taunt / intercept
This commit is contained in:
parent
28abca3ed8
commit
34cfc19ae2
@ -109,7 +109,7 @@ New skill `Hybrid`
|
||||
- Strike
|
||||
Change multipliers T1/T2/T3 (110/130/150 -> 90/110/130)
|
||||
|
||||
- Taunt
|
||||
- Intercept
|
||||
Changed to Buff + RR (was Buff + RG)
|
||||
Now recharges 80% source red damage as red life to target
|
||||
|
||||
@ -170,9 +170,9 @@ New skill `Hybrid`
|
||||
Debuff duration increased 2T -> 3T
|
||||
|
||||
|
||||
Switch clutch with taunt
|
||||
Switch clutch with intercept
|
||||
Clutch now GR + Block (was GR + Buff)
|
||||
Taunt now GR + Buff
|
||||
Intercept now GR + Buff
|
||||
No longer self-target only
|
||||
|
||||
|
||||
|
||||
@ -99,7 +99,7 @@ RB - Invert
|
||||
RR - Parry
|
||||
GG - Reflect
|
||||
BB - Electrify
|
||||
RG - Taunt
|
||||
RG - Intercept
|
||||
GB - Life `rename?`
|
||||
RB - Recharge
|
||||
|
||||
|
||||
2
NODES.md
2
NODES.md
@ -22,7 +22,7 @@ Uncommon `Increased damage over time`
|
||||
Rare `gain empower on KO`
|
||||
Rare `cannot be snared`
|
||||
Rare `cannot be silenced`
|
||||
Rare `cannot be taunted`
|
||||
Rare `cannot be intercepted`
|
||||
|
||||
Rare `25% stun for attack`
|
||||
Rare `25% hex for blast`
|
||||
|
||||
@ -46,7 +46,7 @@ their fear is a manifestation of the emotions and prejudices they have grown in
|
||||
* rally
|
||||
* physical damage
|
||||
* rend / expose
|
||||
* taunt
|
||||
* intercept
|
||||
* martial arts and combat
|
||||
* blocking
|
||||
* evasion and redirection
|
||||
|
||||
@ -110,7 +110,7 @@ const SKILLS = [
|
||||
'SleepI',
|
||||
'SnareI',
|
||||
'StrikeI',
|
||||
'TauntI',
|
||||
'InterceptI',
|
||||
'ThrowI',
|
||||
'TriageI',
|
||||
'TriageTickI',
|
||||
|
||||
@ -27,6 +27,7 @@ const Reflect = require('./anims/reflect');
|
||||
const Chaos = require('./anims/chaos');
|
||||
const Invert = require('./anims/invert');
|
||||
const Slay = require('./anims/slay');
|
||||
const Intercept = require('./anims/intercept');
|
||||
const Triage = require('./anims/triage');
|
||||
const TriageTick = require('./anims/triage.tick');
|
||||
const Siphon = require('./anims/siphon');
|
||||
@ -120,7 +121,7 @@ function animations(props) {
|
||||
case 'TriageTick': return <TriageTick />;
|
||||
case 'Scatter': return false;
|
||||
case 'Hybrid': return <Hybrid />;
|
||||
case 'Taunt': return false;
|
||||
case 'Intercept': return <Intercept player={player} />;
|
||||
|
||||
// Debuff base
|
||||
case 'Debuff': return <Debuff />;
|
||||
@ -146,7 +147,7 @@ function animations(props) {
|
||||
case 'Clutch': return false;
|
||||
case 'Electrify': return <Electrify />;
|
||||
case 'Electrocute': return <Electrocute />;
|
||||
case 'ElectrocuteTick': return false;
|
||||
case 'ElectrocuteTick': return <Electrocute />;
|
||||
case 'Parry': return <Parry team={player} />;
|
||||
case 'Purify': return <Purify team={player} />;
|
||||
case 'Recharge': return <Recharge team={player} />;
|
||||
|
||||
94
client/src/components/anims/intercept.jsx
Normal file
94
client/src/components/anims/intercept.jsx
Normal file
@ -0,0 +1,94 @@
|
||||
const preact = require('preact');
|
||||
const { Component } = require('preact');
|
||||
|
||||
