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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@@ -36,7 +36,7 @@ import {
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num, itemRecord, itemKeyOf, buffsOf, isOp, onField, unitBonds, isMember, bondActive, isGroundOp, frontTile,
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alliesAround, passiveBuff, fxOn, battleStore, contentInfo, itemsOf, directMods,
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} from '../support/index.js';
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import { mitigate, hasHp } from '../../damage.js';
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import { mitigate, hasHp, periodicDamage, isHpLoss } from '../../damage.js';
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// =====================================================================================================================
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// data helpers
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@@ -56,6 +56,8 @@ function partnerOf(p) {
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const isProc = (dmg) => !!(dmg && dmg.tags && dmg.tags.indexOf('item') >= 0);
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const procTags = (k) => ['item', `item:${k}`];
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const chance = (battle, p) => p > 0 && (p >= 1 || battle.rng() < p);
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/** An ally built from an enemy record — PRTS's 敌人类我方单位 (炎佑 enemy_9012_acloon). */
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const ENEMY_RECORD = /^enemy_/;
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/** 'fatal' priorities (see header). */
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export const PRIO_REVIVE = -100;
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const PRIO_FREE_UNDYING = 20;
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@@ -315,11 +317,27 @@ function onAttackEnemies(S, u, fn) {
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/** Generic buff-key behaviours (shared by several items). */
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const BY_BUFF = {
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// 源石溶剂: 每秒流失 damage 点生命值 (HP loss, may kill)
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// 源石溶剂: the text's "每秒流失 damage 点生命值" is officially 每秒受到 damage 点真实伤害 (PRTS 盟约记录 修正 "并非流失", 备注
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// "造成无来源真实持续环境伤害"; the `periodic_damage` template — also 狂暴宿主 "自身每秒受到N无来源真实伤害"): a damage instance,
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// not a 流失 — shields, damage-taken modifiers and the target-side `hit` effects apply, and it is a "受到伤害" for 受击回复
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// SP, the 重装 TAKE_DAMAGE trigger and 信仰搅拌机 S3's counters (player report D1). 无来源: hooks see no source; the carrier
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// keeps the credit (a carrier the drain finishes off is its own kill, as before). May kill.
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// The same 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,
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// 可对空,无视目标可选性)" — every enemy-record unit on our side of the whole field (炎佑 enemy_9012_acloon, a partner's
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// too; flying, 孤立) takes the same tick, credited to nobody, while a carrier is on the field [ASSUMED: it ends with its
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// carriers]; one effect per unit 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").
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periodic_damage(battle, u, p, S) {
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const d = num(p.damage);
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if (!(d > 0)) return;
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S.stat('drain', null, { interval: 1, onTick: ({ unit }) => { if (unit.deployed) battle.loseHp(unit, d, { source: unit }); } });
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S.stat('drain', null, { interval: 1, onTick: ({ unit }) => {
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if (!unit.deployed) return;
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battle.dealDamage(unit, unit, periodicDamage(d));
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for (const a of battle.allies()) {
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if (a === unit || !ENEMY_RECORD.test(a.defId ?? '') || battle.time - (a.mem.solventAt ?? -Infinity) < 1 - 1e-6) continue;
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a.mem.solventAt = battle.time;
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battle.dealDamage(null, a, periodicDamage(d));
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}
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} });
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},
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// 奥术法阵: 攻击使目标失去特殊能力 silence s
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silence_attachment(battle, u, p, S) {
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@@ -439,14 +457,14 @@ const BY_ITEM = {
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S.buff(u, { key, mods, refresh: 'stack', stacks: 1, maxStacks: cap, persist: true, allowDead: true });
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});
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},
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// 伪装服: first damage taken in the battle ⇒ 隐匿 `duration` s
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// 伪装服: first damage taken in the battle ⇒ 隐匿 `duration` s (a 流失 is not 受到伤害: damage.js isHpLoss)
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chess_item_4_04_e(battle, u, rec, S) {
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const p = bp(rec, 'act2autochess_equip_acarm055_global_buff');
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const d = p ? num(p.duration) : 0;
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if (!(d > 0)) return;
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let used = false;
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S.on('damaged', (c) => {
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if (used || c.target !== u || !(c.amount > 0) || !u.alive) return;
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if (used || c.target !== u || !(c.amount > 0) || !u.alive || isHpLoss(c.dmg)) return;
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used = true;
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battle.applyStatus(u, 'stealth', { duration: d, source: u });
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fxOn(battle, 'camouflage', u, 'item:chess_item_4_04_e', rec.id, { duration: d });
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