feedback3 WI: 乌尔比安 S3 【移动】 and 【返回】 are free redeploys, and the return clears his SP

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sganggs committed 2026-10-04 20:33:29 +08:00
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@@ -374,11 +374,11 @@ function enterTerrain(battle, st, u, code) {
* so without it the loss continues. One effect per unit (PRTS 作战机制: "同名buff的默认叠加策略buff只能表现出一个"): a
* unit that already carries it gets its full `duration` back and keeps its per-second rhythm — no second effect, no
* extra tick [ASSUMED: the time counts from the last contact — so an operator deployed on it, always in contact, drains
* past `duration`]. An operator moved off the tile (Battle.relocate: 乌尔比安 S3, 夕's 小自在 …) keeps it for its time;
* leaving the field drops it with every buff; a 重生 clears it (enemies.js rebirthCleanse: PRTS 特殊机制 §重生 "清空自身
* 身上除白名单外所有Buff") and contact gives it again while the unit is on the tile [ASSUMED]. The tick (infectionDamage)
* is true damage no unit deals (无来源), tagged 'terrain' = 环境伤害 (PRTS 自然环境 lists 活性源石), not 'dot' [ASSUMED:
* PRTS 伤害分类's list of BUFF damage does not name it].
* past `duration`]. An operator moved off the tile (Battle.relocate: 夕's 小自在 …; Battle.moveRedeploy: 乌尔比安 S3)
* keeps it for its time; leaving the field drops it with every buff; a 重生 clears it (enemies.js rebirthCleanse: PRTS
* 特殊机制 §重生 "清空自身身上除白名单外所有Buff") and contact gives it again while the unit is on the tile [ASSUMED]. The
* tick (infectionDamage) is true damage no unit deals (无来源), tagged 'terrain' = 环境伤害 (PRTS 自然环境 lists 活性源石),
* not 'dot' [ASSUMED: PRTS 伤害分类's list of BUFF damage does not name it].
*/
function touchInfection(battle, st, u) {
const I = st.infection;
@@ -490,11 +490,13 @@ function ensureTick(battle, st) {
for (const u of st.turrets.values()) tickTurret(battle, u, dt);
});
// a unit that (re)deploys / spawns starts fresh (death drops its buffs) and gets its tile's terrain at once: smog
// must already hide an operator from the first enemy shot of the battle
// must already hide an operator from the first enemy shot of the battle. A 【移动】 (ctx.move: 乌尔比安 S3,
// Battle.moveRedeploy) keeps its buffs, so it changes tiles like a walk instead: starting from nothing would strand
// the old tile's smog / airflow buff on it
battle.on('deploy', (ctx) => {
const u = ctx.unit;
if (!u || !u.mem || u.kind === 'device') return;
u.mem.terrain = 0; u.mem.airAtk = 0; u.mem.airMul = 1; u.mem.airPx = null;
if (!ctx.move) { u.mem.terrain = 0; u.mem.airAtk = 0; u.mem.airMul = 1; u.mem.airPx = null; }
refreshUnit(battle, st, u);
}, { priority: 90 });
}