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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@@ -107,15 +107,16 @@ test('massFlat: current massLevel (weight) for displacement and 浮空 halving;
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h.step();
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const e = h.spawn('enemy_heavy', { pos: [10, 5] });
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assert.equal(e.s.massLevel, 4);
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const d1 = h.b.displace(e, { x: 1, y: 0 }, 1, { force: 1 });
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approx(d1, 0.3, 0.051, 'mass 4 vs force 1: 25 %');
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// official 力度 − 重量 (PRTS 游戏数据基础 §重量公式): a 中力 push (1) on weight 4 = 受力等级 −3 ⇒ nothing
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const d1 = h.b.push(e, 1, { from: { x: 4, y: 10 } });
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assert.equal(d1, 0, 'weight 4 vs 中力: not moved');
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h.b.addBuff(e, { key: 'weightless', mods: { massFlat: -1 }, duration: 10 });
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assert.equal(e.s.massLevel, 3);
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assert.equal(e.weight, 3);
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assert.equal(e.base.massLevel, 4, 'base untouched');
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e.x = 5; e.y = 10;
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const d2 = h.b.displace(e, { x: 1, y: 0 }, 1, { force: 1 });
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approx(d2, 0.5, 0.051, 'mass 3: 50 %');
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const d2 = h.b.push(e, 1, { from: { x: 4, y: 10 } });
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approx(d2, 0.12, 1e-6, '失重 weight 3 vs 中力: 受力等级 −2 ⇒ 0.12 tiles');
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h.b.applyStatus(e, 'levitate', { duration: 4 });
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approx(e.findBuff('levitate').timeLeft, 4, 1e-9, 'weight 3: full 浮空');
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h.b.removeStatus(e, 'levitate');
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