descriptions, recharge invert fix

This commit is contained in:
Mashy 2019-11-07 13:06:19 +10:00
parent 558e3be124
commit 4173fb2385
4 changed files with 16 additions and 11 deletions

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@ -10,6 +10,9 @@ This project adheres to [Semantic Versioning](http://semver.org/).
- Background for text overlapping with avatars in game phase (mobile) - Background for text overlapping with avatars in game phase (mobile)
- Fixed issue where effect text would show when not highlighted - Fixed issue where effect text would show when not highlighted
- Invert
Now reverses recharge into damage
- Restrict - Restrict
Changed cooldown from 2T -> 1T Changed cooldown from 2T -> 1T
Duration now 2T at all levels Duration now 2T at all levels

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@ -240,6 +240,8 @@ function convertItem(v) {
} }
function effectInfo(i) { function effectInfo(i) {
const hybridBlast = 25;
const hasteStrike = 30;
function multiplier(s) { // Update later to use server info in future function multiplier(s) { // Update later to use server info in future
if (s === 'CounterAttack') return 120; if (s === 'CounterAttack') return 120;
if (s === 'CounterAttack+') return 160; if (s === 'CounterAttack+') return 160;
@ -270,9 +272,9 @@ function effectInfo(i) {
case 'Buff': return `Increases construct RedPower BluePower SpeedStat by ${i.meta[1] - 100}%`; case 'Buff': return `Increases construct RedPower BluePower SpeedStat by ${i.meta[1] - 100}%`;
case 'Sustain': return 'Construct cannot be KO while active. Additionally provides immunity to disables'; case 'Sustain': return 'Construct cannot be KO while active. Additionally provides immunity to disables';
case 'Curse': return `Construct will take ${i.meta[1] - 100}% increased red and blue damage`; case 'Curse': return `Construct will take ${i.meta[1] - 100}% increased red and blue damage`;
case 'Haste': return `Construct has ${i.meta[1] - 100}% increased SpeedStat. Red attack skills will trigger a HasteStrike dealing 30% SpeedStat as red damage.`; case 'Haste': return `Construct has ${i.meta[1] - 100}% increased SpeedStat. Red attack skills will trigger a HasteStrike dealing ${hasteStrike}% SpeedStat as red damage.`;
case 'Hybrid': return `Construct has ${i.meta[1] - 100}% increased GreenPower. Blue attack skills will trigger a HybridBlast dealing 25% GreenPower as red damage.`; case 'Hybrid': return `Construct has ${i.meta[1] - 100}% increased GreenPower. Blue attack skills will trigger a HybridBlast dealing ${hybridBlast}% GreenPower as red damage.`;
case 'Invert': return 'Reverses damage and healing. Healing will damage this construct and damage will heal.'; case 'Invert': return 'Reverse healing/recharge into damage and damage into healing/recharge.';
case 'Counter': return `Red damage taken by this construct will trigger a CounterAttack. CounterAttack deals ${multiplier(i.meta[1])}% RedPower as red damage.`; case 'Counter': return `Red damage taken by this construct will trigger a CounterAttack. CounterAttack deals ${multiplier(i.meta[1])}% RedPower as red damage.`;
case 'Purge': return 'Disable construct from casting any green skills'; case 'Purge': return 'Disable construct from casting any green skills';
case 'Reflect': return 'Reflect blue skills back to caster'; case 'Reflect': return 'Reflect blue skills back to caster';

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@ -591,16 +591,16 @@ impl Construct {
let red_mitigation = red_modified_power.saturating_sub(red_remainder); let red_mitigation = red_modified_power.saturating_sub(red_remainder);
// reduce red_life by mitigation amount // reduce red_life by mitigation amount
self.red_life.reduce(red_remainder); self.red_life.reduce(red_mitigation);
// deal remainder to green_life // deal remainder to green_life
let red_current_green_life = self.green_life(); let red_current_green_life = self.green_life();
self.reduce_green_life(red_remainder); self.reduce_green_life(red_remainder);
let red_amount = red_current_green_life - self.green_life(); let red_damage_amount = red_current_green_life - self.green_life();
events.push(Event::Damage { events.push(Event::Damage {
skill, skill,
amount: red_amount, amount: red_damage_amount,
mitigation: red_mitigation, mitigation: red_mitigation,
colour: Colour::Red colour: Colour::Red
}); });
@ -620,16 +620,16 @@ impl Construct {
let blue_mitigation = blue_modified_power.saturating_sub(blue_remainder); let blue_mitigation = blue_modified_power.saturating_sub(blue_remainder);
// reduce blue_life by mitigation amount // reduce blue_life by mitigation amount
self.blue_life.reduce(blue_remainder); self.blue_life.reduce(blue_mitigation);
// deal remainder to green_life // deal remainder to green_life
let blue_current_green_life = self.green_life(); let blue_current_green_life = self.green_life();
self.reduce_green_life(blue_remainder); self.reduce_green_life(blue_remainder);
let blue_amount = blue_current_green_life - self.green_life(); let blue_damage_amount = blue_current_green_life - self.green_life();
events.push(Event::Damage { events.push(Event::Damage {
skill, skill,
amount: blue_amount, amount: blue_damage_amount,
mitigation: blue_mitigation, mitigation: blue_mitigation,
colour: Colour::Blue colour: Colour::Blue
}); });

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@ -807,8 +807,8 @@ impl Item {
Item::Invert| Item::Invert|
Item::InvertPlus | Item::InvertPlus |
Item::InvertPlusPlus => format!( Item::InvertPlusPlus => format!(
"Reverse healing into damage and damage into healing. "Reverse healing/recharge into damage and damage into healing/recharge.
Any excess red or blue damage is converted into shield recharge. Any excess red or blue damage is converted into shield recharge after healing.
Lasts {:?}T.", Lasts {:?}T.",
self.into_skill().unwrap().effect()[0].get_duration()), self.into_skill().unwrap().effect()[0].get_duration()),