descriptions, recharge invert fix
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@ -10,6 +10,9 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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- Background for text overlapping with avatars in game phase (mobile)
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- Fixed issue where effect text would show when not highlighted
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- Invert
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Now reverses recharge into damage
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- Restrict
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Changed cooldown from 2T -> 1T
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Duration now 2T at all levels
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@ -240,6 +240,8 @@ function convertItem(v) {
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}
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function effectInfo(i) {
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const hybridBlast = 25;
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const hasteStrike = 30;
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function multiplier(s) { // Update later to use server info in future
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if (s === 'CounterAttack') return 120;
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if (s === 'CounterAttack+') return 160;
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@ -270,9 +272,9 @@ function effectInfo(i) {
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case 'Buff': return `Increases construct RedPower BluePower SpeedStat by ${i.meta[1] - 100}%`;
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case 'Sustain': return 'Construct cannot be KO while active. Additionally provides immunity to disables';
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case 'Curse': return `Construct will take ${i.meta[1] - 100}% increased red and blue damage`;
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case 'Haste': return `Construct has ${i.meta[1] - 100}% increased SpeedStat. Red attack skills will trigger a HasteStrike dealing 30% SpeedStat as red damage.`;
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case 'Hybrid': return `Construct has ${i.meta[1] - 100}% increased GreenPower. Blue attack skills will trigger a HybridBlast dealing 25% GreenPower as red damage.`;
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case 'Invert': return 'Reverses damage and healing. Healing will damage this construct and damage will heal.';
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case 'Haste': return `Construct has ${i.meta[1] - 100}% increased SpeedStat. Red attack skills will trigger a HasteStrike dealing ${hasteStrike}% SpeedStat as red damage.`;
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case 'Hybrid': return `Construct has ${i.meta[1] - 100}% increased GreenPower. Blue attack skills will trigger a HybridBlast dealing ${hybridBlast}% GreenPower as red damage.`;
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case 'Invert': return 'Reverse healing/recharge into damage and damage into healing/recharge.';
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case 'Counter': return `Red damage taken by this construct will trigger a CounterAttack. CounterAttack deals ${multiplier(i.meta[1])}% RedPower as red damage.`;
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case 'Purge': return 'Disable construct from casting any green skills';
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case 'Reflect': return 'Reflect blue skills back to caster';
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@ -591,16 +591,16 @@ impl Construct {
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let red_mitigation = red_modified_power.saturating_sub(red_remainder);
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// reduce red_life by mitigation amount
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self.red_life.reduce(red_remainder);
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self.red_life.reduce(red_mitigation);
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// deal remainder to green_life
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let red_current_green_life = self.green_life();
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self.reduce_green_life(red_remainder);
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let red_amount = red_current_green_life - self.green_life();
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let red_damage_amount = red_current_green_life - self.green_life();
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events.push(Event::Damage {
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skill,
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amount: red_amount,
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amount: red_damage_amount,
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mitigation: red_mitigation,
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colour: Colour::Red
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});
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@ -620,16 +620,16 @@ impl Construct {
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let blue_mitigation = blue_modified_power.saturating_sub(blue_remainder);
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// reduce blue_life by mitigation amount
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self.blue_life.reduce(blue_remainder);
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self.blue_life.reduce(blue_mitigation);
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// deal remainder to green_life
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let blue_current_green_life = self.green_life();
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self.reduce_green_life(blue_remainder);
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let blue_amount = blue_current_green_life - self.green_life();
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let blue_damage_amount = blue_current_green_life - self.green_life();
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events.push(Event::Damage {
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skill,
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amount: blue_amount,
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amount: blue_damage_amount,
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mitigation: blue_mitigation,
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colour: Colour::Blue
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});
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@ -807,8 +807,8 @@ impl Item {
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Item::Invert|
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Item::InvertPlus |
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Item::InvertPlusPlus => format!(
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"Reverse healing into damage and damage into healing.
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Any excess red or blue damage is converted into shield recharge.
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"Reverse healing/recharge into damage and damage into healing/recharge.
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Any excess red or blue damage is converted into shield recharge after healing.
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Lasts {:?}T.",
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self.into_skill().unwrap().effect()[0].get_duration()),
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