feedback2 WG: an enemy's 隐匿 returns 3 s after a block ends (0 s / 1 s where its PRTS page says so); a 深池逐火 knocked out while blocked leaves a revealed ember; 山海众头目's strong hit comes with its 隐匿 (#43 follow-up)
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@@ -31,6 +31,13 @@ export const ALLY_COLLIDER_RADIUS = 0.25;
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*/
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export const BLOCK_RADIUS = Object.freeze({ ground: 0.70709997, fly: 0.8944, device: 0.4472 });
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export const BLOCK_RADIUS_SQ = Object.freeze({ ground: 0.49999037, fly: 0.79995137, device: 0.4472 * 0.4472 });
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/**
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* An enemy's 隐匿 after a block ends (s): PRTS 作战机制 §隐匿 "对于绝大部分可隐匿的敌人而言,在被我方单位阻挡后会解除隐匿,不被
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* 阻挡的3秒后重新进入隐匿" / §隐匿与Buff的关系 "阻挡状态解除后3s开关重新被开启而恢复隐匿". An enemy page's "(解除阻挡N秒后
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* 恢复)" overrides it per 隐匿 source (buff `data.stealthRestore`: content/enemies.js). Battle._stealthSwitch; our
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* operators' 隐匿 / 迷彩 are never lifted by blocking ("我方干员并不会因为阻挡而解除隐匿").
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*/
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export const STEALTH_RESTORE = 3;
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/** Default projectile speed in tiles/s for ranged operators/enemies. */
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export const PROJECTILE_SPEED = 12;
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/**
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