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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commit 6464e4b46a
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@@ -201,7 +201,6 @@ function floaterDuel(id, skillIndex, { col = 5, secs = 30 } = {}) {
test('#1 ground-only skills and talents spare a hovering enemy (the worst 731a01c offenders + the PRTS "不可对空" notes)', () => {
const cases = [
['chess_char_6_19_a', 1, 5, '锏 S2 无声的嘲笑'],
['chess_char_6_19_a', 2, 5, '锏 S3 归于宁静'],
['chess_char_6_07_a', 0, 5, '维娜·维多利亚 S1 重铸晖光'],
['chess_char_5_06_a', 2, 5, '隐德来希 S3 灵与欲的惜别'],
['chess_char_6_12_a', 2, 4, '迷迭香 S3 “如你所愿”'],
@@ -217,8 +216,10 @@ test('#1 ground-only skills and talents spare a hovering enemy (the worst 731a01
}
});
test('#1 skills PRTS marks "可对空" still hit a hovering enemy (德克萨斯 S2 剑雨, 焰尾 S2 “红松林”)', () => {
for (const [id, idx, tag, name] of [['chess_char_1_08_a', 1, 'skill', '德克萨斯 S2'], ['chess_char_4_19_a', 1, 'redPine', '焰尾 S2']]) {
test('#1 skills PRTS marks "可对空" still hit a hovering enemy (德克萨斯 S2 剑雨, 焰尾 S2 “红松林”, 锏 S3 归于宁静)', () => {
// 锏 S3: PRTS 备注 "※可对空。不会拖拽自身中心半径0.6708范围内的敌人" (user playtest #6, WF audit — it used to sit in the
// ground-only list above)
for (const [id, idx, tag, name] of [['chess_char_1_08_a', 1, 'skill', '德克萨斯 S2'], ['chess_char_4_19_a', 1, 'redPine', '焰尾 S2'], ['chess_char_6_19_a', 2, 'slash', '锏 S3']]) {
const r = floaterDuel(id, idx);
assert.ok((r.floaterTags.get(tag) || 0) > 0, `${name}: ${JSON.stringify([...r.floaterTags])}`);
}