const anime = require('animejs').default;
|
||||
|
||||
const {
|
||||
TIMES,
|
||||
COLOURS,
|
||||
} = require('../../constants');
|
||||
|
||||
class Intercept extends Component {
|
||||
constructor() {
|
||||
super();
|
||||
this.animations = [];
|
||||
}
|
||||
|
||||
render() {
|
||||
return (
|
||||
<svg
|
||||
class='skill-animation'
|
||||
version="1.1"
|
||||
id="intercept"
|
||||
xmlns="http://www.w3.org/2000/svg"
|
||||
viewBox="0 0 128 128">
|
||||
<filter id='interceptFilter'>
|
||||
<feTurbulence type="turbulence" baseFrequency="0" numOctaves="1" result="turbulence"></feTurbulence>
|
||||
<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
|
||||
</filter>
|
||||
<g filter="url(#interceptFilter)" stroke="none" fill={COLOURS.RED} >
|
||||
<rect x='32' y="64" width="64" height="2" />
|
||||
<rect x='48' y="32" width="32" height="2" />
|
||||
<rect x='56' y="16" width="16" height="2" />
|
||||
</g>
|
||||
</svg>
|
||||
);
|
||||
}
|
||||
|
||||
componentDidMount() {
|
||||
this.animations.push(anime({
|
||||
targets: ['#intercept'],
|
||||
opacity: [
|
||||
{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
|
||||
{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
|
||||
],
|
||||
easing: 'easeInOutSine',
|
||||
}));
|
||||
|
||||
this.animations.push(anime({
|
||||
targets: ['#intercept'],
|
||||
transform: [
|
||||
`scale(1) ${this.props.player ? 'rotate(180)' : ''}`,
|
||||
`scale(3) ${this.props.player ? 'rotate(180)' : ''}`,
|
||||
],
|
||||
strokeWidth: 0,
|
||||
|
||||
delay: TIMES.TARGET_DELAY_MS,
|
||||
duration: TIMES.TARGET_DURATION_MS,
|
||||
easing: 'easeInSine',
|
||||
// direction: 'reverse',
|
||||
}));
|
||||
|
||||
this.animations.push(anime({
|
||||
targets: ['#intercept rect'],
|
||||
y: 96,
|
||||
delay: TIMES.TARGET_DELAY_MS,
|
||||
duration: TIMES.TARGET_DURATION_MS,
|
||||
easing: 'easeInSine',
|
||||
// direction: 'reverse',
|
||||
}));
|
||||
|
||||
this.animations.push(anime({
|
||||
targets: ['#interceptFilter feTurbulence', '#interceptFilter feDisplacementMap'],
|
||||
baseFrequency: 2,
|
||||
scale: 10,
|
||||
numOctaves: 5,
|
||||
easing: 'easeOutSine',
|
||||
|
||||
delay: TIMES.TARGET_DELAY_MS,
|
||||
duration: TIMES.TARGET_DURATION_MS,
|
||||
}));
|
||||
}
|
||||
|
||||
// this is necessary because
|
||||
// skipping / timing / unmounting race conditions
|
||||
// can cause the animations to cut short, this will ensure the values are reset
|
||||
// because preact will recycle all these components
|
||||
componentWillUnmount() {
|
||||
for (let i = this.animations.length - 1; i >= 0; i--) {
|
||||
this.animations[i].reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Intercept;
|
||||
81
client/src/components/anims/red.circles.js
Normal file
81
client/src/components/anims/red.circles.js
Normal file
@ -0,0 +1,81 @@
|
||||
const preact = require('preact');
|
||||
const { Component } = require('preact');
|
||||
|
||||
const anime = require('animejs').default;
|
||||
|
||||
const { TIMES } = require('../../constants');
|
||||
|
||||
class Intercept extends Component {
|
||||
constructor() {
|
||||
super();
|
||||
this.animations = [];
|
||||
}
|
||||
|
||||
render({ player }) {
