feedback7 R22-LOADOUT: 干员调配's roster is one list — a row per operator with the quick skill / module choices and the 潜能 / 练度 selects in aligned columns — and the detail opens with 潜能与练度; golden: unchanged
The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响 观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new: one list instead of three columns of cards. - screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 | 模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the 潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list. The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the 潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices. - screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line, the stand-in note for a chess marked not owned). - screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither. - css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at 1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's. - The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot). - i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast). - Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js). - Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at 潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击 454; the detail's 未精英化 → 413; the row follows; 恢复默认).
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@@ -1065,5 +1065,26 @@
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"自回": "自回",
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"常驻": "常駐",
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"瞬发": "瞬發",
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"部署触发": "部署觸發"
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"部署触发": "部署觸發",
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"未精英化": "未精英化",
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"精英阶段1": "精英階段1",
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"精英阶段2": "精英階段2",
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"精英阶段2-60级": "精英階段2-60級",
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"潜能": "潛能",
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"潜能 {n}": "潛能 {n}",
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"练度": "練度",
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"潜能与练度": "潛能與練度",
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"满潜能 · 精英2 Lv.60": "滿潛能 · 精英2 Lv.60",
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"干员持有中标记为未持有:替补干员没有潜能与练度;这里的设置在改回「持有」后生效": "幹員持有中標記為未持有:替補幹員沒有潛能與練度;這裡的設定在改回「持有」後生效",
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"潜能取你自己的潜能;练度是自持有加成(已持有的同名干员的养成,攻击 / 防御 / 生命单独乘算)。未持有的特许干员按潜能1、未精英化。": "潛能取你自己的潛能;練度是自持有加成(已持有的同名幹員的養成,攻擊 / 防禦 / 生命單獨乘算)。未持有的特許幹員按潛能1、未精英化。",
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"原型干员没有潜能与练度": "原型幹員沒有潛能與練度",
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"模组仅在精锐形态生效": "模組僅在精銳形態生效",
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"未持有(干员持有):由替补干员上场,替补干员没有潜能与练度": "未持有(幹員持有):由替補幹員上場,替補幹員沒有潛能與練度",
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"含潜能与练度;": "含潛能與練度;",
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"将 {nChanged} 名干员的技能、模组、潜能与练度恢复为默认配置?": "將 {nChanged} 名幹員的技能、模組、潛能與練度恢復為預設配置?",
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"已导入 {n} 名干员的潜能与练度": "已匯入 {n} 名幹員的潛能與練度",
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"精英1": "精英1",
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"精英2": "精英2",
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"精英2 Lv.60": "精英2 Lv.60",
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"开始模拟前可调整干员携带的技能与模组,以及潜能与练度;干员的局内等级不可调整": "開始模擬前可調整幹員攜帶的技能與模組,以及潛能與練度;幹員的局內等級不可調整"
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}
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