feedback1 WD: knock-out forms audit — leaders' 重生 clips, 守墓石像 modes
- reborn() tells the model its forms ('reborn' then 'form2' on the existing fx):
锏 and 扎罗 hold their revive clips and switch to their B_* set (both used to
stay on the A model and die on B_Die), “复仇者” plays Revive_Begin/Loop/End,
杰斯顿 its C1_Die then the C2_* killer form.
- 守墓石像 per its PRTS talent: melee only while blocked; the first defeat is an
instant 重生 into a 10 s unblockable, immobile, 失衡/浮空-immune statue (Sleep
clip), then a flyer with ranged arts attacks that skip flyers, without a
second HP refill.
- A form kind the skeleton has no clip set for (arts barrier, broken charge)
no longer resets a model's form.
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@@ -230,7 +230,9 @@ a crowd of dying 萨卡兹枯朽战士 totals 50 / s, not 50 × n.
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**Knock-outs that are not deaths** (`content/enemies.js`; player reports after 0.1.0): a `killed` ability that keeps the
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enemy alive hides the knock-out from every later `kill` handler, the kill count, kill credit and the bounty — they all
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wait for the real death, the only one with a `die` event. 重生 / form changes: `reborn()` (first knock-out → second
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form), `husk()` (talent Revive[Trigger], every knock-out: 1 s 重生 — 无敌, 无法阻挡, immobile — then a hit-count husk that
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form; fx forms 'reborn' → 'form2'), `statue()` (守墓石像: melee only while blocked; first knock-out → 10 s unblockable,
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immobile statue → a flyer with ranged arts attacks that skip flyers; forms 'stone' → 'fly'), `husk()` (talent
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Revive[Trigger], every knock-out: 1 s 重生 — 无敌, 无法阻挡, immobile — then a hit-count husk that
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walks its route on: the 深池逐火 余烬 / 火灰 are 隐匿 and disarmed, so only a blocked one can be targeted and beaten; 假想敌:
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再生's 傀儡 is unblockable; a husk still standing after `Revive[Trigger].interval` s stands up again with full HP),
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转译基底·α (its original form cancels every damage instance; the 4th physical / arts instance or a block starts a 2 s
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