Calyx mode & endgame stages
Replay previous endgame periods, set enemy HP, and override the battle lineup.
Calyx Mode(花萼模式)reuses stage data that SRTools has already synced — or that you imported with /json. Without that cached data, /calyx on reports there is nothing to load.
Previous endgame stages
Anomaly Arbitration(异相仲裁) has its own command:
/peak <period number>
/peak 1 switches to the first period; /peak 0 returns to the latest one. If the newest period doesn't show up after a version update, /peak 0 resets it.
Memory of Chaos(混沌回忆), Pure Fiction(虚构叙事)and Apocalyptic Shadow(末日幻影) go through Calyx Mode instead:
- Build the stage with Pick Enemy in SRTools.
- Sync it, then enable Calyx Mode in the in-game chat:
/calyx on. - Interact with any Calyx(花萼) in the game to enter your custom stage.
Custom enemy HP
/calyx on/calyx modify <wave> <enemy index> <HP>
For example, /calyx modify 1 1 10000 gives the first enemy of wave 1 ten thousand HP.
Enemy HP in Anomaly Arbitration(异相仲裁) cannot be modified this way.
For damage testing(打桩伤害测试): create a custom enemy(自定义怪物)in SRTools, pick a suitable Stage ID such as 47, change its HP in game, and record the numbers with the third-party damage plugin veritas.
Overriding the lineup
/calyx lineup replaces the whole team used in Calyx battles, which lets it do what the in-game lineup screen cannot: more than four avatars, or the same avatar several times over.
/calyx on/calyx lineup <avatarID...>— one avatar ID per slot, in order; repeat an ID to duplicate that avatar./calyx lineup reset— clear it.
You do not need to touch the in-game lineup first. Avatar IDs are in the handbook(手册).
This is a for-fun feature(娱乐玩法). For normal play, build the team on the in-game lineup screen and leave this alone.
Original posts: previous endgame stages, enemy HP.