fix(diag): stat-chain recompute probe string build
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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1 changed files with 2 additions and 4 deletions
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@ -189,12 +189,10 @@ public sealed class RuntimeCharacterState : IDisposable
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// is in GetSkillMod's record handling; if runMod is right but the
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// felt speed doesn't change, the break is downstream of MovementSkills.
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EnchantmentMath.VitalMod runMod = Spellbook.GetSkillMod(RunSkillId);
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int activeCount = System.Linq.Enumerable.Count(Spellbook.ActiveEnchantments);
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System.Console.WriteLine(
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System.FormattableString.Invariant(
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$"[stat-chain] base run={_runSkillBase} jump={_jumpSkillBase} "
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+ $"runMod={runMod.Multiplier:F4}x+{runMod.Additive:F1} "
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+ $"-> eff run={run} jump={jump} "
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+ $"(activeEnchantments={System.Linq.Enumerable.Count(Spellbook.ActiveEnchantments)})"));
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$"[stat-chain] base run={_runSkillBase} jump={_jumpSkillBase} runMod={runMod.Multiplier:F4}x+{runMod.Additive:F1} -> eff run={run} jump={jump} (activeEnchantments={activeCount})"));
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MovementSkills.Update(run, jump);
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}
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