feedback2 WI: 归溟幽灵鲨's 替身 makes no normal attack and casts no skill, her S2 end switches her to it directly; dollkeepers switch with a 1 s animation, hold 阻回 and keep their own max HP (issue #44)
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@@ -2,9 +2,9 @@
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//
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// b.snap = { fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total }
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// UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?,
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// form?, skillIndex?, moduleId?, items? } (form = an enemy's current model form, content/enemies.js setForm — 掠海漂移体
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// 'crawl', 暴鸰 'bombed', 转译基底·α's forms …: a view built after the change, a field opened mid-battle, draws it —
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// render/units.js FORMS)
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// form?, skillIndex?, moduleId?, items? } (form = the unit's current model form — an enemy's, content/enemies.js setForm:
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// 掠海漂移体 'crawl', 暴鸰 'bombed', 转译基底·α's forms …; a 傀儡师 fighting as its 替身 'doll', professions.js — a view built
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// after the change, a field opened mid-battle, draws it: render/units.js FORMS)
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// dir = 'UP'|'RIGHT'|'DOWN'|'LEFT' (allies: the deploy direction, sim/dir.js); facing = its horizontal sign (±1).
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// items = an ally operator's equipped item ids (absent without any).
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// flags bits & anim codes come from shared/constants.js (UF / ANIM); an enemy's stealth bit = its 隐匿 is on (not while it
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@@ -37,8 +37,8 @@ export function unitInfo(u) {
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maxHp: Math.max(1, Math.round(u.s.maxHp)),
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motion: u.motion === 'FLY' ? 'FLY' : undefined,
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boss: u.isBoss ? true : undefined,
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// an enemy's current model form (content/enemies.js setForm, render/units.js FORMS): a view built mid-battle
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// (fieldMeta — a watched teammate's field, 联防 observers, a reconnect) starts on that clip set
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// the unit's current model form (an enemy's content/enemies.js setForm, a 傀儡师's 替身 — render/units.js FORMS): a
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// view built mid-battle (fieldMeta — a watched teammate's field, 联防 observers, a reconnect) starts on that clip set
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form: typeof u.form === 'string' ? u.form : undefined,
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uid: u.uid ?? undefined,
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// DESIGN §16: the equipped skill's index (the renderer / audio pick that skill's Spine clip and sound)
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