feedback1d WL: review follow-ups (源石溶剂 on 炎佑, enemy BUFF damage, self-damage stats, chimera aura)

- 源石溶剂: PRTS 备注 "携带后,全场范围内的所有敌人类我方单位也会获得此装备的“每秒受到60真实伤害”效果
  (该效果的付与为我方阵营索敌,可对空,无视目标可选性)". Every enemy-record ally of the field (炎佑,
  a partner's too) takes the 无来源 60 true-damage tick while a carrier is on the field, credited to
  nobody, once per second however many carriers (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个").
- 码头水手 drowning ("每秒受到1000点无来源真实伤害") and 弧光锋卫's 失衡 bleed (修正 "失衡移动时持续受到真实
  伤害") are damage, not 流失 (PRTS 伤害分类 lists both as BUFF damage).
- 孽罪奇美拉 污染模式 follows PRTS: radius 1.2, a tick every 0.5 s, one tick per unit per period
  however many chimeras reach it ("同类效果取最高").
- Damage-dealt stats (unit dmg, the player's damageDealt) no longer count damage to the source's own
  side (a carrier's own drain, an operator's own 流失); taken and the kill credit are unchanged.
- 机变 自愈 uses damage.js isHpLoss.
- SIM.md: the loseHp rule lists the remaining 流失 sources; the chimera aura; the stats rule.
  data/items.json regenerated (源石溶剂 implFormula text only).
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sganggs committed 2026-10-03 05:09:42 +08:00
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@@ -224,9 +224,10 @@ tick, damage-taken modifiers scale it and it counts for 受击回复 SP and TAKE
excepted). 【污染秽蚀】 (萨卡兹枯朽战车's 秽蚀轰击,
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 …
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
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
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
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).
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 "自身半径1.2
范围内的所有单位持续视为受到源石污染区影响,技力自然回复速度倍率-80%,每0.5秒受到50真实持续伤害(同类效果取最高)") is the same
kind of damage — 无来源 true (like the terrain it stands for [ASSUMED]), the chimera credited — not a 流失 (player report
D1 audit): radius 1.2, a tick every 0.5 s, one tick per unit per 0.5 s however many chimeras reach it (`mem.chimeraAt`).
**Ownership** (`enemy.ownerId`, used for `killed/total` and leak attribution): `ownerPlayerId` if given, else the
player whose half contains the spawn tile (cols ≥ 11 = right half / player with colOffset 8 or side R). A leak is
@@ -255,6 +256,9 @@ recorded for the player whose half contains the goal it reached, with `sourcePla
- `battleEnd {result}` fires before the result is frozen: handlers may still call `addLayers`/`addCoins`.
- `layerGains` holds what `addLayers` actually added — never more than a bond's room under `BOND_LAYER_CAP` (999) from
its starting layers; `bossDamage` / `damageDealt` never include a leader hit cancelled by 限伤 (§4).
- `damageDealt` and `unitStats[].dmg` count only HP removed from the other side: a unit's own drain or 流失 (源石溶剂,
史尔特尔 S3 …) and friendly damage (the drain on 炎佑) count as the target's `taken`, never as damage dealt; the kill
credit is unchanged (`damage.js applyHpLoss`).
### 1.4 Robustness
@@ -504,10 +508,16 @@ events (PRTS 作战机制 "生命流失不会触发反伤、受击回复等受
`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
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) —
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
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);
"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",
"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,
damage.js periodicDamage(n))`: 无来源 true, `canDodge: false`, tags `'dot'` / `'periodic'` (player report D1). On a leader
触发"). Use it only for what the official calls 流失 — operator skill / trait 流失 (华法琳, 史尔特尔, 瑰盐 …), 阿戈尔's 物理流失,
a leader part's 传递 and the 胄 drone link ("无来源生命流失") — and, [ASSUMED] for want of an official word, 心烛's transfer
and 扎罗's 溶血骇惧; "受到N真实伤害" over time is damage (PRTS 伤害分类: BUFF damage, "自残类型" included) — the official
`periodic_damage` template (源石溶剂: PRTS 盟约记录 修正 "并非流失", "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"), 码头水手's drowning ("每秒受到1000点无来源真实伤害"), 弧光锋卫's 失衡 bleed (修正 "失衡移动时持续受到真实伤害") and
孽罪奇美拉's aura are `dealDamage(credit, target, damage.js periodicDamage(n))`: 无来源 true, `canDodge: false`, tags
`'dot'` / `'periodic'` (player report D1). The 源石溶剂 drain also ticks on every 敌人类我方单位 of the field (炎佑, a
partner's too: PRTS 备注 "全场范围内的所有敌人类我方单位也会获得此装备的…效果…无视目标可选性"), credited to nobody, once per
second however many carriers (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"), while a carrier is on the field
[ASSUMED]. On a leader
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
meets the limit (phys / arts / true / 元素伤害 incl. element bursts, DoT ticks); element 损伤 (the gauge, `type: 'element'`)
removes no HP and never does.
