feedback1 integrate: WR 阵法术师 / 轰击术师 attacks hit every enemy in range
# Conflicts: # docs/SIM.md
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@@ -773,10 +773,11 @@ const KITS = {
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return kit;
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},
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// ---- 3_08 薄绿 · 阵法术师 — S2 聚能涡旋: each hit pushes the target towards her (splash arts), end-of-skill burst on
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// ---- 3_08 薄绿 · 阵法术师 — S2 聚能涡旋: each attack strikes every enemy on her range (the trait's 群体法术伤害) and
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// pushes each one towards her, end-of-skill burst on
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// every enemy in range; 地质学者: DEF aura (skill off) / less likely targeted (skill on);
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// 精锐 module PLX-X: keeps part of the guard (DEF/RES) while the skill runs
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// S1 风语: wider range (skill grid), attacks at attack@atk_scale (群体 arts splash of the trait). Auto-cast: the data
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// S1 风语: wider range (skill grid), attacks every enemy on it at attack@atk_scale. Auto-cast: the data
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// rule SEARCH is the 阵法术师 row (PRTS 卫戍协议/帮助 "不受基础策略影响,在初始攻击范围内存在敌人时释放技能"; it
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// covers every MANUAL skill of the class — user playtest #6) = an enemy inside her INITIAL range — the engine's
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// DEFAULT rule, checked every tick for a unit that does not attack while its skill is off — not any enemy on the
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@@ -16,8 +16,9 @@
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// groupId `abyssal` (data/chess.json has no groupId: charIds from docs/research/03-operators.json).
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// - "友方干员" effects touch operators only (summons/devices excluded); SP gifts skip units whose timed skill runs
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// (AK: no SP gain during a skill — the engine's gainSp enforces it too; the kits skip such units when picking).
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// - On-hit statuses of AoE skill attacks (卡涅利安) apply to every enemy the attack damages (a SkillSpec
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// `attack.onHit` only sees the main target), via a `damaged` hook.
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// - On-hit effects of 卡涅利安's attacks land on every enemy the attack strikes — the 阵法术师 trait strikes every enemy
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// on her range at once (professions.js `allInRange` / `rangeAoe`, community report E3): S2's 停顿 / 束缚 via a
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// `damaged` hook, the charged S3 mark via a `hit` hook (it applies before the damage, PRTS 备注).
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// - Dodge from a skill that adds to other dodge sources (焰尾 S3) is rolled independently in a `hit` hook, so the
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// sources combine as 1 − Π(1 − p) (the same rule the engine now applies to stacked dodge mods).
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// - Operator loadouts (DESIGN §16): every selectable non-default skill of the 22 visible chess is authored in the kit's
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@@ -38,6 +39,11 @@ const AURA = 0.2; // aura refresh period (s)
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const AURA_DUR = 0.25; // aura buff lifetime (s): lapses ~1 tick after the source stops refreshing it
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const ABYSSAL = new Set(['char_143_ghost', 'char_263_skadi', 'char_474_glady', 'char_4145_ulpia', 'char_1023_ghost2']);
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const LINE = Object.freeze(Array.from({ length: COLS }, (_, i) => Object.freeze([0, i])));
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/** 卡涅利安 S3 食噬之印: the ATK bonus climbs in 1 s steps over 20 s (PRTS 备注; the blackboard has no ramp time). */
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const BILLRO_S3_RAMP = 20;
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/** 卡涅利安 S3 charged mark: one buff per enemy, shared by every 卡涅利安 (PRTS 备注), ≤ 5 stacks (skill text). */
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const BILLRO_MARK = 'billro:mark';
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const BILLRO_MARK_MAX = 5;
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// ---------------------------------------------------------------------------------------------------------------
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// helpers
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@@ -849,7 +855,7 @@ const kits = {
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kind: instantKind(def),
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attack: {
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atkScale: num(bb.atk_scale, 1.5),
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onEachHit({ battle, unit, target }) { // every victim of the blast (main + splash) that flies
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onEachHit({ battle, unit, target }) { // every enemy of her line the blast strikes that flies
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if (target && target.alive && target.isFlying) battle.dealDamage(unit, target, { amount: unit.s.atk * num(bb.atk_scale_to_fly, 0.55), type: 'arts', isSkill: true, tags: ['skill', 'antiAir'] });
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},
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},
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@@ -1727,11 +1733,17 @@ const kits = {
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};
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},
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// ===== 卡涅利安 (phalanx) S2 沙缚镣锁 — faster AoE, 0.3 s sluggish; charged: ATK +10 % and bind; talents
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// S1 沙暴守卫 (SEARCH: ATK/DEF up; charged — cast with every charge stored — the trait's DEF/RES guard stays on);
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// S3 食噬之印 (wider range, ATK ramps to +140 %/+200 % over the skill; charged: every hit marks the target, +20 %
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// damage from her per mark, ≤ 5, until the skill ends). Talent 生命之餐 heals on every skill; module PLX-X keeps
