feedback1 WE: 鸭爵 strategy enemies follow the official rules
- 圆仔 is unblockable (PRTS 天赋 "无法攻击/被阻挡"); it was blocked like any
ground enemy because its kit only had the front guard.
- 鸭爵 runs at move speed x(1 + run.attack@move_speed) once hurt: +300 % for
the strategy version, +400 % for the original (PRTS); it was x3 / x4.
- The swap also applies in the Final Assault and the Hidden Core (PRTS
下半/PRTS盟约记录 鸭爵 备注 "在最终回合和隐秘核心回合中仍然生效"): any
ground wave enemy but the leader, its parts, bounties and uncounted units
can be swapped (the leader rounds' escorts are elites); each player of a
boss field gets its own 0-2.
- The four swapped-in enemies cost 1 LP at the protection point
("但进入保护目标点将减少1点目标生命值"): build-data sets their lpr to 1
instead of the database's roguelike 0 (Final Assault LP, detail card).
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@@ -337,7 +337,7 @@ test('坎诺特 利滚利: leftover funds are kept; ≥ 5 left ⇒ +1 at round s
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cover('band_cannot');
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});
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test('鸭爵 “神秘顾客”: from R5, 0–2 normal ground enemies in the last 40 % of every teammate\'s wave become 鸭爵 & co. worth 1 fund to the killer', () => {
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test('鸭爵 “神秘顾客”: from R5, 0–2 ground enemies in the last 40 % of every teammate\'s wave become 鸭爵 & co. worth 1 fund to the killer', () => {
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const p = DATA.bands.band_ducklord.buffs[0];
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const ducks = p.bbStr.enemylist.split(',');
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const normalKey = Object.values(DATA.enemies).find((e) => e.rank === 'NORMAL' && e.stats.motion === 'WALK').key;
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@@ -360,8 +360,9 @@ test('鸭爵 “神秘顾客”: from R5, 0–2 normal ground enemies in the las
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assert.ok(ev.spawns.some((sp) => sp.enemyKey === flyKey), 'flyers are never replaced');
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}
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assert.deepEqual(Object.keys(counts).map(Number).sort(), [0, 1, 2]);
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// before R5, in boss rounds, or when nobody holds the band: nothing
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for (const [r, kind, band] of [[4, 'normal', 'band_ducklord'], [5, 'boss', 'band_ducklord'], [5, 'normal', null]]) {
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// before R5, in the 联防 phase (its enemies are leaks), or when nobody holds the band: nothing (the Final Assault and
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// the Hidden Core swap too: test/match/feedback1-ducklord.test.js)
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for (const [r, kind, band] of [[4, 'normal', 'band_ducklord'], [5, 'unite', 'band_ducklord'], [5, 'normal', null]]) {
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h.ps('p_1').bandId = band;
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m.round = r;
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const ev = { input: p0.battleInput({ side: 'L', colOffset: 0 }), kind, round: r, spawns: wave() };
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