Bond strip follows the watched teammate (v2.5.2): prep scouting, after the own battle, 联防, Final Assault, eliminated observers

- the strip, its counts / layers / tiers and the bond popups show the player whose field or half is on screen, with an
  amber "👁 name" tag; live in-battle layers (runner bondLayers, ≤ 999) and the finished battle's gains until SETTLE
- shared fields follow the ‹ › half's player; 全景 shows your own when you fight there, else the picked teammate [ASSUMED]
- a card's bond chips and popups belong to the unit's owner; a teammate's popup lists their operators on the field
- m.public players[].bonds for living players only; a reload while watching after the own battle returns to it
- DESIGN §20.15, META, PLAYING; tests (unit, UI logic, 4 browser scenarios)
This commit is contained in:
sganggs committed 2026-10-02 12:11:48 +08:00
1 parent 620f88c0d8
commit 82c64086d5
21 files changed
+2087 -57

No files matched your search

+81 -1
View File
@@ -820,7 +820,7 @@ Nineteen reports after playing v2.4 (#1–#3 from a friend of the user). Where e
Eight workstreams were merged into `playtest6` (WH → WG → WD → WC → WB → WA → WF → WE); the reviews' last rounds and the cross-workstream notes were applied on top: a stocked skill summon deploys as soon as its owner is back (§20.1), the AUTO DP skills 焰尾 S1 / 凛御银灰 S1 fire on full SP (§20.2), 锏 S3's slashes give 无敌 and 晕眩 / 冻结免疫 (§20.3), the `AUTO_OP_COOLDOWN` comment and the SKILL_RANGE count (13 skills / 26 records) were corrected. The user then answered the open questions (2026-10-01); the answers are **settled decisions**, recorded in their sections and in §20.9, each with the one-line change that flips it: the placed skill summons deploy once at the battle start and 凯瑟琳's device stays a hand card (§20.1), every blocker hits what it blocks (§20.3), 萨卡兹枯朽战车 follows the re-research — ranged enemies reach an operator by its 0.25 collider (§20.4) — and multi-round bounties last two battles (§20.6). Normative lines rewritten with it: §2 (`fear.js`), §3 (the enemies' reach), §5.2 (ASPD floor 20), §5.3 (`camou`, `fear`, `noHeal`, `isolated`), §5.4 (push / pull / ally-selection helpers), §5.5 (initial deployment, blocking, operator attacks, healers, enemy AI, end), §5.6 (skill triggers, the operation cooldown), §6.1 / §6.2 (the Final Assault verdict, summon stacks, summons in the hand, the promotion reward), §7 (bounty draft, 教鞭), §8.2 / §8.3 (`uniteLeft`, `descRaw`, `counterText`, the `elem` fill, the stealth bit), §9 (gauge row, model scale), §10 (机变 card, the card tap), §14 (`left`, the pool floor, the verdict, `uniteLeft`); superseded or revised: §17.5 (the 联防 count), §18.3 (the gauge look), §18.6 #11 (skill summons), §19.2 (the melee-only blocked-first rule; 灰毫 S2), §19.5 (the gauge look).
**Follow-up (`playtest6b`, 2026-10-02).** Four more workstreams were merged into `playtest6b` in this order: the elite-to-board rule (§20.11), the 假想敌:胄 kit audit (§20.13), the Final Assault leader HP report (§20.10) and the official limits read from the client binary (§20.12). Reports: co-op 终极 / 绝境 leaders died within seconds although the official leader never dies that fast with such layers (§20.10); "官方就是合成精锐时,如果消耗了场上的干员,精锐会出现在场上那个位置" (§20.11, user-confirmed). The boss-HP and the limits workstreams both capped bond layers at 999 — one implementation remains (`shared/constants.js BOND_LAYER_CAP` / `layerGainRoom`, used by every writer), and the boss-HP workstream's reading of 限伤 as an engine fixed-point overflow "not modelled" is superseded by the binary evidence (`MAX_BATTLE_DAMAGE` 300000, the hit is cancelled). Normative lines rewritten with it: §2 (`promote.js`), §5.1 (`layerGains` capped), §5.2 (直接乘算 in `Σpct`), §5.3 (same-named debuffs), §5.4 (`addLayers`, `loseHp`), §5.5 (限伤 between the multipliers and the shields), §6.2 (where a merge's elite goes), §6.3 (the layer cap), §7 (leader parts, drones), §8.2 (`hitCap`), §9 (the promotion cue), §14 (the layer bound of client results); §20.9 records the decisions. Two QA verifiers then checked the integrated build; their residual issues are handled in §20.14.
