feedback1 integrate: WM 野鬃 S2 pushes along her facing; 琳琅诗怀雅 S3 coins radial
# Conflicts: # docs/SIM.md
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@@ -401,8 +401,9 @@ 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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// despite the text's 向前 — PRTS 备注 "推开效果为径向推动"; client charpack char_1033_swire2: the RandomGold ability
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// (Skill_3_End) carries swire2_s_3[knockback] of template knockback[relative]; 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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@@ -494,8 +495,10 @@ 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", client knockback[relative]: a radial push
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// away from her centre (not along her direction, so no 45° / 0.25-tile 特殊修正), official 力度 − 重量
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// 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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