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@@ -1670,7 +1670,7 @@
],
"flavor": "“经典的工业材料军事化应用案例。”",
"talentNotes": [],
"implFormula": "ATK% += atk; in battle the carrier takes `damage` true damage per second — 无来源 持续 damage, not a 流失 (PRTS 盟约记录 修正 \"并非流失\", 备注 \"造成无来源真实持续环境伤害\"): shields and damage-taken modifiers apply, it counts as 受到伤害 (受击回复 SP, the 重装 skill trigger, 信仰搅拌机 S3 counters); can kill the carrier.",
"implFormula": "ATK% += atk; in battle the carrier takes `damage` true damage per second — 无来源 持续 damage, not a 流失 (PRTS 盟约记录 修正 \"并非流失\", 备注 \"造成无来源真实持续环境伤害\"): shields and damage-taken modifiers apply, it counts as 受到伤害 (受击回复 SP, the 重装 skill trigger, 信仰搅拌机 S3 counters); can kill the carrier. Every 敌人类我方单位 of the field (炎佑, a partner's too) takes the same tick while a carrier is on the field — once per second however many carriers (PRTS 备注 \"全场范围内的所有敌人类我方单位也会获得此装备的…效果\").",
"normal": {
"chessId": "chess_item_1_05_e_a",
"isGolden": false,
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@@ -155,7 +155,7 @@ Param names below are the keys of `items[].normal.params` / `items[].golden.para
params: `atk=0.15/0.25`; buff keys: `env_gbuff_new_with_verify`
- **坚守盾牌** (`chess_item_1_02_e_a`, TI, 1) - DEF% += def
params: `def=0.2/0.35`; buff keys: `env_gbuff_new_with_verify`
- **源石溶剂** (`chess_item_1_05_e_a`, TI, 1) - ATK% += atk; in battle the carrier takes `damage` true damage per second — 无来源 持续 damage, not a 流失 (PRTS 盟约记录 修正 "并非流失", 备注 "造成无来源真实持续环境伤害"): shields and damage-taken modifiers apply, it counts as 受到伤害 (受击回复 SP, the 重装 skill trigger, 信仰搅拌机 S3 counters); can kill the carrier.
- **源石溶剂** (`chess_item_1_05_e_a`, TI, 1) - ATK% += atk; in battle the carrier takes `damage` true damage per second — 无来源 持续 damage, not a 流失 (PRTS 盟约记录 修正 "并非流失", 备注 "造成无来源真实持续环境伤害"): shields and damage-taken modifiers apply, it counts as 受到伤害 (受击回复 SP, the 重装 skill trigger, 信仰搅拌机 S3 counters); can kill the carrier. Every 敌人类我方单位 of the field (炎佑, a partner's too) takes the same tick while a carrier is on the field — once per second however many carriers (PRTS 备注 "全场范围内的所有敌人类我方单位也会获得此装备的…效果").
params: `atk=0.4/0.6, damage=60.0`; buff keys: `env_gbuff_new_with_verify, env_gbuff_new_with_verify`
- **不屈弹射器** (`chess_item_2_01_e_a`, TII, 1) - respawnTime *= (1 + respawn_time) (i.e. -30%/-50%); maxHP% += max_hp (-30%).
params: `respawn_time=-0.3/-0.5, max_hp=-0.3`; buff keys: `env_gbuff_new_with_verify`