feedback5 O22: 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼)
Three owned-6★ picks get their operator kits (kits/ops/op-slent2.js, op-haruka.js, op-phatm2.js; OPERATOR_KIT_FILES): every skill at rank 4 / 7, both talents, the trait and every module at stages 1 and 3, from data/backups.json, PRTS and the client's battle data (charpacks + buff_template_data of the three operators). - 淬羽赫默: 护佑者 (arts attacks, heals while a skill runs; BLS-X 100 %, BLS-Y 2 targets); 无声砥柱 庇护 10 % → 24 % by the lost HP (shared `protect`); 丰润羽翼 as 生命回复速度 (the atk_to_hp_recovery template PRTS documents so for 絮雨 / 琴柳), ×2 for 莱茵生命; BLS-X Lv3 max HP +10 %, BLS-Y Lv3 the once-per-deployment barrier; S2's placed 夜灯 (T1 ×2.1 / ×2.4 around it, withdrawn at the skill's end or when she leaves); S3's 不死 for the first lethal hit in her range, 2 uses a battle. - 遥: bubbles with each attack (or instead of one), 30 % 庇护 ([bonus], ×1.4 / ×1.7 in S3), breaking 0.5 s after an enemy's damage, the break heal (BLS-Y Lv3 +1 SP to the holder); S1 re-bubbles around, S2 heal → arts splash and endless from the 2nd use, S3 y-8 and the levitation with its damage. - 酒神: T1 神经损伤 on each hit + 1.3 splash; 堕梦 ASPD cut in 神经 bursts and 70 / 90 on enemy attacks (a burst interrupts the attack); RIT-X ×1.18 vs elite / leader; S1 two hits + 束缚 ×1.3 / ×1.5; S2 (SP_FULL toggle) the placed 本能的召唤 (lure 4, exit 停顿 + DoT, 25 s redeploys while it runs); S3 y-8, per-second 神经损伤 until a burst, 1.5× burst recovery and the 迷狂牢笼 (blocks its tile's enemies at spawn / refresh, 1 per hit, 30 s after the skill). Engine (additive, no handler before): ai.js hook `enemyAttackStart` (an enemy's normal attack, before 麻痹), blocking.js flag `noNewBlock`, items/battle.js `holdsUndying` also sees a buff flagged `undying`; docs/SIM.md §3 / §5, kits/README.md (docked skill-summon pieces: their kit without offOwner). Golden: only diy moved — diy-106 … diy-109 (the prototype configurations shifted behind the new operators) and the new diy-110 … diy-114 (the three operators' configurations); roster, bonds, fields, matches, standins unchanged. Tests: test/content/op_slent2.test.js (11), op_haruka.test.js (9), op_phatm2.test.js (13).
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@@ -254,9 +254,14 @@ export function revivedInPlace(u) { if (u && u.mem) u.mem.revives = (u.mem.reviv
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* on the unit (`mem.undyingUntil`, `mem.undyingAt`) and a battle-level hook holds it (hammerAcquire), so it outlives the
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* grant that started it — a lend running out mid-window leaves the 不死 for its 8 s [ASSUMED: the 异常效果 outlasts its
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* source] — and ends with the deployment. 信仰搅拌机 S2 steps aside while it holds (kits/ops/chess_char_4_01-rmixer.js).
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* A content 不死 window counts too: a buff with the flag `undying` (淬羽赫默 S3 无畏者协议, kits/ops/op-slent2.js — its own
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* battle-level hook holds it), so the savers that do not spend themselves while a 不死 holds ("_dontConsumeWhenUndeadable":
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* 左乐, 莱恩哈特, 信仰搅拌机) step aside for it as well.
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*/
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export function holdsUndying(battle, u) {
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return !!u && u.mem.undyingAt != null && battle.time < u.mem.undyingUntil && u.mem.undyingAt === deploymentOf(u);
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if (!u) return false;
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if (u.mem.undyingAt != null && battle.time < u.mem.undyingUntil && u.mem.undyingAt === deploymentOf(u)) return true;
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return !!(u.s && u.s.flags.undying);
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}
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/** Effective multiplier of a hammer type on `u` and its params (null when the type does not apply). */
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function hammerMul(battle, rt, u, hs, type) {
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