fix: 补回驭械术师普通攻击的本体伤害
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@@ -1070,7 +1070,7 @@ test('6_17 耀骑士临光 S2 逐夜烁光: on deploy ATK + and 3 护盾 layers
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// =================================================================================================================
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// 6_18 荒芜拉普兰德
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test('6_18 荒芜拉普兰德 S1 慵怠者悲鸣: passive 浮游单元+1 (2 hits per attack); toggled on: ATK + and the drones lock still enemies anywhere', () => {
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test('6_18 荒芜拉普兰德 S1 慵怠者悲鸣: passive 浮游单元+1 (one body plus two additions); toggled on: ATK + and the drones lock still enemies anywhere', () => {
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for (const id of both('chess_char_6_18')) {
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const sid = 'skchr_whitw2_1', bb = bbOf(id, sid);
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const idle = run({ defs: { enemies: { e: dummy('e') } }, units: [U(id, sid, 10, 4, { carryState: IDLE })], enemies: [{ key: 'e', pos: [10, 6] }] });
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@@ -1079,7 +1079,9 @@ test('6_18 荒芜拉普兰德 S1 慵怠者悲鸣: passive 浮游单元+1 (2 hits
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const a0 = idle.hooksOf('attack').find((c) => c.attacker === iu);
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assert.ok(a0);
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idle.run(1);
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assert.equal(dealt(idle, iu, (c) => c.dmg.attackId === dealt(idle, iu)[0].dmg.attackId).length, 2, 'drone +1');
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const volley = dealt(idle, iu, (c) => c.dmg.attackId === dealt(idle, iu)[0].dmg.attackId);
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assert.equal(volley.filter((c) => c.dmg.isAttack).length, 1, 'one body hit');
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assert.equal(volley.filter((c) => c.dmg.tags.includes('funnel')).length, 2, 'drone +1');
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done(idle);
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const h = run({
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