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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@@ -1742,8 +1742,9 @@ function kitRoar(ab) {
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* ×boomb.move_speed, and it flies on. A stun / freeze / sleep before the release interrupts the cast (Boomb
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* `_immuneStunWhenAffecting` 0, like the other enemy channels here): nothing leaves the drone, it keeps its bomb and casts
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* again after the skill's cooldown (1 s, counted from the interrupt) once it is free and an operator is in range.
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* [ASSUMED] no drop when the drone is dead at the release; the ATK at the release; the hover through the cast (the
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* engine stands a ranged enemy for its attack clip, ai.js attackStand; the drop is the drone's only attack-like cast); the
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* [ASSUMED] no drop when the drone is dead at the release; the ATK at the release; the hover through the cast (its own
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* hold, `pauseUntil`: the drone has no normal attack — `noAttack` —, so ai.js attackStand, the stand of a ranged enemy
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* for its attack clip, never runs for it; the drop is its only attack-like cast); the
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* bomb-less look from the release (the bomb leaves the drone on that frame of the Attack clip; at the cast end — 1 tick
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* before the clip ends — the client would draw the bomb back for a frame); an interrupted cast does not use up the one
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* trigger (`_maxTriggerTime` 1 — the bomb is still on the drone); a stun after the release does not stop the cast end.
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