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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@@ -249,8 +249,11 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat
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const back = fexliModel(`op:${id}:back`, 'op', `spine/op/${id}/back/`, o.battleSpine?.back, idx);
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if (back) c.spine.back = back;
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chars[id] = c;
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// skill icons (+ skill SFX) of every skill index
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const sfx = pickUnitSfx(audio.unitBanks.get(id));
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// skill icons (+ skill SFX) of every skill index; normal-mode attack / impact sounds only (a ranged operator's own
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// projectile banks projectile_chr_<name> as fallbacks — user playtest #4 item 6, audio.mjs pickUnitSfx)
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const short = id.replace(/^char_\d+_/, '');
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const sfx = pickUnitSfx(audio.unitBanks.get(id), { operator: true, projectile: {
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born: audio.bank(`battle.ON_PROJECTILE_BORN.projectile_chr_${short}`), hit: audio.bank(`battle.ON_PROJECTILE_HIT.projectile_chr_${short}`) } });
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const u = {};
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for (const r of ['attack', 'hit', 'die', 'born']) if (sfx[r]) u[r] = soundLeaf(sfx[r]);
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const skillSfx = {};
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