feedback7 R22-GHSIM: 歌蕾蒂娅 S3's skill-end 捕网 pulls the enemies within 1 tile of the tornado, not 1.5 — the tornado keeps 1.5 (GitHub #324, PR #329 by @IceCodeNew, re-implemented); golden: fields boss-boss_4-pair moves
PRTS 歌蕾蒂娅 S3 备注: 「龙卷风半径1.5」 and 「技能结束时的拖拽为捕网,捕网半径为1,无伤害」. The kit reused the tornado's radius for the final pull (its 1.5 was marked [ASSUMED]; PRTS now backs it). The slow and the pulses keep 1.5; only the skill-end pull (to her front, as before) uses 1. Golden: boss-boss_4-pair fields 歌蕾蒂娅 — fewer enemies are dragged to her front at the skill end, the fight runs differently (11 kills instead of 14, one leak).
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@@ -12,14 +12,17 @@ const ABYSSAL = new Set(['char_143_ghost', 'char_263_skadi', 'char_474_glady', '
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const isAbyssal = (u) => u?.def?.raw?.groupId === 'abyssal' || ABYSSAL.has(u?.def?.charId ?? u?.def?.raw?.charId);
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export default withDefaults({
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// ===== 歌蕾蒂娅 (hookmaster) S3 缺水的碎漩狂舞 — bind a far target, tornado: slow, 85 % arts pulses + pull, final pull
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// ===== 歌蕾蒂娅 (hookmaster) S3 缺水的碎漩狂舞 — bind a far target, tornado (r 1.5): slow, 85 % arts pulses + pull,
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// final pull (the 捕网, r 1)
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// S1 缺水的大洋裂断 (charges: next attack pulls the target to her front, 150 %/180 %); S2 缺水的掌握怒海 (BAT +0.5 s,
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// wider range, ≤ 2 targets — blocked first — at 135 %/150 % and pulled to her front); module HOK-Y (淡金坠饰):
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// a pull towards herself of an enemy farther than 2.5 tiles is one force level stronger
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chess_char_4_12_a: (bb, chess, def) => {
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const t0 = tbb(def, 0), t1 = tbb(def, 1), mb = moduleBb(def);
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const tb = def.traitBb || {};
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const R = 1.5; // [ASSUMED] tornado radius (no blackboard key)
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// S3 radii (no blackboard key) — PRTS 备注: 「龙卷风半径1.5」 (slow, pulses) and 「技能结束时的拖拽为捕网,捕网半径为1,无伤害」
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// (the skill-end pull; until 0.2.2 it reused the tornado's 1.5 — GitHub #324, PR #329)
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const R = 1.5, NET_R = 1;
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const force = num(bb.force, num(bb['attack@force'], 0));
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const iv = Math.max(0.1, num(bb.interval, 1.5));
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const g = grid(def.skill?.rangeGrid);
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@@ -76,7 +79,7 @@ export default withDefaults({
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const T = unit.mem.tornado;
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unit.mem.tornado = null;
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if (!T || reason === 'death' || !unit.alive) return;
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for (const e of battle.foesInRadius(T.x, T.y, R)) pullSelf(battle, unit, e, force);
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for (const e of battle.foesInRadius(T.x, T.y, NET_R)) pullSelf(battle, unit, e, force); // the 捕网
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battle.fx('pull', { x: T.x, y: T.y, id: unit.id });
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},
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},
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