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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@@ -1149,7 +1149,7 @@ const KITS = {
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},
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// ---- 3_15 巫恋 · 削弱者 (hidden) — S2 诅咒娃娃: places the doll (auto-placed on the tile of the range covering most
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// enemies; replaces any doll of hers still standing, the prep-phase board piece included) whose 3×3 aura lowers
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// enemies; replaces any doll of hers still standing — the doll is never a prep hand card) whose 3×3 aura lowers
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// enemy ATK/DEF, gone after 15 s; 溃败暗示: low-HP enemies fragile
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chess_char_3_15_a: (bb, chess, def) => {
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const d = defOf(chess, def);
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@@ -1171,8 +1171,8 @@ const KITS = {
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const life = num(tok?.skill?.duration, 0) > 0 ? tok.skill.duration : textNum(d.skill?.description, /(\d+)秒后自动销毁/, 15);
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const grid = tok?.rangeGrid ?? NINE;
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const reach = Math.max(1, ...grid.map((p) => Math.max(Math.abs(p[0]), Math.abs(p[1]))));
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// "最多可库存1个" / deploy limit 1: the new doll replaces any doll of hers still standing (the board piece
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// placed in the prep phase included) — withdrawn first so its tile is available again
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// "最多可库存1个" / deploy limit 1: the new doll replaces any doll of hers still standing — withdrawn first
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// so its tile is available again
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for (const t of tokensOf(battle, unit, tokenId)) if (t.alive) battle.retreat(t, { reason: 'expired', permanent: true });
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const foes = battle.aliveEnemies().filter((e) => !e.hidden);
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let best = null, bs = -1, bd = Infinity;
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