feedback1d WN: 暴鸰 drops its bomb as a projectile and flies on without it (D4)
The drone triggered its one bomb, but the damage and the blast landed in the trigger tick
while the model kept the bomb hanging under it for good. Official (PRTS 暴鸰; the client's
battle prefab enemy_1040_bombd and projectile_bombd): the cast plays the Attack clip, the bomb
leaves on its OnAttack event (0.267 s), flies to the target at 5 tiles/s and explodes on it
and the 8 tiles around; the drone switches to its bomb-less clips and speeds up.
Sim (kitBombd): release after BOMBD_RELEASE with an 'atk' event of kind 'droneBomb' and fx
'phase' {kind: 'bombed'}, a homing projectile (PROJECTILE_SPEEDS.droneBomb 5) whose arrival
deals the damage, then the speed buff. Render: FORMS.enemy_1040_bombd.bombed (*_2 clips),
PROJ.droneBomb (a falling shell), a one-off cast plays the attack clip once at its own
speed instead of the drone's 5 s attack rhythm, no puff for the silent mode change.
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@@ -212,7 +212,13 @@ and pause `ATTACK_PAUSE` (0.35 s) after each unblocked attack; `fear`/`disarm` s
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never attack; `dmgType 'heal'` enemies heal the lowest-HP% enemy in their radius instead. Content can take over an
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enemy's attack: `enemy.profile.deferHit` = the engine makes the attack (target, timing, the `'atk'` event) but deals no
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damage — the content's `attack` handler resolves it (帝国炮火先兆者's shells landing 3 s later, `content/enemies.js
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kitShell`); `enemy.profile.shot` = the `'atk'` event's projectile kind (`'mortar'`: no projectile drawn). Crates (stage devices with
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kitShell`); `enemy.profile.shot` = the `'atk'` event's projectile kind (`'mortar'`: no projectile drawn). 暴鸰 (`kitBombd`,
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no normal attack) drops its one bomb as a projectile: the cast (trigger: an ally within its range 2) releases it
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`BOMBD_RELEASE` (0.267 s, the Attack clip's OnAttack) later — `'atk'` kind `'droneBomb'` and fx `'phase'` {kind
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`'bombed'`}: the model flies on without it — and it hits on arrival (target 100 % ATK, the other allies of the 8 tiles
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around its landing tile 100 % splash, camouflage ignored; a target gone mid-flight: it lands where it was), then the
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drone's speed ×2 (feedback D4 after 0.1.0: the damage used to land in the trigger tick with the bomb still on the
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drone). Crates (stage devices with
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role `crate`, 100 HP) are ground obstacles; an enemy forced through one is blocked by it and destroys it. A device is
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present when data/stages.json says `active: true` (this wins over the level file's `hidden`: act1 m02's crates);
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research stages without `active` use `!hidden`. Active platforms/mounds (射击台, act1 m03) [ASSUMED, DATA §15.11] are
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@@ -886,7 +892,7 @@ PRTS 选择器, is not in the data): "地面敌人" / "不可对空" ⇒ `!e.isF
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风丸 折纸生花, 乌尔比安 S3, 缄默德克萨斯 S2, 余 S2, 见行者 S2, 耀骑士临光 不畏苦暗 and the token appear bursts — “耀阳”,
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沙之碑, 迷迭香的战术装备's stun, 纸偶). A stun / freeze / sleep from any of them drops a hovering 掠海漂移体 for good. Ranged attacks fly as projectiles
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(`constants.js PROJECTILE_SPEEDS`: arrow 14, bolt 11, bomb/lob 8, orb 10, drone 16, enemy 10 tiles/s; boomerang 15 out,
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3.75 back = `BOOMERANG_RETURN_SPEED`, PRTS 跃跃); melee/`none` hits are instant. Kit-settable profile flags beyond the
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3.75 back = `BOOMERANG_RETURN_SPEED`, PRTS 跃跃; droneBomb 5 = 暴鸰's bomb, the official projectile_bombd); melee/`none` hits are instant. Kit-settable profile flags beyond the
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table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡的敌人"), `onEachHit(b, u, victim, hctx)`, `dmgMul`,
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`afterHit`, `afterAttack`, `canAttack`, `hitsFn`, `priority`, `blockFly`, `noHeal`, `boomerang` (the projectile stays
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`'boomerang'` whatever the data's generic ranged projectile says) (see the header of professions.js).
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@@ -951,7 +957,7 @@ Unknown subprofessions fall back to the profession default (test `professions.te
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cooldownEnd, cooldown]]` (only when non-empty) = `elementView` of every unit with a gauge or a running 爆发冷却 (§3).
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`fieldMeta()` lists the knocked-out operators too (a client joining mid-battle shows them; DESIGN §18.3).
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- `drainEvents()` tuples: `['spawn', UnitInfo]` (first appearance), `['deploy', id]` (every (re)deploy), `['atk', src, tgt, projKind]`
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(`none|arrow|bolt|bomb|lob|orb|drone|enemy|boomerang|chain|chainHeal`; a boomerang's way back has no event — the
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(`none|arrow|bolt|bomb|lob|orb|drone|enemy|boomerang|droneBomb|chain|chainHeal`; a boomerang's way back has no event — the
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renderer flies it back to the thrower at `BOOMERANG_RETURN_SPEED`; an enemy's `profile.shot` may name another kind,
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e.g. `mortar` for 帝国炮火先兆者, which the renderer does not draw — its fx `bombardShell` is the shell), `['dmg', tgt, amount, type]` (`phys|arts|true|burn|neural|necrosis|apoptosis`),
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`['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`,
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