Add snare movement lock tactic
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@@ -242,26 +242,26 @@ Skills define MP tactics. A class, officer, or scenario deployment can add skill
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}
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```
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Support skills use an `effects` array. `stat_bonus` uses `stat` in `atk`, `def`, `int`, or `agi`, a non-zero `amount`, and positive `duration_turns`. Positive amounts are buffs and negative amounts are debuffs; both are battle-only and expire when the target's team begins enough future phases. `damage_over_time` uses a stable `status`, positive `amount`, and positive `duration_turns`; it ticks at the start of the target team's phase before expiration and can defeat units without awarding delayed defeat EXP. `action_lock` uses a stable `status`, an `action` of `skill`, and positive `duration_turns`; it blocks the affected unit from selecting or casting tactics while active.
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Support skills use an `effects` array. `stat_bonus` uses `stat` in `atk`, `def`, `int`, or `agi`, a non-zero `amount`, and positive `duration_turns`. Positive amounts are buffs and negative amounts are debuffs; both are battle-only and expire when the target's team begins enough future phases. `damage_over_time` uses a stable `status`, positive `amount`, and positive `duration_turns`; it ticks at the start of the target team's phase before expiration and can defeat units without awarding delayed defeat EXP. `action_lock` uses a stable `status`, an `action` of `skill` or `move`, and positive `duration_turns`; it blocks the affected unit from selecting or casting tactics, or from moving, while active.
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```json
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{
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"seal_tactic": {
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"name": "Seal Tactic",
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"snare_tactic": {
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"name": "Snare Tactic",
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"kind": "support",
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"target": "enemy",
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"mp_cost": 6,
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"mp_cost": 5,
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"range": [1, 3],
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"power": 0,
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"stat": "int",
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"effects": [
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{ "type": "action_lock", "status": "seal", "action": "skill", "duration_turns": 2 }
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{ "type": "action_lock", "status": "snare", "action": "move", "duration_turns": 2 }
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]
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}
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}
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```
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The current single-target tactic set includes `spark`, `fire_tactic`, `blaze`, `mend`, `great_mend`, `guard_order`, `rally_order`, `disrupt_order`, `poison_mist`, and `seal_tactic`. Hero classes get low-cost Spark alongside Fire/Mend and ally orders, strategist classes also get Poison Mist and Seal Tactic, promoted command/advisor classes add Great Mend, and late scenario deployments can add stronger pressure skills such as Blaze without changing their base class.
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The current single-target tactic set includes `spark`, `fire_tactic`, `blaze`, `mend`, `great_mend`, `guard_order`, `rally_order`, `disrupt_order`, `poison_mist`, `seal_tactic`, and `snare_tactic`. Hero classes get low-cost Spark alongside Fire/Mend and ally orders, strategist classes also get Poison Mist, Seal Tactic, and Snare Tactic, promoted command/advisor classes add Great Mend, and late scenario deployments can add stronger pressure skills such as Blaze without changing their base class.
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## Terrain
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@@ -314,7 +314,8 @@ Consumables use `kind: "consumable"` with effect records. `heal_hp` restores HP,
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"uses": 1,
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"effects": [
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{ "type": "cure_status", "status": "poison" },
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{ "type": "cure_status", "status": "seal" }
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{ "type": "cure_status", "status": "seal" },
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{ "type": "cure_status", "status": "snare" }
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],
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"price": 140
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}
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