feedback1 integrate: WL 源石溶剂 drain is 无来源 true damage; 信仰搅拌机 S3 counters any damage
# Conflicts: # data/items.json
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@@ -243,7 +243,10 @@ tick, damage-taken modifiers scale it and it counts for 受击回复 SP and TAKE
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excepted). 【污染秽蚀】 (萨卡兹枯朽战车's 秽蚀轰击,
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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 …
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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
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a crowd of dying 萨卡兹枯朽战士 totals 50 / s, not 50 × n.
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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
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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
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kind of damage — 无来源 true (like the terrain it stands for [ASSUMED]), the chimera credited — not a 流失 (player report
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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`).
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**Knock-outs that are not deaths** (`content/enemies.js`; player reports after 0.1.0): a `killed` ability that keeps the
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enemy alive hides the knock-out from every later `kill` handler, the kill count, kill credit and the bounty — they all
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@@ -297,6 +300,9 @@ recorded for the player whose half contains the goal it reached, with `sourcePla
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- `battleEnd {result}` fires before the result is frozen: handlers may still call `addLayers`/`addCoins`.
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- `layerGains` holds what `addLayers` actually added — never more than a bond's room under `BOND_LAYER_CAP` (999) from
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its starting layers; `bossDamage` / `damageDealt` never include a leader hit cancelled by 限伤 (§4).
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- `damageDealt` and `unitStats[].dmg` count only HP removed from the other side: a unit's own drain or 流失 (源石溶剂,
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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
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credit is unchanged (`damage.js applyHpLoss`).
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### 1.4 Robustness
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@@ -541,8 +547,22 @@ unit at ≥ 1 HP) → **`damaged`** → SP-on-hurt / TAKE_DAMAGE → `kill` + `d
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× source `healingDealtMul` × target `healingTakenMul`; **`heal`** hook (mutable amount); capped at max HP; `overheal`
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turns the excess into an `overheal` shield. `battle.loseHp(target, amount, { source, from, tags, silent, sourceless })` = HP
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loss ignoring DEF/RES/shields/dodge (流失); `sourceless: true` makes it 无来源 ("受到等量的无来源生命流失": hooks see no source,
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`source` keeps the credit — stats and the per-player shared-pool tally), as does a 无来源 `from`. On a leader in a boss /
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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
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`source` keeps the credit — stats and the per-player shared-pool tally), as does a 无来源 `from`. A 流失 skips the damage
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events (PRTS 作战机制 "生命流失不会触发反伤、受击回复等受到攻击触发的时点"): no `hit`, no 受击回复 SP, no TAKE_DAMAGE; its
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`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
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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) —
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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
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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,
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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
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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
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`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
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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
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孽罪奇美拉's aura are `dealDamage(credit, target, damage.js periodicDamage(n))`: 无来源 true, `canDodge: false`, tags
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`'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
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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
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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
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[ASSUMED]. On a leader
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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
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meets the limit (phys / arts / true / 元素伤害 incl. element bursts, DoT ticks); element 损伤 (the gauge, `type: 'element'`)
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removes no HP and never does.
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@@ -1670,7 +1670,7 @@
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],
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"flavor": "“经典的工业材料军事化应用案例。”",
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"talentNotes": [],
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"implFormula": "ATK% += atk; in battle carrier loses `damage` HP per second (periodic self-damage, true/unmitigated [ASSUMED], can kill the carrier [ASSUMED]).",
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"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\").",
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"normal": {
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"chessId": "chess_item_1_05_e_a",
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"isGolden": false,
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@@ -155,7 +155,7 @@ Param names below are the keys of `items[].normal.params` / `items[].golden.para
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params: `atk=0.15/0.25`; buff keys: `env_gbuff_new_with_verify`
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- **坚守盾牌** (`chess_item_1_02_e_a`, TI, 1) - DEF% += def
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params: `def=0.2/0.35`; buff keys: `env_gbuff_new_with_verify`
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- **源石溶剂** (`chess_item_1_05_e_a`, TI, 1) - ATK% += atk; in battle carrier loses `damage` HP per second (periodic self-damage, true/unmitigated [ASSUMED], can kill the carrier [ASSUMED]).
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- **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").
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params: `atk=0.4/0.6, damage=60.0`; buff keys: `env_gbuff_new_with_verify, env_gbuff_new_with_verify`
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- **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%).
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params: `respawn_time=-0.3/-0.5, max_hp=-0.3`; buff keys: `env_gbuff_new_with_verify`
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