feat(rules): alignment-gated spell damage for Shard of Chaos and Spear of Purity
DamageEffect gains an optional AlignmentGate (axis law_chaos/good_evil): the immune side (chaotic/good) is wholly unaffected (no damage dice rolled), neutral-on-axis targets take half damage with no condition (gate halving stacks after the save halving), and the full side (lawful/evil) takes full damage plus the gate condition on a failed save. Shard of Chaos maps the SRD slowed to the engine staggered condition (the -1 penalty and half-speed of slow are not modeled); the outsider-only 1d6/level variants are not modeled (no outsider subtype). Non-gated damage spells are bit-identical. Loader validates axis/side pairing with clear ValueErrors.
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@@ -138,6 +138,7 @@ from pf1e_simulator.effects import (
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from pf1e_simulator.loaders.combatant import CombatantLoadError, load_combatant
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from pf1e_simulator.models import PREDEFINED_SKILLS
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from pf1e_simulator.spells import (
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AlignmentGate,
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AreaEffect,
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AreaShape,
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BuffEffect,
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@@ -7296,6 +7297,31 @@ class CombatEngine:
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target.temp_hp_rounds_left = effect.duration_rounds
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return f"temp hp +{effect.amount} ({effect.duration_rounds}r)"
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def _alignment_gate_class(
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self, gate: AlignmentGate, target: CombatantState
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) -> Literal["immune", "neutral", "full"]:
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"""Classify a target against a spell's alignment gate.
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PF1e (SRD Shard of Chaos / Spear of Purity): the immune side
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(chaotic / good) is unaffected, the full side (lawful / evil) takes
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full damage plus the gate condition on a failed save, and a creature
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neutral on that axis takes half damage and no condition. The loader
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guarantees immune/full match the declared axis, so the axis alone
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selects the flags.
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"""
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combatant = target.combatant
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if gate.axis == "law_chaos":
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if combatant.is_chaotic:
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return "immune"
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if combatant.is_lawful:
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return "full"
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else:
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if combatant.is_good:
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return "immune"
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if combatant.is_evil:
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return "full"
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return "neutral"
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def _apply_damage_effect(
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self,
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effect: DamageEffect,
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@@ -7316,6 +7342,13 @@ class CombatEngine:
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# against the caster's level at cast time; the scaled formula then
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# flows through crits, energy resistance and metamagic unchanged.
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formula = effect.effective_formula(caster.combatant.level)
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# PF1e alignment gate (SRD Shard of Chaos / Spear of Purity): the
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# target's alignment decides how the damage lands. An immune-side
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# creature is unaffected - no dice are rolled at all.
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gate = effect.alignment_gate
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gate_class = None if gate is None else self._alignment_gate_class(gate, target)
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if gate_class == "immune":
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return "no effect (alignment immune)"
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# PF1e multi-projectile spells (SRD Magic Missile: "one missile, plus
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# one additional missile per two caster levels beyond 1st [...]
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# maximum of five"; Scorching Ray: "one ray, plus one additional ray
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@@ -7332,6 +7365,7 @@ class CombatEngine:
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effect, formula, target, caster,
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saved=saved, empower=empower, maximize=maximize,
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crit=crit, ranged_touch=ranged_touch, attack_penalty=attack_penalty,
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gate_neutral=gate_class == "neutral",
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)
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if dmg is None:
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continue # this ray missed — no damage, no stat/reaction
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@@ -7352,6 +7386,24 @@ class CombatEngine:
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# while the target is still standing (a dead target has no turns).
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if effect.recurring is not None and target.active:
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self._attach_recurring_damage(effect.recurring, target, caster, spell_name)
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# PF1e alignment gate (SRD Shard of Chaos: "A lawful outsider [...] is
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# slowed (as slow) for 1 round. A successful Will save reduces the
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# damage to half and negates the slow effect"; Spear of Purity: blinded
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# for 1 round): the full-side creature that FAILED its save and
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# actually took damage suffers the gate condition.
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if (
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gate is not None
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and gate_class == "full"
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and gate.full_condition is not None
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and not saved
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and total > 0
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and target.active
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):
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imposed = self._impose_condition(
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target, gate.full_condition, gate.full_condition_rounds, spell_name
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)
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if imposed:
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return f"{total} damage, {imposed}"
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return f"{total} damage"
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def _resolve_one_projectile(
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@@ -7367,6 +7419,7 @@ class CombatEngine:
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crit: bool,
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ranged_touch: bool,
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attack_penalty: int,
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gate_neutral: bool = False,
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) -> int | None:
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"""Resolve one projectile's hit + damage; None when the ray misses.
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@@ -7398,6 +7451,12 @@ class CombatEngine:
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dmg = 0
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else:
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dmg = raw
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if gate_neutral:
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# PF1e alignment gate (SRD Shard of Chaos: "This spell deals only
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# half damage to creatures that are neither lawful nor chaotic"):
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# the gate halving stacks with the save halving (integer order
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# immaterial), and the neutral side never suffers the condition.
