feedback6: merge fb6-small-fixes (see its commits)
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@@ -371,7 +371,7 @@ that per garrison with `garrisonHooks(garrison) → hook[]`, e.g. "<进入休整
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| `SERVER_GAIN` 获得时 | `onGain` | the gained piece — run **×2 while 投资人 is active, ×3 at ≥ 100 投资人 layers** |
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| `SERVER_PREP_START` 进入休整期时 | `onRoundStart` | owned chess: board, and hand unless `bbStr.conditionkey === 'character_target_inboard'` |
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| `SERVER_PREP_FIN` 休整期结束时 | `onPrepEnd` | same |
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| `SERVER_REFRESH_SHOP` 刷新时 | `onRefresh` | same — manual refreshes only (`ev.trigger` marks a re-run); 拉普兰德's "本回合首次主动刷新" counts per copy (`incPieceCounter`) |
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| `SERVER_REFRESH_SHOP` 刷新时 | `onRefresh` | same, as they stood when the refresh happened (taken before its first handler: a chess gained during the dispatch — 贾维's gift, the elite it completes — waits for the next refresh; one that left is skipped) — manual refreshes only (`ev.trigger` marks a re-run); 拉普兰德's "本回合首次主动刷新" counts per copy (`incPieceCounter`) |
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| `SERVER_CHESS_SOLD` 售出时 | `onSold` | the sold piece |
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| `SERVER_PRICE` 购买价格 | `onPrice` (first) | the chess in the priced slot (`ctx.source.where === 'shop'`); SERVER_CHESS_PRICE `bb.price` is the discount off the tier price (至简 3 − 2 = 1, 红豆 2 − 1 = 1: both texts say 购买价格为1) |
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| `IN_BATTLE` | — | battle side (server/sim/content/garrisons.js `install`) |
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@@ -663,7 +663,7 @@ the source's side):
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| `burn` 灼燃 | 1200 arts + RES −20, 10 s lock | 7000 元素伤害 + RES −20, 10 s lock |
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| `neural` 神经 | stun 10 s, then 1000 true (10 s lock) | 3 `palsy` (none with 麻痹免疫), then 6000 元素伤害, 10 s lock |
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| `apoptosis` 凋亡 | 15 s: 阻回 (`noSp`: no SP gain of any kind, skills.js) + 静默 (no skill activation), −1 SP/s, 100 arts/s | 15 s: 50 % weaken recovering over the burst, 800 元素伤害/s |
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| `apoptosis` 凋亡 | 15 s: 阻回 (`noSp`: no SP gain of any kind, skills.js) + 静默 (no skill activation), −1 技力/s — of `spTotal`, stored charges included (PRTS 技能 可充能 "当持有者的技力流失时,充能次数也会实时降低"; `setSpTotal`, a running timed skill untouched; PR #262), 100 arts/s | 15 s: 50 % weaken recovering over the burst, 800 元素伤害/s |
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| `erosion` 侵蚀 | permanent DEF −100 (stacking `erosionDown`) then 800 phys, 10 s lock | permanent DEF −120 then 5000 元素伤害, 8 s lock |
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| `necrosis` (legacy spare gauge) | 12 s: 100 true/s, ATK −20 % | same |
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@@ -895,7 +895,9 @@ instance) and skip `'counter'` / `'reflect'` damage. When the guard trips, the l
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row (薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2, 安洁莉娜 S3) whose attack range while it runs strictly contains the
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unit's own range checks the DEFAULT condition — a targetable enemy (or one it blocks), a heal skill an injured ally —
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on `trigger.customRangeGrid` (= that running range, grown by the unit's permanent rangeExtend unless the skill's
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`targeting.noRangeExtend`), every tick, no attack needed; `DEFAULT` with `trigger.allies` (+ `hpAtMost`,
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`targeting.noRangeExtend`), every tick, no attack needed (the 外勤医疗 map character Touch's 恳切福音 too, on its 5-2:
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set by its kit, content/tokens.js `touchKit` — the map character's record keeps DEFAULT, build-data widens operators'
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skills only; GitHub #260); `DEFAULT` with `trigger.allies` (+ `hpAtMost`,
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`grid`) = the basic rule **and** such an ally on the grid: the cast replaces the attack about to be made (塞雷娅 S1 "触发
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时会替换当次攻击", ≤ half HP); a cast whose ally condition fails before that attack is withdrawn, its charge returned;
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`TAKE_DAMAGE` — ready and just hit (重装: "不受技能范围影响,受到伤害时释放技能"; in the data every MANUAL 重装 skill but
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