The sim lines are the PR's (content/enemies/invisible.js kitBoneSpike: profile blockFree and canTarget, the hidden
selection over rangeRadius + the ally collider), so the contributor is the author of this commit; the maintainer side
checked each rule, kept the engine's single target when the hidden list is empty, and wrote the tests.
Official: PRTS 假想敌:骨刺, 级别0 天赋 (on the page since 2025-11, PRTS editors): 「自身普通攻击索敌不受阻挡影响」 「不会攻击
飞行单位,隐匿(解除阻挡0秒后恢复)」 「隐匿期间可同时攻击3个目标」; enemy_database's level description 「隐匿;隐匿状态下同时攻击
3个目标。」 (the handbook line keeps 「数个目标」) — the 3 is no longer [ASSUMED]. blockFree works as for 自制投石机 (a 隐匿 /
迷彩 blocker is no target); canTarget as the engine's other 不会攻击飞行单位 enemies; the hidden 3 are picked among the
allies its normal attack could hit (ai.js attackTargets: rangeRadius + ALLY_COLLIDER_RADIUS, PRTS 作战机制 碰撞体积) — they
were picked within the bare 2.0. Stealth back 0 s after a block was already so.
Golden: roster-018 — the 骨刺 in it lands one more attack (on 异客; dmg 2434 → 2771), the same move PR #365 reported.
The contributor's code (render/spine.js syncFormPose, the render/units.js wiring and FORMS entry, the headless
test/render/forms.test.js block), applied from PR #365, so they are the author of this commit. Maintainer side: the
hard-coded Spine id became a STEALTH_FORMS table (form while the stealth bit is off), comments and docs/ASSETS.md
reworded. Not ported: the PR's sim targeting rewrite (content/enemies/invisible.js), its enemies_bosses tests, its
roster.json and the Chrome suite (forms.browser.test.js, not run here).
Seen (#296, FrogThai): a blocked 骨刺 kept the snake. The sim already sends UF.STEALTH only while its 隐匿 is effective
(not blocked, not revealed — targeting.js enemyStealthed); the view now keys the FORMS 'revealed' clip set (Idle_B /
Move_B / Die_B / Attack_B, all in the skeleton) off that bit in UnitView.sync — before a DIE of the same snapshot — and
re-poses at once: a running attack continues in the other attack clip at the same point relative to its strike frame
(Attack_A hit 0.533 s, Attack_B 0.733 s; a pending wind-up still strikes on time), a stun / idle restarts on the new set
without a crossfade, and a frozen skeleton is posed with update(0); a model loaded later is posed the same way.
Golden: unchanged (render only).
宴 S2, 斯卡蒂 S2, 野鬃 S1, 砾 S1 / S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 used a separate timed buff while the skill stayed active; equipment and bond effects that read the skill state now see it end. 伊内丝's first sentry placement starts no skill. Contributed by @Sukvii.