acnipe_1","portraitGolden":"char_611_acnipe_1","spine":"char_611_acnipe","subProfIcon":"sub_fastshot_icon"} art ids (URLs in data/assets.json, which carries all 89 — the owned picks since 0.2.0, ASSETS.md); the elite form takes the E2 art when it exists — of the stand-ins only 领主·Sharp has it, every owned pick does
moduleNames {"uniequip_001_acnipe":{"name":"Stormeye证章","typeName":"ORIGINAL"},"uniequip_002_acnipe":{"name":"Stormeye证章","typeName":"MAR-X"}} every module of the character (a composed record names its module on the normal form too)
standsIn[] ["chess_char_3_21_a","chess_char_4_02_a","chess_char_5_18_a","chess_char_5_22_a","chess_char_6_01_a","chess_char_6_05_a"] the NORMAL base chess it replaces ([] for an owned pick)
forms[statusKey] keys "2/1/4/0", "2/60/7/1", "2/60/7/3" the character at every status it fights at — of the chess it stands in for and of the DIY slots it may fill (statusKey(status) = phase/level/skillLevel/equipLevel): 3 forms per 6★ (an owned pick: exactly the three DIY slot statuses — E2 Lv1 skill rank 4 without a module, E2 Lv60 rank 7 with every module at stage 1 and at stage 3), 2 per 4★

A form holds the operator fields of a chess record with nothing selected: status; stats, trait, talents without a module, at full potential as on a chess (potDown / chained talents for the lower ones, §2.3); immunities, rangeId, rangeGrid, dmgType, attackKind, projectile, canHitFly, targetPriority; placeOnRanged (present only when that Chinese trait contains 「可以放置于远程位」 — 温蒂's forms — or a compact MELEE plugin form sets true [ASSUMED]; the composed 自选 record copies it, GitHub #676); skills[] — every skill unlocked at the status, at its skill level, trigger resolved per skill, passiveRange when that skill's Chinese text is its own range (GitHub #700), no isDefault; displayTokens / tokens (summons — none of the 17 stand-ins has one; 27 of the owned picks do, their records in tokens below); at equipLevel > 0 modules[] (§2.2 shape without isDefault). buildUnitForm uses buildChess's helpers and rules, and the build fails when buildUnitForm + composeUnitRecord do not give back every PRESET chess field for field (each is its own backup), so a later change to buildChess that the stand-ins would miss stops the build. The chess trigger deviations (§2.2, DESIGN §21.29) name chess and never apply to a form; the 重装 stand-ins have their own, by charId (tools/build-data.mjs STANDIN_TRIGGER_DEVIATIONS, the owner's decision of 2026-10-05 in the approved 补位 plan): every skill of 预备干员-重装 and Mechanist is DEFAULT — cast with an enemy in range — with rawRule the official TAKE_DAMAGE, on every form.

Composition (shared/standIn.js, pure ESM for the server, the sim and the client): standInRecord(chess, backups) is the NORMAL chess as its stand-in — IDENTITY_FIELDS (ids, tier, isHidden / visible, chessType, backup, bonds, garrisonIds, prices, merge, status) from the chess, every other field from the unit's form at the chess's status with backup.skillIndex / backup.uniEquipId as the defaults, plus standInFor (the replaced charId: the official 补位 mark on the avatar). The result is shaped exactly like a chess record (skill = the isDefault entry of skills[]; elite statsBase / traitBase / talentsBase / modules[]), so normalizeChess, resolveLoadout (no loadout ⇒ the backup selection) and loadoutRecord read it unchanged; null for a PRESET or DIY chess. isDroppableChess(chess) says which chess a player may mark as not owned (the 55 NORMAL base chess; shared/protocol.js checkNotOwned keeps those of a room.ownership list). In the match (server/match/player/basics.js: PlayerState.standIns, fieldsStandIn, fieldRecord = gd.standIn(id)) the player's piece keeps the chess's identity for every meta rule (price, bonds, 特质, merges, pools) and is deployed as the stand-in (placement class, summon / bot ranges; no summons — none of the 17 has one); what shows the piece shows the stand-in (the prep scouting art of board and bench pieces, the m.result lineup's standInFor, the elite and gift tickers' names — the owner's recall of the official mode, 2026-10-06). In battle a PlayerBattleInput entry with standIn: true (PlayerState.battleInput: the player's own field, 联防 and the boss fields alike) is fielded as getChess(chessId, { standIn: true }) (docs/SIM.md §12: this record, normalised), and its kit is found by its charId (server/sim/content/index.js kitOf; kits/README.md "Stand-in kits") — never by the chess id it keeps, which names the replaced operator's kit. The client composes the same record (public/js/ui/gameLogic/standIn.js standInOf, the renderer's data.standIn) to show the stand-in on the shop / reward cards, the own pieces' models (hand, 临时整备区, board), the detail card, bond popups and the result lineup, with a small 「替补」 mark. A 自选 piece is composed by shared/diy.js: checkDiyPick(slotId, pick, data) checks one pick { charId, skillIndex?, uniEquipId? } against a slot (a pick of the slot's tier; a prototype takes its diy.locked selection, another skill is refused; an owned pick names one of its three skills and optionally a module of its elite form at the slot's stage), diySlot(id, data) names a slot's tier, elite twin and shopLevel, diyRecord(slotId, pick, { elite, data }) / diyRecordOf(slot, pick, data) give the record — the slot's identity (tier, price, merge, status; no 特质), the pick's derived bonds, the operator's form at the slot's status with that skill and module (active on the elite only), plus diyFor = the slot's base id —, diyPool(tier, { data, kitted }) the legal picks of a tier (prototypes, then the owned pool; with kitted, only operators with a kit: server/sim/content/kits/index.js KITTED_CHARS) and validateDiyPicks(picks, { data, kitted }) a roster (a prototype may fill a tier-5 and a tier-6 slot, an owned operator one slot, the picks of a tier differ, no module of another game mode — isDiyModule / DIY_EXCLUDED_MODULE_TYPE: the 集成战略 modules ISW-A (凯尔希, 傀影, 菲亚梅塔, 提丰, 艾丽妮, 霍尔海雅) and SO-A / SO-B (电弧, 机械师 — "在【岁的界园志异】中", "在【沉沦者的黑流树海】中") and the 生息演算 module RA-A (森蚺) are never a player's choice [ASSUMED], the owner's decision of 2026-10-05 for ISW-A and the same reason for SO / RA, while the record and the sim still compose them for the kits' tests). In battle a PlayerBattleInput entry of a DIY slot carries diy (the pick) and is fielded as getChess(slotId, { diy }) (docs/SIM.md §12); its kit is KITS[charId] (kits/README.md "How to add an operator (自选)").

