feedback3 WD: the ammo bar drains out of the activation's real bullet total, 拉特兰 / 逃犯引渡手续 extras included (community report #35)
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@@ -97,6 +97,7 @@ export class SkillRuntime {
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this.active = false;
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this.timeLeft = 0;
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this.ammoLeft = 0;
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this.ammoMax = 0; // ammo kind: the most bullets this activation held (snapshot's draining bar)
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this.pending = false; // instant/charges: next attack uses spec.attack
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this.activations = 0;
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this.lastStart = -Infinity;
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@@ -167,6 +168,7 @@ export class SkillRuntime {
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this.pending = false;
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this.timeLeft = 0;
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this.ammoLeft = 0;
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this.ammoMax = 0;
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this.charges = 0;
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this.sp = 0;
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this._trigKeys = null;
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@@ -401,6 +403,7 @@ export class SkillRuntime {
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this.active = true;
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this.timeLeft = this.kind === 'duration' ? Math.max(0.01, this.duration) : (this.kind === 'ammo' && this.duration > 0 ? this.duration : Infinity);
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this.ammoLeft = this.kind === 'ammo' ? Math.max(1, this.ammo) : 0;
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this.ammoMax = this.ammoLeft;
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this._applyMods();
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} else {
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// instant / charges
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@@ -413,6 +416,9 @@ export class SkillRuntime {
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u.skillAnimUntil = b.time + 0.5;
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this._call('onStart', { reason });
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if (b._hooks.skillStart) b.emit('skillStart', { unit: u, skill: this, reason });
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// bullets added in skillStart (拉特兰's ×(1.05 + 0.015 × layers), 逃犯引渡手续, talents): the bar's full mark
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// (community report #35: the extra bullets sat above a full bar until fewer than the base count were left)
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if (this.active && this.ammoLeft > this.ammoMax) this.ammoMax = this.ammoLeft;
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if (!this.isTimed && !this.pending) this.end('instant');
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return true;
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}
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@@ -459,6 +465,7 @@ export class SkillRuntime {
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this.pending = false;
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this.timeLeft = 0;
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this.ammoLeft = 0;
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this.ammoMax = 0;
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const n = this.activations;
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this._call('onEnd', { reason });
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if (!this.active && this.activations === n) this._removeMods();
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@@ -481,7 +488,12 @@ export class SkillRuntime {
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// ---- helpers for content -------------------------------------------------------------------------------
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// (non-finite arguments are ignored: a NaN timer/ammo count would keep the skill active forever)
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addAmmo(n) { if (this.active && this.kind === 'ammo' && Number.isFinite(n)) this.ammoLeft += n; }
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// (bullets added above the activation's most so far raise the bar's full mark: the bar drains one bullet at a time)
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addAmmo(n) {
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if (!this.active || this.kind !== 'ammo' || !Number.isFinite(n)) return;
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this.ammoLeft += n;
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if (this.ammoLeft > this.ammoMax) this.ammoMax = this.ammoLeft;
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}
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extend(seconds) { if (this.active && Number.isFinite(this.timeLeft) && Number.isFinite(seconds)) this.timeLeft += seconds; }
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addCharge(n = 1) { if (!Number.isFinite(n)) return; this.charges = Math.max(0, Math.min(this.maxCharges, this.charges + n)); if (this.charges >= this.maxCharges) this.sp = this.spCost; }
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stop() { this.end('stopped'); }
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@@ -92,8 +92,9 @@ export function unitTuple(u, t) {
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const spMax = sk && !sk.noSkill ? sk.spCost : 0;
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let sp = sk && !sk.noSkill ? sk.sp : 0;
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if (sk && sk.active && sk.isTimed) {
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// show remaining duration/ammo as a draining bar
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if (sk.kind === 'ammo') sp = spMax * (sk.ammoLeft / Math.max(1, sk.ammo));
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// show remaining duration/ammo as a draining bar — ammo out of the activation's real total (base + bullets added:
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// 拉特兰, 逃犯引渡手续, refills; community report #35), so every bullet shortens it
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if (sk.kind === 'ammo') sp = spMax * (sk.ammoLeft / Math.max(1, sk.ammoMax || sk.ammo || 0, sk.ammoLeft));
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else if (Number.isFinite(sk.timeLeft) && sk.duration > 0) sp = spMax * (sk.timeLeft / sk.duration);
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}
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// hp is rounded up (a living unit never shows 0) but never above the rounded max HP
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