self targeting fix
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@ -234,8 +234,10 @@ class CombatSkills extends Phaser.Scene {
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const skillPos = targetTextPosition(iter, team);
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const skillObj = new CrypSkill(this, skillPos[0], skillPos[1], skill, cryp);
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this.add.existing(skillObj);
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// Don't add interaction for self_target skills
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if (skill.self_targeting) {
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const crypSkill = cryp.skills.find(s => s.skill === skill.skill);
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if (crypSkill.self_targeting) {
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skillObj.skillBox.setFillStyle(0x9d9ea0);
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} else {
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this.input.setDraggable(skillObj);
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@ -640,7 +640,7 @@ impl Skill {
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Skill::Strangle => panic!("nyi"), // no physical moves
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Skill::Stun => stun(cryp, target, resolution),
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Skill::Evasion => panic!("nyi"), // additional layer of dmg avoidance
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Skill::Evasion => evade(cryp, target, resolution), // additional layer of dmg avoidance
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// -----------------
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// Technology
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@ -733,6 +733,8 @@ impl Skill {
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pub fn self_targeting(&self) -> bool {
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match self {
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Skill::Block => true,
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Skill::Evasion => true,
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Skill::Parry => true,
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Skill::TestBlock => true,
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_ => false,
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}
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