0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently). - Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision). - 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified). - Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage. - Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue. - Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia). - golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
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@@ -4,6 +4,12 @@ Part of [DESIGN.md](../DESIGN.md) (the index; section numbers are global).
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## 9. Client rendering contract (public/js/render)
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Bond-layer audio (#482): live own preparation gains arrive as `m.layer`; the displayed battle's `layer` tuples
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play the same `bondUp` cue. A gain of several layers plays once, including gains to inactive bonds. The official
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`ON_ACT1AUTOCHESS_ADD_BOND` bank allows one sound and replaces the oldest; there is no added cooldown. Existing
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bond activation cues use this same channel. State snapshots, settlement backfill and buffered field-entry events
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do not generate layer cues. Field entry, leaving the game and muting cancel playing or still-decoding layer audio.
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`import { createFieldView } from './render/app.js'`
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```js
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@@ -150,3 +156,17 @@ It does not diagnose a particular user's GPU or persist a disabled renderer pref
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Community UI and recovery (§29.6): DIY reuses roster stats and skill previews; Swire's coins show current/cap. The lobby player chip opens statistics and the responsive header keeps optional controls from overlapping its title. Settlement's summary scrolls separately from Return. Failed board art can retry, and failed three.js imports use two bounded fresh URLs. Failed engine initialization can remount on online/visibility, at most twice consecutively, cleaning up each previous view; explicit fallback/2D stays selected.
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Replacing a field renderer also resets the game screen's entered-view identity. Frames are buffered while the replacement loads; after subscribing, the local runner re-shows full current metadata/snapshot, or the server resends the watched field. Real local and server-streamed battles preserve the same simulation object and clock through recovery, including enemies spawned before the new renderer existed.
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§30.4: the HP tower retains current HP until settlement and shows pending loss separately. Shop refresh is single
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flight per client until its promise settles (success or error); the button and R key share that state. DIY-only
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potential/cultivation changes are exportable; spectator member resolution includes the owner's DIY selection.
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Bond tooltips show banned visible members in one clamped scrollable compound box, stacked on narrow screens.
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An open list updates on member changes; long-press lists persist for reading and close on outside tap/Escape.
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The developer simulation checker and its bounded verification claims are specified in SIM §11 and history §30.5.
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Operator attack clips play once per actual attack (§30.7), retaining their interval-based speed. A prepared wind-up
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is consumed without replay; a later queued attack may start during the previous recovery. Without another attack
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the actor returns to base/skill idle. Late operator events still start at the strike frame; no sim timing changes.
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Connection recovery sits above the AI-away overlay and below global modals (§30.8), so a replaced session can
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be reclaimed by pointer while away. This does not change the stacking behavior of modals nested inside a screen.
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