0.2.5-dev: 耶拉 S2 (both forms) and 荒芜拉普兰德 S1 keep the operator's own hit next to the drone hit — only drone-only skills skip it (review fix of the funnel port); golden: more funnel scenarios move, attributed in docs/history/0.2.5.md
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@@ -124,8 +124,10 @@ function whitw2(bb, chess, 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. 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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// non-moving enemy anywhere on the field (re-locking when it moves or falls; install), else her range. The toggle
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// retargets her attack; the text does not say she stops attacking, so the body and both unreleased additions stay.
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// The whole-field grid only selects those targets — no rangeId, no 攻击范围 in the text — so the card keeps her 3-1
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// (showOwnRange)
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skchr_whitw2_1: {
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kind: 'toggle',
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// [ASSUMED] her drones lock enemies only (install): 白铁's 铁钳号 alone does not open S1 / S2 (skills.js allyTargetsOk)
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@@ -143,6 +145,8 @@ function whitw2(bb, chess, def) {
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...(skillGridW ? { targeting: { rangeGrid: skillGridW } } : {}),
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attack: {
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hits: 1,
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// The skill names the released drones, not a second hit from her. 0 keeps the ramp inside these hits.
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funnelBodyHits: 0,
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funnelMul(battle, unit, target) {
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const f = unit.profile?.funnel || { init: 0.2, delta: 0.15, max: 1.1 };
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const m = unit.mem.hunt;
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