feedback5: merge R19G — 蕾缪安's S3 waits with its bullets and locks when nothing is in her range instead of ending (skill text 「打完后结束」, PRTS 卫戍协议/帮助 「通常不会自动关闭技能」; community report); golden as R19G's commit (roster-018, boss-boss_3-pair, coop2-NORMAL-14-standins), the merged tree's golden equals the branch's
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@@ -1980,3 +1980,50 @@ here, each reproduced first; the rest were answered (not a bug, already fixed in
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the parent), `test/match/playtest6-matchflow.test.js` #235 (2; the 联防 one fails on the parent: losses = the LP
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settled, no result ticker, gone in the next phase), SP_E2E `test/ui/resultbox.e2e.test.js` (3, mock variants
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`unite[,through][,helper|,dead]`). Docs: PLAYING.md §1 / §5, design/network.md, design/client.md, design/match.md.
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#### 25.22.8 Community report 「蕾缪安3技能范围里没人好像会自动结束」 (relayed by the owner): 蕾缪安's S3 waits with its bullets while nothing is in her range — `kits/ops/chess_char_6_01-lemuen.js`, `render/fx/locks.js`
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- **Seen** (a script on the parent 0255afd: S3 cast with 5 bullets, the locked enemy killed by someone else after 2
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locks, another enemy alive outside her range): the skill ended at the next lock tick
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(1.00 s, `skillEnd` reason `ammo`), 3 bullets thrown away, 2 shells; an enemy that came into her range 3 s later found
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it over. A locked walker leaving her range ended it the same way (4 locks, 1 bullet thrown away). In golden the elite
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蕾缪安 of roster-018 ended three of her five casts early (2 / 6, 5 / 9 and 6 / 9 bullets left).
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- **Official**: the skill text 「每0.5秒消耗1发子弹依次锁定敌人……攻击装有5发弹药,打完后结束(可随时停止技能)」: an ammo
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skill ends when its bullets are spent or when the player stops it. PRTS 卫戍协议/帮助 §作战阶段 技能操作: 「可执行的技能
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操作包括开启/关闭技能,通常不会自动关闭技能」 — the only automatic close is 玛露希尔's 召唤使魔; 蕾缪安's S3 is on the
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basic strategy. The client (charpack char_4193_lemuen, battle/buff_template_data.json): the S3 mode's lock is an attack
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that needs a target (`_minTargetNum` 1, `_allowNoTarget` 0, cooldown `aim_interval`); the skill buff `lemuen_s_3`
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switches to the S3_End mode (the bombardment) on `ON_BUFF_FINISH` only, and nothing ends it for want of a target. PRTS
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S3 note: a mark follows its target and stays where the target left.
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- **Cause**: the kit's lock tick ended the skill when `pickLock` found nobody and anyone had been locked —
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`if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }` (chess_char_6_01-lemuen.js:169 on the parent), there
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since the initial import with no decision behind it.
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- **Now**: with nothing to lock the skill waits, bullets and locks kept — the marks follow their enemies (out of her range
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too) or stay where they left — with its lock ready: the next enemy that comes into her range (or is 通缉) is locked on
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the next tick, then every `aim_interval` s. The skill ends when the bullets are spent and the shells fall on every mark
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in lock order, as before. While it waits she gains no SP (a running ammo skill holds it, as before); knocked out or
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withdrawn, no bombardment (unchanged); a battle that ends meanwhile ends without shells (nothing left to hit). The S3
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`lock` fx carry `hold`: render/fx/locks.js keeps such a reticle while the shooter's view has the skill bit (UF.SKILL)
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and counts its LOCK_T (5 game s) from the skill's end — without it the reticles faded 5 s into a wait. S2's aim lock
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(no `hold`) keeps its timeout.
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- Unchanged and noted: the client lock's 0.1 s pre-delay is not modelled (the lock lands on its tick, as before).
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- Seen on the way, not changed (S2, not this report): 归乡邀约 spends a bullet on every normal attack (5 of its 6 gone in
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8 s of attacks on an enemy that is not 通缉), while PRTS's S2 note says only the aimed snipe at a 通缉 target spends one
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(「若目标为被通缉状态,则攻击改为消耗1发弹药的瞄准狙击,否则不消耗弹药」) — left to the owner: fixed, S2 would hold its
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buff until 通缉 enemies come, a large change.
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- Golden: 3 scenarios — traced on both trees with an instrumented copy (SkillRuntime start / end logged, the round's
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fields and the carried SP); in each the first divergence is an S3 the parent ended with bullets left and nothing in her
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range:
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- roster-018: the elite 蕾缪安's first S3 (7.63 s) ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at
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12.00 s (first differing snapshot window 0–10 s).
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- boss-boss_3-pair: her second S3 (27.8 s) ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the
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boss now falls at 199.53 s (before: `forced` at the 200 s cap with 145080 HP left).
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- coop2-NORMAL-14-standins: ai_0's 蕾缪安 (her own kit) — in round 11's battle her S3 ended at 17.2 s (6 of 8 left) and
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77.97 s (7 of 9); now all bullets are spent and the third cast does not come, so she enters the round's 联防 with
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25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies: h_0 loses 1 LP less (rounds
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11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1, dmgDealt +288).
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- bonds, standins and diy unchanged.
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- Tests: `test/sim/feedback5-lemuen-s3-wait.test.js` (3: the killed target and the walker who leaves fail on the parent —
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the skill ended —; the battle that ends while she waits passes on both), `test/render/fxproj.test.js` +1 (a held lock
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stays while the shooter's skill bit is on, then LOCK_T after; an unheld one times out — fails on the parent's
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renderer); `test/content/kits_t6.test.js`, `kits_alt_t6.test.js`, `test/sim/feedback3-ammo-bar.test.js` pass unchanged.
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