feedback1 integrate: WI flying enemies are static bodies (never displaced); 胄 parts, 守墓石像 and 喷气人 flight
# Conflicts: # data/enemies.json # server/sim/content/enemies.js
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@@ -710,7 +710,7 @@ const KITS = {
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// ---- 3_07 见行者 · 推击手 (hidden) — S2 惊爆射击: push every enemy in the skill range forward + stun (longer when
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// slammed into a wall, collided enemies stunned too; air units too [ASSUMED: "范围内所有敌人", no 对空 note on
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// PRTS] — a 失衡免疫 enemy is not pushed but still stunned); 技巧射击: ignore DEF vs heavy enemies;
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// PRTS] — a 失衡免疫 enemy or a 静态刚体 (the drones) is not pushed but still stunned); 技巧射击: ignore DEF vs heavy enemies;
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// 精锐 module PUS-X: redeployed on a ranged tile ⇒ half the deployment cost back
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chess_char_3_07_a: (bb, chess, def) => {
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const d = defOf(chess, def);
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@@ -818,7 +818,9 @@ const KITS = {
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onHit({ battle, unit, target }) {
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if (!target || !target.alive || target.side !== 'enemy') return;
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// PRTS 备注: "此技能的“拖拽”机制实际为反方向(指向薄绿方向)的推开" — a radial push towards her by the
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// official 力度 − 重量 push distance (小力 vs weight 1: 0.44 tiles), never past her (Battle.push inward)
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// official 力度 − 重量 push distance (小力 vs weight 1: 0.44 tiles), never past her (Battle.push inward). Her
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// attack reaches air units (阵法术师 "攻击时可对空"), but the drones of the mode are 静态刚体 (PRTS 特殊机制): hit,
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// never dragged (player report after 0.1.0, "飞机可以被薄绿的技能拉走")
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if (battle.push(target, pullForce, { from: unit, inward: true }) > 0) fx(battle, 'pull', target, { src: unit.id });
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},
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},
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@@ -53,7 +53,8 @@
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// while they roam; 头狼 stage 2 "特殊能力失效" = silence; stage 3 = +1 drone (normal attacks hit once
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// more, S3 releases one more drone). Base drone count 1.
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// 6_19 锏 10 slashes every d_hit_interval, pulls every p_hit_interval, final blow (skill range) at the end;
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// S3 slashes and pulls air units too (PRTS 备注 "可对空").
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// S3 slashes and pulls air units too (PRTS 备注 "可对空"; a 静态刚体 — every drone of the mode — is hit
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// but stays put: Battle._displaceable).
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// 6_20 纯烬艾雅法拉 5 shots are padded by cycling targets when fewer injured allies exist.
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//
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// Operator loadouts (DESIGN §16): every visible chess also authors its selectable NON-default skills in `skills`
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@@ -2939,7 +2940,7 @@ function blkkgt(bb, chess, def) {
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// removes the skill's range
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const skillKeys = (unit) => unit.rangeKeys || [];
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// S3 hits and pulls air units too — PRTS 锏 S3 备注 "※可对空。不会拖拽自身中心半径0.6708范围内的敌人" (her attacks and S1 /
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// S2 stay ground-only: "地面敌人")
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// S2 stay ground-only: "地面敌人"); the air units of the mode are 静态刚体, so the pull leaves them in place (Battle.pull)
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const victims = (battle, unit) => {
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const c = battle.enemiesInKeys(skillKeys(unit), unit, { ...unit.profile, canHitFly: true, groundOnly: false });
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sortEnemyTargets(battle, unit, c, null);
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