feedback5 WE1: 武者 trait heal on every damage instance, through 禁疗 (follow-up 1)
PRTS 分支特性信息 武者: "特性治疗于干员每次输出伤害时触发(不局限于攻击)", "通过自身特性/天赋/技能产生的作用于自身的治疗效果会无视 自身的禁疗" (utage_trait / helage_trait / zuole_trait: ON_OUTPUT_DAMAGE); PRTS 异常效果: an abnormal flag is one switch. - professions.js installMushaHeal: one heal of the trait value per damage instance dealt to an enemy, at that instance (every hit of an attack, skill / item / bond damage); a dodged hit, a 流失, an element 损伤 or a talent / DoT damage heals nothing; ignoreHealFree. 收割者 keeps its rule (installReaperHeal) and ignores 禁疗 too (the same PRTS sentence). - 赫拉格's kit: its second-hit heal patch is gone (redundant). 左乐's S1 reads his HP when it fires, before its strike's own heal [ASSUMED]. Golden (diy only): diy-007, diy-008, diy-009 (赫拉格: a multi-target attack heals 70 per target in separate heals instead of one 70 × n heal — HP identical, heal hook / event counts move); diy-033, diy-034, diy-035 (左乐: heals land between his S1 / S2 hits, so his HP-dependent T2 roll, 坚忍 and 庇护 read the healed HP from the second instance on). roster, bonds, fields, matches, standins unchanged (宴 hits once per attack). Tests: test/sim/feedback5-musha-heal.test.js (new, 4); op_helage, op_zuole, kits_t1t2, kits_t5, kits_alt_t5 pass. Docs: SIM.md §Professions.
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@@ -58,26 +58,46 @@ export const PROFESSION_DEFAULTS = Object.freeze({
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// install helpers (per-unit hooks). All use engine helpers only; tunables come from unit.profile.
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/**
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* 武者 / 收割者 self-heal ("每次攻击到敌人回复自身50生命"; 收割者 adds "最大生效数等于阻挡数"). Normal attacks arrive as one
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* 'attack' event whose `targets` are every enemy hit.
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* 武者 (musha) trait "每次攻击到敌人后回复自身N生命" (bb value) with the branch rules of PRTS 分支特性信息 武者: "特性治疗于干员每次
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* 输出伤害时触发(不局限于攻击)" and "常态持有禁疗;通过自身特性/天赋/技能产生的作用于自身的治疗效果会无视自身的禁疗". The official
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* trait buffs (buff_template_data `utage_trait`, `helage_trait`, `zuole_trait`) fire on ON_OUTPUT_DAMAGE: one heal per damage
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* instance the unit deals to an enemy — every hit of a normal attack (the second hit of a double strike, a splash or
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* chain victim) and every skill / item / bond damage instance credited to it; a dodged hit deals none (no `damaged`).
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* Not a 流失 (no damage dealt), not an element 损伤 (a gauge fill, no HP damage — as 咒愈师), not a buff-made damage
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* (talent / DoT tags: attackType BUFF — [ASSUMED] as before; only 隐德来希's template filters it and no 武者 kit deals such
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* damage). The heal ignores 禁疗 (`ignoreHealFree`: an abnormal flag is one switch whoever set it — PRTS 异常效果).
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*/
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const installMushaHeal = (battle, unit) => {
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battle.on('damaged', (c) => {
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if (c.source !== unit || !unit.alive || !c.target || c.target.side !== 'enemy') return;
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const dmg = c.dmg;
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if (!dmg || isHpLoss(dmg) || c.type === 'element') return;
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const tags = dmg.tags || [];
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if (tags.includes('talent') || tags.includes('dot') || tags.includes('periodic')) return;
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battle.heal(unit, unit, unit.profile.selfHeal ?? 50, { self: true, ignoreHealFree: true });
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}, { owner: unit, priority: -10 });
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};
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/**
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* 收割者 (reaper) self-heal ("每次攻击到敌人回复自身50生命,最大生效数等于阻挡数"). Normal attacks arrive as one 'attack' event
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* whose `targets` are every enemy hit.
