feedback5 CB5: a 调度中心 upgrade opens the new level's extra slot at once with a new card, the cards shown stay in place (community report of 2026-10-06, item 19; the official tutorial's 休整期 page: 「升级后将出现更多的商品栏位」)
Until 0.2.0 the shop kept its old slot count until the next roll (a refresh or the round start), so a level-up 1→2 (险境: 3→4 operator slots) or 3→4 (4→5; 标准: 5→6) showed no new card. PlayerState._openLevelSlots (player/economy.js): the extra slots of the new level are appended to the chess slots (the item slot stays after them), each drawn at the new level; [ASSUMED] the new card follows the freeze toggle as a manual refresh's cards do. audit.js checks the slot count and that every card shown before stays in place. Docs: META.md §3 / §7, PLAYING.md. Golden: matches — all 18 scenarios moved (solo-FUNNY-1/2, solo-NORMAL-1/2, solo-HARD-1/2, solo-ABYSS-1/2, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, solo-HARD-9-boosted, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins, coop2-NORMAL-70-diy): every bot levels its shop and now sees (and draws the shop RNG for) the new card at once, so purchases and boards part from there. roster / bonds / fields / standins / diy unchanged; no engine error stored. Tests: test/match/feedback5-shop-levelslots.test.js (new).
This commit is contained in:
1 parent
02353e13f8
commit
464a823bc5
6 files changed
+635
-507
No files matched your search
+5
-2
@@ -505,7 +505,8 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
|
||||
items by `price`, refresh 1 (free refreshes first), sell +1 (elite too; items cannot be sold, only destroyed).
|
||||
* **Shop**: `shopSlots[level]` chess slots + item slot(s), copy-weighted rolls over remaining pool copies of unbanned,
|
||||
visible chess with tier ≤ level; item slot: tier by the same shares, uniform item within the tier. Level-up price =
|
||||
base per mode, −1 each round start (floor 0), reset to the next base after upgrading; `MAX_LEVEL` at 6. One freeze
|
||||
base per mode, −1 each round start (floor 0), reset to the next base after upgrading; an upgrade opens the new level's
|
||||
extra slots at once with new cards (the cards shown stay); `MAX_LEVEL` at 6. One freeze
|
||||
toggle freezes every unsold slot until the next round start; a manual refresh rerolls everything (new slots stay
|
||||
frozen). Unfrozen slots are cleared at combat start. Slot positions are stable (frozen slots keep their index).
|
||||
* **Pool**: copies 12/14/18/16/8/5 (缪尔赛思 4); a normal piece holds 1 copy, an elite 3; displays never reserve copies;
|
||||
@@ -823,7 +824,9 @@ round was over. The official 1 s `broadcastBeginDelay` is not modelled.
|
||||
units > active bond > Σ active layers > standing > seat; the ranks marked 存疑 in PRTS). Unite enemies re-enter with
|
||||
their original stats on the official 联防 spawn timing (waves.js `buildUniteWave`, DATA.md §15 #22).
|
||||
* A manual refresh while frozen keeps the new slots frozen until the next round start.
|
||||
* Level-up does not add slots until the next roll (refresh / round start).
|
||||
* A level-up opens the new level's extra slots at once, each with a new card drawn at the new level, and keeps the
|
||||
cards shown (0.2.0, community report item 19; the official tutorial's 「升级后将出现更多的商品栏位」); the new card
|
||||
follows the freeze toggle like a manual refresh's cards.
|
||||
* Buying a second copy of an equipped normal item merges into the golden item in the hand (not equipped).
|
||||
* Promotions by effects (升华, 博士投影) keep the equipment; merges return it; 突变细胞's transformation returns it (the
|
||||
cell included) before its new operator is gained into the 整备区 — the carrier's tile is left empty (official footage,
|
||||
|
||||
+1
-1
@@ -48,7 +48,7 @@
|
||||
| 出售干员 | 任何干员(含精锐)都只返还 **1** 资金 |
|
||||
| 装备 / 法术 | 调度中心出售除特殊装备外的所有装备:4 把特殊维式重锤(战栗 / 坚固 / 加速 / 灼燃)只来自维多利亚盟约(每 25 层)和洛洛的定制品,突变细胞只来自昆图斯的策略。装备不能出售,整备区里的只能「销毁」(不返还)。已配发的装备锁定在干员身上:只能被第三件装备替换(弹出替换窗口,选择要替换的一件,它会被销毁),或在干员出售 / 合成精锐时退回整备区。**突变细胞**不会用完:战斗结束后装备者被销毁(部署在场上的话,原来的格子空出来,剩余可放置角色加 1),突变细胞和它的其他装备先退回整备区,可以再次配发给任意干员;随后获得一名高一阶(最高 VI)的随机普通干员(装备者是精锐也一样),和其他新获得的干员一样进入整备区(满了进入临时整备区),需要自己重新部署;如果它凑齐了合成所需的同名干员,照常合成精锐。**坚固维式重锤**首次受到致命伤害时锁血 8 秒,**每次部署一次**:被击倒再部署(或突袭跳跃再部署、被 M3茧甲 / 埃芒加德复活)后又能锁一次,娜仁图亚策略借来的锤子也一样;借用到期时正在锁血的会锁满 8 秒;站在阿戈尔干员身前被开场吞噬、自带源石溶剂掉血时也会用掉这一次 |
|
||||
| 冻结 | 免费,保留当前所有未买的格子到下一回合;冻结状态下仍可主动刷新 |
|
||||
| 升级调度中心(1→2 … 5→6) | 险境及以上 5 / 8 / 11 / 12 / 13;同盟标准 5 / 8 / 10 / 11 / 11;独立标准 1 / 1 / 5 / 8 / 10。**每过一回合价格 −1**(最低 0),升级后按下一级的价格重新计算 |
|
||||
| 升级调度中心(1→2 … 5→6) | 险境及以上 5 / 8 / 11 / 12 / 13;同盟标准 5 / 8 / 10 / 11 / 11;独立标准 1 / 1 / 5 / 8 / 10。**每过一回合价格 −1**(最低 0),升级后按下一级的价格重新计算。升级到干员栏位更多的等级(险境及以上 2 级 4 个、4 级 5 个;标准 2 级 4 个、6 级 5 个)时,**新栏位立刻刷出一名新干员**,已有的卡片不变 |
|
||||
| 其他收入 | 悬赏敌人、盟约「远见」「奇迹」、装备「骑士储蓄罐」、部分策略和特质 |
|
||||
|
||||
调度中心等级决定商店能出现的**最高阶级**和格子数(险境及以上:干员 3 / 4 / 4 / 5 / 5 / 5 格 + 装备 1 格)。
|
||||
|
||||
Reference in new issue
Block a user