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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@@ -33,7 +33,10 @@
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// force→onHit displacement with the official 力度 − 重量 rules (Battle.push / pullToFront): a pull "至面前" when the text says
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// 拖拽 or for hookmasters, else a push — along the unit's direction when the text says 往攻击方向 (the 推击手 wording, PRTS
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// 推与拉 方向力) / 朝部署方向 / 向前 / 身前方向 or for 推击手 (directional), otherwise away from the unit (radial); a skill of
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// constants.js PUSH_EFFECT_SKILLS (见行者 S1) pushes by PRTS 推与拉's 特效 column.
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// constants.js PUSH_EFFECT_SKILLS (见行者 S1) pushes by PRTS 推与拉's 特效 column. These keywords are only a fallback:
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// the hand-written kits follow the client's buff templates (knockback[dir] = directional, knockback[relative] = radial),
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// and the text can mislead — 琳琅诗怀雅 S3's "向前推开" is knockback[relative] (kits/tier3.js). No pool skill pushes
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// through this path with 向前 / 往攻击方向; the only generic push is 见行者 S1, a 推击手.
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import { normalizeSkill } from '../simdata.js';
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import { sortEnemyTargets } from '../targeting.js';
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