**Follow-up (`playtest6b`, 2026-10-02).** Four more workstreams were merged into `playtest6b` in this order: the elite-to-board rule (§20.11), the 假想敌:胄 kit audit (§20.13), the Final Assault leader HP report (§20.10) and the official limits read from the client binary (§20.12). Reports: co-op 终极 / 绝境 leaders died within seconds although the official leader never dies that fast with such layers (§20.10); "官方就是合成精锐时,如果消耗了场上的干员,精锐会出现在场上那个位置" (§20.11, user-confirmed). The boss-HP and the limits workstreams both capped bond layers at 999 — one implementation remains (`shared/constants.js BOND_LAYER_CAP` / `layerGainRoom`, used by every writer), and the boss-HP workstream's reading of 限伤 as an engine fixed-point overflow "not modelled" is superseded by the binary evidence (`MAX_BATTLE_DAMAGE` 300000, the hit is cancelled). Normative lines rewritten with it: §2 (`promote.js`), §5.1 (`layerGains` capped), §5.2 (直接乘算 in `Σpct`), §5.3 (same-named debuffs), §5.4 (`addLayers`, `loseHp`), §5.5 (限伤 between the multipliers and the shields), §6.2 (where a merge's elite goes), §6.3 (the layer cap), §7 (leader parts, drones), §8.2 (`hitCap`), §9 (the promotion cue), §14 (the layer bound of client results); §20.9 records the decisions. Two QA verifiers then checked the integrated build; their residual issues are handled in §20.14. A later report after v2.5.1 — the bond strip should follow the watched teammate in every watch situation — → §20.15.
### 20.1 Summons placed by hand (#1, #2) — `tools/build-data.mjs`, `match/gamedata.js placeableTokens`, `PlayerState`, `match/bot.js`, `sim/Battle.js`, `content/tokens.js`, kits tier2/3/4, `ui/detailPanel.js`, `shared/constants.js SKILL_SUMMON_START_DEPLOY`
@@ -1015,3 +1015,83 @@ Two QA verifiers ran the integrated `playtest6b` (real 4-AI and 2-human co-op ma
- **Not changed — per-source talent debuffs [ASSUMED].** Some talents key their debuff with the source unit (`etlchi:dot:<id>`, `ines:atkSteal:<id>`, `ines:sentry:<id>`, and similar slows / DoTs in other kits), so two copies of one operator (a pair field where both players own it) each apply theirs. PRTS 作战机制 says only that same-named buffs show one instance under the *default* overlap strategy; whether these talents use it across copies is not in the data the project has, and the effect on leader kill times is small (an arts DoT, an ATK steal, a slow). The rule stays applied to the debuffs that move leader kills (奥术, 灵知 坚冰, the RES cuts — §20.10).
- **Not changed — temp items behind a full hand.** With the hand full, items overflowing into the 临时整备区 (row 8) stand behind the bench row's operator models and are hard to see; the row's red frame, the 「临时整备区 N 件道具待处理」 notice and the refused Ready still show them. A layout change of the temp row is left for a later pass.
- Tests: `test/match/clientCombat.test.js` (the held result; a 'cleared' result not covering the pool is still handed over), `test/render/playtest6-promote.test.js`, opt-in `RENDER_E2E=1 node --test test/render/browser.test.js` (a merge between two preps is cued), `test/ui/playtest6-elite.test.js` (the detail hint), opt-in `SP_E2E=1 node --test test/ui/playtest6-elite.e2e.test.js` (the hint in the real detail card).
