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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@@ -35,9 +35,9 @@ const paramsOf = (ctx, item) => {
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};
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/** random chess sharing at least one bond with `bonds`, tier ≤ maxTier */
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function rollSameBond(ctx, bonds, maxTier) {
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function rollSameBond(ctx, bonds, maxTier, exclude = null) {
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const set = new Set(bonds);
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return ctx.rollChess({ maxTier, filter: (id) => { const c = ctx.gd.chess(id); return !!(c && Array.isArray(c.bonds) && c.bonds.some((b) => set.has(b))); } });
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return ctx.rollChess({ maxTier, filter: (id) => { const c = ctx.gd.chess(id); return !!(c && Array.isArray(c.bonds) && c.bonds.some((b) => set.has(b))) && !(exclude && exclude.includes(id)); } });
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}
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const ITEM_HANDLERS = {
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@@ -127,7 +127,8 @@ const ITEM_HANDLERS = {
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const n = Math.max(1, int(paramsOf(ctx, ev.item).refresh_cnt, 3));
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const bonds = ctx.pieceBonds(ev.target.uid);
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const ids = [];
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for (let k = 0; k < n; k++) { const id = rollSameBond(ctx, bonds, ctx.shopLevel()); if (id) ids.push(id); }
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// a pick-one offer never shows one operator twice (user playtest #6 item 19); fewer cards when the pool runs out
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for (let k = 0; k < n; k++) { const id = rollSameBond(ctx, bonds, ctx.shopLevel(), ids); if (id) ids.push(id); }
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if (ids.length) ctx.offerChess(ids, { source: 'item' });
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},
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},
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@@ -141,7 +142,12 @@ const ITEM_HANDLERS = {
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const original = ctx.gd.baseIdOf(target.id);
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ctx.destroyPiece(target.uid);
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const ids = [];
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for (let k = 0; k < n; k++) { const id = ctx.rollChess({ tier }); if (id) ids.push(id); }
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// different operators of the target's tier, topped up from the tier below like the promotion reward (item 19)
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for (let k = 0; k < n; k++) {
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let id = null;
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for (let t = tier; t >= 1 && !id; t--) id = ctx.rollChess({ tier: t, filter: (x) => !ids.includes(x) });
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if (id) ids.push(id);
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}
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if (ids.length) ctx.offerChess(ids, { source: 'item', tier });
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// co-op: next prep, send the original chess to the teammate with the most members of its bonds
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const mates = ctx.teammates();
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