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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sganggs committed 2026-10-10 00:45:41 +08:00
1 parent 77cd29f07a
commit 708caf7d06
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@@ -19,7 +19,7 @@ const GROUND = Object.freeze({ canHitFly: false, groundOnly: true });
const AIR = Object.freeze({ canHitFly: true });
const SPEED = 2, DISTANCE = 3, CATCH_HALF = 0.55, VORTEX_RADIUS = 1.5;
const SPLASH_RADIUS = 1.5; // [ASSUMED] PRTS has not published S2's normal attack splash radius.
const FIRST_BOMB = 0.5; // [ASSUMED] PRTS lists the landing delay as unknown.
const FIRST_BOMB = 0.5; // [ASSUMED] Neither PRTS nor the edited official demo settles the first landing offset.
const CAST = 'clemnt:cast', CARRY = 'clemnt:carry:';
const skillBb = (raw, id) => skillRec(raw, id)?.bb ?? {};
const tile = (u) => [Math.round(u.y), Math.round(u.x)];