Merge branch 'master' of ssh://cryps.gg:40022/~/cryps
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25fecf09ae
13
CHANGELOG.md
13
CHANGELOG.md
@ -17,11 +17,6 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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- fx for buffs when applied to enemies
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- invert + haste -> doubles all cooldowns
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New skill `Scatter `
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Combines - Buff + BB
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Links targets together so dmg taken is split
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Recharge 140% source blue damage as blue life to target
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var / skill info rpc
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thresholds / bonuses
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sell cost
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@ -30,6 +25,11 @@ var / skill info rpc
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## [0.1.2] - 2019-05-07
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### Added
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New skill `Scatter `
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Combines - Buff + BB
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Links targets together so dmg taken is split
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Recharge 140% source blue damage as blue life to target
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New skill `Impurity`
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Combines - Buff + GB
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New buff that does the following -
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@ -71,13 +71,12 @@ New skill `Impurity`
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Inc red and blue multiplier changed 200% -> 150%
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`(More reworks soon to make this skill fun)`
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- Haste
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Changed to Buff + RG (was Buff + RB)
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Buff causes target to deal an extra attack when using red attack base skills (strike / slay / chaos)
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Extra attack does 25% source speed as red damage
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Cooldown increased to 2T
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Speed bonused reduced 200% -> 150%
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Speed bonus reduced 200% -> 150%
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- Heal
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Changed multiplier 120% -> 130%
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@ -51,7 +51,6 @@ function GameCryp(props) {
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const {
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cryp,
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resolution,
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activeSkill,
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setActiveCryp,
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selectSkillTarget,
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@ -221,7 +221,7 @@ function getCombatSequence(event) {
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// Skip combat animations depending on event type, expandable in future
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const dotTicks = ['DecayTick', 'CorruptionTick', 'TriageTick', 'SiphonTick', 'StrangleTick'];
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if (['Skill'].includes(event[0])) return ['START_SKILL', 'END_SKILL'];
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if (['Skill', 'AoeSkill'].includes(event[0])) return ['START_SKILL', 'END_SKILL'];
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if (['Immunity'].includes(event[0])) return ['START_SKILL', 'POST_SKILL'];
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if (['Removal'].includes(event[0])) return ['POST_SKILL'];
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@ -235,12 +235,9 @@ function getCombatSequence(event) {
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&& (event[1].skill === 'Reflect')) return ['POST_SKILL'];
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if (['Effect'].includes(event[0])
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&& ((event[1].skill === 'Decay' && event[1].effect === 'Wither')
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|| event[1].skill === 'Ruin'
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|| event[1].skill === 'Taunt'
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|| event[1].skill === 'Strangling'
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|| event[1].skill === 'Parry')) return ['POST_SKILL'];
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if (event[0] === 'Effect'
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&& (['Ruin', 'Taunt', 'Strangling', 'Parry'].includes(event[1].skill)
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|| (event[1].skill === 'Decay' && event[1].effect === 'Wither'))) return ['POST_SKILL'];
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if (['Damage'].includes(event[0])
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&& ((event[1].skill === 'Chaos' && event[1].colour === 'RedDamage')
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@ -257,6 +254,7 @@ function getCombatSequence(event) {
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function getCombatText(cryp, resolution) {
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if (!resolution) return '';
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const [type, event] = resolution.event;
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const source = cryp.id === resolution.source.id;
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const target = cryp.id === resolution.target.id;
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@ -333,7 +331,7 @@ function getCombatText(cryp, resolution) {
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if (postSkill && target) return `+${red}R ${blue}B`;
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}
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if (type === 'Skill') {
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if (type === 'Skill' || type === 'AoeSkill') {
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const { skill } = event;
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if (startSkill && source) return `${skill}`;
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if (endSkill && target) return `${skill}`;
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@ -510,6 +510,10 @@ impl Game {
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self.log.push(format!("[{:}] {:} {:?} {:} {:?} {:}T",
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speed, source.name, skill, target.name, effect, duration)),
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Event::AoeSkill { skill } =>
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self.log.push(format!("[{:}] {:} {:?} {:}",
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speed, source.name, skill, target.name)),
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Event::Skill { skill } =>
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self.log.push(format!("[{:}] {:} {:?} {:}",
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speed, source.name, skill, target.name)),
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@ -1125,7 +1129,7 @@ mod tests {
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// should auto progress back to skill phase
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assert!(game.phase == Phase::Skill);
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assert!(game.player_by_id(y_player.id).unwrap().cryps[0].skill_on_cd(Skill::Stun).is_none());
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assert!(game.player_by_id(y_player.id).unwrap().cryps[0].skill_on_cd(Skill::Stun).is_some());
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// second round
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// now we block and it should go back on cd
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@ -1137,7 +1141,7 @@ mod tests {
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game = game.resolve_phase_start();
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assert!(game.player_by_id(x_player.id).unwrap().cryps[0].skill_on_cd(Skill::Stun).is_some());
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assert!(game.player_by_id(x_player.id).unwrap().cryps[0].skill_on_cd(Skill::Stun).is_none());
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assert!(game.player_by_id(y_player.id).unwrap().cryps[0].skill_on_cd(Skill::Block).is_none());
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}
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@ -1319,7 +1323,7 @@ mod tests {
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assert!(*duration == 1);
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true
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},
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Event::Skill { skill } => false,
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Event::AoeSkill { skill } => false,
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_ => panic!("ruin result not effect {:?}", event),
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}
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false => false,
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@ -16,9 +16,14 @@ pub fn resolution_steps(cast: &Cast, game: &mut Game) -> Resolutions {
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}
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pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -> Resolutions {
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let skill = cast.skill;
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let source = game.cryp_by_id(cast.source_cryp_id).unwrap().clone();
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let targets = game.get_targets(cast.skill, &source, cast.target_cryp_id);
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if skill.aoe() { // Send an aoe skill event for anims
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resolutions.push(Resolution::new(&source, &game.cryp_by_id(cast.target_cryp_id).unwrap().clone()).event(Event::AoeSkill { skill }));
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}
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for target_id in targets {
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// we clone the current state of the target and source
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// so we can modify them during the resolution
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@ -294,6 +299,7 @@ pub enum Event {
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Inversion { skill: Skill },
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Reflection { skill: Skill },
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Effect { skill: Skill, effect: Effect, duration: u8 },
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AoeSkill { skill: Skill },
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Skill { skill: Skill },
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Removal { effect: Effect },
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TargetKo { skill: Skill },
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@ -754,7 +760,7 @@ impl Skill {
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Skill::Parry => Some(2), // avoid all damage
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Skill::Riposte => None, // used on parry
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Skill::Snare => Some(2),
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Skill::Stun => Some(1),
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Skill::Stun => Some(2),
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Skill::Heal => None,
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Skill::Triage => None, // hot
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Skill::TriageTick => None,
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@ -762,7 +768,7 @@ impl Skill {
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Skill::Blast => None,
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Skill::Chaos => None,
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Skill::Amplify => Some(1),
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Skill::Impurity => None,
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Skill::Impurity => Some(3),
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Skill::ImpureBlast => None,
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Skill::Invert => Some(2),
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Skill::Decay => Some(1), // dot
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@ -1236,7 +1242,6 @@ fn corruption_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolution
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}
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fn ruin(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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results.push(Resolution::new(source, target).event(Event::Skill { skill }));
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let effect = CrypEffect::new(Effect::Ruin, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
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return results;;
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