0.2.5-dev: 萨卡兹枯朽战士 (and every enemy sharing its death fog) leaves no 污秽侵蚀 when it dies silenced — the owner's official-play recall, against the PRTS / in-game wording (#470); the 调度中心 5 / 6 promotion reward includes 自选 operators of the newly reached tier (#515, after research; the owner's decision); golden: unchanged
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@@ -17,8 +17,10 @@
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// hidden from later 'kill' handlers) · death(c,…) · status(c,…) (statusApplied on e) · burst(c,…) (elementBurst on e)
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// · tick(b,e,a,dt) every `iv` s (every tick when iv is 0) · skill: `cd`/`left`(=icd)/`cond`/`fire` (cooldown runs
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// continuously; fires when ready, the enemy can act and `cond` holds). `sil: true` = the ability's handbook line
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// is flagged SILENCE (沉默 disables it: exactly the data's `format: "SILENCE"` lines — and 萨卡兹枯朽战士 / 组长's
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// 死亡爆炸, a NORMAL line whose client template checks 沉默: archetypes.js kitPolluted); stun / freeze / sleep block
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// is flagged SILENCE (沉默 disables it: exactly the data's `format: "SILENCE"` lines). 萨卡兹枯朽战士 / 组长's
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// 【污染秽蚀】 death fog is the one NORMAL line also silenced (archetypes.js kitPolluted, `enemy_1267_nhpbr` and
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// `_2` only): the owner's official-play recall of 2026-10-12 is that a death while silenced creates no fog, and
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// that recall contradicts the PRTS / in-game text 「不可沉默」 (DESIGN §30.20). stun / freeze / sleep block
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// skills. Enemy SP skills ("数次攻击后…"): SP +1 per attack, the (spCost+1)-th attack is the skill attack (official
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// 粉碎攻坚手 text: spCost 2 = "攻击2次后,下一次攻击").
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// Shared mechanics: reborn() — "首次被击倒后重生 / 第二形态" (the first KO is hidden from kill credit and bounty; a
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@@ -658,13 +658,16 @@ const kitSelfFear = (ab) => [selfFear(ab)];
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const kitEmber = (ab) => [husk({ hits: T(ab, 'Revive[Trigger].prop_max_hp'), delay: T(ab, 'Revive[Trigger].interval') })];
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/**
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* 萨卡兹枯朽战士 / 组长 · death: 【污染秽蚀】 (PRTS 天赋 "{{特殊机制|死亡爆炸}}(释放半径2.0,持续8s的【污染秽蚀】)"). Silenced at its
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* death it releases nothing: PRTS 特殊机制 死亡爆炸 "如无特殊说明,此能力默认可沉默…若不处于沉默状态,将会…释放", and the
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* client agrees — its PollutedDie ability is a buff of template `projectile_on_killed` (battle prefab
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* enemy_1267_nhpbr / _2), whose ON_OWNER_KILLED first checks `CheckAbnormalFlag SILENCED` (unset) before it emits the
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* pollution projectile — the template of 高能源石虫's SILENCE-flagged blast too. Its handbook line alone is NORMAL, the one
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* exception to the handbook rule of content/enemies.js (community report of 2026-10-06, item 10: until 0.2.0 a
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* silenced one still poisoned its blockers).
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* 萨卡兹枯朽战士 / 组长 (`enemy_1267_nhpbr`, `enemy_1267_nhpbr_2`) · death: 【污染秽蚀】 (PollutedDie; PRTS 天赋
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* "{{特殊机制|死亡爆炸}}(释放半径2.0,持续8s的【污染秽蚀】)"). These two keys are the only enemies with this ability.
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* Not this fog: 萨卡兹枯朽战车 / 尖端's 秽蚀轰击 (an attack skill, `_ignoreSilence`), 枯朽之种's self-destruct,
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* 枯朽萃聚使徒's summons, 萨卡兹枯朽前锋 / 辟路前锋's arts while in a 源石污染区, 假想敌:蚀裂's death cloud, and
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* 高能源石虫's 死亡爆炸.
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* A death while silenced creates no fog. The owner's official-play recall of 2026-10-12 (GitHub #470) is that
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* killing one that already shows the silence icon leaves no 污染秽蚀. That recall contradicts the PRTS / in-game
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* text 「不可沉默」. Both handbook lines are NORMAL ("被击倒时释放污染秽蚀…"), not SILENCE. 0.2.0 already withheld
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* the fog, from the general 死亡爆炸 line "如无特殊说明,此能力默认可沉默" and the client template
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* `projectile_on_killed` (DESIGN §25.18.2). The recorded reason is now the owner's recall, against 「不可沉默」.
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*/
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const kitPolluted = (ab) => [{
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sil: true,
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