fix: correct community-reported combat and strategy draft behavior
Guard lethal stuns against a replacement deployment; keep bard auras running through stun; require an active Aegir bond for Clementia's strategy; allow Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation against current gun/spring companions. Set multiplayer strategy picks to 50s and describe renderer fallback without diagnosing unsupported hardware. Golden moves (full 285-scenario regeneration): - roster-008: inactive Aegir no longer gains 18 strategy layers. - boss-boss_4-solo: bard regeneration continues through stun. - hidden-boss_9-pair: mitigation covers first hits/current companions. - standin-07: hammer stun cannot follow an immediate revival deployment. No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
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@@ -84,7 +84,7 @@ const BY_KEY = {
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}, { priority: PRIO_BAND_REVIVE });
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},
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// 克莱门莎 崇高牺牲
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// 克莱门莎 崇高牺牲: PRTS requires the 阿戈尔 bond to be active.
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act1autochess_band13_buff(battle, ps, p, bandId) {
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const bond = typeof p.bond_id === 'string' && p.bond_id ? p.bond_id : null;
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if (!bond) return;
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@@ -93,7 +93,7 @@ const BY_KEY = {
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const u = c.unit;
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if (c.reason !== 'killed' || !isOp(u) || u.ownerId !== ps.playerId || !unitBonds(u).includes(bond)) return;
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const n = byLevel ? tierOf(u) : Math.max(1, Math.floor(num(p.value, 1)));
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if (gainLayers(battle, { playerId: ps.playerId, bonds: bond, n, requireActive: false, source: u, reason: 'band' }) > 0) {
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if (gainLayers(battle, { playerId: ps.playerId, bonds: bond, n, requireActive: true, source: u, reason: 'band' }) > 0) {
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fxOn(battle, 'layer', u, keyOf(bandId), bandId, { bond, n });
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}
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});
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