Playtest #4 fixes: tile picking, knocked-down state, element gauges, draft timer, live stats, shop items, drones, 赫默, 炎佑, UI flash
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed - #2 two-tap confirm on 机变 cards (like the shop) - #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles) - #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band - #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from - #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others) - #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats) - #8 official element gauges on units; burst cooldown (阻回) per PRTS - #9 knocked-down operators stay on their tile with a redeploy countdown ring - #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼) - #11 赫默's drone only from her skill; placeable summons limited to talent tokens - #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel - #13 the occasional giant bond icon (loading texture scaled ×46) fixed - docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
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@@ -618,8 +618,13 @@ function enemyAttack(b, e) {
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const attackId = ++b._attackSeq;
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const type = def.dmgType === 'heal' ? 'arts' : def.dmgType;
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const rangedShot = radius > 0 && !(e.blockedBy && targets[0] === e.blockedBy && radius < 1);
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// content-resolved attacks (`e.profile.deferHit`: 帝国炮火先兆者's shell landing 3 s later): the attack itself happens
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// — the 'atk' event (kind `e.profile.shot`, drawn by the content's own fx), cooldown, pause, the 'attack' hook — and
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// the content's 'attack' handler deals its damage
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const deferred = !!(e.profile && e.profile.deferHit);
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for (const t of targets) {
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b._ev(['atk', e.id, t.id, rangedShot ? 'enemy' : 'none']);
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b._ev(['atk', e.id, t.id, deferred ? (e.profile.shot || 'none') : rangedShot ? 'enemy' : 'none']);
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if (deferred) continue;
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const hit = (tt) => {
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if (!tt || !tt.alive || !e.alive && !rangedShot) return;
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b.dealDamage(e, tt, { amount: e.s.atk * (e.profile?.atkScale ?? 1), type, isAttack: true, attackId });
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