### 20.15 The bond strip follows the watched player (user report after playtest #6, 2026-10-02) — `ui/watchBonds.js`, `ui/bondStrip.js`, `ui/combatHud.js`, `screens/game.js` (`watchWho`, `bondOpen`), `battle/runner.js bondLayers / ownerOps`, `battle/observe.js resumedWatch`, `match/bondsMeta.js bondsWithGains`, `PlayerState.pendingLayerGains / bondsView`, `Match.publicView / _finishCombat / settle`
User: 「观看队友时(不仅是休整时候,还有自己战斗结束时,联防时,最终boss战)盟约栏应该变成当前队友的盟约以及他的层数」.
**Before this change:**
- Only 前往查看 of a teammate's normal field switched the strip, and it showed the start-of-round layers.
- An eliminated player's auto-observed field, the 联防 field and the Final Assault pair field kept the viewer's own bonds.
- A teammate's popup listed the viewer's pieces as its members.
**Whose bonds** (`watchBonds.screenFieldId` / `bondOwnerId` / `screenStrip`): the player whose field or half the camera shows.
The field on screen is, in order of preference:
- the watched field (`g.watch`);
- else the battle the view shows. Under client-side combat this is the runner's battle on screen, which is also an eliminated player's auto-observed field; under server-run combat it is the field the view entered;
- else home.
In SETTLE it is the field the last battle left on screen. In prep without watching, it is the own board.
- **The own board / own battle** → your bonds (`m.private bonds`).
- **A normal field `'n:<pid>'`** → its owner's bonds (`m.public players[].bonds`). This covers:
- a teammate's board in prep (前往查看). Research 09 §3.1: "their board, read-only, including their pen and bonds". Official clients receive every board's bonds (`ChangePositionDn.boardStatus.updatedBonds`);
- a teammate's battle watched after the own one;
- the field an eliminated player auto-observes;
- a field picked in the legacy view switcher.
- **A shared field** (联防 `'u'`, boss / hidden `'b1'` / `'b2'`) **[ASSUMED — no source shows the strip there]**:
1. If the ‹ › pill points at a half that a player holds → that player. The pill's "你自己" means yours; "👁 name" means theirs.
2. Else (全景, an empty half "无人在家", or no pill), if you fight on that field → yours.
3. Else (you are not on the field: a 联防 leaker, an eliminated spectator) → never your own. The strip shows the teammate you picked with 前往查看 if they are on that field, else the field's first listed player (helper 1 / the pair's first seat).
Basis: official observing targets a player (`ObserveUp { obIndex }`, `DeadAutoObDn { obIndex }`, `m_leftBattleObIdx / m_rightBattleObIdx`), and the official non-helper pill reads "‹ 👁 helper# ›" (research 09 §3.1).
- **The picked teammate:** the game screen remembers `watchWho = { fieldId, playerId }` when a team row is tapped (`requestWatch(fid, playerId)`). The `g.watch` request still names only the field. `watchWho` counts only while that field is the watched one (`watchedPlayer`). It is cleared by 返回战场, the own row and a phase change, and restored if the server refuses the watch.
- **Camera:** picking a teammate on a two-half shared field moves the camera to their half (`playerLayer`), once per pick and per field entered. The ‹ › pill is also offered on a shared field watched with 前往查看, so the pill and the strip tag always name the same player.
- On such a field the ‹ › pill replaces the observing pill and carries 返回战场 (absent for an eliminated player).
- On a normal field the observing pill "👁 name" takes the strip owner's name.
- The default camera on entering a field is still 全景.
- **返回战场 without an own field** (client-side combat: a 联防 leaker, an eliminated player): no `g.watch` is sent, because it would be refused with `BAD_TARGET 'no such field'` (an error toast). The screen keeps the field it shows, and the strip falls back to the rules above.
- **A reload / reconnect while watching** a teammate's battle after the own one (client-side combat): the server already resends the watched field (`Match._resendBattle`, `b.start watch: true`). But a fresh screen starts with no watched field, so before this the HUD showed 「作战结束,等待队友完成作战」 with no observing pill and no 返回战场, and the own row did nothing.
