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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@@ -927,9 +927,12 @@ export default {
},
// ---------------------------------------------------------------------------------------------------------------
// 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
// 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:
// weight 0 → 2.14 tiles, 1 → 1.7, 2 → 0.44, 3 → 0.12, ≥ 4 → none; user playtest #6 item 14).
// 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
// 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
// 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
// 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)
// — so an enemy she grabs behind her centre (the hand-over after a push freed her block) is not thrown 1.7 tiles
// towards the objective (player feedback D2, "往攻击方向相反方向推"; it was a radial push before).
// 一致向前: after deploying (normal flag 0: first deployment only; elite flag 1: every deployment) every undeployed
// 【近卫】 operator of the player costs `value` less DP to deploy (≤ max_stack_cnt per operator until it deploys).
// Alternate S1 骑枪刺击 (PASSIVE, ON_DEPLOY): for `duration` s after every deployment ASPD +attack_speed.
@@ -954,7 +957,7 @@ export default {
attack: {
onHit({ battle, unit, target }) {
if (!target || !target.alive || target.side !== 'enemy') return;
battle.push(target, force, { from: unit });
battle.push(target, force, { from: unit, dir: { x: unit.fwd[1], y: unit.fwd[0] } });
},
},
},