electrocute effect, move decay effect first
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90bffcb6b7
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@ -1580,12 +1580,13 @@ impl Decay {
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fn decay(cast: Cast, game: &mut Game, values: Decay) {
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fn decay(cast: Cast, game: &mut Game, values: Decay) {
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let amount = game.value(Value::Stat { construct: cast.source, stat: Stat::BluePower }).pct(values.decay_dmg_multiplier());
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let amount = game.value(Value::Stat { construct: cast.source, stat: Stat::BluePower }).pct(values.decay_dmg_multiplier());
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game.action(cast,
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game.action(cast,
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Action::Damage {
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Action::Effect {
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construct: cast.target,
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construct: cast.target,
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colour: Colour::Blue,
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effect: ConstructEffect { effect: Effect::Decay, duration: values.decay_duration(), meta:
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amount,
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Some(EffectMeta::CastTick { source: cast.source, target: cast.target, skill: Skill::DecayTick, speed: cast.speed, amount }) },
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}
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}
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);
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);
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game.action(cast,
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game.action(cast,
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Action::Effect {
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Action::Effect {
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construct: cast.target,
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construct: cast.target,
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@ -1596,13 +1597,15 @@ fn decay(cast: Cast, game: &mut Game, values: Decay) {
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},
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},
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}
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}
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);
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);
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game.action(cast,
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game.action(cast,
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Action::Effect {
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Action::Damage {
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construct: cast.target,
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construct: cast.target,
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effect: ConstructEffect { effect: Effect::Decay, duration: values.decay_duration(), meta:
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colour: Colour::Blue,
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Some(EffectMeta::CastTick { source: cast.source, target: cast.target, skill: Skill::DecayTick, speed: cast.speed, amount }) },
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amount,
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}
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}
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);
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);
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game.action(cast,
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game.action(cast,
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Action::Effect {
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Action::Effect {
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construct: cast.target,
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construct: cast.target,
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@ -1685,7 +1688,7 @@ fn electrocute(cast: Cast, game: &mut Game, values: Electrocute) {
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game.action(cast,
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game.action(cast,
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Action::Remove {
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Action::Remove {
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construct: cast.source,
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construct: cast.source,
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effect: Effect::Electric,
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effect: Effect::Electrocute,
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}
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}
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);
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);
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game.action(cast,
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game.action(cast,
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