diy:

Field Example Meaning
slots[slotId] {"tier":5,"goldenId":"chess_char_5_diy1_b","shopLevel":5,"requirement":"TIER_6"} the four DIY chess chess_char_5_diy1/2_a, chess_char_6_diy1/2_a (chess.json: price 4, sell 1, diyRequirement, empty bonds / garrisonIds); shopLevel = the 调度中心 level whose shopLevelDisplayDataDict.charChessDiySlotIdList lists the slot
prototypes[tier] {"5":[…15],"6":[…9]} the legal prototype picks: the nine 6★ at both tiers, at tier 5 also the six 4★ that are not 先锋 / 特种 ("第5阶可额外从6名四星原型干员(先锋、特种职业除外)中选取"; DIY_EXTRA_PROTOTYPES). A prototype may fill a tier-5 and a tier-6 slot ("原型干员可于5、6阶之间重复选取")
locked[tier][charId] {"skillIndex":2,"uniEquipId":"uniequip_002_acguad","from":["chess_char_5_06_a","chess_char_5_13_a"]} the skill and module a prototype carries in a slot of that tier — "技能携带规则与系统补位时一致" (PRTS 卫戍协议), read as [ASSUMED] (the owner's decision of 2026-10-05) the selection of its 补位 rows at that tier (from): the eight 6★ elites S3 with their own module, 领主·Sharp S1, the reserves S3 without a module; 预备干员-医疗 has no tier-5 row: S3 by analogy (from [], DIY_PROTOTYPE_FALLBACK_SKILL)
ownedPool[] 72 charIds the owned 6★ a player may slot: obtainable, rarity = the requirement, and no chess names it — hidden chess included ("不可甄选加入已在名单中的固定干员"); each at most once per roster ("玩家已拥有干员不可重复选取"). Not the collab operators (excluded)
excluded[] ["char_456_ash","char_1029_yato2","char_1048_orchd2","char_4123_ela","char_4141_marcil","char_4182_oblvns","char_4217_makoto"] the 7 obtainable 6★ outside the pool that come from a 联动寻访 — a collab team in mainPower / subPower (DIY_EXCLUDED_TEAMS: rainbow, action4, mujica, sees, laios — 灰烬, 麒麟R夜刀, 艾拉, 玛露西尔, 丰川祥子, 结城理) or a collab series in displayNumber (DIY_EXCLUDED_NUMBER_PREFIXES MH / RS / AM / PS / DD — also 焰狐龙梓兰 MH05, whose team reserve6 names no collab): left out of the data and the pool by the owner's decision of 2026-10-05 (copyright); the excel does not exclude them
operators[charId] {"name":"煌","rarity":6,"profession":"WARRIOR","subProfessionId":"centurion","obtainable":true,"powers":["rhodes","elite","yan","victoria"],"bonds":["yanShip","victoriaShip"]} every pick (owned pool + prototypes): powers = the nationId / groupId / teamId of mainPower and of every subPower (隐藏势力); bonds = the core bonds whose powerIdList meets them — one or several — else economy.fallbackBondId 协防干员 ("甄选加入的干员会根据其实际阵营所属分配核心盟约,若没有可匹配的则改为分配协防干员盟约"); every prototype gets ["emptyShip"]

tokens[tokenId] — the summons of the owned picks (38 tokens of 27 operators): a tokens.json record (§14: name, text, placeable, ownerRange, abnormal, assets) whose variants are keyed by the owner FORM <charId>@<statusKey> (owners = those keys; shared/diy.js diyTokenOwner) instead of a chess id — a DIY piece is a slot, and two players may fill one slot with different operators. A variant is the token at the owner's status for its first skill and no module, bySkill[i] the token skill / count / sources under each other skill, byModule[id] each module's token attributes, trait and talents (tools/build-data.mjs buildDiyTokens); simdata getToken merges them with the pick as the owner's loadout. No id is also a tokens.json record.

