feedback1d WM: 野鬃 S2 pushes along her direction; 琳琅诗怀雅 S3 coin push radial

Player report D2: 野鬃's skill sometimes pushed enemies the opposite way.
Her S2 text "往攻击方向…推开" is the 推击手 wording that PRTS 推与拉 calls a
directional force; the remake pushed radially at full force, so an enemy
grabbed behind her centre (or at her back) flew 1.7-2.14 tiles towards the
objective. Now directional with the official correction (> 45 deg off or
< 0.25 tile: radial at force level -2, at most 0.44 tile).

Direction audit: 琳琅诗怀雅 S3's coin push is radial (PRTS note), it was
pushed along her facing. The generic kit reads 往攻击方向 as directional.
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sganggs committed 2026-10-03 04:06:08 +08:00
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@@ -31,9 +31,9 @@
// Passive skills only apply stat mods (for bb.duration s when the text says "N秒内": 宴) and the self/counter effects
// above — their scales describe procs (bombs, sword rain, counters) that need a hand-authored kit.
// force→onHit displacement with the official 力度 − 重量 rules (Battle.push / pullToFront): a pull "至面前" when the text says
// 拖拽 or for hookmasters, else a push — along the unit's direction when the text says 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 constants.js PUSH_EFFECT_SKILLS (见行者 S1) pushes
// by PRTS 推与拉's 特效 column.
// 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
// 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
// constants.js PUSH_EFFECT_SKILLS (见行者 S1) pushes by PRTS 推与拉's 特效 column.
import { normalizeSkill } from '../simdata.js';
import { sortEnemyTargets } from '../targeting.js';
@@ -218,7 +218,7 @@ export function genericSkillSpec(sk, bb = sk?.bb ?? {}, def = null) {
const hasForce = !passive && forceRaw !== undefined;
const force = forceRaw ?? 0; // 力度 (微小力 −1 … 特大力 5)
const pull = /拖拽/.test(desc) || (!/推开|击退/.test(desc) && def && def.subProf === 'hookmaster');
const directional = !pull && (/朝部署方向|向前|身前方向/.test(desc) || (def && def.subProf === 'pusher'));
const directional = !pull && (/攻击方向|朝部署方向|向前|身前方向/.test(desc) || (def && def.subProf === 'pusher'));
const effectPush = PUSH_EFFECT_SKILLS.has(sk.id);
const hitElement = element && !counterText;