feedback3: merge WI — 乌尔比安 S3 move and return are free redeploys, 波登可's spore radius is 0.9, 琳琅诗怀雅 S3 shoots at 10 coins when an enemy is in her attack range
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@@ -1930,6 +1930,32 @@ export class Battle {
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return true;
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}
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/**
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* 【移动】 (PRTS 术语释义 移动: "不退场,以当前血量在目标位置部署 … 本质上为一次特殊的撤退-再部署行为"): `unit` leaves its
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* tile (relocate: same checks, false = refused, nothing changed) and is deployed on (r, c) at once. A new deployment —
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* deploySeq / aggroSeq / deployedAt (the deploy animation; once-per-deployment effects re-arm) — announced by
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* `deploy` { initial: false, move: true }: deploy effects fire again ("可以通过移动行为多次触发部署时触发的效果"). Not an
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* exit: no `die` / `death`, so no knock-out, no redeploy timer or cost ("因移动撤退时不会积累再部署惩罚") — 不屈 and
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* 阿戈尔's revive, which act on exits "因移动之外的原因" (PRTS 阿戈尔 备注), never see it. HP, buffs and a running skill
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* stay: officially nothing carries over but what the mover's skill names (乌尔比安 S3: 技能进度 and the second talent's
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* stacks); the remake keeps the rest too (owner's deviation, DESIGN §22.3). `clearSp`: the 技力 is emptied before the
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* deploy handlers run ("部署时将清空技力"; 乌尔比安's 【返回】 "将清空技力,但仍可以享受后续由其他效果提供的技力").
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*/
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moveRedeploy(unit, r, c, { clearSp = false } = {}) {
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if (!this.relocate(unit, r, c)) return false;
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unit.deploySeq = ++this._deploySeq;
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unit.aggroSeq = unit.deploySeq;
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unit.deployedAt = this.time;
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const sk = unit.skill;
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if (clearSp && sk && !sk.noSkill && sk.kind !== 'passive' && !(sk.active && sk.isTimed)) {
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sk.sp = 0;
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sk.charges = sk.spCost <= 0 ? sk.maxCharges : 0; // (a free skill is available once per deployment: skills.js reset)
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}
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this._ev(['deploy', unit.id]);
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if (this._hooks.deploy) this.emit('deploy', { unit, initial: false, move: true });
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return true;
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}
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/**
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* 受力等级 of enemy `e` under a push / pull of 力度 `force` (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3, 大力+1 4, 特大力 5):
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* force − its current 重量等级 (massLevel incl. 失重) — PRTS 游戏数据基础 §重量公式, 推与拉 (user playtest #6 item 14).
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