Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them; PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air - #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included - #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed - #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the blocker dies, withdraws or is stunned; melee blockers attack what they block - #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右, operators before summons; special priorities break ties by taunt then deploy order - #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views - #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages audited against the official level files - #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones - #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable - #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects - DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and every browser suite green; dev recordings regenerated
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@@ -972,7 +972,7 @@ test('圣约送葬人 T1 受选之人: the extra attack consumes no ammo and nev
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clean(h);
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});
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test('元素伤害 uses the engine elemental type: × elemTakenMul, never × trueTakenMul (烛煌 熔点引爆, 妮芙 失魂)', () => {
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test('元素伤害 uses the engine elemental type: × elementalTakenMul (元素脆弱), never × trueTakenMul (烛煌 熔点引爆, 妮芙 失魂)', () => {
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// one battle per burst: after a burst the enemy's gauges stay locked for its 爆发冷却 (damage.js)
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const arena = () => {
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const h = makeBattle({
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@@ -983,7 +983,7 @@ test('元素伤害 uses the engine elemental type: × elemTakenMul, never × tru
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h.step();
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const e = h.enemy('enemy_dummy');
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h.b.addBuff(e, { key: 't:true', mods: { trueTakenMul: 2 } });
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h.b.addBuff(e, { key: 't:elem', mods: { elemTakenMul: 1.5 } });
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h.b.addBuff(e, { key: 't:elem', mods: { elementalTakenMul: 1.5 } });
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return { h, e, blaze: h.unit('chess_char_5_03_a'), nymph: h.unit('chess_char_5_22_a') };
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};
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const a = arena();
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@@ -991,14 +991,14 @@ test('元素伤害 uses the engine elemental type: × elemTakenMul, never × tru
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const melt = tagged(a.h, 'blazeMelt', a.e);
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assert.equal(melt.length, 1);
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assert.equal(melt[0].type, 'elemental');
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approx(melt[0].amount, a.blaze.s.atk * tal(a.blaze, 0).ep_damage_scale * 1.5, 1e-6, 'meltdown × elemTakenMul only');
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approx(melt[0].amount, a.blaze.s.atk * tal(a.blaze, 0).ep_damage_scale * 1.5, 1e-6, 'meltdown × elementalTakenMul only');
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clean(a.h);
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const { h, e, nymph } = arena();
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h.b.dealDamage(null, e, { type: 'element', element: 'apoptosis', amount: 1000 });
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assert.ok(h.runUntil(() => tagged(h, 'nymphSoul', e).length > 0, 6));
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const soul = tagged(h, 'nymphSoul', e)[0];
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assert.equal(soul.type, 'elemental');
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approx(soul.amount, nymph.s.atk * tal(nymph, 0).element_atk_scale * 1.5, 1e-6, '失魂 × elemTakenMul only');
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approx(soul.amount, nymph.s.atk * tal(nymph, 0).element_atk_scale * 1.5, 1e-6, '失魂 × elementalTakenMul only');
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clean(h);
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});
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