- The screen now adopts that field as the watched one, once per battle (`observe.resumedWatch`, decided at the first sight of its battleId).
- It does so only for a teammate's normal battle in COMBAT, shown to a living player who watches nothing.
- A battle first seen while a watch is already set is only marked as seen. So a 返回战场 tapped while the own `b.start` is still on its way never brings the teammate back.
- A loading battle waits until it runs (its state carries no `watch` yet).
- 联防 leakers and eliminated spectators keep their own rules.
**Labelling:**
- A teammate's strip leads with an amber "👁 name" pill (the observing pill's spelling) and gets amber disc rings, `aria-label` "name 的盟约" and `data-owner`; slots carry `data-bond`.
- The pill is horizontal at every width, with a pixel floor: 10 px on desktop and tablet, 9 px below 768 CSS px (1rem is clamped at 40 px there).
- An empty teammate strip reads "name 尚未激活盟约".
**Detail card chips and the popup (whose bond a popup shows):**
- A unit card's bond chips use the bonds of `watchBonds.detailBondOwner`:
- a unit on the field → its owner, when that owner is a known player (yours or a teammate's: a shared field shows both halves' units, whoever the strip follows);
- your own piece (board / bench) → yours;
- a bond-member card opened from a popup → that popup's player;
- anything else (shop / reward / drawer cards, a unit without a known owner) → the strip's player.
- A bond popup carries the player it was opened for: `bondOpen = { id, ownerId, from: 'strip' | 'detail' }` (`toggleBond`). From the strip, that is the strip's player; from a chip, it is the same player the chips show. The same bond of the same player closes it.
- `popupView` builds the popup from that player, never simply from the strip:
- the entry with the live layers (as the strip and the chips show it);
- "👁 name 的盟约" for a teammate;
- the member list: your pieces, or that teammate's operators on the field on screen (`ownerBoard`: the prep scouting board's or a server-run battle field's units). Under client-side combat it also uses the battle on screen's operators (`battleRunner.ownerOps(ownerId, fieldId)`), because the field meta the runner publishes is taken before they deploy.
- Their hand is never sent, so a teammate's member counts as owned only when it is on the field.
- The strip marks a disc as open only for a popup of its own player.
- A popup opened from the strip closes when the strip changes hands: another teammate, a ‹ › half, or back to your own. A popup opened from a chip stays open, labelled with its own player.
**Layers:**
- **In battle:** the battle runner reports `state().bondLayers = { [playerId]: { [bondId]: n } }`. These are absolute live counts of every bond that grew in a battle it simulates (the own battle, a teammate's display replica), capped at `BOND_LAYER_CAP` (999). They are published when one grows and kept through the round.
- The client lays them over the view's counts with `withLiveLayers`: the higher value wins (a count only grows) and never shows above 999. They apply in the battle phases and SETTLE only.
- 联防 and boss battles disable gains, so they report none.
- **After COMBAT** (`_finishCombat`): until SETTLE, both `m.private bonds` and `m.public players[].bonds` add the finished normal battle's IN_BATTLE gains (`PlayerState.pendingLayerGains` = the result's `layerGains`; `bondsMeta.bondsWithGains`: floored, at most up to the cap, like `settle()`). The strip of a player, and of a teammate watching him in the 联防, therefore keeps the layers his battle reached.
- This is views only: `ps.bonds` / `ps.layers` are untouched. SETTLE clears the pending gains as it adds them (once), and the next round start clears them too.
**Data:**
- `m.public players[].bonds = ps.alive ? bondList(gd, ps.bondsView()) : []`: every bond with members, layers or an active tier. It is the same list and order as the player's own `m.private bonds`, minus `thresholds` / `countsHand` (the client reads those from bonds.json).
- An eliminated player's list is `[]`, for these reasons:
- nobody can watch them: `g.watch` refuses them and they have no field;
- the result screen reads `m.result`'s own bonds;
- their remaining layers would otherwise cost every `m.public` for the rest of the match.
