feedback1e WP: review fixes — 信仰搅拌机 S3 ignores 攻击距离, bounded range mini-map
- 信仰搅拌机 S3 退休前布道 attacks / counters on 3-13 exactly: SPT-Y's 攻击距离+1 does not reach it (PRTS 技能3 备注 "此技能的攻击范围不受“攻击距离”属性影响"; PRTS 修正 of the module text "(部分技能不受此影响)"). New SkillSpec flag targeting.noRangeExtend, read by Battle._refreshRange; S1 / S2 keep the +1. - The detail card's 攻击范围 draws a grid larger than its box (远牙 S3's 21-tile line) with smaller cells in the box's own space (rangeGridStyle, RANGE_FIT 6 columns × 7 rows), so the live stats beside it stay readable. - 荒芜拉普兰德 S1's whole-field grid only selects targets (no rangeId, no 攻击范围 text): targeting.showOwnRange keeps her 3-1 on the card. - 烛煌 S3's bonus on burning enemies is dealt before the attack's damage (备注 "于攻击造成伤害前判定元素爆发并造成元素伤害"), main and splash. - liveRangeGrid is the grid itself when nothing extends it (no copy per refresh). - Audit test: 攻击距离加长 / 缩短 (深巡 S2, 山 S2) and every module of the loadout; real BattleSpec for 信仰搅拌机 SPT-Y.
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@@ -166,7 +166,11 @@ function lonely(battle, unit, diag = false) {
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}
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return true;
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}
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/** Permanent forward range extension ("攻击距离+1(不受技能攻击范围变化影响)": every range, skill ranges included). */
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/**
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* Permanent forward range extension (攻击距离 +n): every range, skill ranges included — except a skill whose range ignores
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* 攻击距离 (`targeting.noRangeExtend`). SPT-Y's "攻击距离+1(不受技能攻击范围变化影响)" reads, as PRTS 修正 it, "(部分技能不受
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* 此影响)" (原因: 语序颠倒、表述模糊) — 信仰搅拌机 S3 备注 "此技能的攻击范围不受'攻击距离'属性影响".
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*/
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const rangeUp = (battle, unit, n = 1) => battle.addBuff(unit, { key: 'module:range', mods: { rangeExtend: n }, persist: true, allowDead: true });
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/**
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* Module "攻击范围扩大" given as a new range (the selected module's data-only talent `rangeGrid`, e.g. SPC-X / RIN-X:
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@@ -197,7 +201,7 @@ function pullToFront(battle, unit, e, force) {
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const kits = {
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// ===== 信仰搅拌机 (shotprotector) S3 退休前布道 — ammo 30 counters; talents 扫射迎宾仪礼 / 架盾送客仪礼; module: reveal
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// S1 铳骑主考官 (自动触发 ⇒ DEFAULT: next attack ×3 hits + reload an adjacent 拉特兰 ammo skill), S2 八臂电锯侠 (ammo;
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// a fatal hit is blocked for `ammo_cost` bullets); module SPT-Y 老朋友: range +1
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// a fatal hit is blocked for `ammo_cost` bullets); module SPT-Y 老朋友: range +1 (not on S3's range, PRTS 备注)
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chess_char_4_01_a: (bb, chess, def) => {
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const t0 = tbb(def, 0), t1 = tbb(def, 1);
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const counterMax = Math.max(1, Math.floor(num(bb['attack@max_target'], 3)));
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@@ -233,7 +237,8 @@ const kits = {
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skill: {
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kind: 'ammo', ammo: num(bb['attack@trigger_time'], 30),
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mods: { hpPct: num(bb.max_hp), atkPct: num(bb.atk), defPct: num(bb.def) },
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targeting: g ? { rangeGrid: g } : undefined,
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// 3-13 exactly: SPT-Y's 攻击距离+1 does not reach it (PRTS 备注; reviewer of community report E1 after 0.1.0)
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targeting: g ? { rangeGrid: g, noRangeExtend: true } : undefined,
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attack: { noAttack: true }, // 停止主动攻击敌人 (ammo is spent by counters)
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onStart({ battle, unit }) {
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unit.mem.counterReady = -Infinity;
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@@ -281,7 +286,7 @@ const kits = {
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if (sk.ammoLeft <= 0) sk.end('ammo');
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}, { owner: unit });
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}
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// module SPT-Y (elite, 老朋友): 攻击距离+1 (kept whatever range the skill sets)
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// module SPT-Y (elite, 老朋友): 攻击距离+1 — S1 / S2 keep it, S3's 3-13 does not (noRangeExtend above)
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if (num(def.traitBb?.ability_range_forward_extend, 0) > 0) rangeUp(battle, unit, num(def.traitBb.ability_range_forward_extend, 1));
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// module SPT-X (elite default): 攻击范围内敌人的隐匿效果失效
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if (moduleIs(def, 'uniequip_002_rmixer')) whileDeployed(battle, unit, AURA, () => reveal(battle, enemiesOnRange(battle, unit)));
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@@ -562,9 +562,10 @@ const KITS = {
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// 烛煌 — S3 众恶的焚场 (ammo): skill range 4-11 (the targets; the DEFAULT cast still needs an enemy in 3-1), ATK +,
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// BAT −1.3 s, "攻击变为群体攻击" = one target + a BLAZE_S3_SPLASH (1.7) splash around it (PRTS 备注 "攻击溅射半径1.7",
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// 中点判定 — so the fire reaches past the diamond; it used to hit every enemy inside it instead, community report E1
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// after 0.1.0), +attack@atk_scale ATK elemental damage to every enemy of the attack in a burn burst (main and splash;
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// after the hit [ASSUMED] — the 备注 checks it before); loses 3 % max HP/s; any burn burst on the field refills
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// ammo_recover bullets, never above the skill's ammo ("补充后的弹药数量无法超过上限").
