feedback7 R22-OSIM: 伊内丝 S3 starts again on a 突袭 landing (keepSp no longer overwrites the charge a free skill gets at every deployment); golden: unchanged
Community report relayed by the owner: 伊内丝激活突袭瞬移以后3技能被吞. The 突袭 jump retreats the operator,
which ends her running S3 独影归途 (PASSIVE, spCost 0, "部署后…", cast by her kit's deploy hook), and
redeploys her with keepSp (activity_table bondeffect_raid "保留技力立即再部署"). The snapshot taken after
the retreat held 0 charges and was written over the charge reset() had just given the free skill, so
the landing's activate('deploy') failed and S3 never ran again. keepSp now applies to skills that cost
SP only; 伊内丝 S2 (27 SP) keeps a full charge and a partial bar as before. The other free skills set
activateOnDeploy and were already running at that point (not affected).
Tests: test/content/feedback7-ines-raid.test.js (2; the S3 one fails on the parent).
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@@ -850,7 +850,7 @@ instance) and skip `'counter'` / `'reflect'` damage. When the guard trips, the l
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| `onFieldBoard(r, c)` | whether a field tile lies on the board of a player of this field — `onOwnBoard` of any of `players` (the players whose units the battle holds; an eliminated or absent teammate is not one): both halves of the two-helper 联防 field and of a Final Assault / Hidden Core pair field, the own half only for a lone 联防 helper and on a solo boss field, never a boss field's hand / 临时整备区 rows; the 突袭 landing takes only such tiles (DESIGN §25.18, §26.1) |
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| `addDp(playerId, n)`, `retreat(unit, {reason, permanent, dying})`, `relocate(unit, r, c)` | `relocate` only changes the tile (state kept, no event) |
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| `moveRedeploy(unit, r, c, { clearSp })` | a 【移动】 (PRTS 术语释义: "不退场,以当前血量在目标位置部署", a special retreat + redeploy): `relocate`'s checks (false = refused, nothing changed), then a new deployment (`deploySeq` / `aggroSeq` / `deployedAt`) and `deploy {initial:false, move:true}` (deploy effects fire again); no `die` / `death`, timer or cost (不屈 / 阿戈尔's revive never see it); HP, buffs and a running skill are kept (owner's deviation, DESIGN §22.3); `clearSp` empties the SP before the deploy handlers run — 乌尔比安 S3's move (kits/ops/chess_char_5_05-ulpia.js) and 【返回】 (`clearSp`; also the 从不混淆的方向 fallback, content/tokens.js) |
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| `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); without `tile` it lands on the unit's rest tile (`restTile`: where a knocked-out operator lies, else home); `tile: [r, c]` lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies |
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| `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); without `tile` it lands on the unit's rest tile (`restTile`: where a knocked-out operator lies, else home); `tile: [r, c]` lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — but not for a skill that costs no SP, which the reset re-arms as at every deployment (伊内丝 S3 casts again on a 突袭 landing) — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies |
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| `refreshRange(unit)`, `setExtraRange(unit, keys)`, `rangeChanged(unit)` | rebuild the ranges after changing `unit.rangeGrid` (流形 copies); extra targetable tiles (absolute keys; merged into every later rebuild until set again; `null` clears; never in `baseRangeKeys`): 蕾缪安 wanted, 维娜 S3 |
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| `push(enemy, force, {from, dir, fixed, fixedAngle, inward, effect})`, `pull(enemy, force, {to, center, stop})`, `pullToFront(enemy, unit, force)`, `forceLevel(enemy, force)`, `pushDistance(enemy, force, {effect})` | the official 位移 (PRTS 游戏数据基础 §重量公式 / 推与拉; user playtest #6 item 14): 受力等级 = 力度 (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3 …) − current 重量等级 (massLevel, 失重 counts). Push distance per level (`constants.js PUSH_TILES`, PRTS 推与拉's 弹道 column): ≤ −3 → 0, −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles; `effect` = a 特效 push (`PUSH_TILES_EFFECT`: −2 → 0.085, −1 → 0.374, 0 → 1.562, 1 → 1.987, 2 → 2.773, ≥ 3 → 3.331 — 见行者 S1 / S2, `PUSH_EFFECT_SKILLS`; every other pusher uses the 弹道 column [ASSUMED]); radial (away from `from`; the client's buff template `knockback[relative]`: 莫斯提马 S3, 山 S3, 琳琅诗怀雅 S3 — also PRTS 备注 "推开效果为径向推动") unless `dir` (directional; template `knockback[dir]` = Knockback {`_useSourceDirection` true, `_decreaseForceLevelWhenNotInDirection` 2}: 推击手, 野鬃 S2 "往攻击方向" (charpack char_496_wildmn: buff `wildmn_s_2[force]`) — > 45° off or < 0.25 tile ⇒ radial and level −2; `fixed` waives both (圣聆初雪 S1 朝部署方向, `KnockBackWithCharacterDirection`), `fixedAngle` only the angle (见行者 S2)); `inward` = a push towards `from` (薄绿 S2), stopping at the 急停 radius. Pull: level ≥ 0 → to `to` / the 急停 radius around `center`, −1 → 35 % of the way, −2 → 0.03, ≤ −3 → 0; `pullToFront` aims at the 拉力起点 0.5 tile ahead of the unit with the 急停 radius 0.6708 around it (never moves an enemy the unit itself blocks — nor does a pull towards an ally's centre, e.g. the 流形 S3 pulse) A 静态刚体 (data `staticBody`: every air unit of the mode except “炎佑”, plus 昆图斯 — PRTS 特殊机制 "可以进入失衡状态…但物理层面上无法产生任何速度或移动", "与单位的行动方式无关") moves 0 from every source while the skills that reach it still hit it (薄绿 S2, 锏 S3, the 钩索师 …; player report after 0.1.0) |
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| `displace(enemy, {x, y}, tiles)` | the raw mover behind push / pull: along passable tiles (by `motion`: FLY in the rect, else ground-passable), no weight rule; nothing for 失衡免疫 (`noDisplace`: 近地悬浮 incl. 喷气人's 飞行模式, 浮空, the 胄 parts, 守墓石像's statue and flight), 静态刚体 (`def.staticBody`) and leaders (`_displaceable`); unblocks + re-paths |
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