feedback2: WA review wording — DESIGN §22.1 says only the model choice is unchanged for enemies and summons, the held idle frame is an [ASSUMED] look, the knocked-down pose keeps a Back skeleton's own Die clip

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sganggs committed 2026-10-03 23:31:03 +08:00
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@@ -361,7 +361,7 @@ export class SpineActor {
/**
* Play the death clip; returns its duration (0 when there is none). A skeleton without one (131 of the 135 Back
* models, GitHub issue #25; a few idle-only summons and enemies) stops whatever looped — an attack, a skill or the idle —
* and holds the first frame of its idle clip (frozen when it has none either): a dead unit never goes on attacking. A
* and holds the first frame of its idle clip (frozen when it has none either) [ASSUMED look]: a dead unit never goes on attacking. A
* knocked-out operator shows its fall with the Front model instead (render/units.js _wantsBack).
*/
die() {
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@@ -26,7 +26,7 @@
// Knocked-out operators (user playtest #4 item 9, b.snap `down`): `setDown([id, respawnAt, respawnTime, state, row,
// col])` keeps a dead operator on the tile it lies on (row / col: where it fell, or its home — sim Battle._layBody,
// player report F5 after 0.1.0) in its knocked-down pose — the Spine Die clip played once and held on its last
// frame (the collapsed / kneeling pose with closed eyes; the Front model's for one facing UP, see above), slightly
// frame (the collapsed / kneeling pose with closed eyes; the Front model's for one facing UP unless its Back skeleton has its own Die clip, see above), slightly
// greyed — with a redeploy ring above its head:
// a dark disc, a mint arc filling as the respawn timer runs and the seconds left; once the timer is done and it still
// waits, a full amber ring with "DP" (not enough DP) or a red ring with "!" (its tile is taken). `onDeploy` (the