|
||||
return (
|
||||
<svg
|
||||
class='skill-animation red'
|
||||
version="1.1"
|
||||
id="intercept"
|
||||
xmlns="http://www.w3.org/2000/svg"
|
||||
style={{
|
||||
transform: player ? 'rotate3d(1, 0, 0, 180deg)' : '',
|
||||
}}
|
||||
viewBox="0 0 128 128">
|
||||
<filter id='interceptFilter'>
|
||||
<feTurbulence type="turbulence" baseFrequency="0" numOctaves="1" result="turbulence"></feTurbulence>
|
||||
<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
|
||||
</filter>
|
||||
<g filter="url(#interceptFilter)">
|
||||
<circle cx="64" cy="128" r="48" />
|
||||
<circle cx="64" cy="128" r="32" />
|
||||
<circle cx="64" cy="128" r="16" />
|
||||
</g>
|
||||
</svg>
|
||||
);
|
||||
}
|
||||
|
||||
componentDidMount() {
|
||||
this.animations.push(anime({
|
||||
targets: ['#intercept'],
|
||||
opacity: [
|
||||
{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
|
||||
{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
|
||||
],
|
||||
easing: 'easeInOutSine',
|
||||
}));
|
||||
|
||||
this.animations.push(anime({
|
||||
targets: ['#intercept'],
|
||||
scale: 3,
|
||||
strokeWidth: 0,
|
||||
|
||||
delay: TIMES.TARGET_DELAY_MS,
|
||||
duration: TIMES.TARGET_DURATION_MS,
|
||||
easing: 'easeInOutCubic',
|
||||
}));
|
||||
|
||||
this.animations.push(anime({
|
||||
targets: ['#interceptFilter feTurbulence', '#interceptFilter feDisplacementMap'],
|
||||
baseFrequency: 2,
|
||||
scale: 10,
|
||||
numOctaves: 5,
|
||||
easing: 'easeOutSine',
|
||||
|
||||
delay: TIMES.TARGET_DELAY_MS,
|
||||
duration: TIMES.TARGET_DURATION_MS,
|
||||
}));
|
||||
}
|
||||
|
||||
// this is necessary because
|
||||
// skipping / timing / unmounting race conditions
|
||||
// can cause the animations to cut short, this will ensure the values are reset
|
||||
// because preact will recycle all these components
|
||||
componentWillUnmount() {
|
||||
for (let i = this.animations.length - 1; i >= 0; i--) {
|
||||
this.animations[i].reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Intercept;
|
||||
@ -3,7 +3,8 @@ const SOURCE_DURATION_MS = 1000;
|
||||
const TARGET_DELAY_MS = 500;
|
||||
const TARGET_DURATION_MS = 1500;
|
||||
const POST_SKILL_DURATION_MS = 1000;
|
||||
const SOURCE_AND_TARGET_TOTAL_DURATION = TARGET_DELAY_MS + TARGET_DURATION_MS;
|
||||
// const SOURCE_AND_TARGET_TOTAL_DURATION = TARGET_DELAY_MS + TARGET_DURATION_MS;
|
||||
const SOURCE_AND_TARGET_TOTAL_DURATION = 100000;
|
||||
|
||||
module.exports = {
|
||||
TIMES: {
|
||||
|
||||
@ -1413,7 +1413,7 @@ function testInstance(uuid) {
|
||||
"cd": null
|
||||
},
|
||||
{
|
||||
"skill": "Taunt",
|
||||
"skill": "Intercept",
|
||||
"self_targeting": false,
|
||||
"cd": 2
|
||||
},
|
||||
|
||||
@ -349,7 +349,7 @@ const removeTier = skill => {
|
||||
if (skill.includes('Decay')) return 'Decay';
|
||||
if (skill.includes('Invert')) return 'Invert';
|
||||
|
||||
if (skill.includes('Taunt')) return 'Taunt';
|
||||
if (skill.includes('Intercept')) return 'Intercept';
|
||||
if (skill.includes('Triage')) return 'Triage';
|
||||
if (skill.includes('Scatter')) return 'Scatter';
|
||||
if (skill.includes('Haste')) return 'Haste';
|
||||
|
||||
@ -22,7 +22,7 @@ pub enum Effect {
