feedback1d WM: cite the client push templates for 野鬃 / 琳琅诗怀雅
The direction rules now rest on client data instead of the skill wording: 野鬃 S2's attack ability carries buff wildmn_s_2[force] of template knockback[dir] (Knockback, _useSourceDirection true, force level -2 when off direction); 琳琅诗怀雅 S3, 山 S3 and 莫斯提马 S3 use knockback[relative] (radial); 圣聆初雪 S1 is KnockBackWithCharacterDirection (no correction). Comments, SIM.md and the test header cite these. The generic kit header notes its text keywords are only a fallback. PLAYING.md explains 野鬃's push direction to players. No behaviour change.
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@@ -99,8 +99,9 @@ export const PALSY_MAX = 3;
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* ≥ 0 → all the way to the pull point (必定拉至身前), −1 → PULL_WEAK_SHARE of the starting distance, −2 → PULL_CRAWL
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* tiles, ≤ −3 → nothing. A pull "至面前" aims at the point PULL_ORIGIN tiles in front of the puller (拉力起点 "干员前方0.5格
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* 距离处") and stops once the target is within PULL_STOP_RADIUS of the puller's centre (急停 "拖拽者中心半径0.6708").
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* A directional push (推击手 and the same "往攻击方向" wording — 野鬃 S2 —, 朝部署方向) on a target more than 45° off the
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* direction or nearer than PUSH_DIRECTIONAL_MIN_DIST becomes radial with 受力等级 −2 (推与拉 "特殊修正").
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* A directional push (推击手, 野鬃 S2 — the client buff template knockback[dir] —, 朝部署方向) on a target more than 45°
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* off the direction or nearer than PUSH_DIRECTIONAL_MIN_DIST becomes radial with 受力等级 −2 (推与拉 "特殊修正";
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* knockback[dir] _decreaseForceLevelWhenNotInDirection 2).
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* PRTS 推与拉 gives two columns of 理想移动距离: 弹道 (a push carried by a projectile — "温蒂的23技能、阿消的12技能"; equal
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* to the 游戏数据基础 table above) and 特效 (an effect push, one frame less of travel — "食铁兽的12技能、见行者的12技能"):
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* PUSH_TILES_EFFECT, used by the skills in PUSH_EFFECT_SKILLS (见行者 S1 护身射击 / S2 惊爆射击, the only 特效 pushers of
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