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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@@ -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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