feedback1 WA: Lappland counts her own first refresh; Mutation Cell is not consumed
Player reports after 0.1.0, #1 and #4. #1 拉普兰德 (garrison_123, SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT) checked the player's refresh count of the round, so a copy bought after the round's first manual refresh never stacked that round. Players report the official behaviour: the first refresh after acquiring her also stacks. Each copy now counts the manual refreshes it witnessed this round (board or hand) through a per-piece round counter (PlayerState.pieceRoundCount, ctx.incPieceCounter); an elite merged this round keeps the highest count of its copies [ASSUMED]. The "本回合每刷新过1次" multiplier traits keep the player's count. #4 突变细胞 destroyed itself after one transformation. Official text never says 销毁 (every consumable's does), PRTS notes "原干员销毁,获得一名高一阶的随机 初始干员", and players re-inject the cell every round. The built-in now replaces the carrier with a random normal operator one tier higher (max 6) and returns the carrier's equipment, the cell included, to the hand (transformChess returnItems); the content override is gone. The item card shows the rule (items.json note, build-data ITEM_RULES); bots inject their least valuable single normal operator below tier 6 (bot.js cellTarget).
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@@ -251,6 +251,7 @@ Param names below are the keys of `items[].normal.params` / `items[].golden.para
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- **商业包装方案** (`chess_item_5_07_e_a`, TV, 3) - Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level.
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params: `count=8.0/7.0`; buff keys: `sell_char_count_gain_equip_owner_bond`
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- **突变细胞** (`chess_item_5_08_e_a`, TV, 2) - After the battle ends: replace the carrier with a random operator one tier higher (max tier 6); item consumed [ASSUMED]. Keeps elite status? [ASSUMED: result is NORMAL quality; other equipped item returns to hand]. Never merges.
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**Addendum (player feedback after 0.1.0):** the cell is **not consumed**. PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注: "生效时,原干员销毁,获得一名高一阶的随机初始干员(最高六阶)" (normal result confirmed); the official text never says 销毁 (every consumable's does); players re-inject it every round (bilibili cv47000418 "之后就是一直打针,扎到核心卡或者叠层手干员就换人扎", BV1pEQ3BhEEi "如果四回合出了伊内丝,就考虑先不扎针") — the destroyed operator's equipment, the cell included, returns to the hand.
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params: `-`; buff keys: `char_chess_transformation_equip`
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- **人事部文档** (`chess_item_6_08_e_a`, TVI, 4) - On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED].
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params: `count=9.0`; buff keys: `equip_destory_deployment_cnt_change`
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@@ -441,7 +442,7 @@ Pools referenced but NOT defined in client data (server-side) - proposed content
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3. Whether equipped copies count toward the 2-copy merge (assumed yes).
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4. Exact contents of server pools (`pool_equip_*`) and of `hunter_band_1` bounty choices.
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5. 道具补给 / 机密商店 offer size and tier (3-pick-1 assumed); round schedule taken from a community post.
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6. M3茧甲 revive HP (full assumed); 突变细胞 result quality (normal assumed) and whether the other equipped item returns to hand.
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6. M3茧甲 revive HP (full assumed); 突变细胞 result quality and equipment — resolved after 0.1.0: a normal operator (PRTS 备注 "随机初始干员"), the equipment and the cell return to the hand (addendum above).
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7. 天马之枪 "30% true damage": `atk_scale=0.3` suggests 30% of ATK per damage instance; alternative reading 30% of damage dealt. We use 30% ATK.
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8. 蒸汽之心 doubling for 战栗锤: prob or duration? (we double prob 10%->20%).
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