feedback1d WL: 源石溶剂 drain is 无来源 true damage; 信仰搅拌机 S3 counters any damage
Player report D1: the 源石溶剂 HP loss should set off 信仰搅拌机 S3 and, next to 莫斯提马, stack 拉特兰 layers on its own. The drain was a Battle.loseHp 流失, which skips 受击回复 SP and the 重装 TAKE_DAMAGE trigger, and the S3 counter needed an enemy attack and a target. Official: PRTS 盟约记录 源石溶剂 "受到60真实伤害" (修正 "并非流失", 备注 "造成无来源真实持续环境伤害"); PRTS 信仰搅拌机 S3 备注 "反击受到任何伤害后均可触发, 无需目标,视为普通攻击"; PRTS 作战机制: 生命流失 skips 反伤 / 受击回复. - damage.js periodicDamage: the periodic_damage template (源石溶剂, 狂暴宿主组长) as 无来源 true damage (shields, damage-taken modifiers, hit effects, 受击回复 SP, TAKE_DAMAGE); the credit is unchanged. - 信仰搅拌机 S3: any damage except 流失 / element 损伤 counters; with no enemy in range the counter still spends its bullet. - Audit, same rule both ways (damage.js isHpLoss): 孽罪奇美拉's aura on operators is damage; 雷蛇 战术防御 and 蒂比 S2 / 片场工作指南 respond to any damage (PRTS notes); 乌尔比安, 伪装服, 远牙, 录武官's guard and 坚守 thorn chances no longer respond to a 流失. - data/items.json regenerated (源石溶剂 implFormula text only).
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@@ -224,7 +224,9 @@ tick, damage-taken modifiers scale it and it counts for 受击回复 SP and TAKE
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excepted). 【污染秽蚀】 (萨卡兹枯朽战车's 秽蚀轰击,
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萨卡兹枯朽战士's death) is **true** damage, 50 / 25 per second on low / high ground (PRTS "每秒受到50/25点真实普通伤害 …
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同名效果不叠加", user playtest #6): a unit covered by several zones takes one tick per second (`unit.mem.pollutedAt`), so
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a crowd of dying 萨卡兹枯朽战士 totals 50 / s, not 50 × n.
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a crowd of dying 萨卡兹枯朽战士 totals 50 / s, not 50 × n. An activated 孽罪奇美拉's aura (`kitChimera`, PRTS "持续视为受到源石
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污染区影响…受到50真实持续伤害") is the same kind of damage — 无来源 true (like the terrain it stands for [ASSUMED]), the
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chimera credited — not a 流失 (player report D1 audit; its radius 1 and 1 s pulse stay [ASSUMED] against PRTS's 1.2 / 0.5 s).
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**Ownership** (`enemy.ownerId`, used for `killed/total` and leak attribution): `ownerPlayerId` if given, else the
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player whose half contains the spawn tile (cols ≥ 11 = right half / player with colOffset 8 or side R). A leak is
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@@ -497,8 +499,16 @@ unit at ≥ 1 HP) → **`damaged`** → SP-on-hurt / TAKE_DAMAGE → `kill` + `d
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× source `healingDealtMul` × target `healingTakenMul`; **`heal`** hook (mutable amount); capped at max HP; `overheal`
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turns the excess into an `overheal` shield. `battle.loseHp(target, amount, { source, from, tags, silent, sourceless })` = HP
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loss ignoring DEF/RES/shields/dodge (流失); `sourceless: true` makes it 无来源 ("受到等量的无来源生命流失": hooks see no source,
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`source` keeps the credit — stats and the per-player shared-pool tally), as does a 无来源 `from`. On a leader in a boss /
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hidden battle a loss of ≥ `BOSS_HIT_LIMIT` (a part's 传递, a drone's death) is cancelled like a hit. Every HP-damage kind
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`source` keeps the credit — stats and the per-player shared-pool tally), as does a 无来源 `from`. A 流失 skips the damage
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events (PRTS 作战机制 "生命流失不会触发反伤、受击回复等受到攻击触发的时点"): no `hit`, no 受击回复 SP, no TAKE_DAMAGE; its
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`damaged` ctx carries the tag `'hpLoss'` (and `noSp`; `damage.js isHpLoss`), and "受到伤害时" content skips it (信仰搅拌机 S3
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counters, 雷蛇 战术防御, 乌尔比安 本性的坚守, 录武官's guard, 远牙's 未受伤害 timer, 伪装服, 坚守 thorn chances, 机变 自愈) —
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while it counts every real damage instance, 无来源 ones included (a zone tick, the 源石溶剂 drain; 蒂比 S2 "受到伤害前
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触发"). Use it only for what the official calls 流失 (operator skill / trait 流失, 阿戈尔's 物理流失, leader-part 传递);
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"受到N真实伤害" over time is damage — the official `periodic_damage` template (源石溶剂: PRTS 盟约记录 修正 "并非流失",
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"造成无来源真实持续环境伤害"; 狂暴宿主 "自身每秒受到N无来源真实伤害") is `dealDamage(credit, target,
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damage.js periodicDamage(n))`: 无来源 true, `canDodge: false`, tags `'dot'` / `'periodic'` (player report D1). On a leader
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in a boss / hidden battle a loss of ≥ `BOSS_HIT_LIMIT` (a part's 传递, a drone's death) is cancelled like a hit. Every HP-damage kind
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meets the limit (phys / arts / true / 元素伤害 incl. element bursts, DoT ticks); element 损伤 (the gauge, `type: 'element'`)
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removes no HP and never does.
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