feedback5 R19G: 蕾缪安's S3 no longer ends by itself when nothing is in her range — it keeps its bullets and locks and locks the next enemy that comes; the bombardment follows only when the bullets are spent (community report); golden: 3 scenarios move
Seen (community report 「蕾缪安3技能范围里没人好像会自动结束」, relayed by the owner): with S3 locking, the locked enemy
killed or walking out of her range and nobody else in it, the skill ended at the next lock tick — the shells fell at
once and the bullets left were thrown away (repro on 0255afd: 3 of 5 bullets lost; a walker leaving her range, 1 lost).
Cause: chess_char_6_01-lemuen.js:169 `if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }`, there since the
initial import with no decision behind it.
Official: 「攻击装有5发弹药,打完后结束(可随时停止技能)」 — an ammo skill ends when its bullets are spent or the player
stops it; PRTS 卫戍协议/帮助 技能操作 「通常不会自动关闭技能」 (only 玛露希尔's 召唤使魔 is closed automatically); the client
(charpack char_4193_lemuen, buff_template_data lemuen_s_3): the S3 lock is an attack that needs a target and the skill
buff switches to the bombardment mode on ON_BUFF_FINISH only.
Now: with nothing to lock the skill waits (bullets and locks kept, the marks following their enemies or staying where
they left), its lock ready, so the next enemy in range (or 通缉) is locked on the next tick; it ends when the bullets are
spent and the shells fall on every mark in lock order as before. The S3 'lock' fx carry `hold`: render/fx/locks.js keeps
those reticles while the shooter's skill bit (UF.SKILL) is on and starts their LOCK_T at the skill's end (they faded 5 s
into a wait otherwise); S2's aim lock keeps its timeout.
Golden — traced on both trees (SkillRuntime start / end, the round's fields, the carried SP); in each the first
divergence is an S3 the parent ended with bullets left and nothing in her range:
- roster-018: the elite 蕾缪安's S3 of 7.63 s ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at 12.00 s
(first differing snapshot window 0–10 s).
- boss-boss_3-pair: her S3 of 27.8 s ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the boss
now falls at 199.53 s instead of the 200 s cap.
- coop2-NORMAL-14-standins: ai_0's 蕾缪安 in round 11 ended S3 at 17.2 s (6 of 8 left) and 77.97 s (7 of 9); now she
spends them, enters the 联防 with 25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies:
h_0 loses 1 LP less (rounds 11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1).
bonds, standins, diy unchanged.
Tests: test/sim/feedback5-lemuen-s3-wait.test.js (3; the killed target and the walker who leaves fail on the parent),
test/render/fxproj.test.js +1 (a held lock waits while the skill bit is on; fails on the parent renderer).
Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.8 (also notes, unchanged: S2 spends a bullet on every
normal attack where PRTS says only the 通缉 snipe does — left to the owner).
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- 自制投石机「索敌不受阻挡影响」:被站在排气格栅上(隐匿)的干员阻挡、范围内又没有别的干员时不会攻击,和原版一样;其他敌人仍会攻击阻挡自己的隐匿干员(社区反馈)。
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- 升级调度中心后,新增的商品栏位立即放上新卡,不用等下一次刷新(社区反馈;官方教程「升级后将出现更多的商品栏位」)。
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- 被冻结或晕眩的敌人仍会被接触到的干员阻挡:干员再部署到它身边、或阻挡数空出来时会立即挡住它,隐匿的敌人也随之破隐,不用再等冻结或晕眩结束;沉睡、浮空、恐惧和不可阻挡的敌人仍然不会被阻挡(GitHub #232,感谢 @ccyl、@kukiC)。
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- 蕾缪安三技能锁定时攻击范围里没有敌人,技能不会再自动结束:剩余子弹和已有的锁定都保留,下一个敌人进入范围就立即继续锁定,子弹打完才结束并开始轰炸,等待期间锁定标记一直显示(社区反馈;弹药类技能打完才结束,PRTS 卫戍协议帮助「通常不会自动关闭技能」)。
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### 界面
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