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Inflict weapon shell bleeding, blackout and freeze on hit - #3183
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A weapon shell's Minor Bleeding, Bleeding, Heavy Bleeding, Blackout, Deadly Blackout and Freeze options become chances to put the matching equipment debuff card on the target of each landed hit, through the same on-attack effect gear already uses. Fixes #3163 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014gSmkVtYup7KTZ63CJcxZT
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Review: the behaviour and the client check look right, but the option → card table is in the wrong place.
Suggested shape:
Holding the merge until that moves. Everything else (the BCard type, the chance taken from Generated by Claude Code |
Fixes #3163
What changed
Each weapon shell debuff option now becomes a
Type95ChanceCausingXBuffOnEnemyOnAttackeffect. The option's value is the chance, and the card is the matching debuff from the equipment family inCard.dat:Worn items such as weapon costumes use cards from the same family (196, 200) for their own on-attack debuffs. The on-hit service added in #3171 already rolls these effects for every landed hit, so the shell options need no new combat code.
The PR also rewords the race-damage step in the manual test plan, following the review on #3173. It now compares the range over several hits and uses a shell that carries only the race option.
Verified
Unit test:
AWeaponShellsDebuffOptionsBecomeChancesToInflictTheirCard. TheNosCore.GameObject.Testssuite passes.In the client, a Swordsman transformed with the Warrior card hits a Baby Dander with a Short Sword r5. The shell carries Minor Bleeding at 100% so that every roll lands:
bfpacket, no debuff over the Danderbf 3 990001 0.189.200 30. The Minor Bleeding icon shows over the Dander, and once the hits stop it loses 30 HP per tick (dm 3 990001 30).Manual test plan
Added under Shells:
Only Minor Bleeding was checked in the client. The other five options take the same path with a different card.
🤖 Generated with Claude Code
https://claude.ai/code/session_014gSmkVtYup7KTZ63CJcxZT