feedback7 R22-OSIM: a skill that 白铁's 铁钳号 opens now acts on it — 蕾缪安 S3 / 艾丽妮 S3 / 陈 S2 / 引星棘刺 S2 spend on it, skills that pick enemies only stay closed; golden: unchanged

Grok's review of the 铁钳号 change (HIGH): the device opened every non-heal skill, but kits that pick their victims
with enemiesInKeys only were spent on nothing — 蕾缪安 S3 went active with 0 locks, 艾丽妮 S3 and 陈 S2 struck nothing,
引星棘刺 S2 threw at the empty far tile. Audit: every skill of every chess (loadouts) and of the 自选 pool, placed with
only the device in range; of the 351 skills the device opened, 67 never touched it.

- skills.js `allyTargetsOk`: the device counts for a skill's start only if the skill acts on it — SkillSpec
  `allyTargets` (true / false) from the kit, else [ASSUMED] a skill acting through the unit's own attacks (timed and
  still attacking, or a cast that is the next attack) on a unit that attacks. An onStart-only cast or a no-attack timed
  skill picks enemies itself and waits for one (德克萨斯 S2 剑雨, 锡人 S1/S2, 铃兰 S3 … about 50 skills).
- Spend on the device (allyTargets: true; its kit cancels the hits, its 受击回复 counts): 蕾缪安 S3 locks it and spends
  her bullets (ammoUsed, so the per-bullet layers come) and shells it; 艾丽妮 S3 strikes it; 陈 S2 draws on it after
  every enemy; 引星棘刺 S2 throws onto it and its pulses hit it. queries.js allyTargetsInRadius for their areas.
- Explicitly closed ([ASSUMED], allyTargets: false): 普罗旺斯 S2 (never shoots above 80 % HP), 卡涅利安 S1 (charged: no
  attack), 山 S2 (blocked enemies), 余 S2 / S3, 迷迭香 S3 (blocked only), 荒芜拉普兰德 S1 / S2 (drone locks), 淬羽赫默 S1–S3
  and 遥 S1–S3 (heal attacks), 机械师 S3, 珊比 S2 / S3, 陈 S3 / 艾丽妮 S2 (their guards already refused).
- 雪猎's empty-magazine cast back to enemies only (its S2 does not act on the device).
Re-audit: 281 skills open on the device alone and all act on it (蕾缪安 S3 through her locks); none of those that
acted on it before stopped. Docs: SIM.md, design/engine.md, PLAYING.md.

Tests: test/content/feedback7-allytarget-kits.test.js (5; all fail on the parent).
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sganggs committed 2026-10-08 20:53:24 +08:00
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@@ -100,6 +100,9 @@ export default {
},
[S2]: {
kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
// [ASSUMED] its strike and its guard (guardActivation) take ground enemies only: 白铁's 铁钳号 alone does not open
// it (skills.js allyTargetsOk)
allyTargets: false,
onStart({ battle, unit }) {
const list = battle.enemiesInKeys(keysOf(unit, grid2), unit, GROUND);
sortEnemyTargets(battle, unit, list, null);
@@ -116,9 +119,12 @@ export default {
kind: 'duration',
duration: S3_DURATION,
attack: { noAttack: true },
// 白铁's 铁钳号·原型机 (a registered ally target) is struck like an enemy — the owner's rule of 2026-10-08; its kit
// cancels the hits [ASSUMED: its strikes take it like a ground enemy of the skill range] (skills.js allyTargetsOk)
allyTargets: true,
onStart({ battle, unit }) {
unit.mem.ireneS3 = { t: 0, n: 0 };
const v = battle.enemiesInKeys(keysOf(unit, grid3), unit, GROUND);
const v = [...battle.enemiesInKeys(keysOf(unit, grid3), unit, GROUND), ...battle.allyTargetsInKeys(keysOf(unit, grid3), unit)];
battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1.5, id: unit.id, skill: 'irene:judgment' });
for (const e of v) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(b3.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] });
@@ -132,11 +138,12 @@ export default {
const iv = Math.max(0.05, num(b3.multi_hit_interval, 0.3)), times = Math.max(0, Math.floor(num(b3.multi_times, 10)));
while (m.n < times && m.t + 1e-9 >= (m.n + 1) * iv) {
m.n++;
const cands = battle.enemiesInKeys(keysOf(unit, grid3), unit, AIR);
const foes = battle.enemiesInKeys(keysOf(unit, grid3), unit, AIR);
const cands = foes.length ? foes : battle.allyTargetsInKeys(keysOf(unit, grid3), unit); // (the 铁钳号 when no enemy)
if (!cands.length) continue;
const c = battle.rng.pick(cands);
battle.fx('aoe', { x: c.x, y: c.y, radius: S3_SPLASH, id: unit.id, skill: 'irene:judgment' });
for (const e of battle.foesInRadius(c.x, c.y, S3_SPLASH, true)) {
for (const e of [...battle.foesInRadius(c.x, c.y, S3_SPLASH, true), ...battle.allyTargetsInRadius(c.x, c.y, S3_SPLASH, unit)]) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(b3.multi_atk_scale, 1), type: 'phys', isSkill: true, isSplash: e !== c, tags: ['skill'] });
}
if (!unit.alive || !unit.skill?.active) return;