Not in this data: a player's ownership roster and 自选 picks (browser settings sent with room.ownership / room.diy), the DIY stock (per player in the match, PlayerState.diyStock: config.economy.poolCopies of the slot's tier, doubled in co-op — no excel field), 助战 borrows (borrowCount 20), and a player's potential / 练度 per operator (the 干员调配 settings sent with room.loadout; the forms are built at full potential and carry the lower ranks, §2.3; 练度 = effects.json aceffect_char_1…4).

Acquisition subsets corrected in 0.2.5 (§30.2)

tools/build-data.mjs owns the measured Rockrock/Flametail subset weights from 路标月报#2. Rockrock: ordinary hammer 10; tremble, undying, haste, burn hammers 2 each; limited accelerator 1; shield drone and laser emitter 4 each. Flametail: Wild Mane 10, Ashlock 10, Fartooth 3. Rebuild choices.json offline; these weights do not exempt draws from shared availability. The runtime derives unlimited fixed-gift families from SERVER_GAIN_EQUIP; this is a grant-source exemption, not a zero-occupancy flag or a manually maintained second list in generated data.

Plugin compact metadata (0.3.1)

Plugin records may carry optional origin (official charId/chessId provenance) and assets.voice (voice bank ID). assets.spine and other art IDs may differ by form. Pair references, not suffixes, identify normal/elite forms. Hidden additions retain records with isHidden: true, visible: false and omit visible pools. See PLUGINS §16 for the compact inputs and [ASSUMED] defaults.

Plugin-only records (0.3.1)

server/plugins/gameplayRecords.js adds namespaced bonds and complete supported item pairs to a content set, without changing these generated files. Membership is rebuilt from chess records. Operator forms may retain tags and existing token ids. server/plugins/officialUnitBuilder.js exports the import-only deriveOfficialUnit helper; tools/build-data.mjs shares its normal builder's stat, potential, skill, talent, range and classification paths; loading it performs no CLI I/O. See PLUGINS.md for namespaces, limits and the local-table version recorded by Forge imports.

Official versions (M0)

Presentation is shared across the official builds: tools/assets/versions.mjs reads their rosters by charId, enemyKey and iconId, including backups/DIY, rather than merging reused chess ids. fetch-assets plans the union; local-extract fills missing official art and effects. See ASSETS.md and §35.109. Gameplay data and the default version's existing presentation entries remain unchanged by this asset expansion.

The data side of the official version switch (0.3.2, DESIGN §35.22): besides today's game, 第二期下半, the build produces the three earlier versions, named by period as the maintainer named them (2026-10-22): 第一期 is the official act1autochess (「卫戍协议:盟约」 上半期活动), 第二期 act2autochess (下半期活动), and each period's 上半 / 下半 are its sub-versions V1_1 / V1_2 and V2_1 / V2_2. (PRTS's 「第一期」 is the 2024 卫戍协议, act1vautochess, which is not done.) A bare 上半 / 下半 here and in code comments keeps the official activity sense (上半 = 第一期 / act1autochess, 下半 = 第二期 / act2autochess); a period's halves are always written with the period (第一期上半 …) or as V1_1 … V2_2. M2 core and kits are in (DESIGN §35.22.7–§35.22.9): golden and botbench load a selected version, and a version room plays that version's rules and kits. M1 serves enabled versions (DESIGN §35.23; "Serving the versions (M1)" below): server/http/static.js serves data/versions/<slug>/ only when the server enables that version. Nothing set enables all four, so those files are served (§35.23.11); a version the server does not enable, and a server narrowed to 第二期下半 alone, still answer 404. data/versions/ is tracked, so the release zips and Docker carry it (48 files, 15.0 MB on disk, about 1.3 MB zipped). The default version is unchanged — data/*.json, data/i18n/, the golden corpus, the cs formula and a default room's room.state are pinned: test/data.test.js and test/golden.test.js guard the data and the goldens, test/versions-default-guard.test.js (G2–G4) the cs inputs, the formula, the default room and the welcome's versions list. Its file hashes (G1) were the M0 merge check and were deleted when M1 started (DESIGN §35.22.2, §35.23).

M2 research and rules: docs/research/versions/<slug>/02-bonds.json and 04-items.json use each snapshot's own text. First-season 01-core-data.json supplies the 11-18 blackboard multipliers and preserves 300-second solo prep; config.version.rules is read by the engine/match. Other absent research files still fall back with warnings and are [ASSUMED], including unmeasured ban/stock/schedule values. See history §35.22.7 for the complete list and the exhaustive blackboard review. The following profile notes describe M0's original fallbacks; the M2 overrides take precedence.

Registry (shared/versions.js, pure, browser-safe). DEFAULT_VERSION = 'act2autochess' is a code constant, never a server setting: data, rooms and logs without a version mean 第二期下半 (act2autochess V2_2).

id what label (msgid; translations [ASSUMED]) data directory
act2autochess 盟约·下半 V2_2 (2026-03-27 → 04-25), the default 第二期下半 data/ (unchanged)
act2autochess@V2_1 盟约·下半 V2_1 (2026-03-14 16:00 → 03-27 16:00) 第二期上半 data/versions/act2autochess-v2_1/
act1autochess 盟约·上半 final, V1_2 (2025-11-25 16:00 → 12-12) 第一期下半 data/versions/act1autochess/
act1autochess@V1_1 盟约·上半 V1_1 with the 11-18 hotfix (2025-11-14 16:00 → 11-25 16:00) 第一期上半 data/versions/act1autochess-v1_1/

An id is the official activity id (activity_table AUTOCHESS_SEASON), plus @<versionInfoDict id> for a sub-version (autoChessData.versionInfoDict: V1_1 from 2025-11-14 16:00, V1_2 from 2025-11-25 16:00, V2_1 from 2026-03-14 16:00, V2_2 from 2026-03-27 16:00); the id without one is the season's final sub-version. Anything that becomes a path or a file name uses versionSlug(entry) — the last segment of dir (lowercase, no @), or the id for the default. versionOfData(data) reads config.version.id, else the default. The 2024 卫戍协议 (act1vautochess) is not a version (the maintainer's decision of 2026-10-22).