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// part of the guard during any skill, PLX-Y (乡音): +3 % damage per enemy in range (≤ 5)
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// ===== 卡涅利安 (phalanx) S2 沙缚镣锁 — faster attacks on every enemy in range (the trait's 群体法术伤害), 0.3 s
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// sluggish on each; charged: ATK +10 % and bind; talents
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// S1 沙暴守卫 (SEARCH: ATK/DEF up; charged — cast with every charge stored — "特性效果在技能期间继续生效", PRTS 备注
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// "应用蓄力时:应用技能未开启时的特性": the skill-off trait stays in force, the DEF/RES guard AND 不攻击 — she makes
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// no attack until the skill ends, a pure guard);
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// S3 食噬之印 (wider range, ATK +0 % → +140 %/+200 % in 1 s steps over 20 s — PRTS 备注; charged: each attack adds a
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// stack of the mark BEFORE its damage — PRTS 备注 "于攻击造成伤害前生效,多层效果之间加算叠加" — +20 % damage from
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// her per stack, ≤ 5, so ×1.2 on the first hit and ×2.0 from the 5th, until the skill ends; one mark per enemy:
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// another 卡涅利安 only adds stacks to it, the bonus is the setter's — PRTS 备注 popup). Talent 生命之餐 heals on
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// every skill; module PLX-X keeps part of the guard during any skill, PLX-Y (乡音): +3 % damage per enemy in range
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// (≤ 5)
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chess_char_4_24_a: (bb, chess, def) => {
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const t0 = tbb(def, 0), t1 = tbb(def, 1), mb = moduleBb(def);
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const tb = def.traitBb || {};
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@@ -1739,15 +1751,17 @@ const kits = {
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const S1 = isSel(def, 'skchr_billro_1'), S2 = isSel(def, 'skchr_billro_2'), S3 = isSel(def, 'skchr_billro_3');
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const g = grid(def.skill?.rangeGrid);
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const isCharged = (skill) => skill.maxCharges > 1 && skill.charges + 1 >= skill.maxCharges; // cast with every charge stored
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const markKey = (unit) => `billro:mark:${unit.id}`;
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return {
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// charged S1: the skill-off trait's 不攻击 stays in force while the skill lasts (PRTS S1 备注) — no attack at all
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trait: S1 ? { canAttack: (battle, u) => !(skillActive(u) && u.mem.billroCharged) } : null,
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skills: alt(def, {
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skchr_billro_1: () => ({
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kind: 'duration',
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mods: { atkPct: num(bb.atk), defPct: num(bb.def) },
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onStart({ battle, unit, skill }) {
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unit.mem.billroCharged = isCharged(skill);
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// 蓄力额外效果:特性效果在技能期间继续生效 (the profession removes its own guard buff when a skill starts)
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// 蓄力额外效果:特性效果在技能期间继续生效 (the profession removes its own guard buff when a skill starts; the
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// kit trait's canAttack keeps the trait's 不攻击)
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if (unit.mem.billroCharged) battle.addBuff(unit, { key: 'billro:s1guard', mods: { defPct: num(unit.profile?.guardDef, 2), resFlat: num(unit.profile?.guardRes, 20) } });
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battle.fx('shell', { x: unit.x, y: unit.y, id: unit.id });
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},
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@@ -1763,14 +1777,19 @@ const kits = {
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battle.addBuff(unit, { key: 'billro:s3atk', mods: { atkPct: 0 } });
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battle.fx('devour', { x: unit.x, y: unit.y, id: unit.id });
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},
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onTick({ unit, skill, dt }) { // 攻击力逐渐增至+N% (linear over the skill duration)
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onTick({ unit, dt }) { // 攻击力逐渐增至+N%: PRTS 备注 "从+0%开始在20秒内线性增加,攻击力每1秒更新1次"
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unit.mem.billroRamp = (unit.mem.billroRamp ?? 0) + dt;
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const steps = Math.min(BILLRO_S3_RAMP, Math.floor(unit.mem.billroRamp + 1e-9));
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const b = unit.findBuff('billro:s3atk');
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if (b) { b.mods = { atkPct: num(bb.atk) * Math.min(1, unit.mem.billroRamp / Math.max(0.1, skill.duration)) }; unit.markDirty(); }
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if (b && b.mods.atkPct !== num(bb.atk) * steps / BILLRO_S3_RAMP) { b.mods = { atkPct: num(bb.atk) * steps / BILLRO_S3_RAMP }; unit.markDirty(); }
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},
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onEnd({ battle, unit }) {
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battle.removeBuff(unit, 'billro:s3atk');
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for (const id of unit.mem.billroMarked || []) { const e = battle.unitById(id); if (e) battle.removeBuff(e, markKey(unit)); }
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// "持续至技能结束": the marks she set end with her skill (stacks another 卡涅利安 added to them included)
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for (const id of unit.mem.billroMarked || []) {
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const e = battle.unitById(id);
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if (e && e.findBuff(BILLRO_MARK)?.source === unit) battle.removeBuff(e, BILLRO_MARK);
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}
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unit.mem.billroMarked = null;
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unit.mem.billroCharged = false;
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},
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@@ -1818,22 +1837,26 @@ const kits = {
