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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@@ -20,6 +20,10 @@
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// * [ASSUMED] 余 SERVER_MOST_BOND: ties between most-member bonds are shuffled; the chess is a copy-weighted pool roll
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// of any tier (the text gives no tier cap); a bond without an available chess falls through to the next tied one.
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// * [ASSUMED] 松果: the "免费特殊招募" is a free pick-one offer of `rewardOffer.count` (3) chess of the pool's tier.
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// * 拉普兰德 SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT "若为本回合首次主动刷新": per copy — the first manual refresh this
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// operator witnesses in the round (players' report after 0.1.0); an elite merged this round keeps its copies'
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// count [ASSUMED]. "本回合每刷新过1次" (SERVER_ADD_REFRESH_CNT_MULTIPLIER_BOND_LAYER, 阿罗玛 / 安洁莉娜 / 售出时)
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// fires on another event and reads the player's refreshes of the round (roundStats), like 本回合每获得过 / 每花费.
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import { metaBonds, frontPiece, behindPiece, distinctTiers } from '../support/meta.js';
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@@ -188,11 +192,18 @@ H.SERVER_ADD_REFRESH_CNT_MULTIPLIER_BOND_LAYER = {
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},
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};
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// 拉普兰德 "<刷新时>若为本回合首次主动刷新…,此干员在整备区时也有效": the refresh count is the operator's own — the manual
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// refreshes this copy witnessed this round (board or hand), so a 拉普兰德 bought after the round's first refresh still
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// fires on the next one (players' report after 0.1.0: "获得该干员后该回合的首次刷新" also stacks — the official behaviour;
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// read as each trait instance counting its own SERVER_REFRESH_SHOP triggers against bb.refresh_cnt). A re-triggered trait
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// (ev.trigger) is no manual refresh: it neither fires nor counts. The copies of an elite merged this round pass on their
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// count [ASSUMED] (PlayerState.pieceRoundCount); a new copy (bought — after a sale too —, granted) starts at 0.
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H.SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT = {
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onRefresh(ctx, ev) {
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if (ev && ev.trigger) return;
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const { bb, bbStr, garrison } = ctx.source;
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if ((ctx.roundStats().refreshes | 0) !== num(bb.refresh_cnt, 1)) return;
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const { bb, bbStr, garrison, piece } = ctx.source;
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if (!piece || !Number.isInteger(piece.uid) || piece.uid <= 0) return;
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if (ctx.incPieceCounter(piece.uid, 'refreshes') !== num(bb.refresh_cnt, 1)) return;
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addAll(ctx, ids(bbStr.bond), num(bb.layer), requireActiveOf(garrison));
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},
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};
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