shitty animations
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@ -68,7 +68,7 @@
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"stats stats ";
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"stats stats ";
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transition-property: all;
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transition-property: all;
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transition-duration: 0.5s;
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transition-duration: 0.25s;
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transition-delay: 0;
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transition-delay: 0;
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transition-timing-function: ease;
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transition-timing-function: ease;
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}
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}
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@ -310,3 +310,73 @@ CRYP DAMAGE
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.resolving .skills button {
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.resolving .skills button {
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display: none;
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display: none;
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}
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}
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/*
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COMBAT ANIMATIONS
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*/
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/* ----------------------------------------------
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* Generated by Animista on 2019-5-21 11:38:30
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* w: http://animista.net, t: @cssanimista
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* ---------------------------------------------- */
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.attack-cast {
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-webkit-animation: attack-cast 0.5s cubic-bezier(0.550, 0.085, 0.680, 0.530) both;
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animation: attack-cast 0.5s cubic-bezier(0.550, 0.085, 0.680, 0.530) both;
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}
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@-webkit-keyframes attack-cast {
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0% {
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-webkit-transform: translateY(0);
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transform: translateY(0);
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opacity: 1;
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}
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100% {
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-webkit-transform: translateY(-5em);
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transform: translateY(-5em);
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opacity: 0;
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}
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}
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@keyframes attack-cast {
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0% {
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-webkit-transform: translateY(0);
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transform: translateY(0);
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opacity: 1;
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}
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100% {
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-webkit-transform: translateY(-5em);
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transform: translateY(-5em);
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opacity: 0;
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}
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}
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.attack-hit {
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-webkit-animation: attack-hit 0.5s cubic-bezier(0.250, 0.460, 0.450, 0.940) both;
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animation: attack-hit 0.5s cubic-bezier(0.250, 0.460, 0.450, 0.940) both;
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}
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@-webkit-keyframes attack-hit {
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0% {
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-webkit-transform: translateY(-1000px) translateX(1000px);
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transform: translateY(-1000px) translateX(1000px);
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opacity: 0;
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}
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100% {
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-webkit-transform: translateY(0) translateX(0);
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transform: translateY(0) translateX(0);
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opacity: 1;
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}
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}
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@keyframes attack-hit {
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0% {
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-webkit-transform: translateY(-1000px) translateX(1000px);
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transform: translateY(-1000px) translateX(1000px);
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opacity: 0;
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}
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100% {
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-webkit-transform: translateY(0) translateX(0);
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transform: translateY(0) translateX(0);
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opacity: 1;
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}
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}
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@ -127,9 +127,10 @@ function GamePanel(props) {
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</figure>
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</figure>
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));
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));
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const combatText = getCombatText(cryp, resolution);
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const [combatText, combatClass] = getCombatText(cryp, resolution);
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const combatTextClass = `combat-text ${combatClass}`;
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const combatTextEl = combatText
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const combatTextEl = combatText
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? <div className="combat-text">{combatText}</div>
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? <div className={combatTextClass}>{combatText}</div>
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: null;
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: null;
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const effects = cryp.effects.length
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const effects = cryp.effects.length
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@ -66,9 +66,10 @@ function GameCryp(props) {
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});
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});
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const combatText = getCombatText(cryp, resolution);
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const [combatText, combatClass] = getCombatText(cryp, resolution);
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const combatTextClass = `combat-text ${combatClass}`;
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const combatTextEl = combatText
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const combatTextEl = combatText
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? <div className="combat-text">{combatText}</div>
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? <div className={combatTextClass}>{combatText}</div>
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: null;
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: null;
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const effects = cryp.effects.length
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const effects = cryp.effects.length
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@ -280,7 +280,7 @@ function getCombatSequence(event) {
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}
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}
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function getCombatText(cryp, resolution) {
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function getCombatText(cryp, resolution) {
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if (!resolution) return '';
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if (!resolution) return ['', ''];
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const [type, event] = resolution.event;
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const [type, event] = resolution.event;
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@ -291,27 +291,27 @@ function getCombatText(cryp, resolution) {
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const postSkill = resolution.stage === 'POST_SKILL';
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const postSkill = resolution.stage === 'POST_SKILL';
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if (type === 'Ko') {
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if (type === 'Ko') {
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if (postSkill && target) return 'KO!';
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if (postSkill && target) return ['KO!', ''];
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}
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}
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if (type === 'Disable') {
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if (type === 'Disable') {
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const { skill, disable } = event;
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const { skill, disable } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return `${disable}`;
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if (postSkill && target) return [`${disable}`, ''];
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}
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}
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if (type === 'Immunity') {
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if (type === 'Immunity') {
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const { skill, immunity } = event;
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const { skill, immunity } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return 'IMMUNE';
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if (postSkill && target) return ['IMMUNE', ''];
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}
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}
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if (type === 'TargetKo') {
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if (type === 'TargetKo') {
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const { skill } = event;
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const { skill } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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}
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}
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if (type === 'Damage') {
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if (type === 'Damage') {
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@ -319,55 +319,55 @@ function getCombatText(cryp, resolution) {
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const mitigationText = mitigation
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const mitigationText = mitigation
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? `(${mitigation})`
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? `(${mitigation})`
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: '';
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: '';
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, `${skill.toLowerCase()}-cast`];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, `${skill.toLowerCase()}-hit`];
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if (postSkill && target) return `${amount} ${mitigationText}`;
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if (postSkill && target) return [`${amount} ${mitigationText}`, ''];
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}
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}
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if (type === 'Healing') {
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if (type === 'Healing') {
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const { skill, amount, overhealing } = event;
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const { skill, amount, overhealing } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return `${amount} (${overhealing} OH)`;
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if (postSkill && target) return [`${amount} (${overhealing} OH)`, ''];
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}
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}
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if (type === 'Inversion') {
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if (type === 'Inversion') {
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const { skill } = event;
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const { skill } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return 'INVERT';
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if (postSkill && target) return ['INVERT', ''];
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}
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}
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if (type === 'Reflection') {
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if (type === 'Reflection') {
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const { skill } = event;
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const { skill } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return 'REFLECT';
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if (postSkill && target) return ['REFLECT', ''];
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}
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}
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if (type === 'Effect') {
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if (type === 'Effect') {
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const { skill, effect, duration } = event;
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const { skill, effect, duration } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return `+ ${effect} ${duration}T`;
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if (postSkill && target) return [`+ ${effect} ${duration}T`, ''];
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}
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}
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if (type === 'Recharge') {
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if (type === 'Recharge') {
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const { skill, red, blue } = event;
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const { skill, red, blue } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return `+${red}R ${blue}B`;
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if (postSkill && target) return [`+${red}R ${blue}B`, ''];
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}
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}
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if (type === 'Skill' || type === 'AoeSkill') {
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if (type === 'Skill' || type === 'AoeSkill') {
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const { skill } = event;
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const { skill } = event;
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if (startSkill && source) return `${skill}`;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return `${skill}`;
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if (endSkill && target) return [`${skill}`, ''];
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}
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}
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if (type === 'Removal') {
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if (type === 'Removal') {
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const { effect } = event;
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const { effect } = event;
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if (postSkill && target) return `-${effect}`;
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if (postSkill && target) return [`-${effect}`, ''];
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}
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}
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