fix: 补回驭械术师普通攻击的本体伤害
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@@ -21,6 +21,8 @@
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// noAttack bool (never attacks) noAttackUnlessSkill bool (attacks only while its skill is active)
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// noHeal bool (cannot be healed by others) blockFly bool onHitStatus {key, duration, value}
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// dmgMul(battle, unit, target) → number afterHit(battle, unit, target, {dealt,x,y})
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// funnelMul(battle, unit, target) → number (drone ramp, separate from the caster's attack multiplier)
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// funnelBodyHits n (an unreleased skill attack's body hit count; default normal attack: one, drones: `hits`)
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// canAttack(battle, unit) → bool afterAttack(battle, unit, targets)
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// skipEnemy(enemy) → bool (an enemy the unit never selects — targeting.js canTargetEnemy; 嵯峨 "不攻击重伤单位")
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// healThrough(healer, ally) → bool (a healer that selects and heals that ally through its 禁疗 — Battle
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@@ -508,7 +510,7 @@ export const SUB = Object.freeze({
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blastcaster: P({ rangeAoe: true }),
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chain: P({ chain: { count: 3, falloff: 0.15, radius: CHAIN_RADIUS, sluggish: 0.5 } }),
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funnel: P({ projectile: 'drone', install: installFunnel,
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dmgMul: (battle, unit, target) => {
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funnelMul: (battle, unit, target) => {
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const f = unit.profile.funnel || { init: 0.2, delta: 0.15, max: 1.1 };
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if (unit.trait.funnelTarget === target.id) unit.trait.funnelScale = Math.min(f.max, (unit.trait.funnelScale ?? f.init) + f.delta);
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else { unit.trait.funnelTarget = target.id; unit.trait.funnelScale = f.init; }
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