Two deliberate differences from the round-50 design draft (local notes, not in the repository): there is no data/versions/index.json (the registry is the index; M1 reads shared/versions.js), and a version's directory is named by its slug, not its id (@ is not safe in every file system and URL).

Profiles (tools/versions/<slug>.mjs, loaded by tools/versions/profiles.mjs loadProfile, which checks id and season against the registry): { id, season, pins, adapters, research, tables, config: { hiddenCore, rules? }, expect }.

  • pins: the Kengxxiao/ArknightsGameData commit each file group is read from (pins[group] ?? pins.default; null = master, today's build). Groups: activity (excel/activity_table.json), character (character / skill / uniequip / battle_equip tables), range (excel/range_table.json), enemy (excel/enemy_handbook_table.json, levels/enemydata/enemy_database.json), levels (levels/activities/**). The master table holds no pure 上半: commit 12e0a020 (2026-03-10) migrated act1autochess to the 下半 schema and replaced the shared autoChessData.

    version default pin other pins why
    act1autochess 21b1f240 (2025-12-05, 上半 final; its autochess sections equal fdf34ff5 … 3421eaff, its levels equal the V1_2 update 23c99d5d, its range table equals dcc057f6) enemy: ee2cabff (the last enemy change inside the season, 12-05) 第一期下半 is V1_2's final state (DESIGN §35.22): V1_2 opened on 11-25 with 23c99d5d, and the 12-05 commit added 莎草's module uniequip_002_papyrs (elite ATK 412 → 450, DEF 150 → 173), 娜斯提 char_4212_nasti to the owned 自选 pool (71 → 72, with 3 tokens), the 自选 modules uniequip_003_ray and Mon3tr's uniequip_001_monstr / _002_monstr, and 10 bond texts. The commit also changed three 上半 battle templates, which the build does not read (灵巧's range check x-1 → x-4, 回收利用's 地面 check, 迅捷作战粮's _forceFlag). Whether 11-25 → 12-05 is a sub-version of its own is open for the maintainer
    act1autochess@V1_1 8303c922 (2025-11-14, launch: range, enemies, levels) activity and character: ea164ef7 (the 11-18 hotfix); no enemy pin: enemy_database changed again at 23c99d5d, so V1_2's ee2cabff would leak V1_2 enemies the maintainer's decision of 2026-10-22: V1_1 includes the hotfix (see below). V1_1's levels are the launch's; the V1_2 update 23c99d5d changed only the three solo hidden-core levels h08_0X_s, whose routes end at the 传送 entrance (1,3) instead of the protection point (2,2) (waves.json routes[].end, 22 values)
    act2autochess@V2_1 1457587e (2026-03-14, the 下半 launch) none: no file the build reads changed before V2_2 (86b6e749; GitHub history per path), the levels changed next at a24a8ad1 (04-08) 987b4cd5 (2026-03-17) changed only the battle templates (battle/buff_template_data.json, not a build input; among them 精准's ATK, which the sim already gives as the text says), so the directory is the same with or without it: 第二期上半 stands for V2_1 with the 03-17 fix [ASSUMED], as V1_1 includes its hotfix; whether 03-17 is the maintainer's 「第一次改动」 is open (DESIGN §35.22)

    The V1_1 hotfix: versionInfoDict counts the 11-18 hotfix (ea164ef70736ca2d1a356b3bf7b1cd7540960dc1) as V1_1, and 7 of V1_1's 11 days (11-18 → 11-25 16:00) ran on it, so V1_1 is built with it (the maintainer, 2026-10-22). Every change the build reads is in activity_table, among them: leader HP ×0.75 (Funny / Normal pools; −5…−12.5% Hard), modeFactorInfo.SINGLE 1.0 → 1.25, borrowCount 8 → 20, the enemy effects 攻坚装备II / III (aceffect_enemy_4 / _5), 战场 m06 weight 40 → 60, m07 weight 40 → 5 and Hard modes only (taken out of both Normal modes: their stage pool drops from 6 to 5, as in V1_2), 墨浪 / 枯朽萃聚使徒 special-enemy weight 10 → 0, the leader weight of boss_2 (假想敌:铳) 5 → 2, 9 more enemies inactive in the Normal modes (one of them, 沉沙 enemy_1207_sfji, also in the Funny modes), and 拟态物质's effectDesc (eff_acarm069 and the golden eff_acgarm069: "若已拥有至少2名该干员,则再获得1名该干员" became "该初始干员…同盟约初始干员"), carried by effects.json and the item descriptions; the 初始干员 wording is a note for 拟态物质's M2 handler. The commit made the same wording change in skill_table.json, in the two sktok_acarm069_1 / _2 descriptions, so the character group is pinned to it as well (rows the build does not read: the output equals a build with the launch's character tables, and character / uniequip / battle_equip are the same at both commits), and added a client Lua fix of a drag state, not a build input.

