feedback2 WK: an unblocked ranged enemy stands for each attack's clip (its wind-up and the rest of the clip), then walks on; build-data copies each enemy's attack clip into enemies.json attackAnim (GitHub #58)
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@@ -273,7 +273,10 @@ not [ASSUMED, §21.22]. Until 0.1.2 they took every ally in the area (GitHub iss
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every ally there: the "无视无法选择 / 无视可选性" abilities above (and 远眺's death 暴露, 圆仔's facing count), 寒霜's aura
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(PRTS names its 攻速下降 Debuff among the effects that "无视隐匿状态起作用") and map / tile / terrain effects (“墓碑”'s
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halving — PRTS: a map effect —, 【国度】, a chimera's 源石污染区 aura [ASSUMED for the last two])
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and pause `ATTACK_PAUSE` (0.35 s) after each unblocked attack; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies
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and, unblocked, stand for each attack's clip — `attackStand`: data/enemies.json `attackAnim`, through its wind-up
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(cooldown ≤ the strike frame, a target in range) and the rest of the clip after the strike, shortened when the attacks
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come quicker than the clip; `ATTACK_PAUSE` (0.35 s) after the strike when no clip is known; an `attackMoves`
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(「不停止移动」) enemy never stops; a stun ends the stand; GitHub #58 — then walk on; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies
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never attack — unless content arms them through `enemy.profile` (`noAttack: false`, `melee`, `dmgType`, `maxTargets`:
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转译基底·α's 寻仇者 / 特战术师 forms, which then attack like any enemy); `dmgType 'heal'` enemies heal the lowest-HP% enemy in their radius instead. A `noMove` enemy stands (not `moving`, drawn idle). Content can take over an
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enemy's attack: `enemy.profile.deferHit` = the engine makes the attack (target, timing, the `'atk'` event) but deals no
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