* Monds weapon mats domain: Fix time between kill not refreshing
* Inaz husk domain: Fix broken domain challenge
* `EVENT_ANY_MONSTER_LIVE` is likely sent on tick, not on create. See scene40801_group240801001.lua:
1. `condition_EVENT_ANY_MONSTER_LIVE_1023` checks for mob 1008 to spawn AND for variable `challenge` to be 1
2. Mob 1008 spawns during `action_EVENT_SELECT_OPTION_1003`, at `ScriptLib.AddExtraGroupSuite(context, 240801001, 2)`
3. This spawn triggers `EVENT_ANY_MONSTER_LIVE` for mob 1008 but still fails the condition because `challenge` is still 0.
4. `challenge` is set to 1 at the end of `action_EVENT_SELECT_OPTION_1003`. By now, `EVENT_ANY_MONSTER_LIVE` for mob 1008 no longer fires, causing the domain challenge to fail to start.
Mob summon: Something like Monster_Apparatus_Perpetual can summon helper mobs. Ensure these helpers actually get summoned and, on their defeat, possibly change the summoner's mob state. Like, temporarily enter weak state.
* Take summon tags from BinOutput/Monster/ConfigMonster_*.json and put them in SceneMonsterInfo
* Handle Summon action in ability modifiers from BinOutput/Ability/Temp/MonsterAbilities/ConfigAbility_Monster_*.json
* On summoner's kill, also kill the summoned mobs
Limbo state: Something like Monster_Invoker_Herald_Water should be invulnerable at a certain HP threshold. Like, shouldn't die when creating their elemental shield. Or, Monster_Apparatus_Perpetual's helper mobs shouldn't die before their summoner.
* Look through ConfigAbility (AbilityData in GC) like Invoker_Herald_Water_StateControl. If any AbilityModifier within specifies state Limbo and properties.Actor_HpThresholdRatio, account for this threshold in GameEntity::damage.
* Don't let the entity die while in limbo. They will be killed by other events.
* fix a singular typo in readme.md
fixed "culivation" to cultivation
* Update README_zh-CN.md
culivation to cultivation
* Update zh-TW to fix "culivation"
Cultivation from culivaton