  • Cache: a pinned file is cached in .cache/gamedata@<sha>/<repo path> and downloaded from https://raw.githubusercontent.com/Kengxxiao/ArknightsGameData/<sha>/zh_CN/gamedata/<path> (about 60 MB per version: the 8 tables and the level files; V1_1 over two commits, about 19 MB from 8303c922 (the range table, the 2 enemy tables and the 43 level files) plus about 41 MB from ea164ef7 (the activity table and the 4 tables of the character group), V1_2 over two, 21b1f240 48 MB with 6 tables and the levels plus ee2cabff 13 MB with the 2 enemy tables, V2_1 in one, 1457587e 65 MB with the 8 tables and the 50 level files of both seasons). --offline / --refresh keep their per-file meaning; `--cache

    ` moves every cache (`` and `@`).
  • adapters (tools/versions/adapters.mjs, applied to the season section right after it is loaded, never for the default; each throws on a shape it does not know):

    • bondActiveType — 上半's bondInfoDict activates by activeType + isActiveInDeck; 下半 by activeCondition + activeConditionTemplate + activeParamList + maxInactiveBondCount. ALL + deck (投资人, 远见, 奇迹) → BOARD_AND_DECK; BATTLE → BOARD; MANI (调和) → BOARD; each count_threshold_upward on [activeCount], −1 — what 下半 writes for the same bonds.
    • selfBackupPreset — a NORMAL shop row that backs itself up becomes a PRESET with its default skill and module as the backup, as 下半 writes it. In 上半 only chess_char_1_15 (盟约·辅助干员, hidden) qualifies. [ASSUMED]
    • launchModes — the modes open at the season's launch: V2_1's table (1457587e) already lists the 终极 modes mode_single_abyss / mode_multi_abyss with startTime 1774598400 (2026-03-27 16:00, V2_2); every mode whose startTime is later than the earliest mode's leaves modeDataDict, battleDataDict and the stages' mode lists. bosses.json keeps the ABYSS pools of the table (boss_1 2 400 000; V2_2 raised it to 3 600 000), which no mode reads.
    • launchMilestones — the 功勋 levels open at the season's launch (V1_1 and V2_1): both launch tables list all 60 levels of milestoneList, and levels 36–60 carry the second sub-version's availableTime (1764057600 = 2025-11-25 16:00 at 8303c922 / ea164ef7, 1774598400 = 2026-03-27 16:00 at 1457587e). Every level whose availableTime is later than the earliest level's leaves the list, so config.rewards.milestones (the settlement's LV strip) has 35 levels; V1_2 keeps 60.
    • A missing bloodPointAbyss (no 终极 in 上半: bosses.json omits ABYSS) and enemyDataLevelId (no season enemy override level) need no adapter.
  • research: the version's research directory. V2_1 names docs/research/ itself: the same season, the research applies by id (bondId, trapId, enemy and stage ids) [ASSUMED], written on V2_2. 上半's directories (docs/research/versions/<slug>/) are absent in M0; a file missing there falls back to docs/research/<name> with a warning — every 上半 field from research is a 下半 value [ASSUMED] until M2 (enemy multipliers, timers, rewards). That includes the descriptive overlays keyed by bondId or trapId: bonds.json spec (上半's 炎 gets 下半's third tier and "hits up to 3 targets", which 上半 has not), and the items' implFormula / howToPlay texts. The sim reads none of them, but an M1 screen (S.W.E.E.P., the guide) must not show them as 上半 rules. PRTS (卫戍协议:盟约) dates 上半's solo 70% / co-op 80% enemy multipliers from the 11-18 hotfix, which V1_1 includes; the per-round values (research 01 A3) are still 下半's [ASSUMED]. V2_1's overlays are the default's too, written on V2_2, and several contradict its own blackboard, so the same M1 caution applies: 奥术法阵's implFormula names the 失能 (silence) V2_1's item lacks; 奇迹's spec has p = 0.18 + 0.003·L and 20 funds every 100 layers (V2_1: base 0.25, 10 every 50); 投资人's third tier is at L ≥ 100 (V2_1: 70); 远见's 150-layer tier "replaces the above" (the 3-27 rule); 阿戈尔's algorithm orders 「更靠左和靠上」 (V2_1's text: 「靠下和靠左」). M2 adds docs/research/versions/act2autochess-v2_1/ overrides [ASSUMED].