|
||||
Slow,
|
||||
Snare,
|
||||
Stun,
|
||||
Taunt,
|
||||
Intercept,
|
||||
Vulnerable,
|
||||
Silence,
|
||||
Wither, // Reduce green dmg (healing) taken
|
||||
@ -170,7 +170,7 @@ impl Effect {
|
||||
Effect::Vulnerable => Some(Colour::Red),
|
||||
Effect::Snare => Some(Colour::Red),
|
||||
Effect::Clutch => Some(Colour::Green),
|
||||
Effect::Taunt => Some(Colour::Green),
|
||||
Effect::Intercept => Some(Colour::Green),
|
||||
|
||||
// magic
|
||||
Effect::Hex => Some(Colour::Blue),
|
||||
|
||||
@ -389,7 +389,7 @@ impl Game {
|
||||
.find(|t| t.constructs.iter().any(|c| c.id == target_construct_id))
|
||||
.unwrap();
|
||||
|
||||
if let Some(t) = target_player.taunting() {
|
||||
if let Some(t) = target_player.intercepting() {
|
||||
return vec![t.id];
|
||||
}
|
||||
|
||||
@ -1271,7 +1271,7 @@ mod tests {
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn taunt_test() {
|
||||
fn intercept_test() {
|
||||
let mut game = create_2v2_test_game();
|
||||
|
||||
let i_player = game.players[0].clone();
|
||||
@ -1282,15 +1282,15 @@ mod tests {
|
||||
let x_construct = x_player.constructs[0].clone();
|
||||
let y_construct = x_player.constructs[1].clone();
|
||||
|
||||
game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::TauntI);
|
||||
game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::InterceptI);
|
||||
|
||||
while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::TauntI).is_some() {
|
||||
while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::InterceptI).is_some() {
|
||||
game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
|
||||
}
|
||||
|
||||
game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
|
||||
game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
|
||||
game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::TauntI).unwrap();
|
||||
game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::InterceptI).unwrap();
|
||||
game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::Attack).unwrap();
|
||||
|
||||
game.player_ready(i_player.id).unwrap();
|
||||
|
||||
@ -169,9 +169,9 @@ pub enum Item {
|
||||
SiphonI,
|
||||
SiphonII,
|
||||
SiphonIII,
|
||||
TauntI,
|
||||
TauntII,
|
||||
TauntIII,
|
||||
InterceptI,
|
||||
InterceptII,
|
||||
InterceptIII,
|
||||
ThrowI,
|
||||
ThrowII,
|
||||
ThrowIII,
|
||||
@ -381,9 +381,9 @@ impl Item {
|
||||
Item::ClutchI => Some(Skill::ClutchI),
|
||||
Item::ClutchII => Some(Skill::ClutchII),
|
||||
Item::ClutchIII => Some(Skill::ClutchIII),
|
||||
Item::TauntI => Some(Skill::TauntI),
|
||||
Item::TauntII => Some(Skill::TauntII),
|
||||
Item::TauntIII => Some(Skill::TauntIII),
|
||||
Item::InterceptI => Some(Skill::InterceptI),
|
||||
Item::InterceptII => Some(Skill::InterceptII),
|
||||
Item::InterceptIII => Some(Skill::InterceptIII),
|
||||
Item::ThrowI => Some(Skill::ThrowI),
|
||||
Item::ThrowII => Some(Skill::ThrowII),
|
||||
Item::ThrowIII => Some(Skill::ThrowIII),
|
||||
@ -761,9 +761,9 @@ impl Item {
|
||||
self.into_skill().unwrap().effect()[0].get_skill().unwrap().multiplier(),
|
||||
self.into_skill().unwrap().effect()[0].get_duration()),
|
||||
|
||||
Item::TauntI |
|
||||
Item::TauntII |
|
||||
