feedback3 WI: 琳琅诗怀雅 S3 does not close itself when her coins are full (GitHub #89)

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sganggs committed 2026-10-04 20:35:50 +08:00
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@@ -405,8 +405,9 @@ const KITS = {
// closing it spends every coin on random ground enemies of range 2-4 in front and those she blocks (atk_scale phys +
// a small push, radial despite the text's 向前 — PRTS 备注 "推开效果为径向推动"; client charpack char_1033_swire2:
// the RandomGold ability (Skill_3_End) carries swire2_s_3[knockback] of template knockback[relative]; 地面敌方单位,
// 弹道不可对空). Auto-close (the mode casts everything itself; the player's "主动关闭" is not available): once the
// purse is full (10) and a coin target stands there. 精锐 module MER-Y: ATK +4 % per trait payment (≤ 5 stacks).
// 弹道不可对空). It does not close itself when the purse is full (PRTS 卫戍协议/帮助 「通常不会自动关闭技能」; the skill
// text is 「可随时主动关闭」; GitHub #89-1). The player closes it: skill.end('manual'), which spends the coins.
// 精锐 module MER-Y: ATK +4 % per trait payment (≤ 5 stacks).
chess_char_3_04_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0), t1 = talentBb(d, 1);
@@ -493,7 +494,7 @@ const KITS = {
skills: altSkills(chess, d, bb, {
[S1]: () => ({ kind: 'passive' }), // (coins → heals: installS1)
[S3]: (s) => {
const cash = num(s.bb.atk_scale, 1), force = num(s.bb.force, 0), full = num(s.bb.sp, 10);
const cash = num(s.bb.atk_scale, 1), force = num(s.bb.force, 0);
// the 【金币标记】 targets: ground enemies on range 2-4 in front of her (range_table "2-4") and every unit she blocks
const coinMarks = (battle, unit) => {
const list = enemiesOn(battle, unit, gridKeys(SWIRE2_COIN_GRID, unit), 0, { ...unit.profile, canHitFly: false });
@@ -503,9 +504,8 @@ const KITS = {
return {
kind: 'toggle',
attack: { hits: 2 },
onTick({ battle, unit, skill }) {
if ((unit.mem.coins ?? 0) >= full && coinMarks(battle, unit).length) skill.end('manual');
},
// PRTS 卫戍协议/帮助 「通常不会自动关闭技能」; 千金一掷 「可随时主动关闭」 (GitHub #89-1). A full purse
// with a markable enemy does not end it. skill.end('manual') is the close that spends the coins.
onEnd({ battle, unit, reason }) {
if (reason !== 'manual' || !unit.alive) return;
const n = unit.mem.coins ?? 0;