more ++ fixes, shows + during anims
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21f3a80752
@ -22,9 +22,7 @@
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* make our own toasts / msg pane
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* send account_instances on players update
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* convert PlusPlus to ++ or rename
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* add speed to descriptions
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* add components to description e.g. Strike (red circle red circle attack)
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* clear skill (if currently targetted)
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* increase power to speed up early rounds
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@ -1,4 +1,3 @@
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const { removeTier } = require('./utils');
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const { TIMES } = require('./constants');
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function none() {
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@ -60,10 +59,8 @@ function getObjects(resolution, stages, game, account) {
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? null
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: createSourceAnim();
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const skill = removeTier(event.skill);
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const animTarget = {
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skill,
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skill: event.skill,
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constructId: targetting(),
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player: playerTeamIds.includes(resolution.target.id),
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direction,
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@ -40,6 +40,8 @@ const Triage = require('./anims/triage');
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const TriageTick = require('./anims/triage.tick');
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const actions = require('../actions');
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const { removeTier } = require('../utils');
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const addState = connect(
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function receiveState(state) {
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@ -63,12 +65,12 @@ class ConstructAnimation extends Component {
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direction,
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constructId,
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} = animTarget;
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const animSkill = removeTier(skill);
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if (!constructId.includes(construct.id)) return false;
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// find target animation
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const chooseAnim = (skill) => {
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switch (skill) {
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const chooseAnim = (animSkill) => {
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switch (animSkill) {
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// Attack base
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case 'Attack': return <Attack direction={direction}/>;
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case 'Blast': return <Blast direction={direction}/>;
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@ -123,7 +125,7 @@ class ConstructAnimation extends Component {
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};
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};
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const anim = chooseAnim(skill);
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const anim = chooseAnim(animSkill);
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if (!anim) return false;
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return (
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@ -3,7 +3,7 @@ const eachSeries = require('async/eachSeries');
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const actions = require('./actions');
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const { TIMES } = require('./constants');
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const animations = require('./animations.utils');
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const { infoToast, errorToast } = require('./utils');
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const { infoToast, errorToast, removeTier } = require('./utils');
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function registerEvents(store) {
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function notify(msg) {
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@ -69,13 +69,12 @@ function registerEvents(store) {
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const timeout = animations.getTime(sequence);
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const anims = animations.getObjects(r, sequence, game, account);
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const text = animations.getText(r, sequence);
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store.dispatch(actions.setAnimFocus(animations.getFocusTargets(r, game)));
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if (sequence.includes('START_SKILL')) store.dispatch(actions.setAnimSource(anims.animSource));
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if (sequence.includes('END_SKILL')) {
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store.dispatch(actions.setAnimTarget(anims.animTarget));
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if (!['Banish', 'Invert'].includes(anims.animTarget.skill)) store.dispatch(actions.setAnimCb(cb));
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if (!['Banish', 'Invert'].includes(removeTier(anims.animTarget.skill))) store.dispatch(actions.setAnimCb(cb));
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}
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if (sequence.includes('POST_SKILL')) {
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// timeout to prevent text classes from being added too soon
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@ -90,7 +89,7 @@ function registerEvents(store) {
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store.dispatch(actions.setAnimText(null));
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store.dispatch(actions.setAnimFocus([]));
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if (!sequence.includes('END_SKILL')
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|| ['Banish', 'Invert'].includes(anims.animTarget.skill)) return cb();
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|| ['Banish', 'Invert'].includes(removeTier(anims.animTarget.skill))) return cb();
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return true;
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}, timeout);
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}, err => {
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@ -497,33 +497,201 @@ pub enum Skill {
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// Evade, // actively evade
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// Nightmare,
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// Sleep,
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Amplify,
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#[serde(rename = "Amplify+")]
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AmplifyPlus,
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#[serde(rename = "Amplify++")]
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AmplifyPlusPlus,
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Absorb,
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#[serde(rename = "Absorb+")]
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AbsorbPlus,
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#[serde(rename = "Absorb++")]
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AbsorbPlusPlus,
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Banish,
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#[serde(rename = "Banish+")]
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BanishPlus,
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#[serde(rename = "Banish++")]
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BanishPlusPlus,
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Bash,
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#[serde(rename = "Bash+")]
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BashPlus,
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#[serde(rename = "Bash++")]
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BashPlusPlus,
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Blast,
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#[serde(rename = "Blast+")]
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BlastPlus,
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#[serde(rename = "Blast++")]
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BlastPlusPlus,
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Chaos,
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#[serde(rename = "Chaos+")]
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ChaosPlus,
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#[serde(rename = "Chaos++")]
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ChaosPlusPlus,
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Sustain,
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#[serde(rename = "Sustain+")]
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SustainPlus,
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#[serde(rename = "Sustain++")]
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SustainPlusPlus,
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Electrify,
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#[serde(rename = "Electrify+")]
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ElectrifyPlus,
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#[serde(rename = "Electrify++")]
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ElectrifyPlusPlus,
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Curse,
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#[serde(rename = "Curse+")]
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CursePlus,
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#[serde(rename = "Curse++")]
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CursePlusPlus,
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Decay,
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#[serde(rename = "Decay+")]
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DecayPlus,
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#[serde(rename = "Decay++")]
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DecayPlusPlus,
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Hex,
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#[serde(rename = "Hex+")]
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HexPlus,
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#[serde(rename = "Hex++")]
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HexPlusPlus,
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Haste,
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#[serde(rename = "Haste+")]
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HastePlus,
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#[serde(rename = "Haste++")]
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HastePlusPlus,
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Heal,
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#[serde(rename = "Heal+")]
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HealPlus,
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#[serde(rename = "Heal++")]
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HealPlusPlus,
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Hybrid,
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#[serde(rename = "Hybrid+")]
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HybridPlus,
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#[serde(rename = "Hybrid++")]
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HybridPlusPlus,
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Invert,
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#[serde(rename = "Invert+")]