Item::TauntIII => format!("Taunt redirects skills against the team to target, lasts {:?}T.\
|
||||
Item::InterceptI |
|
||||
Item::InterceptII |
|
||||
Item::InterceptIII => format!("Intercept redirects skills against the team to target, lasts {:?}T.\
|
||||
Recharges RedLife for {:?} RedPower.",
|
||||
self.into_skill().unwrap().effect()[0].get_duration(),
|
||||
self.into_skill().unwrap().multiplier()),
|
||||
@ -787,9 +787,9 @@ impl Item {
|
||||
|
||||
fn combo(&self) -> Vec<Item> {
|
||||
match self {
|
||||
Item::TauntI => vec![Item::Buff, Item::Red, Item::Red],
|
||||
Item::TauntII => vec![Item::TauntI, Item::TauntI, Item::TauntI],
|
||||
Item::TauntIII => vec![Item::TauntII, Item::TauntII, Item::TauntII],
|
||||
Item::InterceptI => vec![Item::Buff, Item::Red, Item::Red],
|
||||
Item::InterceptII => vec![Item::InterceptI, Item::InterceptI, Item::InterceptI],
|
||||
Item::InterceptIII => vec![Item::InterceptII, Item::InterceptII, Item::InterceptII],
|
||||
Item::TriageI => vec![Item::Buff, Item::Green, Item::Green],
|
||||
Item::TriageII => vec![Item::TriageI, Item::TriageI, Item::TriageI],
|
||||
Item::TriageIII => vec![Item::TriageII, Item::TriageII, Item::TriageII],
|
||||
@ -1040,9 +1040,9 @@ impl From<Skill> for Item {
|
||||
Skill::StrikeII => Item::StrikeII,
|
||||
Skill::StrikeIII => Item::StrikeIII,
|
||||
Skill::Stun => Item::Stun,
|
||||
Skill::TauntI => Item::TauntI,
|
||||
Skill::TauntII => Item::TauntII,
|
||||
Skill::TauntIII => Item::TauntIII,
|
||||
Skill::InterceptI => Item::InterceptI,
|
||||
Skill::InterceptII => Item::InterceptII,
|
||||
Skill::InterceptIII => Item::InterceptIII,
|
||||
Skill::ThrowI => Item::ThrowI,
|
||||
Skill::ThrowII => Item::ThrowII,
|
||||
Skill::ThrowIII => Item::ThrowIII,
|
||||
@ -1157,9 +1157,9 @@ pub struct Combo {
|
||||
|
||||
pub fn get_combos() -> Vec<Combo> {
|
||||
let mut combinations = vec![
|
||||
Combo { components: Item::TauntI.combo(), item: Item::TauntI },
|
||||
Combo { components: Item::TauntII.combo(), item: Item::TauntII },
|
||||
Combo { components: Item::TauntIII.combo(), item: Item::TauntIII },
|
||||
Combo { components: Item::InterceptI.combo(), item: Item::InterceptI },
|
||||
Combo { components: Item::InterceptII.combo(), item: Item::InterceptII },
|
||||
Combo { components: Item::InterceptIII.combo(), item: Item::InterceptIII },
|
||||
|
||||
Combo { components: Item::TriageI.combo(), item: Item::TriageI },
|
||||
Combo { components: Item::TriageII.combo(), item: Item::TriageII },
|
||||
|
||||
@ -281,9 +281,9 @@ impl Player {
|
||||
return required;
|
||||
}
|
||||
|
||||
pub fn taunting(&self) -> Option<&Construct> {
|
||||
pub fn intercepting(&self) -> Option<&Construct> {
|
||||
self.constructs.iter()
|
||||
.find(|c| c.affected(Effect::Taunt))
|
||||
.find(|c| c.affected(Effect::Intercept))
|
||||
}
|
||||
|
||||
pub fn construct_by_id(&mut self, id: Uuid) -> Option<&mut Construct> {
|
||||
|
||||
@ -243,9 +243,9 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
|
||||
Skill::StrikeII |
|
||||
Skill::StrikeIII => strike(source, target, resolutions, skill),
|
||||
|
||||
Skill::TauntI |
|
||||
Skill::TauntII |
|
||||
