feedback5 R19E: an enemy finishes its attack clip after its block ends — the 鸭爵 swap's 流泪小子 no longer walks on the tick its strike stuns its blocker (community report of 2026-10-07 「哭狗瞬间隐匿没有后摇」, GitHub #214 by @FrogThai); golden: 216 scenarios move

ai.js enemyAttack set the post-strike stand only for an unblocked ranged enemy (`!e.blockedBy && radius > 0`), so a
melee enemy released by its own strike walked on that very tick. 流泪小子 (enemy_2034_sythef_2, the strategy's version;
「泪眼汪汪」 / 「哭狗」 in the reports) stuns its blocker with every hit, the stunned blocker lets it go and its 隐匿 is
back 0 s later: on 0255afd it walked off the tick of each strike (four non-attacking walls in a lane: 8 stuns, 19.8 s
隐匿 / 9.0 s revealed, leaked at 28.9 s). PRTS 状态机: an enemy's ATTACK state 「每帧检查异常状态…攻击结束后回退到MOVE状态」
and COMBAT 「逻辑同ATTACK」 — only a character's COMBAT 「检测到不存在阻挡对象时强行切回IDLE状态」 — so an enemy finishes its
attack when its blocker goes. Now every enemy stands for the rest of its clip after a strike (attackStand; a blocked one
never walks, so it shows only when the block ends meanwhile: its blocker stunned or knocked out by that strike, or
gone); a stun / freeze / sleep / 浮空, leaving the field and, new, a displacement (失衡, Battle.displace) end the stand.
流泪小子 now stands 0.8 s (its 1.567 s clip, strike at 0.767), 隐匿, and a blocker whose stun ended often takes it over
again: the same lane 13 stuns, 29.1 s 隐匿 / 12.8 s revealed, leaked at 42.0 s.

Checked and official, unchanged: a stunned operator blocks nothing (gamedata_const ba.stun 「无法移动、阻挡、攻击及使用技能」,
PRTS 异常效果 STUNNED 「无法攻击、释放技能、阻挡敌人类单位」 — the keeps-blocking hypothesis is wrong); 隐匿 back 0 s after a
block (PRTS 流泪小子); moveSpeed 0.8 × the level's moveMultiplier 0.5, interval 2.0 s, stun 3.5 s, MELEE (enemy_database;
PRTS 盟约记录 鸭爵 备注: 4500 HP, 3.5 s stun, 隐匿 kept); the cooldown runs on the walk, so a new blocker sees the swing at
once and the strike after the 0.767 s wind-up; a bot teammate's 鸭爵 swaps into a human's battles, the Final Assault and
the Hidden Core too (「你和队友遭遇的部分敌人」), on the replaced enemy's route.

Golden — traced in lockstep against a copy of the parent: in each of the 199 battle scenarios the first differing tick is
an enemy standing out its clip after a strike where the parent walked on; every moved match has such stands in an
earlier or the same round. roster 41 of 49 (all but -003, -005, -009, -018, -019, -025, -035, -049); bonds 21
(deputShip-low, emptyShip-low / -high, indomShip-low / -high, investShip-low, kazimierzShip-low / -high,
kjeragShip-high, lateranoShip-high, miraShip-high, raidShip-low, sargonShip-high, siracusaShip-low, soloShip-low /
-high, suntShip-low / -high, swiftShip-high, visiShip-low, yanShip-low); fields 13 (all but boss-boss_1-solo,
boss-boss_2-pair / -solo, boss-boss_6-solo, boss-boss_7-pair / -solo, hidden-boss_8-solo, hidden-boss_10-solo,
unite-1); matches 17 (all but solo-HARD-9-boosted); standins 10 of 10; diy 114 of 138 (all but -011, -012, -018, -020,
-025, -027, -029, -031, -033, -047, -053, -077, -080 … -082, -086 … -088, -091 … -093, -098, -108, -123). The
displacement rule alone moves one roster scenario.

