feedback3: merge W3A — 联防 carries HP ratio and SP only (GitHub #82); down operators take part in the 联防 devour (players' reports, owner's decision); 不屈 on 撤退 / 替身 switches; SP recovers during stun (洛洛 S2)
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@@ -651,12 +651,13 @@ chosen by most units on the field (downed included) > an active bond > most stan
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units > active bond > Σ active layers > standing > seat (LP plays no part), the first one on the right-hand field
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(colOffset +8, where escaped_multi enters), the other colOffset 0; the escaped template of that size routes the leaked
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enemies by slot class; helpers' operators carry
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`{ hpPct, sp, skillActive }` from `unitsEnd` ("阵地以其当前状态"); an operator knocked out at the end of the helper's own
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`{ hpPct, sp }` from `unitsEnd` ("阵地以其当前状态": the HP ratio and the 技力 only — a skill running at the end enters
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switched off; summon pieces `{ sp }`, "召唤物仅修改技力"); an operator knocked out at the end of the helper's own
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combat carries `{ down: true }` (PRTS 卫戍协议/帮助: "部署完成后…上一阶段为退场状态的干员强制退场"): deployed, then forced out
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at once, it lies on its tile with the redeploy ring and redeploys like after any knock-out (docs/SIM.md §1.1; user
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playtest #5 item 2 — it used to stay out and vanish); its timer is its full redeploy time (the official setup carries
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only hp / tech per operator; confirmed by the user), with the redeploy-time effects that start with the battle (机变 征召); summons are
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fielded as the board has them; `flags.layerGainsEnabled = false`; time limit = the round's combat limit.
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fielded as the board has them (their SP carried); `flags.layerGainsEnabled = false`; time limit = the round's combat limit.
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Every enemy still alive at the end (leaked again, or never spawned before the limit) costs its **source** player 1 LP.
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A client-run 联防 result may bill a survivor only to a leaker who sent that enemy in — a split / summon only to a leaker
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who sent in its parent, ≤ the parents' data offspring count (磨砻 2, 烹泉 4 …; fields.js offspringPerParent).
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