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}, { owner: unit });
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}
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if (S3) {
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// charged S3: each hit adds a mark (≤ 5) — +20 % damage taken from her per mark until the skill ends
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// charged S3 食噬之印: each attack adds a stack BEFORE its damage (PRTS 备注 "于攻击造成伤害前生效"); stacks add up,
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// +20 % damage taken from the mark's setter per stack. One mark per enemy (PRTS 备注 popup: "存在则为已有的BUFF叠加
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// 一次加成,不存在则给与敌人仅对此卡涅利安的伤害生效的一个食噬之印BUFF"): another 卡涅利安 stacks it without the bonus
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const per = num(bb['attack@damage_scale'], 0.2);
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battle.on('hit', (c) => {
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if (c.source !== unit) return;
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const m = c.target.findBuff?.(markKey(unit));
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if (m) c.dmg.mul *= 1 + num(bb['attack@damage_scale'], 0.2) * (m.stacks || 1);
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}, { owner: unit });
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battle.on('damaged', (c) => {
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const e = c.target;
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if (c.source !== unit || !c.dmg?.isAttack || e.side !== 'enemy' || !e.alive || !skillActive(unit) || !unit.mem.billroCharged) return;
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battle.addBuff(e, { key: markKey(unit), refresh: 'stack', maxStacks: 5, duration: Math.max(0.1, (unit.skill?.timeLeft ?? 0) + 0.1), source: unit, visible: true });
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unit.mem.billroMarked?.add(e.id);
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if (c.source !== unit || e.side !== 'enemy') return;
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let m = e.findBuff?.(BILLRO_MARK) || null;
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if (c.dmg.isAttack && skillActive(unit) && unit.mem.billroCharged) {
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if (m) battle.addBuff(e, { key: BILLRO_MARK, refresh: 'stack', maxStacks: BILLRO_MARK_MAX, duration: m.timeLeft });
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else {
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m = battle.addBuff(e, { key: BILLRO_MARK, refresh: 'stack', maxStacks: BILLRO_MARK_MAX, duration: Math.max(0.1, (unit.skill?.timeLeft ?? 0) + 0.1), source: unit, visible: true });
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if (m) unit.mem.billroMarked?.add(e.id);
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}
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}
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if (m && m.source === unit) c.dmg.mul *= 1 + per * (m.stacks || 1);
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}, { owner: unit });
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}
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if (!S2) return;
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// "每次攻击对目标造成0.3秒停顿" (charged: 束缚): every enemy damaged by her AoE skill attack — the splash victims
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// too (a SkillSpec attack.onHit only sees the main target)
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// "每次攻击对目标造成0.3秒停顿" (charged: 束缚): every enemy her attack damages — each one on her range
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battle.on('damaged', (c) => {
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const e = c.target;
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if (c.source !== unit || !c.dmg || !c.dmg.isAttack || e.side !== 'enemy' || !e.alive || !skillActive(unit)) return;
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@@ -1754,7 +1754,8 @@ function copyInto(battle, t, src, scale, ranged) {
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const p = t.profile;
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if (p) {
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p.attack = ranged ? 'ranged' : 'melee';
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p.projectile = ranged ? (sp.projectile && sp.projectile !== 'none' && sp.projectile !== 'orb' ? sp.projectile : 'bolt') : 'none';
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// (a 阵法术师 / 轰击术师's instant 'beam' is their every-enemy-in-range shape: the copy fires a plain bolt)
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p.projectile = ranged ? (sp.projectile && sp.projectile !== 'none' && sp.projectile !== 'orb' && sp.projectile !== 'beam' ? sp.projectile : 'bolt') : 'none';
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p.canHitFly = ranged ? true : !!sp.canHitFly;
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if (!(sp.dmgType === 'heal' || sp.dmgType === 'none' || sp.noAttack || sp.noAttackUnlessSkill)) p.dmgType = sp.dmgType;
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p.heal = null;
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@@ -730,7 +730,9 @@ function applyManifoldCopy(battle, unit, target, scale) {
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const p = unit.profile;
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if (p) {
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p.attack = ranged ? 'ranged' : 'melee';
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p.projectile = ranged ? (tp.projectile && tp.projectile !== 'none' && tp.projectile !== 'orb' ? tp.projectile : 'bolt') : 'none';
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// the talent's list of copied attributes (生命上限 … 伤害类型) names no attack shape: a 阵法术师 / 轰击术师's instant
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// 'beam' (rangeAoe: every enemy in range) becomes a plain single-target bolt, like a healer's orb
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p.projectile = ranged ? (tp.projectile && tp.projectile !== 'none' && tp.projectile !== 'orb' && tp.projectile !== 'beam' ? tp.projectile : 'bolt') : 'none';
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p.canHitFly = ranged ? true : !!tp.canHitFly;
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// 初始伤害类型(不攻击、治疗类型则不继承)
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if (!(tp.dmgType === 'heal' || tp.dmgType === 'none' || tp.noAttack || tp.noAttackUnlessSkill)) p.dmgType = tp.dmgType;
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