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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@@ -927,9 +927,12 @@ export default {
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},
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// ---------------------------------------------------------------------------------------------------------------
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// 1_19 野鬃 夹枪冲锋: wider range (skill grid), ATK +atk, hits push the target away (attack@force 1 = 中力; radial — away
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// from her centre, PRTS 推与拉: every push but the 推击手' is radial) by the official 力度 − 重量 distance (Battle.push:
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// weight 0 → 2.14 tiles, 1 → 1.7, 2 → 0.44, 3 → 0.12, ≥ 4 → none; user playtest #6 item 14).
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// 1_19 野鬃 夹枪冲锋: wider range (skill grid), ATK +atk, "攻击会把目标往攻击方向中等力度地推开" (attack@force 1 = 中力) by
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// the official 力度 − 重量 distance (Battle.push: weight 0 → 2.14 tiles, 1 → 1.7, 2 → 0.44, 3 → 0.12, ≥ 4 → none; user
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// playtest #6 item 14). "往攻击方向" is the 推击手 wording (阿消 S1 / S2, 温蒂 S1, 食铁兽 S1, 见行者 S1), which PRTS 推与拉
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// calls 方向力: a push along her direction, radial at 受力等级 −2 for a target > 45° off it or < 0.25 tile away (特殊修正)
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// — so an enemy she grabs behind her centre (the hand-over after a push freed her block) is not thrown 1.7 tiles
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// towards the objective (player feedback D2, "往攻击方向相反方向推"; it was a radial push before).
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// 一致向前: after deploying (normal flag 0: first deployment only; elite flag 1: every deployment) every undeployed
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// 【近卫】 operator of the player costs `value` less DP to deploy (≤ max_stack_cnt per operator until it deploys).
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// Alternate S1 骑枪刺击 (PASSIVE, ON_DEPLOY): for `duration` s after every deployment ASPD +attack_speed.
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@@ -954,7 +957,7 @@ export default {
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attack: {
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onHit({ battle, unit, target }) {
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if (!target || !target.alive || target.side !== 'enemy') return;
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battle.push(target, force, { from: unit });
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battle.push(target, force, { from: unit, dir: { x: unit.fwd[1], y: unit.fwd[0] } });
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},
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},
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},
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@@ -399,8 +399,8 @@ const KITS = {
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// 大买家: coin at skill start + coin & ATK stack per trait payment; 破财消灾: DP-paid revive (cost doubles)
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// S1 仗义疏财 (passive, 2 coins): an attack spends a coin to heal the most injured ally (< 70 % HP) of the 8
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// surrounding tiles for attack@heal_scale × ATK. S3 千金一掷 (持续时间无限): attacks hit twice, kills give a coin;
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// closing it spends every coin on random ground enemies of the front range (atk_scale phys + small push forward;
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// PRTS 备注: 地面敌方单位, 弹道不可对空).
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// closing it spends every coin on random ground enemies of the front range (atk_scale phys + a small push, radial
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// — PRTS 备注 "推开效果为径向推动" despite the text's 向前; 地面敌方单位, 弹道不可对空).
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// Auto-close (the mode casts everything itself; the player's "主动关闭" is not available): once the purse is full
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// (10) and an enemy stands in range. 精锐 module MER-Y: ATK +4 % per trait payment (≤ 5 stacks).
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chess_char_3_04_a: (bb, chess, def) => {
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@@ -492,8 +492,9 @@ const KITS = {
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if (!e) break;
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spent++;
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battle.dealDamage(unit, e, { amount: unit.s.atk * cash, type: 'phys', isSkill: true, tags: ['skill', 'swire2Cash'] });
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// "将目标小力地向前推开": a directional push along her direction (Battle.push, official 力度 − 重量 distance)
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if (e.alive) battle.push(e, force, { from: unit, dir: { x: unit.fwd[1], y: unit.fwd[0] } });
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// "将目标小力地向前推开" — PRTS 备注 "金币弹道…推开效果为径向推动": a radial push away from her centre (not
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// along her direction, so no 45° / 0.25-tile 特殊修正), official 力度 − 重量 distance (Battle.push)
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if (e.alive) battle.push(e, force, { from: unit });
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}
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fx(battle, 'coin', unit, { n: 0, spent, skill: 'swire2_3' });
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},
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