feedback7: merge fb7-owner-sim — community reports via the owner: 白铁's 铁钳号 opens only the skills that act on it (圣约送葬人 spends and stacks), 伊内丝 S3 after a 突袭 jump, 引星棘刺 alchemy units as HP regen (不屈者 / 禁疗), 不可对空 effects spare flying allies (炎佑), 望's 跟子 at battle start, 香槟炸弹 unhealable / no HP loss (owner decision) and not set off by unrevealed 隐匿 or sleeping enemies
- Grok review: MERGE AFTER FIXES — the HIGH finding (skills opened on the device but spending nothing) fixed on the branch
(69d791f9: skills.js allyTargetsOk, per-kit allyTargets flags).
- Golden union OK; broad node --test 5500 (5499 pass, 0 fail, 1 skipped); lint 0 errors.
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@@ -56,7 +56,11 @@ export class BattleDeploy {
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const sk = u.skill;
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// "自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却" (PRTS 卫戍协议/帮助; skills.js)
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if (initial) sk.opReadyAt = this.time + this.flags.startOpCooldown;
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if (keepSp && !sk.noSkill && sk.kind !== 'passive' && !sk.active) {
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// keepSp (突袭 "保留技力"): the SP / charges before the jump — not for a skill that costs no SP (spCost 0, the
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// deploy-timed skills), which reset() just re-armed as at every deployment: the retreat ended it, so its snapshot
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// holds 0 charges, and writing that back took the charge 伊内丝 S3's deploy hook casts with (community report:
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// 伊内丝激活突袭瞬移以后3技能被吞; those with activateOnDeploy run already, skipped by `!sk.active`)
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if (keepSp && !sk.noSkill && sk.kind !== 'passive' && !sk.active && sk.spCost > 0) {
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sk.charges = Math.max(0, Math.min(sk.maxCharges, Math.floor(fin(keepSp.charges, 0))));
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sk.sp = Math.max(0, Math.min(sk.spCost, fin(keepSp.sp, 0)));
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if (sk.charges >= sk.maxCharges) sk.sp = sk.spCost;
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