stats
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@ -3,6 +3,8 @@
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last round of animations skipped cause no skill phase to add new vec
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ko constructs are still casting
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check silence skill multiplier
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check for ko in cast_modifier
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tick skips for triage etc
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@ -129,6 +129,7 @@ pub enum Stat {
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Speed,
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Cooldowns,
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EffectsCount,
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Skills(Colour),
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}
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@ -496,8 +497,9 @@ impl Construct {
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Stat::Speed => self.speed(),
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Stat::Cooldowns => unimplemented!(),
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Stat::Skills(Colour) => unimplemented!(),
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Stat::Cooldowns => self.skills.iter().filter(|cs| cs.cd.is_some()).count(),
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Stat::Skills(colour) => self.skills.iter().filter(|cs| cs.skill.colours().contains(&colour)).count(),
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Stat::EffectsCount => self.effects.len(),
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}
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}
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@ -570,15 +570,14 @@ impl Game {
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Value::Fixed { value } => *value,
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Value::Cooldowns { construct, mult } => unimplemented!(),
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Value::Cooldowns { construct, mult } =>
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self.construct_by_id(*construct).unwrap().stat(Stat::Cooldowns).pct(*mult),
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Value::Effects { construct, mult } =>
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self.construct_by_id(*construct).unwrap().effects.len().pct(*mult),
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self.construct_by_id(*construct).unwrap().stat(Stat::EffectsCount).pct(*mult),
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Value::ColourSkills { construct, colour, mult } =>
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self.construct_by_id(*construct).unwrap().skills.iter()
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.filter(|cs| cs.)
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.count(),
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self.construct_by_id(*construct).unwrap().stat(Stat::Skills(*colour)).pct(*mult),
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Value::DamageTaken { construct, colour, mult } =>
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events.iter().fold(0, |dmg, e| match e {
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