feedback1 WA: return the Mutation Cell before summon cards; bots keep it
Review follow-ups for reports #1 and #4. - transformChess: the returned equipment is stowed before the new operator's summon stack is granted (as in _mergeChess); when the transformation completes a merge, the carrier's equipment goes through _mergeChess, which also returns it before the elite's summons. A summon card no longer pushes the returned 突变细胞 into temp, where it would be lost at the deadline. - bot: a 突变细胞 left in temp with a full hand gets a hand slot (sell the weakest single hand chess, else destroy the cheapest other hand item, else sell any hand chess) instead of being destroyed. - 拉普兰德's per-piece counter key is module-prefixed; the re-bought copy case is marked [ASSUMED] in the code and docs/META.md. - .dhint--rule gets a style; sources quote PRTS 卫戍协议/帮助 exactly ("在失去该干员(干员出售、销毁、合并等)…时自动卸除").
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@@ -175,7 +175,8 @@ Buys toward a full board first (the cap is 8 from R1; leftover funds are lost),
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spends the rest on merge progress, bond thresholds around a focus core bond (most owned members, ties → most copies
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left in the shared pool), role needs (2 blockers, anti-air when the wave flies, ≤ 2 healers), 特质 that keep adding
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layers (every prep / refresh — the layer engines) and items for free carriers (突变细胞 on its least valuable single
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normal operator below 6阶 — never an elite or one of a merge pair, `bot.js cellTarget`); refreshes while a purchase stays
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normal operator below 6阶 — never an elite or one of a merge pair, `bot.js cellTarget`; a cell left in temp gets a hand
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slot made for it, `makeHandRoom`); refreshes while a purchase stays
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affordable; sells bench chess that neither make the lineup nor build toward something (a live pair, the focus bond,
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an elite). The deployed set maximizes unit value + activated bond tiers (exact counting via `computeBonds`). Placement
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uses the round's enemy preview: every route is traced over the own board (ground: the stage's device-aware ground
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@@ -297,8 +298,9 @@ shopSlots() effect(id)` (`piece(uid)` adds `area`, `holderUid`, `idx`; "身前
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counters `counter(k) setCounter(k, v) incCounter(k, n)` (player scope, persistent; prefix keys with your module) and
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`pieceCounter(uid, k) incPieceCounter(uid, k, n)` (per piece, current round only: 0 in a new round and for a new piece —
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bought, granted, transformed —; a move keeps it; an elite merged this round keeps the highest of its copies'
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[ASSUMED]; `PlayerState.pieceRoundCount`) — 拉普兰德's "本回合首次主动刷新" is the first manual refresh that copy witnesses
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(player feedback after 0.1.0: "获得该干员后该回合的首次刷新" also stacks).
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[ASSUMED]; `PlayerState.pieceRoundCount`; prefix keys with your module too) — 拉普兰德's "本回合首次主动刷新" is the
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first manual refresh that copy witnesses (player feedback after 0.1.0: "获得该干员后该回合的首次刷新" also stacks; a copy
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bought after selling one this round is a new copy and fires on its own first refresh [ASSUMED]).
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Writes (all validated, never throw on bad input, never make funds / pools negative):
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@@ -343,8 +345,9 @@ Built-ins (builtinMeta.js, overridable): 盟约之币 / 骑士储蓄罐 (random
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(+funds next round), 人事部文档 (cap 9), 博士投影 (elite now / at the next round start), 寻呼模块 / 信标 (pick-one
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offers; 信标 gifts the original chess to the teammate with the most members of its bonds next round), 商业包装方案 (every
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N sells → same-bond chess), 突变细胞 (after battle → a random NORMAL chess one tier higher, max 6, on the carrier's tile;
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the carrier's equipment, the cell included, returns to the hand — the cell is not consumed: PRTS 下半 记录 备注 "生效时,
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原干员销毁,获得一名高一阶的随机初始干员(最高六阶)", players re-inject it every round; player feedback after 0.1.0),
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the carrier's equipment, the cell included, returns to the hand before the new operator's summon cards — the cell is
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not consumed: PRTS 下半 记录 备注 "生效时,原干员销毁,获得一名高一阶的随机初始干员(最高六阶)", PRTS 卫戍协议/帮助 "佩戴的装备
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无法手动卸除,在失去该干员(干员出售、销毁、合并等)…时自动卸除", players re-inject it every round; player feedback after 0.1.0),
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画卷 (copy the operator in range with its
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items), 教鞭 / “神秘顾客” (a random bounty is added).
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@@ -640,7 +643,9 @@ receiver only), plus CUSTOM texts (eliminations, 联防, hidden core).
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cell included).
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* An elite merged in a round keeps the highest per-piece round counter of its copies (`pieceRoundCount`): an elite made
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from 拉普兰德 copies that already fired this round does not fire again before the next round (conservative; the
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official server's instance handling is not observable).
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official server's instance handling is not observable). A 拉普兰德 bought after selling one in the same round is a new
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copy and fires on its own first refresh ("获得该干员后"; each such +4 costs 3 + 1 refresh − 1 refund and needs her in
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the shop).
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* Chess granted by effects need a free pool copy unless `requirePool: false` (then they hold 0 copies).
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* Boss-round `local` pack spawns (boss parts) all spawn; content scripts (bosses.js) decide their behaviour.
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* The Final Assault ends as a defeat when every field finished with the boss pool above 0 (boss escaped).
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