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dmg //= 2
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if empower:
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dmg = int(dmg * 1.5)
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dmg = self._apply_energy_resistance(dmg, frozenset(effect.types), target)
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@@ -125,6 +125,33 @@ class RecurringDamageSpec:
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return min(self.max_rounds, self.base_rounds + caster_level // self.per_levels)
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# PF1e alignment axes (SRD "Alignment"): the two gating axes a spell may
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# discriminate on. See ``AlignmentGate``.
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AlignmentAxis = Literal["law_chaos", "good_evil"]
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@dataclass(frozen=True)
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class AlignmentGate:
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"""Alignment-gated spell damage (SRD spells/shard-of-chaos.md,
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spells/spear-of-purity.md).
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The spell has NO effect on creatures of the ``immune`` side ("chaotic"
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for Shard of Chaos, "good" for Spear of Purity), deals HALF damage to
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creatures neutral on that axis (and no condition), and deals FULL damage
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to creatures of the ``full`` side ("lawful" / "evil") - which on a
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FAILED save additionally suffer ``full_condition`` for
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``full_condition_rounds`` rounds (SRD Shard of Chaos: a lawful creature
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is slowed; the engine maps slowed to the staggered condition. SRD Spear
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of Purity: an evil creature is blinded for 1 round).
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"""
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axis: AlignmentAxis
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immune: str
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full: str
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full_condition: str | None
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full_condition_rounds: int
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@dataclass(frozen=True)
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class DamageEffect:
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formula: DiceExpr
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@@ -149,6 +176,10 @@ class DamageEffect:
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# initial hit the target takes this damage again at the start of each of
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# its turns for `rounds_for(caster_level)` rounds. Absent = no DoT.
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recurring: RecurringDamageSpec | None = None
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# PF1e alignment gating (Shard of Chaos, Spear of Purity): the spell's
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# effect depends on the target's alignment axis. Absent = alignment is
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# irrelevant (every pre-gate spell keeps this None, bit-identical).
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alignment_gate: AlignmentGate | None = None
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def effective_formula(self, caster_level: int) -> DiceExpr:
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"""The damage formula resolved for a caster of ``caster_level``.
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@@ -705,6 +736,47 @@ def _parse_images(value: Json) -> ImageCountScaling:
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return ImageCountScaling(dice=dice, per_levels=per_levels, max_images=max_images)
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def _parse_alignment_gate(value: Json) -> AlignmentGate:
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data = _as_dict(value)
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axis_raw = _as_str(data["axis"])
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if axis_raw == "law_chaos":
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axis: AlignmentAxis = "law_chaos"
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expected_immune, expected_full = "chaotic", "lawful"
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elif axis_raw == "good_evil":
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axis = "good_evil"
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expected_immune, expected_full = "good", "evil"
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else:
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msg = (
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"alignment_gate axis must be 'law_chaos' or 'good_evil', "
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f"got {axis_raw!r}"
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)
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raise ValueError(msg)
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immune = _as_str(data["immune"])
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full = _as_str(data["full"])
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if immune != expected_immune or full != expected_full:
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msg = (
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f"alignment_gate axis {axis!r} pairs immune={expected_immune!r} "
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f"with full={expected_full!r}, got immune={immune!r}, full={full!r}"
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)
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raise ValueError(msg)
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condition_raw = data.get("full_condition")
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full_condition = None if condition_raw is None else _as_str(condition_raw)
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rounds = _as_int(data.get("full_condition_rounds", 0))
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if full_condition is None and rounds != 0:
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msg = f"full_condition_rounds without full_condition must be 0, got {rounds}"
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raise ValueError(msg)
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if full_condition is not None and rounds < 1:
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msg = f"full_condition_rounds must be >= 1 with a full_condition, got {rounds}"
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raise ValueError(msg)
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return AlignmentGate(
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axis=axis,
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immune=immune,
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full=full,
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full_condition=full_condition,
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full_condition_rounds=rounds,
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)
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def _parse_damage_effect(effect: dict[str, Json]) -> DamageEffect:
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formula = parse_dice(_as_str(effect["formula"]))
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scaling_raw = effect.get("scaling")
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@@ -725,6 +797,8 @@ def _parse_damage_effect(effect: dict[str, Json]) -> DamageEffect:
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projectiles = None if proj_raw is None else _parse_projectiles(proj_raw)
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rec_raw = effect.get("recurring")
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recurring = None if rec_raw is None else _parse_recurring(rec_raw)
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gate_raw = effect.get("alignment_gate")
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alignment_gate = None if gate_raw is None else _parse_alignment_gate(gate_raw)
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return DamageEffect(
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formula=formula,
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types=tuple(_as_str(t) for t in _as_list(effect["types"])),
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@@ -734,6 +808,7 @@ def _parse_damage_effect(effect: dict[str, Json]) -> DamageEffect:
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scaling_flat=scaling_flat,
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projectiles=projectiles,
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recurring=recurring,
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alignment_gate=alignment_gate,
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)
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