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.
This commit is contained in:
1 parent
1db8e51023
commit
6bfc08270c
129 files changed
+3477
-1011
No files matched your search
@@ -15,8 +15,10 @@ export default {
|
||||
const kit = {
|
||||
skill: {
|
||||
kind: 'duration',
|
||||
onStart({ battle, unit, skill }) {
|
||||
const atk = steps[Math.min(steps.length - 1, Math.max(0, skill.activations - 1))];
|
||||
onStart({ battle, unit }) {
|
||||
const uses = unit.mem.pinecnS2Uses ?? 0;
|
||||
unit.mem.pinecnS2Uses = uses + 1;
|
||||
const atk = steps[Math.min(steps.length - 1, uses)];
|
||||
battle.addBuff(unit, { key: 'skill:pinecn_atk', mods: { atkPct: atk } });
|
||||
},
|
||||
onEnd({ battle, unit }) { battle.removeBuff(unit, 'skill:pinecn_atk'); },
|
||||
@@ -33,7 +35,10 @@ export default {
|
||||
}),
|
||||
talents: [{ install(battle, unit) {
|
||||
battle.on('deploy', (ctx) => {
|
||||
if (ctx.unit === unit) battle.addBuff(unit, { key: 'talent:pinecn_power', duration: num(t0.duration, 60), mods: { spRecoveryFlat: num(t0.sp_recovery_per_sec) } });
|
||||
if (ctx.unit !== unit) return;
|
||||
// PRTS 松果: count skill uses since this deployment; the runtime's activation identity stays cumulative.
|
||||
unit.mem.pinecnS2Uses = 0;
|
||||
battle.addBuff(unit, { key: 'talent:pinecn_power', duration: num(t0.duration, 60), mods: { spRecoveryFlat: num(t0.sp_recovery_per_sec) } });
|
||||
}, { owner: unit });
|
||||
} }],
|
||||
};
|
||||
|
||||
Reference in new issue
Block a user