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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@@ -268,10 +268,13 @@ function burstLockOf(u) {
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/**
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* The element gauge a unit shows (b.snap `elem`, render/units.js): null when every gauge is empty and no burst
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* cooldown runs. Official display (PRTS 元素): one icon, the "当前损伤元素" — the fullest gauge (ties: the lower
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* official element id, constants.js ELEMENT_ORDER) — with its remaining EP; during a 爆发冷却 the bursting element,
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* refilling over the cooldown. Returns `[el, fill 0..1 (2 decimals), cooldownEnd (game s), cooldown (s)]`; the two
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* cooldown numbers are 0 outside a cooldown. `now` = the battle time.
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* cooldown runs. Official display (PRTS 元素): one icon, the "当前损伤元素" — the fullest gauge, i.e. the least 元素值
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* left (ties: the lower official element id, constants.js ELEMENT_ORDER) — with a white bar of its remaining 元素值;
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* during a 爆发冷却 the bursting element, refilling over the cooldown. Returns `[el, fill, cooldownEnd (game s),
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* cooldown (s)]`; the two cooldown numbers are 0 outside a cooldown. `fill` has 2 decimals and is rounded DOWN
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* (0.01–0.99 while no burst runs, 1 during one), so the remainder shown (1 − fill) is never less than what is left —
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* except that a first chip of less than 1 % (under 10 元素值 of 1000) already shows as 1 % taken — and the bar only
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* runs out when the gauge bursts (user playtest #6). `now` = the battle time.
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*/
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export function elementView(u, now) {
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const e = u.elem;
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@@ -286,7 +289,8 @@ export function elementView(u, now) {
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let best = null, bv = 0;
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for (const k of ELEMENT_ORDER) { const v = e[k]; if (v > bv) { bv = v; best = k; } }
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if (!best) return null;
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const fill = Math.min(1, Math.max(0.01, Math.round((bv / u.gaugeMax) * 100) / 100));
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// rounded down (1e-9: 290 / 1000 × 100 is 28.999…), kept inside 1–99 %: a sliver shows, an empty bar = a burst
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const fill = Math.min(0.99, Math.max(0.01, Math.floor((bv / u.gaugeMax) * 100 + 1e-9) / 100));
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return [best, fill, 0, 0];
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}
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