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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@@ -6,6 +6,8 @@
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// → 限伤 (leaders in boss / hidden battles: a hit of ceil(final) ≥ BOSS_HIT_LIMIT is cancelled, see leaderHitCancelled)
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// → shields (hit-negating barriers first, then HP shields) → HP loss (boss pool routing) → 'damaged' hook
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// → SP-on-hurt / TAKE_DAMAGE trigger → fatal/kill.
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// Damage-dealt stats (the source's `stats.dmg`, the player's `damageDealt`) count only HP removed from the other side:
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// self and friendly damage (a 源石溶剂 drain, an operator's own 流失) is the target's `taken` and keeps the kill credit.
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// Phys: max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 5 %·A); Arts: max(A×(1 − R′/100), 5 %·A) with
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// R′ = max(0, R×(1−resIgnorePct) − resIgnoreFlat); True: A; Elemental (元素伤害): max(A×(1 − 元素抗性/100), 5 %·A)
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// (PRTS 游戏数据基础 DMG_e; 元素抗性 = the target's data `epDamageResistance`: 0 on every enemy in data/enemies.json).
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@@ -277,7 +279,9 @@ export function applyHpLoss(battle, source, target, amount, dmg) {
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}
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dealt = Math.max(0, before - Math.max(0, target.hp));
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}
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if (source) {
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// damage dealt (unit stats, the results screen's 造成伤害) never counts a unit's own side — its own drain or 流失 (源石溶剂,
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// 史尔特尔 S3 …), friendly damage; `taken` and the kill credit do
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if (source && source.side !== target.side) {
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source.stats.dmg += dealt;
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if (source.side === 'ally' && source.ownerId != null) { const pp = battle._pp(source.ownerId); if (pp) pp.damageDealt += dealt; }
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}
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