Updating mechanics for OS protocols
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@@ -26,8 +26,8 @@ Use these event boundaries:
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- **Healing:** Count each healing event. A heal-over-time effect counts each
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tick as a separate event.
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- **Extra Health gained:** Count every Extra Health grant, including a grant
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received while the Agent already has Extra Health. Use
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`extra_health_granted` for the grant action.
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received while the Agent already has Extra Health. Use `extra_health_granted`
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for the grant action.
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- **Extra Health state changed:** `extra_health_changed` is Agent-scoped. Emit
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it when the Agent receives a grant, when the remaining amount changes, and
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when it is depleted to zero. Every event requires the boolean
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@@ -35,8 +35,8 @@ Use these event boundaries:
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`values.currentExtraHealth`, which must agree with that status. This state
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event is distinct from the `extra_health_granted` grant action.
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- **Reloading:** Trigger on reload completion when the weapon had at least one
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round to load. A canceled reload does not count. A weapon that loads one
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round at a time produces one completed-reload event for each round.
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round to load. A canceled reload does not count. A weapon that loads one round
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at a time produces one completed-reload event for each round.
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- **Taking damage:** Require Health loss. A hit absorbed by Extra Health does
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not count as taking damage.
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@@ -59,8 +59,8 @@ Inspiration and Crossfire use a binary deployed-Skill state:
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- The benefit remains active while the Agent has at least one persistent
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deployed Skill object.
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- Destruction or timed expiration removes that object from the active count.
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The benefit ends when no qualifying objects remain.
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- Destruction or timed expiration removes that object from the active count. The
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benefit ends when no qualifying objects remain.
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- Instant-use Skills do not qualify.
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- Multiple deployed Skill objects do not multiply the benefit.
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@@ -75,8 +75,8 @@ meters:
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- Moving within 30 meters of an ally who is already downed qualifies.
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- Each qualifying presence refreshes the ten-second duration.
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- Leaving the radius or reviving the ally does not cancel the current
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ten-second duration.
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- Leaving the radius or reviving the ally does not cancel the current ten-second
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duration.
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- The wearer does not count as an ally.
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## Emergency Retreat
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@@ -93,9 +93,9 @@ qualifies when the weapon had at least one round to load. This includes each
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round inserted by a weapon that reloads one round at a time. A canceled reload
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does not qualify.
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Resolve the Extra Health amount from the Agent's displayed Firepower when
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Second Wind activates. Include all equipped-item and active-buff contributions
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in that Firepower value:
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Resolve the Extra Health amount from the Agent's displayed Firepower when Second
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Wind activates. Include all equipped-item and active-buff contributions in that
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Firepower value:
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- Tier I grants Extra Health equal to 600% of displayed Firepower.
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- Tier II grants Extra Health equal to 840% of displayed Firepower.
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@@ -103,19 +103,39 @@ in that Firepower value:
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Second Wind adds its Extra Health to Extra Health from other sources. Its
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five-second duration and five-second cooldown start when it activates. Expiry
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removes only the Second Wind contribution. At the five-second boundary, the
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prior grant can expire as a qualifying reload completion grants a new amount.
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If Second Wind supplies the Agent's only Extra Health, the old amount expires
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and the new amount begins at that boundary.
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prior grant can expire as a qualifying reload completion grants a new amount. If
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Second Wind supplies the Agent's only Extra Health, the old amount expires and
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the new amount begins at that boundary.
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## Nothing to Lose
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Nothing to Lose uses a forward-looking deployment window:
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- Each Health-damage instance makes its own 50% activation roll. Damage
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absorbed by Extra Health does not roll.
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- Each Health-damage instance makes its own 50% activation roll. Damage absorbed
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by Extra Health does not roll.
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- A successful activation applies to every Skill deployed during the five
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seconds after that damage instance. Several Skills can qualify during the
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same window.
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seconds after that damage instance. Several Skills can qualify during the same
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window.
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- Calculate each reduction from the Skill's total cooldown after equipment
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modifiers.
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- A Skill can receive no more than three reductions during one cooldown cycle.
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## OS Protocol Talents
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Happy Survival restores Health once per second while it has a qualifying nearby
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enemy count. Each restoration resolves 0.5% of maximum Health per enemy within
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10 meters, capped at 2.5% before OS Protocol upgrade scaling.
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Explosive Charge requires three seconds of uninterrupted firing. Completion
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opens an eight-second window to deploy the next Skill. The window ends when the
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Agent deploys that Skill. Only the enhanced Skill's first damaging hit creates
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the five-meter explosion. The shared Talent cooldown rule starts its five-second
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cooldown when that explosion activates.
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Heavy Armor and Pummeling Shield replace and refresh their own active Extra
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Health grant when the same Talent activates again. Extra Health grants from
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different sources remain separate.
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Pummeling Shield counts confirmed weapon hits while the Agent possesses Extra
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Health. Losing all Extra Health resets the hit count. The full-Health condition
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checks Health immediately before the incoming hit resolves.
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