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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@@ -5,8 +5,12 @@
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// `EventOnUpgrade`): the first tap selects a card — it lifts and enlarges, its detail opens and it shows 确认购买
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// (无法购买 + the reason when it cannot be bought) — and a second tap on the same card buys it; the LEVEL card's first
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// tap arms 确认升级 and the second upgrades (已满级 at level 6). A tap anywhere else, a shop change or the end of the
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// editable phase disarms. The D / R / F keys stay one-press shortcuts. There is no drag-to-sell zone: selling is the
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// 出售 +N button of a tapped unit's underframe (ui/underframe.js). After a promotion the operator cards are replaced by
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// editable phase disarms. A tap anywhere on a card is the card's tap — its 确认购买 strip included (it takes no
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// pointer): there is no ⓘ corner (the official cards have none; user playtest #6 item 10 — on phones its invisible
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// 44 px touch area covered the card's bottom-right quarter, half the strip, and a second tap there only re-opened the
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// detail); a card that cannot be bought right now (the bar is not editable: ready, round start) opens its detail. The
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// D / R / F keys stay one-press shortcuts. There is no drag-to-sell zone: selling is the 出售 +N button of a tapped
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// unit's underframe (ui/underframe.js). After a promotion the operator cards are replaced by
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// the 晋升奖励 cards (3 free operators, pick 1 — also two taps) until picked or put off (稍后 → rewardOverlay.js pill).
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// Every operator card shows the skill it will fight with — the player's 干员调配 loadout (m.private.loadout, DESIGN
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// §16): the skill icon above the name, mint-framed with 已调配 in its title when it is not the default skill (and the
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@@ -53,11 +57,10 @@ export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free
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const bonds = Array.isArray(c?.bonds) ? c.bonds : [];
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const disabled = !!reason;
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const lo = c ? chessLoadout(c, priv?.loadout, LOOKUPS.getChess) : null;
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const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); };
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const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); else onDetail(slot.id); };
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const card = html`<button type="button" class=${cx('scard', `scard--t${tier}`, frozen && 'is-frozen', disabled && 'is-disabled', willMerge && 'is-merge', armed && 'is-armed')}
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onClick=${tap} onContextMenu=${(e) => { e.preventDefault(); onDetail(slot.id); }}
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aria-label=${`${c?.name || '干员'},价格 ${slot.price}${armed ? (disabled ? ',无法购买' : ',再次点击确认') : ''}`} aria-disabled=${disabled && !onTap ? 'true' : 'false'}
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aria-pressed=${onTap ? String(!!armed) : undefined}>
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aria-label=${`${c?.name || '干员'},价格 ${slot.price}${armed ? (disabled ? ',无法购买' : ',再次点击确认') : ''}`} aria-pressed=${onTap ? String(!!armed) : undefined}>
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<span class="scard__bg" aria-hidden="true"></span>
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<span class="scard__water" aria-hidden="true">${bonds[0] ? html`<${BondGlyph} bondId=${bonds[0]} />` : null}</span>
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<${Img} src=${chessPortraitUrl(m, c)} class="scard__art" />
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@@ -82,8 +85,6 @@ export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free
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${willMerge ? html`<span class="scard__mergetag">可晋升</span>` : null}
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${frozen ? html`<span class="scard__ice" aria-hidden="true"><${Icon} name="snow" /></span>` : null}
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${armed ? html`<${ArmedTag} reason=${reason} free=${free} />` : null}
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<span class="scard__detail" role="button" tabindex="-1" aria-label="详情" title="查看详情"
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onClick=${(e) => { e.stopPropagation(); onDetail(slot.id); }}><${Icon} name="info" /></span>
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</button>`;
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return reason && reason !== '已售出' && !armed ? html`<${Tooltip} text=${reason} block=${true} class="scard-wrap">${card}<//>` : card;
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}
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@@ -103,11 +104,16 @@ function SkillBadge({ chess, lo }) {
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</span>`;
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}
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function ItemCard({ slot, idx, frozen, reason, armed = false, onTap = null, onBuy, onDetail }) {
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/**
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* Item card (the bar's item slot): the same two taps as an operator card.
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* @param {{ slot:any, idx:number, frozen?:boolean, reason?:string|null, armed?:boolean, onTap?:(idx:number)=>void,
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* onBuy:Function, onDetail:Function }} props
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*/
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export function ItemCard({ slot, idx, frozen = false, reason = null, armed = false, onTap = null, onBuy, onDetail }) {
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const it = data.lookup('items', slot.id);
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const m = data.get('assets');
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const disabled = !!reason;
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const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); };
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const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); else onDetail(slot.id, 'item'); };
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const card = html`<button type="button" class=${cx('scard', 'scard--item', frozen && 'is-frozen', disabled && 'is-disabled', armed && 'is-armed')}
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onClick=${tap} onContextMenu=${(e) => { e.preventDefault(); onDetail(slot.id, 'item'); }}
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aria-label=${`${it?.name || '装备'},价格 ${slot.price}${armed ? (disabled ? ',无法购买' : ',再次点击确认') : ''}`}
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@@ -124,7 +130,6 @@ function ItemCard({ slot, idx, frozen, reason, armed = false, onTap = null, onBu
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</span>
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${frozen ? html`<span class="scard__ice" aria-hidden="true"><${Icon} name="snow" /></span>` : null}
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${armed ? html`<${ArmedTag} reason=${reason} />` : null}
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<span class="scard__detail" role="button" tabindex="-1" aria-label="详情" onClick=${(e) => { e.stopPropagation(); onDetail(slot.id, 'item'); }}><${Icon} name="info" /></span>
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</button>`;
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return reason && reason !== '已售出' && !armed ? html`<${Tooltip} text=${reason} block=${true} class="scard-wrap">${card}<//>` : card;
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}
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