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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@@ -289,7 +289,7 @@ test('淤困 (enemy_9007_acelem) parasite hosts side by side: one burst spreads
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assert.ok(hpA - A.hp < 2 * ELEMENT.burn.ally.damage && hpB - B.hp < 2 * ELEMENT.burn.ally.damage);
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});
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test('statuses (official terms): tremble only stops attacks while blocked; fear = unblockable + no attack + no advance; stunned blocker lets go', () => {
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test('statuses (official terms): tremble only stops attacks while blocked; fear = unblockable + no attack + no advance (no source: it stays on its tile, fear.js); stunned blocker lets go', () => {
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const g = chessRec({ id: 't_guard', profession: 'WARRIOR', stats: { atk: 0, blockCnt: 2, maxHp: 1e6 }, skill: null });
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const h = makeBattle({
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defs: { chess: { t_guard: g }, enemies: { enemy_walker: walker({ atk: 100, bat: 1 }) } },
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@@ -309,13 +309,14 @@ test('statuses (official terms): tremble only stops attacks while blocked; fear
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assert.equal(e.blockedBy, null, 'a stunned operator blocks nothing');
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assert.equal(u.blocking.length, 0);
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h.run(1.2);
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// fear: released, no attacks, does not advance
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// fear: released, no attacks, does not advance — without a source there is no 恐惧可达地块: it flutters on its own tile
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if (!e.blockedBy) assert.ok(h.runUntil(() => e.blockedBy === u, 20));
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h.b.applyStatus(e, 'fear', { duration: 2 });
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assert.equal(e.blockedBy, null);
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const x0 = e.x, a1 = e.stats.attacks;
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const x0 = e.x, a1 = e.stats.attacks, tc = Math.round(e.x);
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h.run(1.9);
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approx(e.x, x0);
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assert.ok(Math.abs(e.x - tc) <= 0.5 && Math.round(e.x) === Math.round(x0), `stays on its tile (${x0} → ${e.x})`);
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assert.equal(e.blockedBy, null);
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assert.equal(e.stats.attacks, a1);
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h.run(0.5);
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assert.ok(e.blockedBy === u || e.x < x0, 'walks / is blocked again after the fear');
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