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@ -329,61 +329,61 @@ struct Combo {
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fn get_combos() -> Vec<Combo> {
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fn get_combos() -> Vec<Combo> {
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let mut combinations = vec![
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let mut combinations = vec![
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Combo { units: vec![Var::Attack, Var::Red, Var::Red], var: Var::Strike },
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Combo { units: vec![Var::Attack, Var::Red, Var::Red], var: Var::Strike },
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Combo { units: vec![Var::Attack, Var::Green, Var::Green], var: Var::Heal },
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Combo { units: vec![Var::Attack, Var::Green, Var::Green], var: Var::Heal },
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Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
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Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
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// Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Slay },
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// Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Slay },
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Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay },
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Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay },
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// Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast },
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// Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast },
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Combo { units: vec![Var::Block, Var::Red, Var::Red], var: Var::Parry },
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Combo { units: vec![Var::Block, Var::Red, Var::Red], var: Var::Parry },
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Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect },
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Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect },
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Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt },
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Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt },
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Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt },
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Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt },
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Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Shield },
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Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Shield },
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Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge },
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Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge },
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Combo { units: vec![Var::Buff, Var::Red, Var::Red], var: Var::Empower },
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Combo { units: vec![Var::Buff, Var::Red, Var::Red], var: Var::Empower },
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Combo { units: vec![Var::Buff, Var::Green, Var::Green], var: Var::Triage },
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Combo { units: vec![Var::Buff, Var::Green, Var::Green], var: Var::Triage },
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Amplify },
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Hostility },
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Combo { units: vec![Var::Buff, Var::Red, Var::Green], var: Var::Clutch },
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Combo { units: vec![Var::Buff, Var::Red, Var::Green], var: Var::Clutch },
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// Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Heal },
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Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Amplify },
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Haste },
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Haste },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge },
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Curse },
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Curse },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Slow },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Slow },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Siphon },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Siphon },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Blue], var: Var::Invert },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Blue], var: Var::Invert },
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Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle },
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Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle },
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Combo { units: vec![Var::Stun, Var::Green, Var::Green], var: Var::Throw },
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Combo { units: vec![Var::Stun, Var::Green, Var::Green], var: Var::Throw },
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Combo { units: vec![Var::Stun, Var::Blue, Var::Blue], var: Var::Ruin },
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Combo { units: vec![Var::Stun, Var::Blue, Var::Blue], var: Var::Ruin },
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// Combo { units: vec![Var::Stun, Var::Red, Var::Green], var: Var::Strike },
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// Combo { units: vec![Var::Stun, Var::Red, Var::Green], var: Var::Strike },
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Combo { units: vec![Var::Stun, Var::Green, Var::Blue], var: Var::Silence },
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Combo { units: vec![Var::Stun, Var::Green, Var::Blue], var: Var::Silence },
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Combo { units: vec![Var::Stun, Var::Red, Var::Blue], var: Var::Hex },
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Combo { units: vec![Var::Stun, Var::Red, Var::Blue], var: Var::Hex },
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Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI },
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Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI },
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Combo { units: vec![Var::Damage, Var::Green, Var::Green], var: Var::GreenDamageI },
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Combo { units: vec![Var::Damage, Var::Green, Var::Green], var: Var::GreenDamageI },
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Combo { units: vec![Var::Damage, Var::Blue, Var::Blue], var: Var::BlueDamageI },
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Combo { units: vec![Var::Damage, Var::Blue, Var::Blue], var: Var::BlueDamageI },
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Combo { units: vec![Var::Damage, Var::Red, Var::Green], var: Var::GRDI },
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Combo { units: vec![Var::Damage, Var::Red, Var::Green], var: Var::GRDI },
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Combo { units: vec![Var::Damage, Var::Green, Var::Blue], var: Var::GBDI },
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Combo { units: vec![Var::Damage, Var::Green, Var::Blue], var: Var::GBDI },
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Combo { units: vec![Var::Damage, Var::Red, Var::Blue], var: Var::RBDI },
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Combo { units: vec![Var::Damage, Var::Red, Var::Blue], var: Var::RBDI },
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Combo { units: vec![Var::Hp, Var::Red, Var::Red], var: Var::RedShieldI },
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Combo { units: vec![Var::Hp, Var::Red, Var::Red], var: Var::RedShieldI },
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Combo { units: vec![Var::Hp, Var::Green, Var::Green], var: Var::LifeI },
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Combo { units: vec![Var::Hp, Var::Green, Var::Green], var: Var::LifeI },
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Combo { units: vec![Var::Hp, Var::Blue, Var::Blue], var: Var::BlueShieldI },
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Combo { units: vec![Var::Hp, Var::Blue, Var::Blue], var: Var::BlueShieldI },
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Combo { units: vec![Var::Hp, Var::Red, Var::Green], var: Var::LRSI },
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Combo { units: vec![Var::Hp, Var::Red, Var::Green], var: Var::LRSI },
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Combo { units: vec![Var::Hp, Var::Green, Var::Blue], var: Var::LBSI },
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Combo { units: vec![Var::Hp, Var::Green, Var::Blue], var: Var::LBSI },
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Combo { units: vec![Var::Hp, Var::Red, Var::Blue], var: Var::RBSI },
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Combo { units: vec![Var::Hp, Var::Red, Var::Blue], var: Var::RBSI },
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Combo { units: vec![Var::Speed, Var::Red, Var::Red], var: Var::RedSpeedI },
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Combo { units: vec![Var::Speed, Var::Red, Var::Red], var: Var::RedSpeedI },
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Combo { units: vec![Var::Speed, Var::Green, Var::Green], var: Var::GreenSpeedI },
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Combo { units: vec![Var::Speed, Var::Green, Var::Green], var: Var::GreenSpeedI },
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Combo { units: vec![Var::Speed, Var::Blue, Var::Blue], var: Var::BlueSpeedI },
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Combo { units: vec![Var::Speed, Var::Blue, Var::Blue], var: Var::BlueSpeedI },
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Combo { units: vec![Var::Speed, Var::Red, Var::Green], var: Var::GRSpeedI },
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Combo { units: vec![Var::Speed, Var::Red, Var::Green], var: Var::GRSpeedI },
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Combo { units: vec![Var::Speed, Var::Green, Var::Blue], var: Var::GBSpeedI },
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Combo { units: vec![Var::Speed, Var::Green, Var::Blue], var: Var::GBSpeedI },
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Combo { units: vec![Var::Speed, Var::Red, Var::Blue], var: Var::RBSpeedI },
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Combo { units: vec![Var::Speed, Var::Red, Var::Blue], var: Var::RBSpeedI },
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];
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];
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