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
the parent), `test/match/playtest6-matchflow.test.js` #235 (2; the 联防 one fails on the parent: losses = the LP
settled, no result ticker, gone in the next phase), SP_E2E `test/ui/resultbox.e2e.test.js` (3, mock variants
`unite[,through][,helper|,dead]`). Docs: PLAYING.md §1 / §5, design/network.md, design/client.md, design/match.md.
#### 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`
- **Seen** (a script on the parent 0255afd: S3 cast with 5 bullets, the locked enemy killed by someone else after 2
locks, another enemy alive outside her range): the skill ended at the next lock tick
(1.00 s, `skillEnd` reason `ammo`), 3 bullets thrown away, 2 shells; an enemy that came into her range 3 s later found
it over. A locked walker leaving her range ended it the same way (4 locks, 1 bullet thrown away). In golden the elite
蕾缪安 of roster-018 ended three of her five casts early (2 / 6, 5 / 9 and 6 / 9 bullets left).
- **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
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
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
basic strategy. The client (charpack char_4193_lemuen, battle/buff_template_data.json): the S3 mode's lock is an attack
that needs a target (`_minTargetNum` 1, `_allowNoTarget` 0, cooldown `aim_interval`); the skill buff `lemuen_s_3`
switches to the S3_End mode (the bombardment) on `ON_BUFF_FINISH` only, and nothing ends it for want of a target. PRTS
S3 note: a mark follows its target and stays where the target left.
- **Cause**: the kit's lock tick ended the skill when `pickLock` found nobody and anyone had been locked —
`if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }` (chess_char_6_01-lemuen.js:169 on the parent), there
since the initial import with no decision behind it.
- **Now**: with nothing to lock the skill waits, bullets and locks kept — the marks follow their enemies (out of her range
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
the next tick, then every `aim_interval` s. The skill ends when the bullets are spent and the shells fall on every mark
in lock order, as before. While it waits she gains no SP (a running ammo skill holds it, as before); knocked out or
withdrawn, no bombardment (unchanged); a battle that ends meanwhile ends without shells (nothing left to hit). The S3
`lock` fx carry `hold`: render/fx/locks.js keeps such a reticle while the shooter's view has the skill bit (UF.SKILL)
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
(no `hold`) keeps its timeout.
- Unchanged and noted: the client lock's 0.1 s pre-delay is not modelled (the lock lands on its tick, as before).
- 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
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
(「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
buff until 通缉 enemies come, a large change.
- Golden: 3 scenarios — traced on both trees with an instrumented copy (SkillRuntime start / end logged, the round's
fields and the carried SP); in each the first divergence is an S3 the parent ended with bullets left and nothing in her
range:
- 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
12.00 s (first differing snapshot window 0–10 s).
- 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
boss now falls at 199.53 s (before: `forced` at the 200 s cap with 145080 HP left).
- 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
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
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
11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1, dmgDealt +288).
- bonds, standins and diy unchanged.
- Tests: `test/sim/feedback5-lemuen-s3-wait.test.js` (3: the killed target and the walker who leaves fail on the parent —
the skill ended —; the battle that ends while she waits passes on both), `test/render/fxproj.test.js` +1 (a held lock
stays while the shooter's skill bit is on, then LOCK_T after; an unheld one times out — fails on the parent's
renderer); `test/content/kits_t6.test.js`, `kits_alt_t6.test.js`, `test/sim/feedback3-ammo-bar.test.js` pass unchanged.