feedback2 WK: a ranged enemy's attack stand holds only its walking — route WAIT legs keep running and DISAPPEAR / APPEAR legs still happen, hiding ends the stand; the [ASSUMED] form-clip note names 扎罗 and 特战术师; 暴鸰's hover comment (review of GitHub #58)
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@@ -279,7 +279,8 @@ halving — PRTS: a map effect —, 【国度】, a chimera's 源石污染区 au
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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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(「不停止移动」) enemy never stops; a stun ends the stand; only the walking waits — a route WAIT keeps running and
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DISAPPEAR / APPEAR legs still happen, hiding 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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