feat(progress): track persistent creeper kills
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@@ -11,19 +11,20 @@ As a **player**, I want Creeper Aura to become stronger as I defeat creepers so
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## Default progression
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| State | Required lifetime kills | Damage to protected player | Creeper block damage |
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| Current state | Kills needed to unlock next rank | Damage to protected player | Creeper block damage |
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| --- | ---: | ---: | --- |
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| Locked | 0–99 | 1× | Normal |
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| Creeper Aura I | 100 | 3× | Prevented |
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| Creeper Aura II | 200 | 2× | Prevented |
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| Creeper Aura III | 300 | 1.5× | Prevented |
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| Creeper Aura IV | 400 | 1× | Prevented |
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| Creeper Aura V | 500 | 0.5× | Prevented |
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| Creeper Aura VI | 600 | 0× | Prevented |
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| Locked | 100 to unlock I | 1× | Normal |
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| Creeper Aura I | 100 to unlock II | 3× | Prevented |
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| Creeper Aura II | 100 to unlock III | 2× | Prevented |
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| Creeper Aura III | 100 to unlock IV | 1.5× | Prevented |
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| Creeper Aura IV | 100 to unlock V | 1× | Prevented |
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| Creeper Aura V | 100 to unlock VI | 0.5× | Prevented |
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| Creeper Aura VI | Maximum rank | 0× | Prevented |
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## Acceptance criteria
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- [ ] A player unlocks ranks according to the configured cumulative kill thresholds.
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- [ ] A player unlocks the next rank after earning the configured number of kills within their current tier.
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- [ ] Unlocking a rank resets current-tier progress to zero.
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- [ ] A player below rank I receives normal creeper explosion behavior.
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- [ ] An aura activates when an unlocked player would have been hit by the creeper explosion, even when armor or another modifier would reduce the eventual damage to zero.
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- [ ] An activated aura prevents that creeper explosion from breaking or removing blocks for everyone affected by the explosion.
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