- Measured in a 4-AI NORMAL harness match (seed 11, round 13, 3 players eliminated): `players[].bonds` is 771 B, against 2424 B without this rule. The review measured 705 B on v2.5.1; the difference is the living player's layers-only entries, which the strip needs.
- There is no new message and no new field. `m.public` stays throttled and deduplicated, so the extra traffic is the living players' layers-only entries plus one change at the end of COMBAT.
- Nothing is exposed that scouting (research 09 §3.1) or watching the battle does not already show.
+26 -3
View File
@@ -47,7 +47,8 @@ LOBBY → INFO_CHECK (co-op 25 s; solo and single-human matches untimed; all hum
(band_cannot keeps them), boss round: Σ activated layers recorded for the hidden-core check
COMBAT one Battle per alive player (FieldRunner, 2× game speed; limit = 2 × maxPlayTime game s, §3)
UNITE co-op, ≥ 1 leaker and ≥ 1 perfect player (§4)
SETTLE (3 s) LP, coins, layers, bounties, eliminations, onBattleResult
SETTLE (3 s) LP, coins, layers (the views showed them since the end of COMBAT, §5), bounties, eliminations,
onBattleResult
boss round → FINAL_ASSAULT (instead of COMBAT/UNITE/SETTLE) hidden round → HIDDEN_CORE
→ RESULT (m.result to every human, then onEnd once)
```
@@ -149,7 +150,18 @@ fields' `startAt` / `lastProgressAt` and the boss start by the paused time and r
Client-side combat (the default, DESIGN §14 Spectating; `Match._watchClient`): `g.watch` answers with the field's
`b.start` (a display replica fast-forwarded to the field clock); an alive player may not watch another normal field
while its own normal battle runs (`WRONG_PHASE 'own battle running'`) nor the other pair's boss field (`BAD_TARGET 'other
group hidden'`); eliminated players watch anything. The rest of this section is the legacy server-run mode
group hidden'`); eliminated players watch anything. Whatever is watched, the viewer's bond strip shows the bonds of the
player on screen from that player's `m.public players[].bonds` (§5) plus the replica's live layers (DESIGN §20.15) — no
extra message. On a shared field (联防 / a pair's boss field) the client remembers the teammate picked with 前往查看
(the `g.watch` request still names the field) and frames that player's half; a viewer who does not fight on the field
never gets its own strip there. A detail card's bond chips — and the popup a chip opens — follow the unit's owner
(the popup carries the player it was opened for); a teammate's popup lists as members their operators in the battle on
screen (the runner's `ownerOps`, its field meta predating their deploy). A client-side 返回战场 without an own field to return to (a 联防 leaker, an eliminated
player) sends no `g.watch` (it would be refused with `BAD_TARGET 'no such field'`). A reload / reconnect while watching a
teammate's battle after the own one gets the watched field again (`_resendBattle`, `b.start watch: true`); the fresh
screen adopts it as the watched field once per battle (`battle/observe.js resumedWatch`: a living player's teammate
normal battle in COMBAT, first seen while watching nothing), so the observing pill, 返回战场 and the own row work again.
