feedback2 WI: a dollkeeper knocked out as its 替身 lies as the 替身 facing UP and on a model rebuilt while down (the view keeps the form it died in); Back clip lists and form comments corrected, the unused knockout fx removed (review of #44)
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@@ -239,8 +239,11 @@ stealth bit only while its 隐匿 is on:
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- the 傀儡师 operators' <替身> (form `doll` of the sim's 'substitute' / 'swap' / 'dollEnd' fx, DESIGN §22.11; the `*_B`
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clips draw the 替身's own slots and hide the 本体's): 归溟幽灵鲨 `Start_B` (it fades in), `Idle_B`, `Die_B` over its last
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second (it breaks apart and fades), `Die_B_2` when it is knocked out (it collapses), and the 本体 back on `Start_2` (a
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form's `leave` clip); 风丸 `Start_B`, `Idle_B` / `Attack_B` / `Die_B`, the 本体 back on `Start`. Their Back skeletons
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(facing up) only have `Idle_B` (归溟幽灵鲨 also `Start_2`): the missing switch clips are skipped.
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form's `leave` clip); 风丸 `Start_B`, `Idle_B` / `Attack_B` / `Die_B`, the 本体 back on `Start`. Facing up, 归溟幽灵鲨's
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Back skeleton has only `Idle_B` and `Start_2`, 风丸's `Start_B`, `Idle_B` and `Attack_B`: the missing clips are skipped.
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Neither Back skeleton has the 替身's death clip, so a 替身 knocked out lies on the Front model (like every knocked-out
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operator facing up, DESIGN §22.1) with its `Die_B_2` / `Die_B`: the view keeps the form it died in for that model and
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for one rebuilt while it lies down, although the sim resets the form right after the knock-out.
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Not mapped (clip names ambiguous): “自在”, “巨大的丑东西”, 主角阵营角色 and “余音” (`*_A` / `*_B`: which of its two forms is A
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is not known) keep their manifest clips.
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