feedback1b WI: static-body enemies are never pushed or pulled (B5: 薄绿 vs drones)
Player report after 0.1.0: "飞机可以被薄绿的技能拉走". Real. PRTS 特殊机制 静态刚体: such a unit "可以进入失衡状态…但物理层面上无法产生任何速度或移动", independent of its movement type. Every air unit of the mode except “炎佑” lists it in its PRTS 天赋, and so does the ground boss 盐风主教昆图斯. - build-data: STATIC_BODIES (from the enemies' PRTS pages, like HIT_AREAS) writes enemies.json `staticBody: true` on those 28 keys; data regenerated - Battle._displaceable: a static body moves 0 tiles from every push or pull; the skills that reach it still hit it (薄绿 S2, 锏 S3, the hookmasters) - 刺胄之弹 / 斩胄之剑 / 破胄之锤 also get 失衡免疫 (PRTS 天赋) - ground enemies keep the 力度 − 重量 tables; the hovering 吉兆飞鳞 / 掠海漂移体 stay 失衡免疫 while they hover and movable once grounded - tests: the player's scenarios (薄绿 S2 vs 妖怪 / 寒霜, the act2 m01 drone), the data list, and an audit of every displacement source against ground, static air, dynamic air, hovering and 胄-shell targets
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@@ -261,6 +261,7 @@ export function normalizeEnemy(key, e) {
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hpRecoveryPerSec: num(st.hpRecoveryPerSec ?? extra.hpRecoveryPerSec ?? e.hpRecoveryPerSec, 0),
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notCountInTotal: !!(e.notCountInTotal),
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hitArea: normHitArea(e.hitArea), // huge units only (body.js); null = a point
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staticBody: !!e.staticBody, // 静态刚体: pushes / pulls never move it (Battle._displaceable)
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tags: e.tags ?? [],
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abilities: e.abilities ?? [],
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skills: e.skills ?? [],
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