The rest of this section is the legacy server-run mode
(`SP_COMBAT=server`):
`g.watch { fieldId }`: any live field during COMBAT / 联防; while no battle field is up (PREP, drafts, SETTLE)
`'n:<pid>'` returns a one-shot board view — during a battle phase an `'n:<pid>'` id must name a live field
@@ -534,7 +546,11 @@ leaker's own capsule / row (`ui/hud.js uniteRemaining`) and the leakers' team ro
drawn set; `disabledBonds` = drawn ∪ the mode's static list), `hiddenBossId`, `bossRound`, `hiddenRound`, `spRound`,
`combatMode` (`'client'` | `'server'`), `fields[].progress { killed, total, done }` (teammates' progress UI), `paused`
(solo pause, §1.3a),
`players[].autoplay`, `players[].uniteLeft` (UNITE, leakers only: their enemies still standing, uncapped — §4), and per phase: `draft { order, turn, picks, skipsLeft, turnDeadline, turnSeconds, untimed }` (BAND_DRAFT),
`players[].autoplay`, `players[].uniteLeft` (UNITE, leakers only: their enemies still standing, uncapped — §4),
`players[].bonds` = `ps.alive ? bondList(gd, ps.bondsView()) : []` — every bond with members, layers or an active tier, the same list
and order as the player's own `m.private bonds` minus `thresholds` / `countsHand` (the client reads those from
bonds.json): a teammate watching the player shows it in the bond strip (DESIGN §20.15); `[]` once the player is
eliminated (nobody can watch them; the result screen reads `m.result`'s own bonds), and per phase: `draft { order, turn, picks, skipsLeft, turnDeadline, turnSeconds, untimed }` (BAND_DRAFT),
`sp { family, name, desc, eventId, cards:[{ idx, kind:'bounty'|'item'|'tactic', id, name, desc, tier, descRaw?, coin?,
payout?, rounds?, enemyKey?, count?, price?, team?, tacticKind? }], order, turn, picks:{pid: idx}, taken:{idx: pid}, untimed }`
(SP_DRAFT), `teamLp` / `bossHp {hp,max}` (Final Assault on), `overtimeAt` (最终攻势 / 隐秘核心: ms epoch when the
@@ -545,6 +561,13 @@ PREP ready/acting · COMBAT/boss combat/done · UNITE helping/done · others don
`m.private` = DESIGN §8.3 exactly (sent per player whenever it changed). `nextEnemies` = the current round's wave
(+ the player's bounty enemies, tag `bounty`; boss rounds: the player's boss field, tag `boss`, + its bounties).
Bond layers in the views (DESIGN §20.15): from the end of COMBAT (`_finishCombat`, every normal result in) until SETTLE,
`m.private bonds` and `m.public players[].bonds` add the finished battle's IN_BATTLE gains (`PlayerState.pendingLayerGains`
= the result's `layerGains`; `bondsMeta.bondsWithGains`: floored, at most up to `BOND_LAYER_CAP`, like the settlement), so