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*
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* The official trait is a buff ON the operator that fires on ON_OUTPUT_DAMAGE — buff_template_data `etlchi_trait`,
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* `excu2_trait`, `utage_trait`, `helage_trait`, `zuole_trait` all react to any damage the unit outputs, and 隐德来希's
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* filters the attackType BUFF out (damage produced by a buff/talent — e.g. her own 萃血 DoT). So skill damage heals too:
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* 隐德来希's S2 blood sickles restore her life although the skill stops her attacks (`attack: { noAttack: true }`) — the
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* sickle's AOEDamage nodes are attackType NORMAL and PRTS 备注 says "伤害来源始终视为隐德来希". Every such hit arrives as
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* one 'damaged' event per enemy, so the reaper cap ("最大生效数") is applied per instant here: the official `[heal_fake]`
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* window is 0.05 s and its stack count is the block number (`SetStackCountViaBlockNum`). [ASSUMED] the sim uses the same
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* `battle.time` as its window, so simultaneous hits (both 血镰, an AoE) share the block-count cap; a normal attack has its
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* own event and its own cap, as before.
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* `excu2_trait` react to any damage the unit outputs, and 隐德来希's filters the attackType BUFF out (damage produced by a
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* buff/talent — e.g. her own 萃血 DoT). So skill damage heals too: 隐德来希's S2 blood sickles restore her life although the
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* skill stops her attacks (`attack: { noAttack: true }`) — the sickle's AOEDamage nodes are attackType NORMAL and PRTS 备注
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* says "伤害来源始终视为隐德来希". Every such hit arrives as one 'damaged' event per enemy, so the reaper cap ("最大生效数") is
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* applied per instant here: the official `[heal_fake]` window is 0.05 s and its stack count is the block number
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* (`SetStackCountViaBlockNum`; PRTS 分支特性信息 收割者 "触发后的0.05s内最多只能累加等于自身阻挡数的治疗次数"). [ASSUMED] the sim uses
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* the same `battle.time` as its window, so simultaneous hits (both 血镰, an AoE) share the block-count cap; a normal attack
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* has its own event and its own cap, as before. Like the 武者's, the heal ignores 禁疗 (PRTS 分支特性信息 收割者 "通过自身特性/
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* 天赋/技能产生的作用于自身的治疗效果会无视自身的禁疗").
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*/
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const installSelfHealOnHit = (capByBlock) => (battle, unit) => {
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const heal = (n) => { if (n > 0 && unit.alive) battle.heal(unit, unit, (unit.profile.selfHeal ?? 50) * n, { self: true }); };
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const installReaperHeal = (battle, unit) => {
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const heal = (n) => { if (n > 0 && unit.alive) battle.heal(unit, unit, (unit.profile.selfHeal ?? 50) * n, { self: true, ignoreHealFree: true }); };
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battle.on('attack', (ctx) => {
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if (ctx.attacker !== unit || !unit.alive) return;
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let n = ctx.targets.length;
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if (capByBlock) n = Math.min(n, Math.max(1, unit.s.blockCnt));
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heal(n);
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heal(Math.min(ctx.targets.length, Math.max(1, unit.s.blockCnt)));
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}, { owner: unit, priority: -10 });
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battle.on('damaged', (c) => {
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if (c.source !== unit || !unit.alive || !c.target || c.target.side !== 'enemy') return;
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@@ -87,7 +107,7 @@ const installSelfHealOnHit = (capByBlock) => (battle, unit) => {
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if (tags.includes('talent') || tags.includes('dot') || tags.includes('periodic')) return; // attackType BUFF
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const mem = unit.mem;
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if (mem.selfHealAt !== battle.time) { mem.selfHealAt = battle.time; mem.selfHealN = 0; }
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if (capByBlock && mem.selfHealN >= Math.max(1, unit.s.blockCnt)) return;
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if (mem.selfHealN >= Math.max(1, unit.s.blockCnt)) return;
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mem.selfHealN++;
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heal(1);
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}, { owner: unit, priority: -10 });
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@@ -537,8 +557,8 @@ export const SUB = Object.freeze({
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const [fr, fc] = frontOf(unit.tileR, unit.tileC, unit.dir);
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return bodyOnTile(target, unit.tileR, unit.tileC) || bodyOnTile(target, fr, fc) ? 1 : (unit.profile.rangedScale ?? 0.8);
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} }),
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musha: P({ noHeal: true, install: installSelfHealOnHit(false) }),
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reaper: P({ noHeal: true, allInRange: true, install: installSelfHealOnHit(true) }),
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musha: P({ noHeal: true, install: installMushaHeal }),
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reaper: P({ noHeal: true, allInRange: true, install: installReaperHeal }),
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sword: P({ hits: 2 }),
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artsfghter: P({ dmgType: 'arts' }),
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swordmaster: P({ hits: 2 }),
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