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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@@ -131,7 +131,7 @@ test('ammo skills end when ammo runs out; ammoUsed fires per shot; no SP gain wh
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assert.equal(h.hooksOf('skillEnd')[0].reason, 'ammo');
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});
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test('charges accumulate up to maxCharges and are spent one per cast', () => {
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test('charges accumulate up to maxCharges and are spent one per cast, 3 s apart (the automatic operation cooldown)', () => {
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const h = makeBattle({
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defs: { chess: { t_sn: sniperWith({ duration: 0, spCost: 2, initSp: 0, maxChargeTime: 3, bb: { atk_scale: 3 } }) }, enemies: { enemy_dummy: dummy() } },
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units: [{ chessId: 't_sn', row: 10, col: 4 }], content: 'generic', autoFinish: false,
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@@ -143,10 +143,14 @@ test('charges accumulate up to maxCharges and are spent one per cast', () => {
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assert.equal(u.skill.sp, 2);
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h.spawn('enemy_dummy', { pos: [10, 6] });
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h.step(1);
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const t1 = h.b.time;
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assert.equal(u.skill.charges, 2);
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assert.equal(u.skill.sp, 0, 'SP bar restarts after using a full stack');
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h.run(1.05);
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assert.ok(u.skill.activations >= 2);
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// PRTS 卫戍协议/帮助 技能操作 "自动操作具有3s冷却": a MANUAL skill's next automatic cast comes ≥ 3 s later
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h.run(2.8);
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assert.equal(u.skill.activations, 1, 'not within 3 s although she attacks every second');
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assert.ok(h.runUntil(() => u.skill.activations >= 2, 2));
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assert.ok(h.b.time - t1 >= 3 - 1e-6);
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});
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test('instant skills with an attack override apply to exactly one attack', () => {
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