feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR #2)
Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.
- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
removed, copies back to the pool); its equipment, the cell included, returns to the hand first
(overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
AI 托管 redeploying; feedback1-cell checks the new note.
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@@ -17,9 +17,10 @@
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// use_equip_recruit_new_char_and_give_char_to_player_most_bond {refresh_cnt} 信标 destroy target, offer N same-tier
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// chess, gift the original next prep
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// sell_char_count_gain_equip_owner_bond {count} 商业包装方案 every `count` sells → same-bond chess
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// char_chess_transformation_equip 突变细胞 after battle: holder → random NORMAL tier+1
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// (max 6); its equipment, the cell included,
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// returns to the hand (not consumed)
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// char_chess_transformation_equip 突变细胞 after battle: holder destroyed, its equipment
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// (the cell included — not consumed) back to
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// the hand, then a random NORMAL tier+1 (max 6)
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// operator gained into the hand
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// trap_copy_front_char 画卷 (Art) copy the chess on the tile / in front
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// trap_create_self_choice {choice_event} 教鞭 / 神秘顾客 (Art) add a random bounty to your next battle
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// [ASSUMED simplification, documented in docs/META.md: 教鞭/神秘顾客 pick the bounty for the player instead of opening
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@@ -177,12 +178,15 @@ const ITEM_HANDLERS = {
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}
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},
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},
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// 突变细胞 "战斗结束后,装备者替换为高一阶的随机干员": the carrier is replaced by a random NORMAL operator one tier higher
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// (at most 6; an elite carrier too — PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注 "生效时,原干员销毁,获得一名高一阶的随机
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// 初始干员(最高六阶)"); the destroyed operator's equipment, the cell included, returns to the hand (PRTS 卫戍协议/帮助
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// "佩戴的装备无法手动卸除,在失去该干员(干员出售、销毁、合并等)或装备合并为进阶品质时自动卸除"; the official text never
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// says 销毁 for the cell — unlike every consumable item —, and players re-inject it every round: "之后就是一直打针,扎到
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// 核心卡…就换人扎", bilibili cv47000418; player feedback after 0.1.0). The new operator keeps the tile when legal.
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// 突变细胞 "战斗结束后,装备者替换为高一阶的随机干员": PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注 "生效时,原干员销毁,获得
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// 一名高一阶的随机初始干员(最高六阶)" — the carrier (deployed or on the bench) is destroyed and a random NORMAL operator
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// one tier higher (at most 6; an elite carrier too) is gained like any gained operator: into the 整备区 (overflow temp),
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// never onto the carrier's tile — official footage (bilibili BV1vzyVBuEN9 ≈ 8:24, BV1Qkw1zMEoR ≈ 7:25): at the next
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// prep the tile is empty, one more deployment is left and the new operator waits on the bench (pointed out in PR #2).
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// The destroyed operator's equipment, the cell included, returns to the hand first (PRTS 卫戍协议/帮助 "佩戴的装备无法
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// 手动卸除,在失去该干员(干员出售、销毁、合并等)或装备合并为进阶品质时自动卸除"; the official text never says 销毁 for the
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// cell — unlike every consumable item —, and players re-inject it every round: "之后就是一直打针,扎到核心卡…就换人扎",
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// bilibili cv47000418; player feedback after 0.1.0). PlayerState.transformChess.
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char_chess_transformation_equip: {
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onBattleResult(ctx) {
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const { piece, holder } = ctx.source;
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@@ -190,7 +194,7 @@ const ITEM_HANDLERS = {
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const tier = Math.min(6, ctx.gd.tierOf(holder.id) + 1);
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const id = ctx.rollChess({ tier });
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if (!id) return;
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ctx.transform(holder.uid, ctx.gd.baseIdOf(id), { returnItems: true });
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ctx.transform(holder.uid, ctx.gd.baseIdOf(id));
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},
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},
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trap_copy_front_char: {
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