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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@@ -774,15 +774,25 @@ export function setEchoForm(b, echo, form) {
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export function echoHit(b, echo) {
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const ab = echo.mem.ab;
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if (!ab || !echo.alive) return;
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const atk = echo.s.atk;
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b.fx('explode', { x: echo.x, y: echo.y, r: ECHO_PULSE_RADIUS, kind: 'echoPulse' });
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for (const u of areaAllies(b, echo, echo.x, echo.y, ECHO_PULSE_RADIUS)) {
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hurt(b, echo, u, atk * (T(ab, '3.atk_scale') ?? 0), 'arts');
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elem(b, echo, u, 'apoptosis', atk * (T(ab, '3.ep_damage_ratio') ?? 0));
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}
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const need = ab.form === 'gold' ? T(ab, '1.hit_times_to_switch') : T(ab, '2.hit_times_to_switch');
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ab.strikes = (ab.strikes ?? 0) + 1;
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if (need > 0 && ab.strikes >= need) setEchoForm(b, echo, ab.form === 'gold' ? 'dark' : 'gold');
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// [ASSUMED] Resolve recursively earned pulses FIFO after the current pulse. A counter can remove dozens of
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// hit-count HP here; synchronous damaged → counter → pulse nesting used to trip the engine's 32-hook guard.
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// Keep the pulse earned by the lethal hit, too. No timer, extra RNG or skipped damage (DESIGN §28.24).
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(ab.pulses ||= []).push(echo.s.atk);
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if (ab.pulsing) return;
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ab.pulsing = true;
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try {
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for (let i = 0; i < ab.pulses.length; i++) {
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const atk = ab.pulses[i];
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b.fx('explode', { x: echo.x, y: echo.y, r: ECHO_PULSE_RADIUS, kind: 'echoPulse' });
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for (const u of areaAllies(b, echo, echo.x, echo.y, ECHO_PULSE_RADIUS)) {
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hurt(b, echo, u, atk * (T(ab, '3.atk_scale') ?? 0), 'arts');
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elem(b, echo, u, 'apoptosis', atk * (T(ab, '3.ep_damage_ratio') ?? 0));
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}
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const need = ab.form === 'gold' ? T(ab, '1.hit_times_to_switch') : T(ab, '2.hit_times_to_switch');
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ab.strikes = (ab.strikes ?? 0) + 1;
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if (echo.alive && need > 0 && ab.strikes >= need) setEchoForm(b, echo, ab.form === 'gold' ? 'dark' : 'gold');
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}
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} finally { ab.pulses.length = 0; ab.pulsing = false; }
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}
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function kitEcho(ab, e) {
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@@ -232,7 +232,7 @@ function lemuen(bb, chess, def) {
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return keys;
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};
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// #428: extra attack range also opens her skill under the existing content-trigger contract.
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unit.skill?.addTriggerRange(() => [{ keys: wantedKeys(), profile: unit.profile }]);
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unit.skill?.addTriggerRange(() => [{ keys: wantedKeys(), profile: unit.profile }], { attackOnly: true });
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let sig = null;
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const refresh = () => { // update immediately when the last source leaves, before another attack can run
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const keys = live(unit) ? wantedKeys() : [];
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@@ -380,12 +380,21 @@ export default {
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} },
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],
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install(battle, unit) {
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// PRTS 卫戍协议/帮助: special targeting also supplies the DEFAULT attack opportunity (#440).
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// Query live owned blockers for both paths; S2's links still use its own effect range, S3 keeps SKILL_RANGE.
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const blockedKeys = () => {
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if (!up(unit)) return [];
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const keys = [];
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for (const s of skelsUp(unit)) for (const e of s.blocking) if (e.alive && e.blockedBy === s) keys.push(tileKey(Math.round(e.y), Math.round(e.x)));
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return [...new Set(keys)].sort((a, b) => a - b);
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};
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if (unit.skill?.id === S1 || unit.skill?.id === S2) {
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unit.skill.addTriggerRange(() => [{ keys: blockedKeys(), profile: unit.profile }], { attackOnly: true });
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}
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// trait: the enemies her summons block are her targets too
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battle.on('tick', () => {
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if (!up(unit)) return;
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const keys = [];
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for (const s of skelsUp(unit)) for (const e of s.blocking) if (e.alive && e.blockedBy === s) keys.push(tileKey(Math.round(e.y), Math.round(e.x)));
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const uniq = [...new Set(keys)].sort((a, b) => a - b);
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const uniq = blockedKeys();
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const cur = unit.extraRangeKeys ?? [];
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if (uniq.length === cur.length && uniq.every((k, i) => k === cur[i])) return;
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battle.setExtraRange(unit, uniq.length ? uniq : null);
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