Skill::TauntIII => taunt(source, target, resolutions, skill),
|
||||
Skill::InterceptI |
|
||||
Skill::InterceptII |
|
||||
Skill::InterceptIII => intercept(source, target, resolutions, skill),
|
||||
|
||||
Skill::ThrowI |
|
||||
Skill::ThrowII |
|
||||
@ -618,9 +618,9 @@ pub enum Skill {
|
||||
StrikeII,
|
||||
StrikeIII,
|
||||
|
||||
TauntI,
|
||||
TauntII,
|
||||
TauntIII,
|
||||
InterceptI,
|
||||
InterceptII,
|
||||
InterceptIII,
|
||||
|
||||
ThrowI, // no damage stun, adds vulnerable
|
||||
ThrowII,
|
||||
@ -714,9 +714,9 @@ impl Skill {
|
||||
Skill::ScatterI => 140,
|
||||
Skill::ScatterII => 200,
|
||||
Skill::ScatterIII => 300,
|
||||
Skill::TauntI => 80,
|
||||
Skill::TauntII => 110,
|
||||
Skill::TauntIII => 150,
|
||||
Skill::InterceptI => 80,
|
||||
Skill::InterceptII => 110,
|
||||
Skill::InterceptIII => 150,
|
||||
Skill::TriageTickI => 75,
|
||||
Skill::TriageTickII => 110,
|
||||
Skill::TriageTickIII => 140,
|
||||
@ -869,9 +869,9 @@ impl Skill {
|
||||
meta: Some(EffectMeta::Skill(Skill::BashIII)), tick: None}],
|
||||
Skill::Stun => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}],
|
||||
|
||||
Skill::TauntI => vec![ConstructEffect {effect: Effect::Taunt, duration: 2, meta: None, tick: None}],
|
||||
Skill::TauntII => vec![ConstructEffect {effect: Effect::Taunt, duration: 3, meta: None, tick: None}],
|
||||
Skill::TauntIII => vec![ConstructEffect {effect: Effect::Taunt, duration: 4, meta: None, tick: None}],
|
||||
Skill::InterceptI => vec![ConstructEffect {effect: Effect::Intercept, duration: 2, meta: None, tick: None}],
|
||||
Skill::InterceptII => vec![ConstructEffect {effect: Effect::Intercept, duration: 3, meta: None, tick: None}],
|
||||
Skill::InterceptIII => vec![ConstructEffect {effect: Effect::Intercept, duration: 4, meta: None, tick: None}],
|
||||
|
||||
Skill::TriageI => vec![ConstructEffect {effect: Effect::Triage, duration: 2,
|
||||
meta: Some(EffectMeta::Skill(Skill::TriageTickI)), tick: None}],
|
||||
@ -1001,9 +1001,9 @@ impl Skill {
|
||||
Skill::ClutchII => Some(2),
|
||||
Skill::ClutchIII => Some(3),
|
||||
|
||||
Skill::TauntI => Some(2),
|
||||
Skill::TauntII => Some(2),
|
||||
Skill::TauntIII => Some(2),
|
||||
Skill::InterceptI => Some(2),
|
||||
Skill::InterceptII => Some(2),
|
||||
Skill::InterceptIII => Some(2),
|
||||
|
||||
Skill::ElectrifyI =>Some(1),
|
||||
Skill::ElectrifyII =>Some(1),
|
||||
@ -1287,12 +1287,12 @@ fn clutch(source: &mut Construct, target: &mut Construct, mut results: Resolutio
|
||||
return results;
|
||||
}
|
||||
|
||||
fn taunt(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
fn intercept(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
let red_amount = source.red_power().pct(skill.multiplier());
|
||||
results.push(Resolution::new(source, target).event(target.recharge(skill, red_amount, 0)));
|
||||
|
||||
let taunt = skill.effect()[0];
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(skill, taunt)).stages(LogStages::PostOnly));
|
||||
let intercept = skill.effect()[0];
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(skill, intercept)).stages(LogStages::PostOnly));
|
||||
return results;
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user