feedback5 WE2: effects, reward pools and 机变 cards that grant a random operator also draw the player's 自选 pieces (#9)
「自选干员放入后模拟中的补给池随机范围也将被相应扩大」: player/diy.js diyStockEntries (every slotted piece with copies left; the roll's own tier rules, no 调度中心 gate) joins effectsMeta ctx.rollChess / ctx.rollPool (spDraft rollPool extra + chessOf: bonds through the player's view) and the 驰援 fallback in choices.js. Granted from the player's own stock (poolOf). Docs: META, PLAYING. Golden: no scenario moved.
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@@ -520,8 +520,10 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
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picks, merges, promotions, sells, temp, elimination; `invariants.js` checks `left + held = cap` per player). The
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shop's chess slots and the reward offers' temporary refreshes roll it with the shared pool (`pool.roll({ extra })`,
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copy-weighted like any chess of its tier) once the 调度中心 reaches the slot's `shopLevel` (5 / 6) [ASSUMED for the
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reward offers]; effects that draw a random operator from the shared pool never draw it, and 信标 never sends one to a
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teammate [ASSUMED]. `battleInput` carries `diy` (the pick); `m.private.diy` / `diyBanned`; `prepFieldMeta` and
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reward offers]; an effect, reward pool or 机变 card that grants the player a random operator draws its stock too
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(effectsMeta `rollChess` / `rollPool`, the 驰援 fallback in choices.js: `ps.diyStockEntries()` — the roll's own tier
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rules, no 调度中心 gate, bonds through the player's view; 「自选干员放入后模拟中的补给池随机范围也将被相应扩大」, 0.2.0), and
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信标 never sends one to a teammate [ASSUMED]. `battleInput` carries `diy` (the pick); `m.private.diy` / `diyBanned`; `prepFieldMeta` and
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`m.result` lineups carry the pick (`diy`) so other players' cards compose the operator.
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* **Hand**: 10 slots filled right→left, 5 temp slots for passive overflow (merge results, grants, returned equipment);
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a full hand refuses every buy and reward pick — also one whose copy would complete a merge at once (PRTS
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