更新 2.28
2026/6/7
v2.28.0BETA
Seymour
AURORA:ADD/REMOVE 怪物 WIRED INTO THE UI(極光室中的按鈕)
- GROW(v2.27.0)獲得了一個 front-end:純粹的編排器
FfxLib/BattleMap/BattleArenaAuthor.cs,它將 區塊2(陣型) + 區塊3(錨點)保持在 lock-step + 極光室中的 2 個按鈕(➕ 新增怪物 / ➖ 移除怪物,位於「儲存位置」旁邊)。Two-regime 模型:「新增」在有空間時使用一個 保留的競技場錨點(formation-live < MonsterPositionCount)= 直接填入下一個陣型槽位,chunk2-only、NO 增長;否則它會 增長區塊3(模式2,BattleArenaGrowWriter)。新槽位 克隆最後一個存活的怪物(物種 +0x1000標誌);移除則清除最後一個存活槽位。Backup-once 儲存(.aurora.bak)+ReloadSelectedBattle。閘門BattleArenaGrowLab已擴展(連結作者):AUTHOR 新增 694/694 + 移除 302/302(清理 re-decode,槽位克隆/清除,formation-live ±1)在 RT0 700/700 + ADD 696/696 + REMOVE 393/393 之上。編輯器編譯無錯誤(鎖定的可執行檔案 = 編輯器正在執行;temp-output 建置確認)。文件已更新FFX_AURORA_CHUNK3_PAYLOAD_MODEL_2026-06-07.md。誠實地說: 離線 byte-safe;遊戲接受新數量 = RT2/探測(on-screen 橫幅)。UX:在陣型編輯器中設定物種,並在 MapViewer 中拖拽位置
v2.28.1BETA
Seymour
SPHERE GRID CANVAS:拓撲編輯 PROVEN IN-GAME(+300 HP)+ 打磨(node type by name, snap to real spacing, restore/backup)
- MILESTONE: the owner edited the Standard grid in the Canvas (v2.25.0), saved, and FFX LOADED → NAVIGATED → ACTIVATED an ADDED node (+300 HP applied to the character) — the "edited topology in-game = UNPROVEN" caveat FELL on screen (the proven-lib → canvas → save → real-engine loop closed in the owner's hands). Engine discovery alongside: the engine BREAKS the grid if nodes sit too close together OR links cross (offline-byte-safe ≠ engine-safe); the vanilla "real size" measured = base spacing ~43u (avg link ~77, dat01/02/03). That became tooling: (1) snap-to-43 (a placed/dragged node snaps to the vanilla lattice; on by default, with a toggle); (2) proximity warning in Validate (flags if two nodes are < 40u apart = break risk; advisory, doesn't block the byte-safe write); (3) a NODE-TYPE dropdown by NAME (reads
panel.binviaReadNodeTypes→ "Strength +1"/"HP +200"/"Lv.1 Lock"… instead of hex; anFFh=no-type node renders as a Lv.3 lock in-game, now you can set the right type); (4) ♻️ Restore original (copies the vanilla grid from the extracted reference into the project = undo a save that crashed the game) + an automatic.prev.bakbackup before every "Save into project". Build 0 errors; editor boots without crash. The spacing-constraint discovery is saved to memory. Honest: topology EDITING is now proven in-game (loads+activates); the LIMIT (proximity/crossing) is a measured heuristic, not the engine's exact ceiling — refine with more testing/RE (link-crossing detection is future work)
v2.28.0