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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sganggs committed 2026-10-03 15:18:42 +08:00
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commit 91c9b21d7f
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@@ -17,9 +17,10 @@
// use_equip_recruit_new_char_and_give_char_to_player_most_bond {refresh_cnt} 信标 destroy target, offer N same-tier
// chess, gift the original next prep
// sell_char_count_gain_equip_owner_bond {count} 商业包装方案 every `count` sells → same-bond chess
// char_chess_transformation_equip 突变细胞 after battle: holder → random NORMAL tier+1
// (max 6); its equipment, the cell included,
// returns to the hand (not consumed)
// char_chess_transformation_equip 突变细胞 after battle: holder destroyed, its equipment
// (the cell included — not consumed) back to
// the hand, then a random NORMAL tier+1 (max 6)
// operator gained into the hand
// trap_copy_front_char 画卷 (Art) copy the chess on the tile / in front
// trap_create_self_choice {choice_event} 教鞭 / 神秘顾客 (Art) add a random bounty to your next battle
// [ASSUMED simplification, documented in docs/META.md: 教鞭/神秘顾客 pick the bounty for the player instead of opening
@@ -177,12 +178,15 @@ const ITEM_HANDLERS = {
}
},
},
// 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
// (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
// 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
// "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
// 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
// 核心卡…就换人扎", bilibili cv47000418; player feedback after 0.1.0). The new operator keeps the tile when legal.
// 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
// 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
// one tier higher (at most 6; an elite carrier too) is gained like any gained operator: into the 整备区 (overflow temp),
// never onto the carrier's tile — official footage (bilibili BV1vzyVBuEN9 ≈ 8:24, BV1Qkw1zMEoR ≈ 7:25): at the next
// prep the tile is empty, one more deployment is left and the new operator waits on the bench (pointed out in PR #2).
// 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
// 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
// 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",
// bilibili cv47000418; player feedback after 0.1.0). PlayerState.transformChess.
char_chess_transformation_equip: {
onBattleResult(ctx) {
const { piece, holder } = ctx.source;
@@ -190,7 +194,7 @@ const ITEM_HANDLERS = {
const tier = Math.min(6, ctx.gd.tierOf(holder.id) + 1);
const id = ctx.rollChess({ tier });
if (!id) return;
ctx.transform(holder.uid, ctx.gd.baseIdOf(id), { returnItems: true });
ctx.transform(holder.uid, ctx.gd.baseIdOf(id));
},
},
trap_copy_front_char: {