feedback1 WD: 逐火 embers can be beaten, 转译基底 changes form before it can die
Player reports after 0.1.0: - #8 深池逐火战士 / 精锐战士 / 护卫: every knock-out is a 1 s 重生 (invulnerable, unblockable, immobile), then a walking, disarmed, 隐匿 hit-count ember that a blocker can target and beat; it stands up with full HP after 10 s (PRTS talent text). The old ember stood still, stealthed and unblockable, so nobody could ever target it and every 逐火 enemy leaked. 假想敌:再生's puppet walks on and stays unblockable. - #5 转译基底·α: its original form cancels every damage instance; the 4th physical / arts hit or a block starts a 2 s change into 寻仇者 / 特战术师 / 幽灵 (Mode_*_Passive, 寻仇者 rage below half HP, 特战术师 two targets). The armed forms attack through the engine (profile.dmgType). It used to die in its first form. - Render: units.js FORMS switch the models' clip sets (A_Die_B/C/D then B/C/D, Die then Idle_2/Move_2/Die_2, Revive), driven by the 'phase' kind or the fx `form`; a noMove enemy is drawn standing.
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@@ -100,21 +100,42 @@ export const DOWN_LOOK = Object.freeze({
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export const EL_BAR = Object.freeze({ icon: 0.15, min: 8, max: 15, enemy: 0.8, gap: 1, pulse: 0.45, pulseHz: 1.5 });
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/**
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* Enemy modes drawn with another clip set of the same skeleton (sim fx 'phase' kind → UnitView.setForm), per Spine
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* id: 掠海漂移体 (PRTS: 受晕眩/沉睡/冻结影响后进入爬行模式 — for good) crawls on its *_02 clips after 'Change'. The mode's
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* roles override the manifest's (data/assets.json anims); 吉兆飞鳞's 晕眩模式 is its Stun clip already.
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* Enemy modes drawn with another clip set of the same skeleton (sim fx 'phase' kind, or the `form` of another sim fx
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* → UnitView.setForm), per Spine id; the mode's roles override the manifest's (data/assets.json anims), `change` plays
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* once first:
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* - 掠海漂移体 (PRTS: 受晕眩/沉睡/冻结影响后进入爬行模式 — for good) crawls on its *_02 clips after 'Change';
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* - 转译基底·α (user report after 0.1.0, #5): its 2 s change clip A_Die_B / _C / _D, then 寻仇者 B_*, 幽灵 C_* (no attack
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* clip: it never attacks) or 特战术师 D_* — its manifest roles are the original form's A_Idle / A_Move;
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* - 深池逐火战士 / 精锐战士 / 护卫 (#8): knocked out → 'Die' (the 1 s 重生), the 余烬 on Idle_2 / Move_2 and its death on
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* Die_2; standing up again → 'Revive', then the warrior's manifest clips;
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* - 假想敌:再生: knocked out → A_Die, the 傀儡 on B_Idle / B_Move / B_Die; back → B_Revive, then the A_* manifest clips.
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* 吉兆飞鳞's 晕眩模式 is its Stun clip already.
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*/
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const loop = (name, via = null) => Object.freeze(via ? { begin: null, loop: name, end: null, via } : { begin: null, loop: name, end: null });
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const clipSet = (idle, move, die, attack = null) => Object.freeze({
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idle, deploy: idle, die, move: loop(move),
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attack: attack ? loop(attack, 'attackAny') : null,
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skill: attack ? Object.freeze({ begin: null, loop: attack, end: null, via: 'attack', index: 0, idle: null }) : null,
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});
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const EMBER = Object.freeze({
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husk: Object.freeze({ change: 'Die', roles: clipSet('Idle_2', 'Move_2', 'Die_2') }),
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revived: Object.freeze({ change: 'Revive', roles: Object.freeze({}) }),
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});
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export const FORMS = Object.freeze({
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enemy_2025_syufo: Object.freeze({
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crawl: Object.freeze({
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change: 'Change',
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roles: Object.freeze({
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idle: 'Idle_02', deploy: 'Idle_02', die: 'Die_02',
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move: Object.freeze({ begin: null, loop: 'Move_02', end: null }),
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attack: Object.freeze({ begin: null, loop: 'Attack_02', end: null, via: 'attackAny' }),
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skill: Object.freeze({ begin: null, loop: 'Attack_02', end: null, via: 'attack', index: 0, idle: null }),
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}),
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}),
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crawl: Object.freeze({ change: 'Change', roles: clipSet('Idle_02', 'Move_02', 'Die_02', 'Attack_02') }),
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}),
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enemy_10081_mpplai: Object.freeze({
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translator_fuchou: Object.freeze({ change: 'A_Die_B', roles: clipSet('B_Idle', 'B_Move', 'B_Die', 'B_Attack') }),
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translator_youling: Object.freeze({ change: 'A_Die_C', roles: clipSet('C_Idle', 'C_Move', 'C_Die') }),
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translator_shushi: Object.freeze({ change: 'A_Die_D', roles: clipSet('D_Idle', 'D_Move', 'D_Die', 'D_Attack') }),
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}),
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enemy_1288_duskls: EMBER,
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enemy_1288_duskls_2: EMBER,
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enemy_1292_duskld: EMBER,
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enemy_9010_acpupp: Object.freeze({
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husk: Object.freeze({ change: 'A_Die', roles: clipSet('B_Idle', 'B_Move', 'B_Die') }),
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revived: Object.freeze({ change: 'B_Revive', roles: Object.freeze({}) }),
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}),
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});
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