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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@@ -52,6 +52,18 @@ export const AREA = Object.freeze({ BOARD: 'board', HAND: 'hand', TEMP: 'temp',
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export const PIECE_KIND = Object.freeze({ CHESS: 'chess', ITEM: 'item', TOKEN: 'token' });
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/**
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* Whether the placed piece of a skill's summon (赫默's 医疗探机, 巫恋's 诅咒娃娃) also deploys once, for free, at the
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* battle start. true = the PRTS reading (卫戍协议/帮助 §作战阶段: "所有手动部署的召唤物,无视所属干员的持有状态…作战开始时
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* 立即部署一次", example 赫默's drone), settled by the user on 2026-10-01 after playtest #6 (DESIGN §20); false = the
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* playtest #4 reading ("是赫默开技能释放一次,不是开局直接就部署了"): it takes its tile only when the owner's skill gives one.
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* Either way the piece re-appears on its tile each time the owner's skill gives one.
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* One switch for everything that depends on it: the sim (server/sim/content/tokens.js dockSkillSummons) and the summon
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* card's hint (public/js/ui/detailPanel.js summonDeployHint). docs/PLAYING.md §4 and docs/SIM.md (token pieces) state
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* the rule in prose — test/ui/playtest6_summons.test.js fails until they match the value.
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*/
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export const SKILL_SUMMON_START_DEPLOY = true;
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// Snapshot unit flag bits (DESIGN §8.2)
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export const UF = Object.freeze({
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BLOCKED: 1, STUNNED: 2, FROZEN: 4, STEALTH: 8, SKILL: 16, SHIELD: 32, INVULN: 64, COLD: 128, SLEEP: 256, FLYING: 512,
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