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NBL Agent
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fix(engine): keep the control-status predicate registry-driven
Phase 6's isControlStatus() embedded the concrete status id 'poison' in a tag list, which trips the repository's architecture guard in scripts/static-check.js ('runtime contains concrete status id'), so 'npm run verify' was red on the takeover HEAD as well. The exclusion is now structural (a debuff with a periodic/turnEnd effect, or a 'dot' tag, is not a control status) instead of naming concrete ids. Measured identical for every built-in status: the only predicate differences are 'regen' and 'overdrive', which are buffs and were already excluded by the kind check.
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RELEASE-MANIFEST.json

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calibration/reference-world-v7.js

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calibration/strength-model-v7.js

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calibration/strength-model-v7.json

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docs/NUMERIC-COMPONENT-CATALOG.md

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这不是角色技能表,而是整个战斗系统的“积木盒”。角色、技能、状态只允许组合这些通用积木和参数;新增普通内容不应要求修改 BattleEngine。
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当前固定能力面:**91 个参数旋钮 / 18 个 Effect 组件 / 27 个 Condition 组件 / 8 个 Target 组件 / 29 个 Event 插入点 / 8 个 Damage Type**
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当前固定能力面:**96 个参数旋钮 / 18 个 Effect 组件 / 27 个 Condition 组件 / 8 个 Target 组件 / 29 个 Event 插入点 / 8 个 Damage Type**
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当前内容只是示例组合:20 个实体、63 个技能、33 个状态。理论组合空间远大于这些示例。
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| `LIFESTEAL` | 吸血 | number | % | 0 | 0–100 | 按造成的 HP 伤害回复施法者。 | 根据实际 HP_DAMAGE 回收生命。 |
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| `HEAL_POWER` | 治疗强度 | number | % | 100 | 0–500 | 放大自身施放的治疗。 | 治疗公式结果乘以 HEAL_POWER/100。 |
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| `HEAL_TAKEN` | 受疗倍率 | number | % | 100 | 0–500 | 控制收到治疗的倍率。 | 治疗结算乘以 HEAL_TAKEN/100。 |
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| `POTENCY` | 效能 | number | point | 100 | 0–500 | 放大周期、触发与引爆类非直接数值效果。 | 以 100 为中性值,经有界递减曲线进入非直接伤害。 |
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| `CONTROL_POWER` | 控制强度 | number | point | 100 | 0–500 | 提高敌对非 DoT 状态的成功率和有限持续时间。 | 与目标 TENACITY 在 logit 概率空间对抗。 |
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| `TENACITY` | 韧性 | number | point | 100 | 0–500 | 抵抗敌对控制与弱化状态。 | 作为 CONTROL_POWER 的对抗轴降低最终 chance 和有限 duration。 |
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| `RECOVERY` | 恢复速度 | number | point | 100 | 0–500 | 改变技能冷却准备速度。 | 每回合累积 cooldownProgress 并跨整数减少冷却。 |
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| `BARRIER_POWER` | 屏障强度 | number | point | 100 | 0–500 | 放大 Shield、Ward 与 Barrier 数值。 | 以 100 为中性值,经有界递减曲线放大屏障类效果。 |
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## 资源
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docs/numeric-component-catalog.json

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"schemaVersion": 1,
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"generatedFrom": "src/components.js",
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"counts": {
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"parameters": 96,
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"effects": 18,
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"conditions": 27,
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"source": "RPG healing received",
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"tier": "core"
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},
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{
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"id": "POTENCY",
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"name": "效能",
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"category": "实体基础",
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"kind": "number",
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"unit": "point",
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"defaultValue": 100,
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"range": "0–500",
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"human": "放大周期、触发与引爆类非直接数值效果。",
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"ai": "以 100 为中性值,经有界递减曲线进入非直接伤害。",
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"effect": "不改变普通直接伤害,避免 ATK 同时统治所有输出渠道。",
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"source": "RPG spell/status potency",
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"tier": "core"
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},
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{
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"id": "CONTROL_POWER",
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"name": "控制强度",
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"category": "实体基础",
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"kind": "number",
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"unit": "point",
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"defaultValue": 100,
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"range": "0–500",
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"human": "提高敌对非 DoT 状态的成功率和有限持续时间。",
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"ai": "与目标 TENACITY 在 logit 概率空间对抗。",
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"effect": "双方同为 100 时严格保留基础 chance;持续时间限制在 0.60–1.50 倍。",
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"source": "RPG control power",
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"tier": "core"
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},
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{
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"id": "TENACITY",
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"name": "韧性",
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"category": "实体基础",
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"kind": "number",
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"unit": "point",
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"defaultValue": 100,
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"range": "0–500",
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"human": "抵抗敌对控制与弱化状态。",
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"ai": "作为 CONTROL_POWER 的对抗轴降低最终 chance 和有限 duration。",
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"effect": "只影响敌对非 DoT 状态,不抵消伤害或友方增益。",
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"source": "RPG tenacity/control resistance",
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"tier": "core"
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},
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{
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"id": "RECOVERY",
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"name": "恢复速度",
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"category": "实体基础",
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"kind": "number",
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"unit": "point",
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"defaultValue": 100,
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"range": "0–500",
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"human": "改变技能冷却准备速度。",
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"ai": "每回合累积 cooldownProgress 并跨整数减少冷却。",
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"effect": "100 严格等于每回合 1 点;不会增加每回合行动机会。",
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"source": "RPG cooldown recovery",
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"tier": "core"
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},
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{
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"id": "BARRIER_POWER",
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"name": "屏障强度",
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"category": "实体基础",
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"kind": "number",
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"unit": "point",
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"defaultValue": 100,
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"range": "0–500",
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"human": "放大 Shield、Ward 与 Barrier 数值。",
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"ai": "以 100 为中性值,经有界递减曲线放大屏障类效果。",
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"effect": "与 MAX_HP 分离,减少生命同时控制基础耐久和所有屏障的双重收益。",
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"source": "RPG barrier power",
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"tier": "core"
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},
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{
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"id": "ENERGY_MAX",
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"name": "能量上限",

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