feedback1 WD: form changes survive the client's catch-up frames, hidden tab and pre-entry buffer
Every setForm fx now carries 'form' (shared/protocol.js fxForm). The runner keeps these fx in catch-up frames (keepsState), holds the state-bearing events of the battle on screen while the tab is hidden and delivers them with the first frame back (re-entering from the field meta past HELD_MAX); screens/game.js buffers them before a field is entered. A husk beaten while its stand-up clip plays dies on the husk's clip. 幽灵 form cited from PRTS; 特战术师 flyer question recorded.
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@@ -203,11 +203,12 @@ A skill clip may also come from directional-only animations when a model has no
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The resolver's full precedence list is in the header of `tools/assets/anim-roles.mjs`.
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The manifest roles describe an enemy's first form. Enemies whose skeleton holds another form's clip set get it from
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`public/js/render/units.js FORMS` (keyed by Spine id, switched by the sim's 'phase' fx kind or the `form` of its
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'ember' / 'revive' / 'telegraph' / 'stone' fx — or, for a view built mid-battle, UnitInfo `form`, which
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`render/app.js renderInfo` passes to the view; a `change` clip plays once first, an `end` clip is timed from the fx's
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`dur` to finish as that state ends). A blocked or revealed 隐匿 enemy is drawn solid: the sim sends the stealth bit only
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while its 隐匿 is on:
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`public/js/render/units.js FORMS` (keyed by Spine id, switched by the `form` of the sim's 'phase' / 'ember' / 'revive'
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/ 'telegraph' / 'stone' fx — `shared/protocol.js fxForm`; the client runner keeps these fx through catch-up frames and
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hidden tabs — or, for a view built mid-battle, UnitInfo `form`, which `render/app.js renderInfo` passes to the view; a
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`change` clip plays once first, an `end` clip is timed from the fx's `dur` to finish as that state ends, keeping the
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current form's death clip until the next form's fx). A blocked or revealed 隐匿 enemy is drawn solid: the sim sends the
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stealth bit only while its 隐匿 is on:
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- 掠海漂移体's crawl (`Change`, then `*_02`);
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- 转译基底·α's three forms (`A_Die_B` / `_C` / `_D`, 2 s each, then `B_*` 寻仇者, `C_*` 幽灵, `D_*` 特战术师);
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- the 深池逐火 embers (`Die`, then `Idle_2` / `Move_2` / `Die_2`; `Revive` ends as it stands up) and 假想敌:再生's puppet
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+8
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@@ -245,9 +245,12 @@ still standing after `Revive[Trigger].interval` s stands up again with full HP),
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instance or a block starts a 2 s change). Each form change goes through `setForm(b, e, form, fxKind, params)`: the
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unit keeps it (`e.form`, published as UnitInfo `form`, so a view built mid-battle from `fieldMeta()` — a watched
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teammate's field, 联防 observers, a reconnect — starts in it: `render/app.js renderInfo` hands it to the view) and the
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fx announces it: the `kind` of a form 'phase' fx
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(crawl, translator_*), else the `form` of the 'ember' ('husk'), 'revive' ('revived' / 'form2' / 'fly'), 'telegraph'
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('reborn') or 'stone' ('stone') fx — render/units.js FORMS. Barrier / charge 'phase' kinds are no forms.
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fx announces it as its `form`: a 'phase' fx (crawl, translator_* — also its `kind`), 'ember' ('husk'), 'revive'
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('revived' / 'form2' / 'fly'), 'telegraph' ('reborn') or 'stone' ('stone') — render/units.js FORMS. Barrier / charge
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'phase' kinds carry no `form` and are no forms. A form is state, not decoration (b.snap tuples carry none): the client
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keeps every fx with a `form` (`shared/protocol.js fxForm`) where it drops other events — the runner's catch-up frames
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and its hidden-tab backlog (`battle/runner.js keepsState`), the game screen's events buffered before a field is entered
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(`screens/game.js`); dropping them was report #5's look again after a stall or a background tab.
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**Ownership** (`enemy.ownerId`, used for `killed/total` and leak attribution): `ownerPlayerId` if given, else the
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player whose half contains the spawn tile (cols ≥ 11 = right half / player with colOffset 8 or side R). A leak is
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@@ -978,7 +981,8 @@ Unknown subprofessions fall back to the profession default (test `professions.te
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renderer flies it back to the thrower at `BOOMERANG_RETURN_SPEED`; an enemy's `profile.shot` may name another kind,
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e.g. `mortar` for 帝国炮火先兆者, which the renderer does not draw — its fx `bombardShell` is the shell), `['dmg', tgt, amount, type]` (`phys|arts|true|burn|neural|necrosis|apoptosis`),
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`['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`,
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`['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing),
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`['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing;
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`extra.form` = the enemy's model form from then on, `content/enemies.js setForm` / `shared/protocol.js fxForm`),
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`['layer', playerId, bondId, n]` (n = the layers actually added, capped at 999), `['bounty', playerId, coins]`.
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- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex? }` (`skillIndex`: an ally's equipped skill, DESIGN §16; `form`: an enemy's current model form — `content/enemies.js setForm` — so a view built mid-battle from `fieldMeta()` starts on that clip set)
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(`dir` = the unit direction, allies meaningful, enemies 'RIGHT'; `facing` = its horizontal sign for sprite flipping)
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