Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar

- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
  placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
  and the team LP reaching 0 first is a defeat (PRTS)
- #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
  triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
  green; dev recordings regenerated
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sganggs committed 2026-10-01 19:08:23 +08:00
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@@ -78,12 +78,12 @@ The visible chess per tier are 16/17/19/22/19/19. The item slot uses the same ti
| Item | Value | Tag |
|---|---|---|
| Deploy cap | **8** (`characterLimit`); **9** with 人事部文档. Summons don't use a slot [ASSUMED]. | DATA/VERIFIED |
| Deploy cap | **8** (`characterLimit`); **9** with 人事部文档. Summons don't use a slot (PRTS token pages of the pool's hand summons: 部署占用数 0; user playtest #6). | DATA/VERIFIED |
| Hand (整备区) | **10 regular + 5 temporary**, shared by operators, items and summon stacks. Full ⇒ no buy or withdraw. Passive overflow goes to temp; **temp blocks Ready**; temp is wiped at the next phase. Board↔hand swap is allowed when full. | VERIFIED |
| Equipment | 2 per operator (board **or** hand). Locked; 3rd = replace, and the old one is destroyed. 2 identical normal items (equipped or not) merge into golden. | VERIFIED |
| Deployment | Free, at t=0, order **top→bottom then left→right** (right-side boss player mirrored). Ranged units may use melee tiles. | VERIFIED |
| DP | Start **10**, **+1/s**, cap **99**. Used only for auto-redeploy (original tile, respawn timer done, DP ≥ `cost`). | DATA/VERIFIED |
| Skill auto-cast | Default: SP ready + about to attack/heal + an enemy in the **initial** range. `skillTriggerDataList` rows with `skillIndex` 0 = **skill 1 only** (TANK S1 → on damage: only 古米 and 灰毫 this season). charId rows per 03. | VERIFIED |
| Skill auto-cast | Default: SP ready + about to attack/heal + an enemy in the **initial** range. ~~`skillTriggerDataList` rows with `skillIndex` 0 = skill 1 only (TANK S1 → on damage: only 古米 and 灰毫 this season)~~ — Superseded by user playtest #6 (DESIGN §20): the class rows apply to **every MANUAL skill** of the class and never to an AUTO skill (PRTS 卫戍协议/帮助 names whole classes; the 阵法术师 row must cover 薄绿's default S2, a phalanx that never attacks with its skill off); a MANUAL skill with its own 技能范围 (not an attack-range change) uses SKILL_RANGE; automatic operations have a 3 s cooldown. charId rows per 03. | VERIFIED (class-row reading superseded) |
| Speed | 2× forced, no manual control | VERIFIED |
| Board geometry | 19×21 stage. Player board rows 9–12, cols 2–10. Gates (9,10) and (12,10); R1–3 use only the lower one. Goal (9,2). Col 9 is a non-deployable lane. Hand row 7 cols 0–9. Temp hand row 8 cols 4–8. Boss field rows 1–5. | DATA |
| Bond counting | Distinct operators on board. 远见/奇迹/投资人 also count the hand. 绝技 counts elites. Layers persist all match; **no IN_BATTLE layer gains in 联防 or boss rounds**. | DATA/VERIFIED |