0.2.5-dev: docs — §30 sections renumbered in order after the merges and every reference pointed at its topic; the 0.2.5 CHANGELOG section regrouped under the usual headings (no change to code behaviour)
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@@ -27,7 +27,7 @@
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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; 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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// §30.23; 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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@@ -218,7 +218,7 @@ export class PlayerAcquire {
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* The player's slotted 自选 pieces of the reward tier join the draw (player/diy.js diyStockEntries: copies left, then
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* the roll's tier — not the ordinary shop's shopLevel gate). 卫戍协议/帮助 干员晋升 names one temporary refresh one tier
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* above the 调度中心 and no separate pool; the owner decided on 2026-10-12 that the refresh includes 自选 of the newly
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* reached tier. 0.2.0 had [ASSUMED] the shop-level gate on this refresh too (DESIGN §25); §30.20 reverses that.
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* reached tier. 0.2.0 had [ASSUMED] the shop-level gate on this refresh too (DESIGN §25); §30.23 reverses that.
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* An offer built from explicit `ids` does not roll.
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*/
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pushRewardOffer(source = 'merge', { tier = null, ids = null, label = null } = {}) {
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@@ -29,7 +29,7 @@
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// min(shopLevel + 1, 6): a tier-5 自选 piece can appear when the 调度中心 reaches 4, a tier-6 piece when it reaches
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// 5, one shop level before the ordinary shop. 卫戍协议/帮助 干员晋升 names that refresh and no second pool; the owner
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// decided on 2026-10-12 that it includes 自选 of the newly reached tier. 0.2.0 had [ASSUMED] the shop-level gate
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// for this refresh too (DESIGN §25); §30.20 reverses it. A piece is not guaranteed. Banned slots and `left <= 0`
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// for this refresh too (DESIGN §25); §30.23 reverses it. A piece is not guaranteed. Banned slots and `left <= 0`
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// stay out. Explicit-id offers do not use this draw.
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// * random grants (diyStockEntries, 0.2.0 WE2 #9): an effect, reward or 机变 card that grants this player a random
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// operator from the pool draws its stock too — 「自选干员放入后模拟中的补给池随机范围也将被相应扩大」 (bilibili), "调度中心
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@@ -16,7 +16,7 @@
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// ("copy-weighted"; duplicates within a roll allowed). The item slot picks a tier with the same tier shares, then a
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// uniform shop-eligible item of that tier (falling back to lower tiers). A roll may add entries outside the pool
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// (`extra`, after its own): one player's 自选 stock — the ordinary shop passes diyRollEntries (the shopLevel gate);
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// the promotion reward and random grants pass diyStockEntries (the roll's own tier, DESIGN §30.20). Weighted by its
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// the promotion reward and random grants pass diyStockEntries (the roll's own tier, DESIGN §30.23). Weighted by its
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// copies like any chess, drawn by that player only.
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/**
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@@ -20,7 +20,7 @@
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// is flagged SILENCE (沉默 disables it: exactly the data's `format: "SILENCE"` lines). 萨卡兹枯朽战士 / 组长's
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// 【污染秽蚀】 death fog is the one NORMAL line also silenced (archetypes.js kitPolluted, `enemy_1267_nhpbr` and
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// `_2` only): the owner's official-play recall of 2026-10-12 is that a death while silenced creates no fog, and
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// that recall contradicts the PRTS / in-game text 「不可沉默」 (DESIGN §30.20). stun / freeze / sleep block
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// that recall contradicts the PRTS / in-game text 「不可沉默」 (DESIGN §30.23). stun / freeze / sleep block
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// skills. Enemy SP skills ("数次攻击后…"): SP +1 per attack, the (spCost+1)-th attack is the skill attack (official
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// 粉碎攻坚手 text: spCost 2 = "攻击2次后,下一次攻击").
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// Shared mechanics: reborn() — "首次被击倒后重生 / 第二形态" (the first KO is hidden from kill credit and bounty; a
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