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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sganggs committed 2026-10-11 01:58:52 +08:00
1 parent 1db8e51023
commit 6bfc08270c
129 files changed
+3477 -1011

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@@ -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 });
} }],
};