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// after 0.1.0), +attack@atk_scale ATK elemental damage to every enemy of the attack in a burn burst (main and splash),
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// dealt BEFORE the attack's own damage ("于攻击造成伤害前判定元素爆发并造成元素伤害": a 'hit' hook — so a hit that kills
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// or starts the burst keeps / does not get it); loses 3 % max HP/s; any burn burst on the field refills ammo_recover
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// bullets, never above the skill's ammo ("补充后的弹药数量无法超过上限").
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// T1 熔点引爆: burn burst anywhere → 350 % ATK elemental damage to it + heal 12 % max HP. T2 绝处重燃: downed instead of
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// dying (6000 shield, no attack, no heal, 3 %/s regen) → revives at full HP and stuns nearby enemies.
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// Module (elite): ×damage_scale vs enemies in an element burst.
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@@ -630,12 +631,7 @@ const KITS = {
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kind: 'ammo', ammo: num(bb['attack@trigger_time'], 18),
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mods: mods({ atkPct: num(bb.atk), batPct: batPct(bb.base_attack_time, chess) }),
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targeting: skillGrid(chess, def) ? { rangeGrid: skillGrid(chess, def) } : undefined,
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attack: {
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splashRadius: BLAZE_S3_SPLASH,
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onEachHit({ battle, unit, target }) {
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if (target && target.alive && target.findBuff('burnBurst')) elementHit(battle, unit, target, unit.s.atk * num(bb['attack@atk_scale']), 'blazeBurn', 'burn');
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},
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},
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attack: { splashRadius: BLAZE_S3_SPLASH },
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onStart({ unit }) { unit.mem.blazeAcc = 0; },
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onTick({ battle, unit, dt }) {
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if (!(lose > 0)) return;
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@@ -686,6 +682,12 @@ const KITS = {
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burstSpUp(battle, unit, 'blaze2:module', num(tm.sp_recovery_per_sec));
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if (sid === 'skchr_blaze2_2') whileOn(battle, unit, AURA_IV, () => burnTiles(battle, unit));
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if (sid && sid !== 'skchr_blaze2_3') return;
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// S3: each hit of her skill attack (main and splash) on an enemy in a burn burst deals the bonus first (PRTS 备注)
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battle.on('hit', (c) => {
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const d = c.dmg, t = c.target, sk = unit.skill;
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if (c.source !== unit || !d.isAttack || !d.isSkill || d.cancel || !sk?.active || sk.kind !== 'ammo') return;
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if (t.side === 'enemy' && t.alive && t.findBuff('burnBurst')) elementHit(battle, unit, t, unit.s.atk * num(bb['attack@atk_scale']), 'blazeBurn', 'burn');
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}, { owner: unit });
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const maxAmmo = num(bb['attack@trigger_time'], 18);
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battle.on('elementBurst', (c) => { // S3: burn bursts refill ammo, up to the skill's ammo
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const sk = unit.skill;
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@@ -2754,11 +2754,12 @@ function whitw2(bb, chess, def) {
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const skillGridW = skillGridOf(def);
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const skills = {
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// S1 慵怠者悲鸣: passive 浮游单元+1 (trait: one more hit per attack); toggled on: ATK +atk and the drones lock a random
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// non-moving enemy anywhere on the field (re-locking when it moves or falls; install), else her range
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// non-moving enemy anywhere on the field (re-locking when it moves or falls; install), else her range. The whole-field
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// grid only selects those targets — no rangeId, no 攻击范围 in the text — so the card keeps her 3-1 (showOwnRange)
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skchr_whitw2_1: {
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kind: 'toggle',
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mods: { atkPct: num(bb.atk) },
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targeting: { rangeGrid: WHOLE_FIELD },
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targeting: { rangeGrid: WHOLE_FIELD, showOwnRange: true },
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onStart({ unit }) { unit.mem.lazyLock = null; },
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},
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// S2 逐猎狂飙: 浮游单元+attack@cnt, skill range, ATK +atk: every drone locks a random enemy of the range until it falls
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