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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@@ -82,7 +82,7 @@ function skadi2(bb, chess, def) {
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if (unit.skill) unit.skill.addTriggerRange(() => seaborns(battle, unit));
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let n = 0;
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battle.every(0.5, () => {
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if (!unit.canAct) return;
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if (!live(unit)) return; // the continuous trait (including its skill conversion) survives stun
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for (let i = unit.buffs.length - 1; i >= 0; i--) if (isInspire(unit.buffs[i])) battle.removeBuff(unit, unit.buffs[i]);
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n++;
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const toks = seaborns(battle, unit);
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@@ -19,7 +19,7 @@ const GROUND = Object.freeze({ canHitFly: false, groundOnly: true });
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const AIR = Object.freeze({ canHitFly: true });
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const SPEED = 2, DISTANCE = 3, CATCH_HALF = 0.55, VORTEX_RADIUS = 1.5;
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const SPLASH_RADIUS = 1.5; // [ASSUMED] PRTS has not published S2's normal attack splash radius.
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const FIRST_BOMB = 0.5; // [ASSUMED] PRTS lists the landing delay as unknown.
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const FIRST_BOMB = 0.5; // [ASSUMED] Neither PRTS nor the edited official demo settles the first landing offset.
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const CAST = 'clemnt:cast', CARRY = 'clemnt:carry:';
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const skillBb = (raw, id) => skillRec(raw, id)?.bb ?? {};
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const tile = (u) => [Math.round(u.y), Math.round(u.x)];
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