refactor(t9): 迭代20 V13 静态核查收口——四处旧件名 source_class 中性名换代(fx_overflow/fx_apply_status/fx_blast_counter/fx_streak_segments;泛用通道保留+旧件名随退役件摘除,对照注释留痕)
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@@ -391,8 +391,9 @@ func _resolve_hero_attack(t: Dictionary) -> void:
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continue
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var next_target = units.default_target()
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if next_target != null:
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var of_t := open_ticket(DamageController.KIND_BOARD_TYPED, "feat_pierce_shot",
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"贯穿射击", "board", maxi(int(db.settlement.damage_floor), int(landed * int(h.get("value", 50)) / 100)),
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# 迭代 20 T9——source_class 中性名(旧件名 feat_pierce_shot 随贯穿射击退役;overflow 通道保留泛用面)
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var of_t := open_ticket(DamageController.KIND_BOARD_TYPED, "fx_overflow",
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"贯穿弹射", "board", maxi(int(db.settlement.damage_floor), int(landed * int(h.get("value", 50)) / 100)),
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DamageController.TARGET_FRONT_ALIVE, int(t.round_index), t.origin_cell, "pierce")
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if policy == POLICY_SEGMENT:
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_queue.append(of_t)
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@@ -402,7 +403,8 @@ func _resolve_hero_attack(t: Dictionary) -> void:
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# 重复授予由状态容器自行守卫)
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for h in ac_hits:
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if String(h.get("kind", "")) == "apply_status":
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effects.apply_effect(String(h.get("status_id", "")), {"source_class": "feat_armor_crack"}, -1)
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# 迭代 20 T9——source_class 中性名(旧件名 feat_armor_crack 随碎甲震击退役;apply_status 通道保留泛用面)
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effects.apply_effect(String(h.get("status_id", "")), {"source_class": "fx_apply_status"}, -1)
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payload["cracked"] = true
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var label := _attack_label(String(t.display), crit, discount)
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if hero_rider > 0:
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