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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sganggs committed 2026-10-03 05:46:04 +08:00
1 parent 8b0e672bb8
commit 5963a40d2d
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@@ -562,9 +562,10 @@ const KITS = {
// 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 +,
// 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",
// 中点判定 — so the fire reaches past the diamond; it used to hit every enemy inside it instead, community report E1
// after 0.1.0), +attack@atk_scale ATK elemental damage to every enemy of the attack in a burn burst (main and splash;
// after the hit [ASSUMED] — the 备注 checks it before); loses 3 % max HP/s; any burn burst on the field refills
// ammo_recover bullets, never above the skill's ammo ("补充后的弹药数量无法超过上限").
// after 0.1.0), +attack@atk_scale ATK elemental damage to every enemy of the attack in a burn burst (main and splash),
// 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
// or starts the burst keeps / does not get it); loses 3 % max HP/s; any burn burst on the field refills ammo_recover
// bullets, never above the skill's ammo ("补充后的弹药数量无法超过上限").
// 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
// dying (6000 shield, no attack, no heal, 3 %/s regen) → revives at full HP and stuns nearby enemies.
// Module (elite): ×damage_scale vs enemies in an element burst.
@@ -630,12 +631,7 @@ const KITS = {
kind: 'ammo', ammo: num(bb['attack@trigger_time'], 18),
mods: mods({ atkPct: num(bb.atk), batPct: batPct(bb.base_attack_time, chess) }),
targeting: skillGrid(chess, def) ? { rangeGrid: skillGrid(chess, def) } : undefined,
attack: {
splashRadius: BLAZE_S3_SPLASH,
onEachHit({ battle, unit, target }) {
if (target && target.alive && target.findBuff('burnBurst')) elementHit(battle, unit, target, unit.s.atk * num(bb['attack@atk_scale']), 'blazeBurn', 'burn');
},
},
attack: { splashRadius: BLAZE_S3_SPLASH },
onStart({ unit }) { unit.mem.blazeAcc = 0; },
onTick({ battle, unit, dt }) {
if (!(lose > 0)) return;
@@ -686,6 +682,12 @@ const KITS = {
burstSpUp(battle, unit, 'blaze2:module', num(tm.sp_recovery_per_sec));
if (sid === 'skchr_blaze2_2') whileOn(battle, unit, AURA_IV, () => burnTiles(battle, unit));
if (sid && sid !== 'skchr_blaze2_3') return;
// S3: each hit of her skill attack (main and splash) on an enemy in a burn burst deals the bonus first (PRTS 备注)
battle.on('hit', (c) => {
const d = c.dmg, t = c.target, sk = unit.skill;
if (c.source !== unit || !d.isAttack || !d.isSkill || d.cancel || !sk?.active || sk.kind !== 'ammo') return;
if (t.side === 'enemy' && t.alive && t.findBuff('burnBurst')) elementHit(battle, unit, t, unit.s.atk * num(bb['attack@atk_scale']), 'blazeBurn', 'burn');
}, { owner: unit });
const maxAmmo = num(bb['attack@trigger_time'], 18);
battle.on('elementBurst', (c) => { // S3: burn bursts refill ammo, up to the skill's ammo
const sk = unit.skill;