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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// The engine built-ins (server/match/builtinMeta.js) already implement most consume-on-equip items and Arts from the
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// concrete item's params; they are reviewed and kept (盟约之币, 骑士储蓄罐, 随身身份牌, 精打细算玩偶, 简易通讯机 (tier ≤
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// shop level), 见钱眼开玩偶, 人事部文档 (cap 9), 博士投影 (golden now / normal at the next round start), 拟态物质, 信标,
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// 商业包装方案 (count from the concrete record: 8 / golden 7), 突变细胞 (after the battle the carrier becomes a NORMAL
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// random tier+1 operator, max 6; its equipment — the cell too, which is not consumed (player feedback after 0.1.0) —
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// returns to the hand)). The Arts' rangeGrid (画卷 = placed tile + the tile in front) and the per-round limit are engine
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// rules.
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// 商业包装方案 (count from the concrete record: 8 / golden 7), 突变细胞 (after the battle the carrier is destroyed, its
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// equipment — the cell too, which is not consumed (player feedback after 0.1.0) — returns to the hand, then a NORMAL
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// random tier+1 operator, max 6, is gained into the hand, not onto the carrier's tile (PR #2)). The Arts' rangeGrid
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// (画卷 = placed tile + the tile in front) and the per-round limit are engine rules.
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// Overridden / added here (a built-in, when present, is wrapped — never re-implemented):
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// 画卷 the copy keeps the target's items; a copied normal item that pairs with an owned one merges and the
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// golden stays in the hand (the built-in equipped the merged golden on the copy, and its live loop over
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