0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs #537 / #536 / #535 by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR #520 by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR #518 by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md
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@@ -20,7 +20,7 @@ export default withDefaults({
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attack: {
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// every drone ramps on its own locked target (trait init/delta/max): the multipliers are queued per target
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// by the beforeAttack hook below (two drones on the same enemy ramp independently)
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dmgMul: (battle, unit, target) => {
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funnelMul: (battle, unit, target) => {
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const q = unit.mem.kjeraQueue && unit.mem.kjeraQueue.get(target.id);
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return q && q.length ? q.shift() : funnel(unit).init;
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},
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