cast event for single target fix
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c9acab9def
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@ -494,11 +494,10 @@ impl Game {
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self.resolve(Cast { skill, ..cast });
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self.resolve(Cast { skill, ..cast });
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}
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}
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if cast.skill.cast_animation() {
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self.action(cast, Action::Cast);
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}
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if cast.skill.aoe() {
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if cast.skill.aoe() {
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if cast.skill.cast_animation() {
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self.action(cast, Action::Cast);
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}
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self.action(cast, Action::HitAoe);
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self.action(cast, Action::HitAoe);
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}
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}
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@ -521,6 +520,11 @@ impl Game {
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return self;
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return self;
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}
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}
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// For normal skills we show the cast as long as the target isn't ko
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if !cast.skill.aoe() && cast.skill.cast_animation() {
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self.action(cast, Action::Cast);
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}
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// maybe this should be done with a status immunity
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// maybe this should be done with a status immunity
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if self.construct(cast.target).affected(Effect::Reflect) && cast.skill.colours().contains(&Colour::Blue) && !cast.skill.is_tick() {
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if self.construct(cast.target).affected(Effect::Reflect) && cast.skill.colours().contains(&Colour::Blue) && !cast.skill.is_tick() {
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self.add_resolution(&cast, &Event::Reflection { construct: cast.target });
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self.add_resolution(&cast, &Event::Reflection { construct: cast.target });
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@ -534,9 +538,7 @@ impl Game {
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return self.resolve(Cast { target: cast.source, ..cast });
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return self.resolve(Cast { target: cast.source, ..cast });
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}
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}
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if !cast.skill.aoe() {
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self.action(cast, Action::Hit);
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self.action(cast, Action::Hit);
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}
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cast.resolve(self);
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cast.resolve(self);
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