0.2.5-dev: 萨卡兹枯朽战士 (and every enemy sharing its death fog) leaves no 污秽侵蚀 when it dies silenced — the owner's official-play recall, against the PRTS / in-game wording (#470); the 调度中心 5 / 6 promotion reward includes 自选 operators of the newly reached tier (#515, after research; the owner's decision); golden: unchanged
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@@ -26,7 +26,8 @@
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// rerolls everything and the new slots stay frozen), level-up price = base − rounds elapsed (floor 0).
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// * Merge: 3 normal copies (风丸 2) on board/hand/temp → 1 elite; equipment returns to the hand; a
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// reward offer of 3 different free chess of tier min(level+1, 6) is queued (never one operator twice — user
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// playtest #6 item 19; a short tier tops up from the tier below; pick 1, expires at prep end; an offer earned
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// playtest #6 item 19; a short tier tops up from the tier below; the player's stocked 自选 of that tier joins,
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// §30.20; pick 1, expires at prep end; an offer earned
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// after the prep — SETTLE / Final Assault effects — is kept for the next prep). Where the elite goes (PRTS
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// 卫戍协议/帮助 "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,则发送至作战区对应位置)", user
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// playtest #6 follow-up): when a consumed copy stood on the board, onto that copy's tile with its facing (of several,
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@@ -116,7 +117,7 @@
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// battleInput
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// views.js pieceView, effectsView, m.private (privateView)
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// diy.js 自选编队: the picks (setDiy), the player's data view, the DIY stock (initDiyStock, poolOf), the shop's
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// DIY draws (diyRollEntries), the pick of a piece (diyPickOf)
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// DIY draws (diyRollEntries) and the reward / grant draws (diyStockEntries), the pick of a piece (diyPickOf)
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// common.js HAND_SIZE, TEMP_SIZE, MAX_OFFER_SLOTS, OK, fail
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import { FIELD } from './board.js';
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