speed dec
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18bb729688
commit
656902d9f3
@ -47,6 +47,15 @@ const addState = connect(
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function setNav(place) {
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function setNav(place) {
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dispatch(actions.setGame(null));
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dispatch(actions.setGame(null));
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dispatch(actions.setInstance(null));
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dispatch(actions.setInstance(null));
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dispatch(actions.setCombiner([null, null, null]));
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dispatch(actions.setReclaiming(false));
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dispatch(actions.setActiveSkill(null));
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dispatch(actions.setActiveConstruct(null));
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dispatch(actions.setInfo(null));
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dispatch(actions.setItemEquip(null));
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dispatch(actions.setItemUnequip(null));
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dispatch(actions.setVboxHighlight([]));
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return dispatch(actions.setNav(place));
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return dispatch(actions.setNav(place));
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}
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}
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@ -213,7 +213,7 @@ impl Item {
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let combos = get_combos();
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let combos = get_combos();
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let combo = combos.iter().find(|c| c.item == *self)
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let combo = combos.iter().find(|c| c.item == *self)
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.unwrap_or_else(|| panic!("unable to find components for {:?}", self));
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.unwrap_or_else(|| panic!("unable to find components for {:?}", self));
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let mut colour_speed = 0;
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let mut colour_speed = 0;
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let mut skill_speed = 0;
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let mut skill_speed = 0;
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let mut component_speed = 0;
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let mut component_speed = 0;
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@ -233,12 +233,12 @@ impl Item {
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Item::Debuff => 4,
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Item::Debuff => 4,
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_ => 0,
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_ => 0,
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};
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};
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if colour_speed == 0 && skill_speed == 0 {
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if colour_speed == 0 && skill_speed == 0 {
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component_speed = unit.speed();
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component_speed = unit.speed();
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}
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}
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});
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});
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if component_speed > 0 { return component_speed };
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if component_speed > 0 { return component_speed };
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return 24 + colour_speed * skill_speed
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return 24 + colour_speed * skill_speed
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}
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}
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}
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}
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@ -423,7 +423,8 @@ impl Item {
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Item::Life => format!("Base ITEM for increased LIFE.
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Item::Life => format!("Base ITEM for increased LIFE.
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When your CONSTRUCT reaches 0 GreenLife it becomes KO and cannot cast SKILLS."),
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When your CONSTRUCT reaches 0 GreenLife it becomes KO and cannot cast SKILLS."),
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Item::Speed => format!("Base ITEM for increased SPEED.
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Item::Speed => format!("Base ITEM for increased SPEED.
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SPEED determines the order in which skills resolve."),
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SPEED determines the order in which skills resolve.
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Some SKILLS (such as STRIKE) have their damage increased by SPEED."),
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// Lifes Upgrades
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// Lifes Upgrades
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Item::LifeGGI => format!("Increases CONSTRUCT GreenLife.
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Item::LifeGGI => format!("Increases CONSTRUCT GreenLife.
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