0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative card preferences and emotes, skill sound banks, per-operator voice choices, text sizing, install prompts, closed-tab recovery and unanimous setup rerolls. Retain late deployment elapsed time and resolve echo/counter pulses without recursive hook overflow. Independent final review remains pending. Golden: roster-016, roster-035, roster-036, roster-045; boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair, hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence. diy-132: Necras extra activation targets. coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes. hidden-boss_10-solo: echo pulse FIFO resolution. See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
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@@ -221,7 +221,8 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
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disconnect, settlementSucceed, settlementFail, settlementTeam, settlementBossSign,
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goodEvaluation, load, start, matchSucceed, matchFail, matchCancel, joinRoom },
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battle: { deploy, tokenDeploy, charDie, enemyDie, enemyDieHeavy, enemyHit, heal, leak, win, lose, killCoin },
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units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, die?, born?,
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units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, attacks?: {[skillIndex]: url}, hits?: {[skillIndex]: url}, die?, born?,
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attackMix?: {[skillIndex]: {p?, vol?}}, hitMix?: {[skillIndex]: {p?, vol?}},
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mix?: { [attack|hit|die|born]: { p?, vol? } } } }
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}
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},
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@@ -452,3 +453,12 @@ The project's code is GPL-3.0-or-later (`LICENSE`); none of the items below is c
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- **Novecento Wide:** © Jan Tonellato / Synthview. Free licence.
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- Both are mirrored from TimWangZi/The-font-of-Arknights.
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- Noto Sans SC and Noto Serif SC (SIL OFL) are loaded from Google Fonts, not self-hosted.
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### Skill attack banks (0.2.3, PR #410)
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`pickModeAttacks` / `pickModeHits` select a uniform d/h/s bank from the official audio table (attack/combat abilities
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only). A skill's activation sound supplies its mode letter; without one, d/h/s = slots 1/2/3 is [ASSUMED]. Competing
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banks prefer START over ON, then plain/numeric order; this is a deterministic approximation, not proof of every
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operator's runtime ability graph. Mixed-letter banks are skipped. Preserve `mixOf` for each selected bank separately;
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`attacks`/`hits` and `attackMix`/`hitMix` use matching skill keys. Regenerate the current manifest instead of importing
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an older PR's full JSON, preserving JP voices and current operators. See DESIGN §28.17.
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