0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap. - 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope). - 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki). - Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video). - 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane). - AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons. - golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
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@@ -810,30 +810,30 @@ const BY_ITEM = {
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const partner = partnerOf(p);
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const key = S.key('stealth');
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const per = num(p.atk_per_sec), max = num(p.max_atk, 1);
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const st = { bonus: 0, wasStealth: false, armed: false, seq: -1 };
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const st = { bonus: 0, seq: -1 };
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const TICKS = 0.25;
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S.every(TICKS, () => {
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if (u.deploySeq !== st.seq) { st.seq = u.deploySeq; st.bonus = 0; st.armed = false; st.wasStealth = false; }
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if (u.deploySeq !== st.seq) { st.seq = u.deploySeq; st.bonus = 0; }
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if (!onField(u) || !memberOf(battle, u, 'siracusaShip')) return;
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const stealth = !!u.s.flags.stealth;
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if (stealth && st.bonus < max) {
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st.bonus = Math.min(max, st.bonus + per * TICKS);
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S.buff(u, { key, mods: directMods({ atk: st.bonus }), refresh: 'replace' });
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}
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if (st.wasStealth && !stealth && st.bonus > 0) st.armed = true;
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st.wasStealth = stealth;
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});
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S.on('damaged', (c) => {
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if (c.source !== u || !st.armed || isProc(c.dmg) || !(c.amount > 0)) return;
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st.armed = false;
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// A hit may follow stealth ending before the next growth poll. Decide at the hit, and consume once before
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// the combo deals synchronous damage; the ATK buff still supplies that combo's attack value.
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if (c.source !== u || isProc(c.dmg) || !(c.amount > 0) || st.bonus <= 0
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|| u.deploySeq !== st.seq || !onField(u) || u.s.flags.stealth) return;
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st.bonus = 0;
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if (partner && carries(battle, u, partner) && c.target && c.target.alive && c.target.side === 'enemy') {
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battle.dealDamage(u, c.target, { amount: u.s.atk * num(p.atk_scale), type: 'true', canDodge: false, tags: procTags('crest') });
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battle.fx('strike', { x: c.target.x, y: c.target.y, id: c.target.id, src: 'item:chess_item_6_11_e', key: rec.id, from: u.id });
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}
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st.bonus = 0;
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battle.removeBuff(u, key);
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});
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S.on('death', (c) => { if (c.unit === u) { st.bonus = 0; st.armed = false; } });
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S.on('death', (c) => { if (c.unit === u) st.bonus = 0; });
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},
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};
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