Tests: test/sim/feedback5-attack-clip-rest.test.js (5; the four behaviour tests fail on the parent, the data pin passes
on both); test/sim (745), test/content + feedback1-ducklord (2030), test/match (593) pass. Docs: CHANGELOG 0.2.0 规则
(按官方) and 核实后不是问题, docs/history/0.2.0.md §25.22.6, docs/SIM.md, design/engine.md, DATA.md.
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sganggs committed 2026-10-07 12:56:12 +08:00
1 parent 0255afd12b
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+16 -6
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@@ -23,7 +23,9 @@
// Every enemy attack strikes at its clip's damage frame after its swing starts (attackWindup; a stun before the frame
// cuts the swing — enemyAttack, GitHub #187). Unblocked ranged enemies attack allies within their radius and stand for
// each attack's clip — through its wind-up and until the clip ends — then walk on (attackStand, GitHub #58;
// ATTACK_PAUSE after the strike when no clip is known; 「不停止移动」 attackers never stop); the candidates pass the
// ATTACK_PAUSE after the strike when no clip is known; 「不停止移动」 attackers never stop); every enemy whose block ends
// after its strike (its blocker stunned by that strike, knocked out, retreated) stands for the rest of the clip too
// (PRTS 状态机: an enemy's COMBAT state ends with its attack, not with its blocker); the candidates pass the
// enemy's own rule (`e.profile.canTarget`) and are ordered
// blocker → taunt → latest deployed (targeting.js sortAllyTargets). An enemy's damage type is its data's unless content
// arms it (`e.profile.dmgType`: 转译基底's forms, whose data never attacks). Reaching the final leg's end = leak. A `fear` (恐惧) status suspends the route: the
@@ -687,9 +689,11 @@ function advanceRoute(b, e, dt, R, standing = false) {
}
/**
* How long an unblocked ranged enemy stands for one attack (GitHub #58 — the owner's decision of 2026-10-04 from
* first-hand memory of the official game: a ranged enemy stops for each attack's animation and walks on between
* attacks; the handbook names attacking on the move as a special ability, “十字路口”量产型's 「不停止移动的四向攻击」).
* How long an enemy stands for one attack: an unblocked ranged enemy for its whole clip (GitHub #58 — the owner's
* decision of 2026-10-04 from first-hand memory of the official game: a ranged enemy stops for each attack's animation
* and walks on between attacks; the handbook names attacking on the move as a special ability, “十字路口”量产型's
* 「不停止移动的四向攻击」), and any enemy for the rest of it after the strike once its block ends meanwhile (enemyAttack;
* PRTS 状态机 ATTACK / COMBAT "攻击结束后回退到MOVE状态", 0.2.0).
* [ASSUMED] the stand lasts exactly its attack clip — data/enemies.json `attackAnim` { dur, hit }: the clip the client
* plays for its attacks and its strike frame (tools/build-data.mjs, from the asset manifest) —, `hit` of it before
* the strike (the wind-up, while a target is in range) and the rest after it, both shortened when the attacks come
@@ -850,8 +854,14 @@ function enemyAttack(b, e, prevCd) {
}
if (b._hooks.attack) b.emit('attack', { attacker: e, targets, isSkill: false });
e.atkCd = e.s.interval;
// stands for the rest of its attack clip (attackStand; the wind-up was stood before the strike)
if (!e.blockedBy && radius > 0) e.atkStandUntil = b.time + attackStand(e, STAND).rest;
// stands for the rest of its attack clip (attackStand; the wind-up was stood before the strike) — every enemy, blocked
// or not: PRTS 状态机, an enemy's ATTACK / COMBAT state "攻击结束后回退到MOVE状态" and checks only 异常状态 every frame
// (only a character's COMBAT "检测到不存在阻挡对象时强行切回IDLE状态"), so an enemy whose block ends after its strike — the
// strike stunned its blocker (流泪小子: 晕眩 "无法…阻挡"), knocked it out, or the blocker retreated — finishes its clip
// before it walks on (until 0.2.0 it walked on at once; community report of 2026-10-07 「哭狗瞬间隐匿没有后摇」). A
// blocked enemy never walks, so the stand matters only once it is free; a stun / freeze / sleep / 浮空, hiding or a
// displacement (失衡) ends it (updateEnemy, advanceRoute, Battle.displace)
e.atkStandUntil = b.time + attackStand(e, STAND).rest;
return false;
}
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@@ -139,6 +139,8 @@ export class BattleDisplacement {
}
if (moved > 0) {
this._unblock(e);
// 失衡 ends the attack clip it stood for (PRTS 状态机: the states are exclusive — UNBALANCE, then DEFAULT → MOVE)
e.atkStandUntil = -Infinity;
if (e.route) e.route.pts = null;
this.fx('displace', { x: e.x, y: e.y, id: e.id });
}