  • tables: 'default' runs the 下半-measured tables of the build; null leaves one out [ASSUMED] for M2 — stock (only the per-identity overrides economy.poolCopiesOverrides / itemPoolCopiesOverrides become {}: the tier copies poolCopies / itemPoolCopies stay the literals cited for 下半 in §1, so every 上半 chess and item uses 下半's base copies of its tier), shopDraft, tacticDraft and bountyDrafts (the choices.json key is omitted, and with bountyDrafts the boss-card gating and the draft-set checks are skipped). The match already draws uniformly when a key is absent. Both 上半 profiles leave all four out; V2_1 runs all four ('default') [ASSUMED]: its 机变 events and shop rows are byte-identical to today's, its bounty cards have today's ids and draft data (one text differs, 悬赏·折射II enemyeffect_15_7: 卫队 / 卫士, 04-14), and the stock (2026-03-29) and the official drafts (the end of March 2026) name only operators and items V2_1 has. The bounty cards' own draft / draftPool classification still runs for 上半 [ASSUMED]: HIDDEN_BOUNTY_IDS and the effect-id shapes of bountyDraftPool (enemyeffect_b_* / enemyeffect_5_1 → boss, enemyeffect_1[0-5]_[78] / 16_* → hunter, every other kill card → unseen, never drafted) come from 下半's PRTS table and screenshots, and the match honours them (server/match/choices.js). 上半's 93 bounty cards: excluded perfect 20, unseen 14, hidden 4; drafted boss 19, initial 18, hunter 18. M2's research decides 上半's own pools. Four drafted ids also change meaning in both 上半 builds: enemyeffect_12_7 and 15_7 are tier II in 下半, I in 上半 (the tier is read from the name, so it comes out right); 悬赏·频次III enemyeffect_11_6 (initial pool) targets 沉沙 enemy_1207_sfji in 上半, enemy_1209_sfden in 下半; and “鼠王”·悬赏 enemyeffect_b_11 (boss pool) is tier 3 / 3 coins in 上半, 2 / 2 in 下半. Two more build rules come only from 下半's PRTS record 「卫戍协议:盟约 下半/PRTS盟约记录」 and are carried into 上半 [ASSUMED] (DESIGN §35.22.3; M2 checks both against 上半): DIY_EXTRA_PROTOTYPES, the tier-5 自选 slots' six extra 4★ prototypes (先锋 / 特种 left out: backups.json diy.prototypes 15 at tier 5, 9 at tier 6, as the default; PRTS's 上半 page says nothing of 4★ prototypes in 自选), and BAND_SWAP_LPR 1, 鸭爵's swapped-in enemies costing 1 LP (§策略 鸭爵 备注: both 上半 builds' enemy_2001_duckmi_2 / enemy_2002_bearmi_2 get lpr 1; V1_1's table already carries the 鸭爵 effect, unused there: V1_1 has no 鸭爵 band).

  • pools (optional): { <pool id>: [charId…] } replaces the operators the build writes for a hand-written chess pool where the version's trait text names others. Both 上半 profiles set pool_chess_glady to 斯卡蒂 / 幽灵鲨 / 安哲拉 (garrison_39: 「斯卡蒂、幽灵鲨或安哲拉」; 下半: 深巡); V2_1 and the default have none.

  • config: hiddenCore single / multi (下半 350 / 1200, V2_1 too; 上半 300 / 1000, PRTS 卫戍协议:盟约); rules — V2_1: {}, the default's (every 下半 switch dates from 2026-03-14); 上半: deployOrder 'rowBottomUp', soloTimed true, benchEquip false, bossMirrorShare false (PRTS 卫戍协议/帮助; news 5114 describes the later equipment / boss changes). The former benchFullSwap false restriction is removed as an INTENTIONAL DEVIATION (有意偏差): after reviewing official news 5114, the maintainer decided on 2026-10-25 to allow the swap in 第一期上/下半 too. The official first period did not allow it; the second period added it. This convenience applies to all four versions (§36.2). M2 reads rules (§35.22.7): a first-season solo is timed unless the room opts into soloUnlimited (§35.23.10). constants.singleReconnectTime is null in a version whose constData lacks it: 上半's has none (the 2026-03-10 rewrite 12e0a020 added it), so the build writes no 下半 value as official data. The lobby's own fallback then keeps a dropped solo run resumable for 24 h (server/lobby.js SOLO_RECONNECT_FALLBACK_SEC). That 24 h window is a carried-over convenience [ASSUMED], not official 第一期 data: M2 did not add the constant, and the code path is unchanged (§35.23.10). Carried over unreviewed [ASSUMED]: the rule constants tools/build-data.mjs writes as literals (its buildConfig return block is the full set; a script comparing data/config.json with both 上半 configs finds them equal) go into 上半's config.json as measured on 下半. Among them: bans (NORMAL / HARD 3 core + 4 addon: 下半 has 8 core bonds, 上半 6, so the same draw bans half of 上半's), the hiddenCore extras (minTeamLpExclusive, checkedAfterRound, and difficulties, which names ABYSS although 上半 and V2_1 have no ABYSS mode — inert, since no mode reads it; so do trophies.hiddenCore and rewards.difficultyFactor), trophies, bossOvertimeAfter / bossOvertimeDrainPerSec / bossHpScale, unite, finalAssault and bandDraft; the economy literals — the tier stock poolCopies {12, 14, 18, 16, 8, 5} and itemPoolCopies {4, 6, 7, 8, 7, 3} (with stock left out every 上半 chess and item uses them), coopPoolMultiplier 2, goldenCopies 3, mergeCount 3 / itemMergeCount 2, rewardOffer, freeze, tempSize 5, equipPerChess 2, maxArtsPerRound 2 and incomeCapAlternative / incomeAssumedAfterRound; dp {10, 1, 99}; the timer literals timers.spFirst 30, bandTurn 50 (the owner's official-play report of 2026-10-10, 下半) and soloPrepTimeData 300 (it bears on 上半's timed solo, rules.soloTimed); and the title stat rules (titles[].stat / rule, titleRule). They equal the default, so tools/bb-audit.mjs cannot list them; bans is an M2 item (DESIGN §35.22.5).

  • config.version: a non-default build appends version: { id, family, rules } as the last key of config.json; data/config.json never has it. A non-default directory also carries tuning.json, a byte copy of the hand-maintained data/tuning.json (a gameplay file loadData and the content hash read) [ASSUMED] the same tuning.

