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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@@ -1980,3 +1980,50 @@ here, each reproduced first; the rest were answered (not a bug, already fixed in
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the parent), `test/match/playtest6-matchflow.test.js` #235 (2; the 联防 one fails on the parent: losses = the LP
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settled, no result ticker, gone in the next phase), SP_E2E `test/ui/resultbox.e2e.test.js` (3, mock variants
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`unite[,through][,helper|,dead]`). Docs: PLAYING.md §1 / §5, design/network.md, design/client.md, design/match.md.
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#### 25.22.8 Community report 「蕾缪安3技能范围里没人好像会自动结束」 (relayed by the owner): 蕾缪安's S3 waits with its bullets while nothing is in her range — `kits/ops/chess_char_6_01-lemuen.js`, `render/fx/locks.js`
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- **Seen** (a script on the parent 0255afd: S3 cast with 5 bullets, the locked enemy killed by someone else after 2
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locks, another enemy alive outside her range): the skill ended at the next lock tick
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(1.00 s, `skillEnd` reason `ammo`), 3 bullets thrown away, 2 shells; an enemy that came into her range 3 s later found
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it over. A locked walker leaving her range ended it the same way (4 locks, 1 bullet thrown away). In golden the elite
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蕾缪安 of roster-018 ended three of her five casts early (2 / 6, 5 / 9 and 6 / 9 bullets left).
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- **Official**: the skill text 「每0.5秒消耗1发子弹依次锁定敌人……攻击装有5发弹药,打完后结束(可随时停止技能)」: an ammo
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skill ends when its bullets are spent or when the player stops it. PRTS 卫戍协议/帮助 §作战阶段 技能操作: 「可执行的技能
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操作包括开启/关闭技能,通常不会自动关闭技能」 — the only automatic close is 玛露希尔's 召唤使魔; 蕾缪安's S3 is on the
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basic strategy. The client (charpack char_4193_lemuen, battle/buff_template_data.json): the S3 mode's lock is an attack
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that needs a target (`_minTargetNum` 1, `_allowNoTarget` 0, cooldown `aim_interval`); the skill buff `lemuen_s_3`
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switches to the S3_End mode (the bombardment) on `ON_BUFF_FINISH` only, and nothing ends it for want of a target. PRTS
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S3 note: a mark follows its target and stays where the target left.
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- **Cause**: the kit's lock tick ended the skill when `pickLock` found nobody and anyone had been locked —
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`if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }` (chess_char_6_01-lemuen.js:169 on the parent), there
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since the initial import with no decision behind it.
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- **Now**: with nothing to lock the skill waits, bullets and locks kept — the marks follow their enemies (out of her range
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too) or stay where they left — with its lock ready: the next enemy that comes into her range (or is 通缉) is locked on
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the next tick, then every `aim_interval` s. The skill ends when the bullets are spent and the shells fall on every mark
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in lock order, as before. While it waits she gains no SP (a running ammo skill holds it, as before); knocked out or
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withdrawn, no bombardment (unchanged); a battle that ends meanwhile ends without shells (nothing left to hit). The S3
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`lock` fx carry `hold`: render/fx/locks.js keeps such a reticle while the shooter's view has the skill bit (UF.SKILL)
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and counts its LOCK_T (5 game s) from the skill's end — without it the reticles faded 5 s into a wait. S2's aim lock
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(no `hold`) keeps its timeout.
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- Unchanged and noted: the client lock's 0.1 s pre-delay is not modelled (the lock lands on its tick, as before).
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- Seen on the way, not changed (S2, not this report): 归乡邀约 spends a bullet on every normal attack (5 of its 6 gone in
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8 s of attacks on an enemy that is not 通缉), while PRTS's S2 note says only the aimed snipe at a 通缉 target spends one
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(「若目标为被通缉状态,则攻击改为消耗1发弹药的瞄准狙击,否则不消耗弹药」) — left to the owner: fixed, S2 would hold its
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buff until 通缉 enemies come, a large change.
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- Golden: 3 scenarios — traced on both trees with an instrumented copy (SkillRuntime start / end logged, the round's
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fields and the carried SP); in each the first divergence is an S3 the parent ended with bullets left and nothing in her
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range:
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- roster-018: the elite 蕾缪安's first S3 (7.63 s) ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at
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12.00 s (first differing snapshot window 0–10 s).
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- boss-boss_3-pair: her second S3 (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
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boss now falls at 199.53 s (before: `forced` at the 200 s cap with 145080 HP left).
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- coop2-NORMAL-14-standins: ai_0's 蕾缪安 (her own kit) — in round 11's battle her S3 ended at 17.2 s (6 of 8 left) and
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77.97 s (7 of 9); now all bullets are spent and the third cast does not come, so she enters the round's 联防 with
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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
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11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1, dmgDealt +288).
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- bonds, standins and diy unchanged.
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- Tests: `test/sim/feedback5-lemuen-s3-wait.test.js` (3: the killed target and the walker who leaves fail on the parent —
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the skill ended —; the battle that ends while she waits passes on both), `test/render/fxproj.test.js` +1 (a held lock
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stays while the shooter's skill bit is on, then LOCK_T after; an unheld one times out — fails on the parent's
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renderer); `test/content/kits_t6.test.js`, `kits_alt_t6.test.js`, `test/sim/feedback3-ammo-bar.test.js` pass unchanged.
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