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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@@ -26,7 +26,9 @@ function dataWith(modeId, round, family, { tactic = null, bounty = null, cards =
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if (cards) r.cards = cards;
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const out = { ...DATA, choices: { ...ch, schedule: { ...ch.schedule, [modeId]: { ...sch, rounds: { ...sch.rounds, [String(round)]: r } } }, cards: { ...ch.cards } } };
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if (tactic) out.choices.cards.tactic = ch.cards.tactic.filter((c) => tactic.includes(c.effectId));
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if (bounty) out.choices.cards.bounty = ch.cards.bounty.filter((c) => bounty.includes(c.effectId));
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// the listed bounty cards are offered by this draft even when the real one would not (战术特训 comes from 法术教鞭
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// only — choices.json `draft`, user playtest #6 item 4): these tests drive the payouts through the draft
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if (bounty) out.choices.cards.bounty = ch.cards.bounty.filter((c) => bounty.includes(c.effectId)).map((c) => ({ ...c, draft: true }));
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return out;
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}
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@@ -628,12 +630,17 @@ test('自愈 (real sim): every damage instance an own unit takes heals 50; not H
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assert.equal(u1.hp, afterPhys - 300, '禁疗');
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hit(u2, 300);
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assert.equal(u2.hp, 1700, 'the partner has no 自愈');
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// summons are 我方单位 too
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const tok = h.b.spawnToken(u1, 'token_10011_beewax_oblisk', 11, 4, { stats: { maxHp: 1000 } });
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// summons are 我方单位 too (纸偶) — but not one that holds 禁疗 (沙之碑, PRTS 备注 "持有禁疗"; tokens.json abnormal)
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const tok = h.b.spawnToken(u1, 'token_10022_kazema_shadow', 11, 4, { stats: { maxHp: 1000 } });
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assert.ok(tok, 'summon placed');
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const before = tok.hp;
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hit(tok, 200);
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assert.equal(tok.hp, before - 200 + val, 'summon healed');
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const ob = h.b.spawnToken(u1, 'token_10011_beewax_oblisk', 12, 4, { stats: { maxHp: 1000 } });
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assert.ok(ob, '沙之碑 placed');
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const ob0 = ob.hp;
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hit(ob, 200);
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assert.equal(ob.hp, ob0 - 200, '沙之碑 (禁疗) not healed');
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checkInvariants(h.b);
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});
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