The leak alarm: an enemy entering the blue gate plays the official stage sound (ON_ENEMY_REACHED_EXIT), one alarm per burst (#134)

Battle.leak emits its own 'leak' event, which no sound handled, so every leak was silent; the client now plays battle.ON_ENEMY_REACHED_EXIT (b_ui_alarmenter) with the bank's own one-at-a-time rule, leaks closer than the sound's length sharing one alarm. The manifest gains only audio.sfx.battle.leak. Contributed by @Convey123.
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Cartethyia authored and GitHub committed 2026-10-06 14:06:43 +08:00
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@@ -182,7 +182,7 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
defenceStart, defenceUnite, battleOverReduce, battleOverNoReduce, battleOverNormal, goFirst,
disconnect, settlementSucceed, settlementFail, settlementTeam, settlementBossSign,
goodEvaluation, load, start, matchSucceed, matchFail, matchCancel, joinRoom },
battle: { deploy, tokenDeploy, charDie, enemyDie, enemyDieHeavy, enemyHit, heal, win, lose, killCoin },
battle: { deploy, tokenDeploy, charDie, enemyDie, enemyDieHeavy, enemyHit, heal, leak, win, lose, killCoin },
units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, die?, born?,
mix?: { [attack|hit|die|born]: { p?, vol? } } } }
}