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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@@ -1367,14 +1367,18 @@ const SHOP_EXCLUDED_ITEMS = Object.freeze({
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* 获得一名高一阶的随机初始干员(最高六阶)", and a destroyed operator's equipment comes off (PRTS 卫戍协议/帮助 "佩戴的
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* 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 text never says 销毁 for
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* the cell (every consumable item's does), and players re-inject it every round ("之后就是一直打针,扎到核心卡或者叠层
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* 手干员就换人扎", bilibili cv47000418; "这个道具可以无限使用", cg.163.com guide 2025-11-15).
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* 手干员就换人扎", bilibili cv47000418; "这个道具可以无限使用", cg.163.com guide 2025-11-15). The new operator is gained
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* into the 整备区, never onto the carrier's tile — official footage (bilibili BV1vzyVBuEN9 ≈ 8:24, BV1Qkw1zMEoR ≈ 7:25):
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* at the next prep the tile is empty, one more deployment is left and the new operator waits on the bench (PRTS 帮助:
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* what a player gains goes to the 手牌区; pointed out in PR #2).
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*/
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const ITEM_RULES = Object.freeze({
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chess_item_5_08_e_a: {
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note: '生效时原干员销毁,获得一名高一阶的随机初始干员(最高6阶);突变细胞与其他装备退回整备区,可再次配发',
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implFormula: 'After the battle: the carrier is destroyed and replaced by a random NORMAL operator one tier higher (max 6; '
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+ 'an elite carrier too) on its tile when legal; its equipment, the cell included, returns to the hand (the cell is '
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+ 'not consumed). Never merges.',
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note: '生效时原干员销毁,突变细胞与其他装备退回整备区,可再次配发;随后获得一名高一阶的随机初始干员(最高6阶),进入整备区,需要重新部署',
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implFormula: 'After the battle: the carrier is destroyed wherever it stands (a board tile is freed); its equipment, the '
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+ 'cell included, returns to the hand first (overflow temp; the cell is not consumed); then a random NORMAL operator '
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+ 'one tier higher (max 6; an elite carrier too) is gained like any gained operator: the hand, overflow temp, a '
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+ 'completed merge as usual (the elite on a consumed deployed copy\'s tile, never the carrier\'s). Never merges.',
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},
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});
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