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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@@ -735,7 +735,7 @@ const BY_ITEM = {
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}
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});
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},
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// 黄沙罗盘: 初始技力 +init_sp each deploy; (萨尔贡) first skill end +sp; + 萨尔贡浓茶: each cast all 萨尔贡 +addition_sp
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// 黄沙罗盘 (PRTS: all its SP ignores 阻回): 初始技力 +init_sp each deploy; (萨尔贡) first skill end +sp; + 萨尔贡浓茶: each cast all 萨尔贡 +addition_sp
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chess_item_6_07_e(battle, u, rec, S) {
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const p = bp(rec, 'act1autochess_equip_acarm103_global_buff');
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if (!p) return;
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@@ -749,14 +749,14 @@ const BY_ITEM = {
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S.on('skillEnd', (c) => {
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if (c.unit !== u || firstDone || c.reason === 'death' || !memberOf(battle, u, 'sargonShip')) return;
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firstDone = true;
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if (u.skill && u.alive) u.skill.gainSp(num(p.sp), 'item');
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if (u.skill && u.alive) u.skill.gainSp(num(p.sp), 'item', false, { ignoreLock: true });
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});
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S.on('skillStart', (c) => {
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if (c.unit !== u || !partner || !memberOf(battle, u, 'sargonShip') || !carries(battle, u, partner)) return;
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const n = num(p.addition_sp);
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if (!(n > 0)) return;
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for (const a of battle.allyUnits) {
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if (a.kind === 'op' && a.ownerId === u.ownerId && onField(a) && a.skill && memberOf(battle, a, 'sargonShip')) a.skill.gainSp(n, 'item');
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if (a.kind === 'op' && a.ownerId === u.ownerId && onField(a) && a.skill && memberOf(battle, a, 'sargonShip')) a.skill.gainSp(n, 'item', false, { ignoreLock: true });
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}
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});
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},
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