the strip keeps the layers the battle reached through the COMBAT_END pause and the 联防. Views only: `ps.bonds` /
`ps.layers` (rules, the 联防 spec, `activatedLayers`) are untouched; SETTLE clears the pending gains as it adds them to
`ps.layers` (once); the next round start clears them too.
`m.field` = `{ fieldId, kind, rect, stageId, units, live }`; during prep `g.watch 'n:<pid>'` returns a one-shot board
view with `prep: true` (scouting a teammate).
+2 -1
View File
@@ -95,7 +95,7 @@
- **核心盟约**(8 个势力:炎、萨尔贡、维多利亚、谢拉格、拉特兰、阿戈尔、叙拉古、卡西米尔):3 名激活,6 名获得强力的额外效果。
- **附加盟约**(精准、迅捷、灵巧、奥术、坚守、助力、远见、奇迹、投资人、突袭、不屈、调和、协防干员、独行、绝技):多为 2 / 3 名激活;「独行」需要场上**恰好 1 名**,「绝技」按场上的精锐数量计算,没有势力盟约的干员算「协防干员」。
- **炎佑**:场上 6 名以上「炎」干员时召唤炎佑(9 名时两只)。它追踪全场仇恨最高的敌人并悬停在其上方,技能「祛恶之焰」锁定 1 个目标**持续喷火**(最长 20 秒,每秒对目标周围的敌人造成法术伤害并附带灼燃,喷火时不普攻,目标死亡或被沉默时结束);场上暂时没有敌人时停在原地等待。它持有官方的「孤立」:医疗干员不会治疗它,友方的增益、光环和天赋也不会选中它(敌人照常可以攻击它)。
- **层数**:盟约通过各种效果叠加层数,层数越高效果越强(例如「炎」攻击力随层数提升、「远见」每 10 层给资金)。**层数整局保留,但只有盟约激活时才生效**,多数情况下也只有激活的盟约能叠层。每个盟约最多 **999 层**(与官方相同,取自官方客户端的常量):到 999 后再获得的层数直接作废,按层数发放的奖励(如「远见」的资金)也随之停止。
- **层数**:盟约通过各种效果叠加层数,层数越高效果越强(例如「炎」攻击力随层数提升、「远见」每 10 层给资金)。**层数整局保留,但只有盟约激活时才生效**,多数情况下也只有激活的盟约能叠层。每个盟约最多 **999 层**(与官方相同,取自官方客户端的常量):到 999 后再获得的层数直接作废,按层数发放的奖励(如「远见」的资金)也随之停止。作战中获得的层数在盟约栏里**实时**显示,作战结束后一直保留到结算(联防期间也不会退回去)。
- **加成怎么叠**:盟约、策略、装备、机变卡和特质给的「攻击力 / 防御力 / 生命值 +X%」与技能的「攻击力 +X%」**相加**后再乘到属性上(官方:直接乘算),例如精准 +130%、独行 +60%、一件 +40% 的装备合计 +230%,而不是 ×2.3×1.6×1.4。「伤害提升至 X%」「受到的伤害 +X%」(维多利亚、谢拉格、奥术、脆弱等)这类伤害倍率之间仍然相乘;但同名效果只算一个——同一战场两名玩家都开了「奥术」时,敌人身上只挂一层奥术易伤,取两人中较高的那一个(不再相乘);两名「灵知」的坚冰、两名「莱恩哈特」/「缄默德克萨斯」的法抗削减也一样只算最强的一个。「坚守」的反伤计入被打的那名成员(个人对领袖伤害统计里能看到)。
- 每局会随机**禁用**若干盟约(标准模拟较少),它们的干员不会出现在商店;开局的「确认本局信息」会列出。
- 两件同名装备会合成一件更强的装备;特定的装备组合可以为干员赋予额外的盟约效果。
@@ -114,6 +114,7 @@
- 左下角「交流」打开表情面板:6 套主题 × 6 个表情,左右滑动(或方向键)换主题。表情以气泡形式显示在你头像旁 3 秒,发送冷却 1 秒。
- 休整期、或自己的作战结束后(显示「作战结束,等待队友完成作战」),点左侧队友头像 →「前往查看」观看他的战场;自己的作战进行中不能观战。联防和最终攻势中可以用 ‹ › 切换左半 / 全景 / 右半。
- 被淘汰后可以自由观看任何战场。
- **观看谁,盟约栏就显示谁的盟约**:查看队友的阵地或战场时(休整期、作战结束后、被淘汰后自动观战),左上的盟约栏换成**该队友的盟约、人数和层数**,前面有琥珀色的「👁 队友名」标签,点开的盟约详情也写着「队友名 的盟约」(成员一栏只标出他在场上的干员,整备区看不到);作战中层数实时增长(与他自己看到的一致)。联防和最终攻势里跟随 ‹ ›:镜头在队友的半场时显示他的盟约,在你自己的半场时显示你自己的;「全景」时,你在这个战场上作战就显示你自己的,你不在这个战场上(漏怪后观看联防、被淘汰后观战)则显示你点「前往查看」选中的那名队友,没选过就显示该战场的第一名玩家(1 号联防者 / 这一组的第一位),**不会显示你自己的**。在这样的战场上点某名队友的头像 →「前往查看」,镜头会直接移到他的半场,‹ › 上的「👁 队友名」与盟约栏的标签一致;‹ › 旁边有「返回战场」(被淘汰时没有)。盟约栏换人时,从盟约栏打开的盟约详情会自动关闭。点开场上某个干员的详情卡时,卡上的盟约(以及点它打开的盟约详情)属于**这个干员的主人**,与盟约栏当前显示谁无关——例如在「全景」点队友的干员,看到的是「队友名 的盟约」及他的人数和层数;在队友的半场点你自己的干员,看到的是你自己的。回到自己的阵地 / 战场后恢复成你自己的盟约。作战结束后观看队友时刷新页面 / 断线重连,仍会回到正在观看的队友战场,「👁 队友名」和「返回战场」都还在。已被淘汰的队友不再显示盟约(也无法被查看)。
## 9. 结算称号