  • expect: the counts validateAll checks, and triggerDeviations: 'default' checks every deliberate trigger deviation; 'present' (V2_1) those of the operators the version has (雷蛇 joined with V2_2); 'none' asserts that no chess skill and no backups form has a TAKE_DAMAGE row (上半 has no TANK row).

Tables keyed by stable ids (so a version that reuses an id for something else is never matched by it: 50 of 上半's 100 chess ids name another operator in 下半; 72 of its 89 item records carry another effect in 下半 and 6 do not exist there):

  • SHOP_EXCLUDED_ITEMS and ITEM_RULES by the NORMAL item's effectId (eff_acarm042–045 the four special 维式重锤, eff_acarm072 突变细胞; 上半's chess_item_2_03_e_a is 灼燃, not 战栗). The default version needs exactly one normal EQUIP item per effect, another at most one.
  • research 04 by the item's trap id (trapId), the choices.json pools by effectId / charId (a missing entry is dropped with a warning outside the default [ASSUMED]: 上半 sells none of 野鬃, 灰毫, 远牙 as shop chess (远牙 is a 自选 operator there), so pool_char_pinus is empty). A profile's pools replaces the operators of a hand-written chess pool where the version's trait text names others: both 第一期 builds list 斯卡蒂 / 幽灵鲨 / 安哲拉 in pool_chess_glady, as their garrison_39 says (下半: 深巡, who is shop chess in 第一期 too, so the charId lookup alone kept him; DESIGN §35.22.3).
  • TRIGGER_DEVIATIONS (server/plugins/officialUnitBuilder.js) by the operator's charId and skill id, and like STANDIN_TRIGGER_DEVIATIONS applied only over an official TAKE_DAMAGE row — the row they override (DESIGN §21.29, §22.10). Every 下半 entry meets one (V2_1: all but 雷蛇's, who joined with V2_2); in 上半 none applies.
  • TOKEN_ABNORMAL / TOKEN_POSITION_CORRECTIONS stay keyed by token id: a listed token the version does not build is an error in the default only. The enemy, prefab and DIY tables keep their (stable) keys.

Counts (this build; warnings in .cache/build-data-report.<slug>.json):

chess (visible non-DIY, hidden, DIY) bonds bands items effects garrisons enemies waves stages bosses tokens bytes
act2autochess 266 (112, 17, 4) 23 40 115 361 249 249 38 13 10 22 5.81 MB
act2autochess@V2_1 240 (115, 1, 4) 23 36 115 361 229 249 38 13 10 21 5.40 MB
act1autochess 200 (95, 1, 4) 18 30 89 281 174 197 36 9 9 12 4.85 MB
act1autochess@V1_1 200 (95, 1, 4) 18 20 89 281 170 197 36 9 9 12 4.76 MB

stages counts the battle fields plus the 2 escaped levels' maps (default: 11 + 2, §16; 上半: 7 + 2). The 6 MB limit applies per version (the 15 built files). V2_1 also differs from today's data under the same ids, and the data carries each difference (no code change; DESIGN §35.22.5, pinned by test/data-versions.test.js): 节日气球 enemy_10040_cnvbln does not count in the total (no LP for its leak) and 圆仔 enemy_2085_skzjxd / _2 is NORMAL (today ELITE; level_autochess_enemy_data changed on 04-14, 86da4cfa); 卢西恩's act2autochess_h07_05 / _s patrol routes have 3 checkpoints, not today's 19-checkpoint loops (04-14); 13 elite records lack a module added after 03-14 (uniequip_003 / 004), as do two summons' byModule entries and four 自选 forms (菲亚梅塔, 提丰, 黍, 娜仁图亚); 异客 chess_char_6_05_b's RA-A module uniequip_004_pasngr changes 机理分析 to ×1.2 at every potential (the 1457587e battle_equip has only its rank-0 candidate; today ×1.25 from 潜能 5, the base talent's value); the 自选 operators' powers and bonds are the 03-14 character_table's, so 鸿雪 and 真言 are 盟约·辅助干员 (emptyShip), not 萨尔贡 (sargonShip), and seven more 自选 operators have one power fewer; the 9 自选 operators released after 03-14 (予愿安洁莉娜, 怒潮凛冬, 凯尔希·思衡托, 维伊, 可露希尔, 谬因, 机械师, 克莱门莎, 珊比) are absent, so diy.ownedPool holds 67 against 72 (its 4 V2_1-only picks 银灰, 空弦, 卡涅利安 and 伺夜 are pending, and the kitted gate drops them) and diy.excluded 5 against 7 (焰狐龙梓兰 and 结城理 came later); and a few texts differ (skills, talents, enemy abilities, one bounty card).

V2_1's warnings: the research name annotation dropped from 战场#01 (as the default) and DIY_EXCLUDED_TEAMS team sees with no owned-6★ pick (as in 上半). The 上半 builds' remaining warnings: research falling back to 下半 (6 files, [ASSUMED]); DIY_EXCLUDED_TEAMS team sees has no owned-6★ pick; two STATIC_BODIES enemies (hummbd, cnvbln) absent from the 上半 modes; the 6 上半-only enemies whose model data/assets.json lacks (墨浪 enemy_1201_sfzhi, enemy_1249_lysdb, enemy_1254_lypa, enemy_1275_dwlock, enemy_1373_ltnhor_2, enemy_1376_ltndru: no attackAnim, one warning each, DESIGN §35.22.5); the research name annotation dropped from 战场#01; the 野鬃 / 灰毫 / 远牙 pool entries.

