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
disconnect, settlementSucceed, settlementFail, settlementTeam, settlementBossSign,
goodEvaluation, load, start, matchSucceed, matchFail, matchCancel, joinRoom },
battle: { deploy, tokenDeploy, charDie, enemyDie, enemyDieHeavy, enemyHit, heal, leak, win, lose, killCoin },
units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, die?, born?,
units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, attacks?: {[skillIndex]: url}, hits?: {[skillIndex]: url}, die?, born?,
attackMix?: {[skillIndex]: {p?, vol?}}, hitMix?: {[skillIndex]: {p?, vol?}},
mix?: { [attack|hit|die|born]: { p?, vol? } } } }
}
},
@@ -452,3 +453,12 @@ The project's code is GPL-3.0-or-later (`LICENSE`); none of the items below is c
- **Novecento Wide:** © Jan Tonellato / Synthview. Free licence.
- Both are mirrored from TimWangZi/The-font-of-Arknights.
- Noto Sans SC and Noto Serif SC (SIL OFL) are loaded from Google Fonts, not self-hosted.
### Skill attack banks (0.2.3, PR #410)
`pickModeAttacks` / `pickModeHits` select a uniform d/h/s bank from the official audio table (attack/combat abilities
only). A skill's activation sound supplies its mode letter; without one, d/h/s = slots 1/2/3 is [ASSUMED]. Competing
banks prefer START over ON, then plain/numeric order; this is a deterministic approximation, not proof of every
operator's runtime ability graph. Mixed-letter banks are skipped. Preserve `mixOf` for each selected bank separately;
`attacks`/`hits` and `attackMix`/`hitMix` use matching skill keys. Regenerate the current manifest instead of importing
an older PR's full JSON, preserving JP voices and current operators. See DESIGN §28.17.