feedback2 WD: 沼泽 triggers every second, 2 layers for an enemy of 重量 ≥ 3, operators get the ASPD part only (the skill's value 3 is that weight, not a 3 s interval)
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@@ -2219,7 +2219,12 @@ function buildStages(ctx, modesById) {
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const byKey = (k) => devices.find((d) => d.key === k);
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if (rows.some((l) => l.includes('m'))) {
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const d = byKey('trap_098_mire');
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special.mire = { source: d ? d.key : null, intervalSec: d?.skill?.bb?.value ?? 3, aspdPerStack: d?.skill?.bb?.attack_speed ?? -0.05, moveMulPerStack: d?.skill?.bb?.move_speed ?? -0.05, maxStacks: d?.skill?.bb?.max_stack_cnt ?? 10, clearedOnLeave: true };
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// PRTS 沼泽控制: a unit in the mire triggers 【陷入沼泽】 "每秒…一次" (the device skill's charge time, spData
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// maxChargeTime 1) and an enemy "若其重量大于等于3,改为获得2层" — the skill's `value` (3) is that 重量, not an
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// interval; "上述减益于单位不再位于沼泽之中时解除" (clearedOnLeave)
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const mireSk = d?.skill ? ctx.skillTable[d.skill.skillId]?.levels?.[Math.max(0, (d.skill.level || 1) - 1)] : null;
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const charge = mireSk?.spData?.maxChargeTime;
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special.mire = { source: d ? d.key : null, intervalSec: typeof charge === 'number' && charge > 0 ? charge : 1, aspdPerStack: d?.skill?.bb?.attack_speed ?? -0.05, moveMulPerStack: d?.skill?.bb?.move_speed ?? -0.05, maxStacks: d?.skill?.bb?.max_stack_cnt ?? 10, heavyWeight: d?.skill?.bb?.value ?? 3, clearedOnLeave: true };
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}
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if (rows.some((l) => l.includes('d'))) {
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const d = byKey('trap_042_tidectrl');
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