Playtest #6 follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item / 机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one (strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call) - official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11 - a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight, promotion effect - 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪 - DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
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@@ -47,6 +47,7 @@ export async function startRealServer(opts = {}) {
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if (opts.fast.kit != null) env.SP_START_KIT = String(opts.fast.kit);
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if (opts.fast.chess?.length) env.SP_START_CHESS = opts.fast.chess.join(',');
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if (opts.fast.items?.length) env.SP_START_ITEMS = opts.fast.items.join(',');
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if (opts.fast.shop?.length) env.SP_START_SHOP = opts.fast.shop.join(',');
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if (opts.fast.idleBots) env.SP_IDLE_BOTS = '1';
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}
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const child = spawn(process.execPath, [entry], { cwd: ROOT, env, stdio: ['ignore', 'pipe', 'pipe'] });
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