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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@@ -32,7 +32,7 @@ export const MUL_KEYS = Object.freeze([
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export const FLAG_KEYS = Object.freeze([
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'stun', 'freeze', 'sleep', 'silence', 'disarm', 'stealth', 'invulnerable', 'unblockable', 'levitate', 'fear',
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'cold', 'reveal', 'bind', 'noHeal', 'untargetable', 'blockFly', 'noMove', 'noSp', 'burstLock', 'hidden',
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'noBlock', 'tremble', 'hitCount', 'hitCountArts', 'attract', 'float', 'noDisplace',
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'noBlock', 'tremble', 'hitCount', 'hitCountArts', 'attract', 'float', 'noDisplace', 'isolated', 'camou',
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]);
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/**
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@@ -62,12 +62,18 @@ export const STATUS = Object.freeze({
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// never the element gauge (元素损伤 has its own multiplier, `elemTakenMul`; damage.js)
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elemFragile: { mods: (v) => ({ elementalTakenMul: 1 + (v ?? 0.2) }), valued: 0.2 },
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silence: { flags: { silence: true }, immune: 'silence' },
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// 恐惧: 无法被阻挡并四散逃跑 (no attacks, unblockable, stops advancing along its route)
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// 恐惧: 无法被阻挡并四散逃跑 (no attacks, unblockable; leaves its route and runs to random tiles of the fan away from the
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// source — fear.js, stamped by Battle.applyStatus)
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fear: { flags: { fear: true, unblockable: true }, immune: 'feared' },
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// 战栗: 被阻挡后无法进行普通攻击
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tremble: { flags: { tremble: true }, immune: 'feared' },
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disarm: { flags: { disarm: true } },
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// 隐匿 (ba.invisible): 不阻挡时不成为敌方攻击的目标 (an ally: only the enemy it blocks attacks it — targeting.js)
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stealth: { flags: { stealth: true } },
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// 迷彩 (ba.camou): "不阻挡时不成为敌方普通攻击的目标(无法躲避溅射类攻击)" — an ally's camouflage keeps the enemies off
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// it like 隐匿 (only the enemy it blocks attacks it: targeting.js canTargetAlly; shown the same way, snapshot.js), but
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// it is not 隐匿 (叙拉古 / 家族徽章 read `stealth` only) and has its own buff keys
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camou: { flags: { camou: true } },
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reveal: { flags: { reveal: true } },
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invulnerable: { flags: { invulnerable: true } },
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// 浮空: 变为空中单位 (Unit.isFlying),无法移动、攻击及使用技能; 对重量大于3的单位持续时间减半; the state holds 不可阻挡 +
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