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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sganggs committed 2026-10-12 14:07:08 +08:00
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@@ -171,6 +171,16 @@ export function acquireTargets(b, u, prof) {
if (u.blocking.length) for (const e of b.blockedTargets(u, prof)) if (!cands.includes(e)) cands.push(e);
// an ally target (Battle.setAllyTarget: 白铁's 铁钳号·原型机, an enemy-camp summon with 嘲讽等级 −2) after every enemy
const extra = b._allyTargets && b._allyTargets.size ? b.allyTargetsInKeys(u.rangeKeys, u) : null;
// Fortress has an extra melee tile even against enemies it cannot block (PRTS branch / 号角). Its ordinary
// ranged targets still take priority; this does not fill the other tiles in its ranged blind spot.
if (prof.fortress && !cands.length && !extra?.length) {
const here = [u.tileR * COLS + u.tileC];
const near = b.enemiesInKeys(here, u, prof);
if (!near.length && b._allyTargets?.size) near.push(...b.allyTargetsInKeys(here, u));
prof._fortressMelee = near.length > 0;
sortEnemyTargets(b, u, near, prof.priority);
return near.slice(0, 1);
}
if (extra && extra.length) {
if (prof.allInRange) return cands.concat(extra);
sortEnemyTargets(b, u, cands, prof.priority);
@@ -225,7 +235,8 @@ export function performAttack(b, u, prof, targets, opts = null) {
const t = targets[i];
b._ev(['atk', u.id, t.id, vis]);
if (isHeal) { doHeal(b, u, prof, t); continue; }
const info = { isSkill, index: i, attackId, energy: i === 0 ? energy : 0 };
// Target acquisition mutates the fortress profile. Keep this shot's mode while its shell is in flight.
const info = { isSkill, index: i, attackId, fortressMelee: !!prof._fortressMelee, energy: i === 0 ? energy : 0 };
const foe = t.side === 'enemy' || b.isAllyTarget(t);
if (ranged && foe && prof.projectile === 'boomerang') {
throwBoomerang(b, u, prof, t, info);
@@ -323,7 +334,7 @@ export function resolveHit(b, u, prof, target, info, x, y) {
x = target.x; y = target.y;
}
// splash: a 中点判定 radius around the target's position — a huge enemy counts by its 判定中心 (Battle.enemiesInRadius)
if (prof.splashRadius > 0) {
if (prof.splashRadius > 0 && (!info.fortressMelee || prof.fortressMeleeSplash)) {
const r = prof.splashRadius;
const sc = prof.splashScale ?? 1;
for (const e of b.foesInRadius(x, y, r, true)) {