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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@@ -455,8 +455,9 @@ function hostAction(gd, wave, { fly, token = false }) {
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* alone when the host spawns nothing, e.g. a walker bounty in a FLY round), then the whole list is spread over the
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* action window: unit j at preDelay + j·max(W/total, 0.05·W). Returned here: the bounty specs only (a bounty's
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* consecutive units share a spec); the host action's own units are NOT re-timed — `withBounties` gives the exact
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* combined list. Multi-round bounties ("之后的每场作战", `rounds` > 1) spawn in every battle of the player while they
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* last — the Final Assault and the Hidden Core included (`side`: the player's half of the boss field, see routeByMotion).
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* combined list. Bounties of several battles (`rounds` > 1: "接下来两场作战", and the multi-round cards, which last
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* choices.js MULTI_ROUND_BOUNTY_BATTLES) spawn in every battle of the player while they last — the Final Assault and the
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* Hidden Core included (`side`: the player's half of the boss field, see routeByMotion).
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* @param {Array<{ id: string, card: object }>} bounties
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*/
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export function bountySpawns(gd, round, wave, bounties, playerId, { solo = false, side = null } = {}) { // eslint-disable-line no-unused-vars
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