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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sganggs committed 2026-10-01 19:08:23 +08:00
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@@ -760,6 +760,29 @@ test('锏: S3 = 10 slashes (180 % ×1.6 talent) on ≤5 enemies + a 300 % finish
checkInvariants(h.b);
});
test('锏 S3: invulnerable, stun- and freeze-immune during the slashes (PRTS 备注); normal again after them', () => {
const h = battle({
units: [{ chessId: 'chess_char_6_19_a', row: 10, col: 5, carryState: { sp: 34 } }],
enemies: [{ key: 'enemy_dummy', pos: [10, 6] }],
});
const u = h.unit('chess_char_6_19_a');
assert.ok(h.runUntil(() => u.skill.active, 10));
h.step();
const hp = u.hp;
h.b.dealDamage(null, u, { amount: 500, type: 'true' });
assert.equal(u.hp, hp, '无敌');
assert.equal(h.b.applyStatus(u, 'stun', { duration: 3 }), false, '晕眩免疫');
assert.equal(h.b.applyStatus(u, 'freeze', { duration: 3 }), false, '冻结免疫');
h.b.applyStatus(u, 'cold', { duration: 5 });
h.b.applyStatus(u, 'cold', { duration: 5 });
assert.ok(!u.s.flags.freeze, 'cold on cold does not freeze her either');
assert.ok(h.runUntil(() => !u.skill.active, 10));
h.b.dealDamage(null, u, { amount: 500, type: 'true' });
assert.ok(u.hp < hp, 'takes damage again after the slashes');
assert.ok(h.b.applyStatus(u, 'stun', { duration: 1 }), 'can be stunned again');
checkInvariants(h.b);
});
test('纯烬艾雅法拉: S3 heals across the whole field in 5 shots (35 %); 火山灰疗愈 max HP +6 %; 氤氲 HoT', () => {
const h = battle({
units: [
@@ -969,6 +992,10 @@ test('缪尔赛思: 流形 copies stats/range/damage type but not the attack sha
enemies: [{ key: 'enemy_dummy', pos: [10, 6] }],
});
const d = h.unit('chess_char_6_19_a');
// 锏 only lends her stats here: her S3 fires on its own 技能范围 (playtest #6 item 15) and pulls the dummy all the way
// to her (official pull, item 14), where she blocks it outside the copy's range — keep her SP empty (阻回)
h.step();
assert.ok(h.b.addBuff(d, { key: 'test:noSp', flags: { noSp: true }, persist: true }));
const tok = () => h.b.allyUnits.find((x) => x.defId === 'token_10030_mlyss_wtrman' && x.alive);
h.run(6);
const t = tok();