feedback3 WA: 联防 carries the HP ratio and the SP only — a skill running at the end of the own combat enters switched off (no free restart), the SP counts stored charges, board summons keep their SP

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sganggs committed 2026-10-04 17:16:55 +08:00
1 parent bdb0765c55
commit 8252be248f
16 files changed
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@@ -161,7 +161,22 @@ export class SkillRuntime {
return this.battle._safe(() => fn(this._ctx(extra)), `skill.${fnName}`, this.unit);
}
/** Called on every (re)deployment. `carry` = { sp, skillActive } for unite helpers. */
/**
* The official 技力 (PRTS 技能: "可充能X次…当前技力上限等于该技能技力需求的X倍"): the stored charges × cost plus the SP
* towards the next one — what 联防 carries (BattleResult unitsEnd `sp`; reset rebuilds the charges from it).
*/
get spTotal() {
if (this.noSkill || this.kind === 'passive') return 0;
const cost = this.spCost;
return this.charges >= this.maxCharges ? this.maxCharges * cost : this.charges * cost + this.sp;
}
/**
* Called on every (re)deployment. `carry` = { sp } for unite (联防) helpers: their 技力 at the end of their own combat
* (unitsEnd `sp` = spTotal, rebuilt into charges here). Nothing else of the skill is carried — PRTS 卫戍协议/帮助 §联防阶段
* "将对应单位的生命比例、技力修改至与上一阶段结束时相同": a skill that was running enters 联防 switched off, with the SP it
* had left (spent at its activation: 0 for a one-charge skill — PRTS 技能 "触发技能后…消耗相应的技力").
*/
reset(carry = null) {
this.active = false;
this.pending = false;
@@ -181,9 +196,6 @@ export class SkillRuntime {
this.gainSp(carry && Number.isFinite(carry.sp) ? carry.sp : this.initSp, 'init', true);
// a free (spCost 0) non-passive skill is available once per deployment
if (this.spCost <= 0) this.charges = this.maxCharges;
// unite helpers whose timed skill was running when their combat ended: it keeps running (a fresh duration/ammo),
// without spending a charge — the carried SP is what they had accumulated (0 while a skill runs).
if (carry && carry.skillActive && this.isTimed) this.activate('carry', { free: true });
}
_startPassive() {
@@ -396,7 +408,7 @@ export class SkillRuntime {
this.activations++;
this.lastStart = this.battle.time;
const b = this.battle;
if (this.manual && reason !== 'carry') this.opReadyAt = b.time + AUTO_OP_COOLDOWN;
if (this.manual) this.opReadyAt = b.time + AUTO_OP_COOLDOWN;
if (this.isTimed) {
this.active = true;
this.timeLeft = this.kind === 'duration' ? Math.max(0.01, this.duration) : (this.kind === 'ammo' && this.duration > 0 ? this.duration : Infinity);