Build and verify:

node tools/build-data.mjs --version act1autochess            # 上半 V1_2 → data/versions/act1autochess/
node tools/build-data.mjs --version act1autochess@V1_1       # 上半 V1_1 → data/versions/act1autochess-v1_1/
node tools/build-data.mjs --version act2autochess@V2_1       # 下半 V2_1 → data/versions/act2autochess-v2_1/
node tools/build-data.mjs --version act1autochess --offline  # from .cache/gamedata@<sha>/ only
node --test test/data-versions.test.js test/versions-default-guard.test.js

test/data-versions.test.js rebuilds each version offline and compares all 16 files; without the pinned caches it skips and names the missing .cache/gamedata@<sha>/. Hidden inputs: a version build also reads the committed data/assets.json (the enemies' attack clips: a manifest of 下半's models, so the 6 上半-only enemies above have no attackAnim and the sim keeps ATTACK_PAUSE for them — 墨浪, 萨卡兹王庭军术师 and 巫王乐团圆号手 are ranged, so their attack timing is off — until M2 adds their models; data/assets.json is a default data file, so that change rebuilds every version directory; G1, which also pinned it, was deleted when M1 started, DESIGN §35.22.2), data/tuning.json (its byte copy; test/data-versions.test.js fails while a copy differs) and docs/research/*.json (the default's research, which V2_1 reads by id and 上半 uses as its fallback) — a default-side change to those makes the version directories stale with no version-related cause. Rebuild every version then (--version for each id). server/data.js: versionDataDir(id), getVersionData(id) (the default returns getData(); another version loads its directory once, frozen, with VERSION_DATA_FILES, never filling the official-bounds cache), resetVersionData(); loadData(DATA_DIR) reads the top level only.

Serving the versions (M1)

DESIGN §35.23. A server offers the versions its owner enables; rooms play one of them (server/lobby.js header "Official versions"), and their matches run in a match host whose data singleton is that version's.

Configuration (server/http/config.js versionsFrom): the startServer option versions: { enabled, default, maxHosts } wins over the environment — SP_VERSIONS (all or a comma list of registry ids), SP_VERSION_DEFAULT, SP_MAX_VERSION_HOSTS. Nothing set enables every registry id (the lobby switch on; the default version stays act2autochess, §35.23.11). SP_VERSIONS=act2autochess, or versions.enabled of that one id, is 第二期下半 alone (the switch off). An unknown id is warned about and dropped (none left: act2autochess); a default that is not enabled is warned about and replaced by the first enabled id in registry order; maxHosts defaults to the number of enabled non-default versions (at least 1 when there is one). Version match hosts are forked on the first match of a version, never at boot. The boot log prints one line, e.g. [versions] enabled: act2autochess (第二期下半, default), act1autochess (第一期下半).

The service (server/versions.js createVersionSets): at boot, each enabled non-default version's cs — contentHashOf({ app, sim, data }) over the vanilla code (app, sim, the same served /sim/ and /shared/ files) and the sha256 of its directory's gameplay files (server/plugins/identity.js versionContentOf; the 16 tables, no art manifest; bytes only, no JSON parse) — and its config.json modes (the difficulties it offers: 第一期 and 第二期上半 have no 终极). A version whose directory is missing a file or unreadable is warned about and stays disabled. Its data (loadData of its directory, deep-frozen), its official-bounds snapshot (shared/plugins/officialBounds.js officialBoundsOf: its own maxima — the main process's cache keeps 第二期下半's) and its manifest load on first use. A load that fails at run time is logged once and remembered until the server restarts: the version is then unavailable (available(id) false — room.create / room.proposeVersion answer VERSION_UNSUPPORTED, later welcomes leave it out, and when it is the configured default, rooms created without a version and the settings outside a room use 第二期下半, else the first enabled version that loads, which the welcome marks the default), while /healthz versions still lists it under enabled and keeps the configured default. The default version is the vanilla content and the server's data.

HTTP (server/http/static.js):

path answer
/data/versions/<slug>/<file>.json an enabled version's file; ?v=<sha8> immutable like /data/. Any other path under data/versions/ (a disabled version, the folder itself, another spelling of one) is a 404: the real path must lie inside an enabled version's real directory
/cs/<cs16>/index.json an enabled version's manifest: { v: 1, cs, app, vanilla: true, version, sim, simFiles, data: { <name>: { url: '/data/versions/<slug>/<name>.json?v=<sha8>', sha256, bytes } }, plugins: [], settings: {}, bounds: { official: { url, sha256, bytes } } }, immutable
/cs/<cs16>/bounds/official.json its official-bounds snapshot, canonical JSON { v: 1, bb, fields, bbMin, fieldMin, text }

The vanilla /cs/<cs16>/index.json is byte-identical (no version, no bounds, URLs under /data/). The build tag (server/http/buildTag.js) counts the served version directories only, so rebuilding a version the server does not offer is no new build. /healthz adds versions: { enabled, default, hosts: { workers, matches, transport } } only when a non-default version is enabled.

Match hosts: the rooms of a non-default version start their matches in server/match/host/ with kind: 'version' — one child process per version cs, at most maxHosts, counted apart from the plugin hosts (docs/design/match.md). The host checks every data file's sha256 against the version's hash input, installs the data with setData and the version's bounds snapshot, and refuses a match whose opts.version is not its data's version. A test journal of such a match carries init.options.version and replays in a process whose data singleton is that version's (server/match/testReplay.js).