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InvertPlus,
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#[serde(rename = "Invert++")]
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InvertPlusPlus,
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Counter,
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#[serde(rename = "Counter+")]
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CounterPlus,
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#[serde(rename = "Counter++")]
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CounterPlusPlus,
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Purge,
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#[serde(rename = "Purge+")]
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PurgePlus,
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#[serde(rename = "Purge++")]
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PurgePlusPlus,
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Purify,
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#[serde(rename = "Purify+")]
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PurifyPlus,
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#[serde(rename = "Purify++")]
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PurifyPlusPlus,
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Reflect,
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#[serde(rename = "Reflect+")]
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ReflectPlus,
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#[serde(rename = "Reflect++")]
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ReflectPlusPlus,
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Recharge,
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#[serde(rename = "Recharge+")]
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RechargePlus,
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#[serde(rename = "Recharge++")]
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RechargePlusPlus,
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Ruin,
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#[serde(rename = "Ruin+")]
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RuinPlus,
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#[serde(rename = "Ruin++")]
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RuinPlusPlus,
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Link,
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#[serde(rename = "Link+")]
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LinkPlus,
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#[serde(rename = "Link++")]
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LinkPlusPlus,
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Silence,
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#[serde(rename = "Silence+")]
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SilencePlus,
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#[serde(rename = "Silence++")]
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SilencePlusPlus,
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Slay,
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#[serde(rename = "Slay+")]
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SlayPlus,
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#[serde(rename = "Slay++")]
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SlayPlusPlus,
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Sleep,
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#[serde(rename = "Sleep+")]
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SleepPlus,
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#[serde(rename = "Sleep++")]
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SleepPlusPlus,
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Restrict,
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#[serde(rename = "Restrict+")]
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RestrictPlus,
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#[serde(rename = "Restrict++")]
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RestrictPlusPlus,
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Strike,
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#[serde(rename = "Strike+")]
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StrikePlus,
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#[serde(rename = "Strike++")]
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StrikePlusPlus,
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Siphon,
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#[serde(rename = "Siphon+")]
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SiphonPlus,
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#[serde(rename = "Siphon++")]
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SiphonPlusPlus,
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Intercept,
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#[serde(rename = "Intercept+")]
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InterceptPlus,
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#[serde(rename = "Intercept++")]
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InterceptPlusPlus,
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Break,
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#[serde(rename = "Break+")]
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BreakPlus,
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#[serde(rename = "Break++")]
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BreakPlusPlus,
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Triage,
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#[serde(rename = "Triage+")]
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TriagePlus,
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#[serde(rename = "Triage++")]
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TriagePlusPlus,
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Absorption,
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AbsorptionPlus,
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AbsorptionPlusPlus,
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CounterAttack,
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CounterAttackPlus,
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CounterAttackPlusPlus,
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Electrocute,
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ElectrocutePlus,
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ElectrocutePlusPlus,
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@ -531,116 +699,17 @@ pub enum Skill {
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ElectrocuteTickPlus,
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ElectrocuteTickPlusPlus,
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Curse,
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CursePlus,
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CursePlusPlus,
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Decay, // dot
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DecayPlus,
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DecayPlusPlus,
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DecayTick, // dot
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DecayTickPlus,
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DecayTickPlusPlus,
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Haste,
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HastePlus,
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HastePlusPlus,
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HasteStrike,
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Heal,
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HealPlus,
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HealPlusPlus,
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Hex,
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HexPlus,
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HexPlusPlus,
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Absorption,
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AbsorptionPlus,
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AbsorptionPlusPlus,
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Absorb,
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AbsorbPlus,
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AbsorbPlusPlus,
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HybridBlast,
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Hybrid,
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HybridPlus,
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HybridPlusPlus,
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Invert,
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InvertPlus,
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InvertPlusPlus,
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Counter, // avoid all damage
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CounterPlus,
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CounterPlusPlus,
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Purge,
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PurgePlus,
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PurgePlusPlus,
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Purify,
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PurifyPlus,
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PurifyPlusPlus,
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Recharge,
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RechargePlus,
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RechargePlusPlus,
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Reflect,
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ReflectPlus,
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ReflectPlusPlus,
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CounterAttack,
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CounterAttackPlus,
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CounterAttackPlusPlus,
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Ruin,
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RuinPlus,
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RuinPlusPlus,
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Link,
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LinkPlus,
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LinkPlusPlus,
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Silence,
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SilencePlus,
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SilencePlusPlus,
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Siphon,
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SiphonPlus,
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SiphonPlusPlus,
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SiphonTick,
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SiphonTickPlus,
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SiphonTickPlusPlus,
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Slay,
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SlayPlus,
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SlayPlusPlus,
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Sleep,
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SleepPlus,
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SleepPlusPlus,
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Restrict,
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RestrictPlus,
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RestrictPlusPlus,
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Strike,
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StrikePlus,
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StrikePlusPlus,
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Intercept,
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InterceptPlus,
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InterceptPlusPlus,
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Break, // no damage stun, adds vulnerable
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BreakPlus,
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BreakPlusPlus,
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Triage, // hot
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TriagePlus,
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TriagePlusPlus,
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TriageTick,
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TriageTickPlus,
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TriageTickPlusPlus,
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