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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@@ -1,6 +1,8 @@
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// Content tests for user playtest #4 items 11 and 12 (server/sim/content/tokens.js, kits/tier2.js):
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// #11 赫默's 医疗无人机 appears only when her S2 fires — never on the field at battle start (tools/build-data.mjs:
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// a skill's summon is not a prep hand card; test/match/loadout.test.js covers the prep side);
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// #11 赫默's 医疗无人机 comes with her S2 — since user playtest #6 it is a hand piece the player places, it deploys
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// once on that tile at the battle start (PRTS 卫戍协议/帮助 §作战阶段; settled by the user after playtest #6 —
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// shared/constants.js SKILL_SUMMON_START_DEPLOY) and re-appears there each time S2 fires
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// (test/content/playtest6_summons.test.js, the prep side test/match/playtest6_summons.test.js);
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// #12 the 炎 bond's “炎佑” (PRTS “炎佑” 级别0(卫戍协议)): follows the highest-aggro enemy of the whole field and stays
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// where it is without one (no fixed return point); 祛恶之焰 [模式乙] locks one target, channels up to 20 s (no normal
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// attacks meanwhile), ends when the lock is lost or on silence; burn on every damage it deals; 元素脆弱 aura
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@@ -20,19 +22,23 @@ const flameRec = (h) => h.b.data.rawToken(TOKEN_IDS.yanyou).skills.find((s) => s
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// =====================================================================================================================
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// #11 赫默
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test('#11 赫默 (full kit, default S2): no drone at battle start; the 医疗探机 appears when 医疗无人机 fires', REAL, () => {
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const h = makeBattle({ defs: { chess: { test_guard: guard() } }, units: [{ chessId: 'chess_char_2_02_a', row: 10, col: 3 }, { chessId: 'test_guard', row: 10, col: 4 }], autoFinish: false, timeLimit: 90 });
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test('#11 赫默 (full kit, default S2): the placed 医疗探机 deploys once at battle start (10 s), then again when 医疗无人机 fires', REAL, () => {
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const h = makeBattle({
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defs: { chess: { test_guard: guard() } },
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units: [{ chessId: 'chess_char_2_02_a', row: 10, col: 3, uid: 1 }, { chessId: 'test_guard', row: 10, col: 4, uid: 2 }, { kind: 'token', tokenId: TOKEN_IDS.healDrone, ownerUid: 1, row: 9, col: 4, uid: 3 }],
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autoFinish: false, timeLimit: 90,
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});
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h.step();
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const hm = h.unit('chess_char_2_02_a');
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assert.equal(hm.skill.id, 'skchr_silent_2');
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const drones = () => h.b.allyUnits.filter((u) => u.defId === TOKEN_IDS.healDrone && u.alive);
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assert.equal(drones().length, 0, 'nothing but the operators at t = 0');
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assert.equal(drones().length, 1, 'the free start deploy (PRTS: "作战开始时无视持有状态自动部署1个")');
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assert.deepEqual([drones()[0].tileR, drones()[0].tileC], [9, 4], 'on its piece\'s tile');
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h.unit('test_guard').hp = 1000;
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const cost = hm.skill.spCost;
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h.run(cost - 2);
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h.run(10.5);
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assert.equal(hm.skill.activations, 0);
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assert.equal(drones().length, 0, 'no drone before the skill is ready');
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assert.ok(h.runUntil(() => hm.skill.activations >= 1, 10), 'S2 fires once its SP is full (initSp 0)');
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assert.equal(drones().length, 0, 'gone after its 10 s; no second one before the skill');
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assert.ok(h.runUntil(() => hm.skill.activations >= 1, 30), 'S2 fires once its SP is full (initSp 0)');
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h.step();
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assert.equal(drones().length, 1, 'the drone comes with the skill');
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assert.equal(drones()[0].ownerUnit, hm);
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