feedback1e WP: review round 3 — 烛煌 S3 last bolt keeps the burst bonus, splash fx; prep overlay and wheel show the deployed range
- 烛煌 S3: the burn-burst bonus is gated on the attack's own isSkill (captured when the bolt was fired), not on the live
skill, so the last bullet (it lands after end('ammo')) and bolts in flight when the skill ends early still carry it.
- 烛煌 S3: every landed bolt emits fx 'splash' (r 1.7, burn) at the main target, so the splash shows on screen.
- shared/loadoutRecord.js attackRangeGrid: the range a unit is deployed with — a selected passive range skill
(引星棘刺 S3 3-9) and the 特性's permanent 攻击距离 (信仰搅拌机 SPT-Y +1; not 空弦 ISW-A's 集成战略-only one) —
so the board overlay, the deploy wheel and the card agree with the prep live range. extendedGrid moves there
(re-exported by targeting.js).
- runner.js header: unitStatsEntry carries the ally's live range.
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@@ -299,9 +299,10 @@ Guarantees content can rely on (pinned by `test/sim/robustness.test.js`):
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horizontal sign ±1 for sprites only), hp, alive, deployed, removed, hidden, base {…}, buffs[],
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rangeKeys / rangeKeySet (current range, absolute tile keys `r × 21 + c`), baseRangeKeys (initial range, §7.1),
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liveRangeGrid (the 攻击范围 the detail card shows, through `shared/protocol.js unitStatsEntry` `range`: the relative grid
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behind rangeKeys — a running skill's range, rangeExtend grown on (`targeting.js extendedGrid`; the grid itself when
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nothing extends it), no extra keys — or the unit's own range while a skill's grid only selects targets,
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`targeting.showOwnRange`),
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behind rangeKeys — a running skill's range, rangeExtend grown on (`extendedGrid`, shared/loadoutRecord.js, re-exported
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by targeting.js; the grid itself when nothing extends it), no extra keys — or the unit's own range while a skill's grid
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only selects targets, `targeting.showOwnRange`; at deployment it equals the record's `attackRangeGrid`, the range the
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board overlay / deploy wheel preview),
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extraRangeKeys (content extra targets, `battle.setExtraRange`), blocking[] (allies), blockedBy (enemies), motion
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('WALK'|'FLY' enemies), profile, skill (SkillRuntime), kit, items (itemIds), lpr/mods/tag/bounty/sourcePlayerId (enemies),
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stats {dmg,kills,heal,taken,attacks}, mem {} and trait {} (free scratch space), persist {redeployMul, …}.`
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