Merge branch 'release/1.10.1'

This commit is contained in:
Mashy 2019-12-04 13:45:21 +10:00
commit 6b63b4fdfd
17 changed files with 561 additions and 455 deletions

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@ -1,3 +1,15 @@
## [1.10.1] - 2019-12-04
### Changed
- Reduced the number of items to create + and ++ versions from 3 to 2 (need 4 items total to make a ++)
- Reduced the power of ++ skills to be closer to the power of previous + versions
- Tweaked all values of power specs to reduce their power bonuses
## [1.10.0] - 2019-11-29
### Changed
- Reworked the vbox layout
- Floating combat text and faster animations
- Mobile UI fixes
## [1.9.1] - 2019-11-21
### Fixed
- Fixed Item+ Purchasing Bug

266
COMBOS.md
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@ -1,142 +1,200 @@
# item_info ->
# Spec / Skill hybrid specs #
combos [strike, [R R Attack]]
specs [spec [bonus amount, [r g b]]
Create skills specs by combining an upgraded skills with corresponding colour specs:
Strike (RR + A) can be combined with (PowerRR, SpeedRR, LifeRR)
- Strike + PowerRR -> StrikePower
- Strike + SpeedRR -> StrikeSpeed
- Strike + LifeRR -> StrikeLife
# Playthrough
Could also create SkillSpec+ by combining two together.
constructs join game
stats randomised
## Why Skill Specs
initial stash drops
6 skills
6 colours
6 specs
- Give tools to players to make cool unique builds
- Passive utility that you work towards
- Specialise in a type of skill
- Repurpose skills that you aren't using much for active use
- More layers of complexity
play first round
basically duke it out
## Skill specs philosphy
# Colours #
- Should be more interesting than just another stat "multiplier" we have that already (could be placeholder though)
- Passives should help build a theme / identity to the skills
- Specs should be numerically scalable so they can be `balanced` (also for upgraded versions think continuous vs discrete)
- While specialised should be useful for multiple skills
e.g. StrikeSpeed -> Causes your red attack skills to cast on another target on the same team for (X% damage)
A StrikeSpeed should do something for `some` other active skill that isn't strike
- They don't have to be `competely game changing` to be viable / fun / interesting
### Red ###
Real world concepts
Aggressive
Apply Buffs
Fast & Chaotic
## Brainstorming on what kind of things skill specs could do
### Green ###
Healing Specialisation
Defensive
Purge buffs & debuffs
- Passive
- (Abosrb Spec) when you take damage you permanently gain X Power/Speed/Life
- Grant you Amplify with (X% multiplier) when you KO a target
- Convert (X% of your red / blue power -> green power)
- Reduce / Increase damage taken of a certain type (Block type upgrades maybe?)
### Blue ###
Fantasy concepts (magical)
Aggressive & Defensive
Apply Debuffs
Slow & Reliable
- Active
- Make a skill cast another skill (strike another guy)
- Apply an effect when you cast a skill
- Change damage / healing / speed of a skill
# Classes #
## The BIG LIST
Class names to be changed
====================
Pure Red `Nature`
Pure Green `Non-Violence`
Pure Blue `Destruction`
Hybrid Red / Blue `Chaos`
Hybrid Red / Green `Purity`
Hybrid Blue / Green `Technology`
### Attack Base
Strike
Power
Life
Speed (Repeat skill at X% multiplier)
Chaos
Power
Life
Speed
Skills
==========
Heal
Power (Convert X% Red/Blue Power to GreenPower)
Life
Speed
Basic Type
-------------------------------------------------------------------------
Attack `Basic offensive skill - deal damage`
Buff `Base ally targetted skill - increase ally speed`
Stun `Base enemy disable - disable enemy for 2 rounds`
Block `Base self targetted defensive - reduced damage taken for 2 rounds`
Debuff `Base enemy debuff - reduce enemy speed`
Blast
Power
Life
Speed
# Attack Base #
Slay
Power
Life
Speed
RR - Strike
GG - Heal
BB - Blast
RG - Purify
GB - Decay
RB - Blast
Siphon
Power
Life
Speed
# Stun Base #
### Stun Base
Bash
Power
Life
Speed
RR - Strangle
GG - Break
BB - Ruin
RG - Banish
GB - Silence
RB - Hex
Sleep
Power
Life
Speed
# Buff Base #
Ruin
Power
Life
Speed
RR - Empower
GR - Triage
BB - Absorb
RG - Sustain
GB - Amplify
RB - Haste
Link
Power
Life
Speed
# Debuff Base #
Banish
Power
Life
Speed
RR - Restrict
GG - Purge
BB - Curse
RG - Slow
GB - Siphon
RB - Invert
Break
Power
Life
Speed
# Block Base #
### Block Base
RR - Counter
GG - Reflect
BB - Electrify
RG - Intercept
GB - Life `rename?`
RB - Recharge
Counter
Power
Life
Speed
Reflect
Power
Life
Speed
## Advanced combos ##
Purify
Power
Life
Speed
Two ways of upgrading
#1 -> combine more of the same for a stronger version of the same skill / spec (T2 / T3 Combos)
#2 -> combine skill with two matching colour specs to change the way the skill works (Spec / Skill hybrid)
Sustain
Power
Life
Speed
### T2 / T3 Combos ###
Electrify
Power
Life
Speed
All current specs / items can be further combo'd into T2 and T3 versions
Recharge
Power
Life
Speed
# 3 of same base => 1 upgraded tier #
`3 x T1 Red Damage Spec => T2 Red Damage Spec`
`3 x T2 Red Damage Spec => T3 Red Damage Spec`
`3 x T1 Strike => T2 Strike`
`3 x T2 Strike => T3 Strike`
### Buff Base
Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown
Upgraded skills use the same speed formula as previously
Intercept
Power
Life
Speed
### Spec / Skill hybrid specs ###
Triage
Power
Life
Speed
# Strike #
2 x Red Damage + Strike => Strike damage bonus (crit?)
2 x Red Speed + Strike => Strike reduces enemy speed
2 x Red Life + Strike => Strike reduces enemy healing (% reduction)
Absorb
Power (Gain X Power when you take damage)
Life (Gain X Life when you take damage)
Speed (Gain X Speed when you take damage)
# Heal #
2 x Green Damage + Heal => Heal target for additional 20% of caster's maximum life
2 x Green Speed + Heal => Heal target gets bonus speed
2 x Green Life + Heal => Heal increases target's max hp for 2 turns
Amplify
Power
Life
Speed
etc etc
Haste
Power
Life
Speed
30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated
Hybrid
Power
Life
Speed
### Debuff Base
Purge
Power
Life
Speed
Invert
Power
Life
Speed
Restrict
Power
Life
Speed
Silence
Power
Life
Speed
Curse
Power
Life
Speed
Decay
Power
Life
Speed

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@ -34,8 +34,12 @@ Player Events e.g. chatwheel
Matchmaking + ELO / Leaderboard
Game skill private fields
# Phase 4 (Release -> Full Shill mode)
Refine artwork, icons, scaling etc
Music
Skill Specs
Some sort viewable combat log
Marketing materials
Videos

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@ -1 +1 @@
1.10.0
1.10.1

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@ -3,7 +3,6 @@
_ntr_
* can't reset password without knowing password =\
* skip faceoff on server side
* change cooldowns to delay & recharge
- delay is cooldown before skill can first be used
- recharge is cooldown after using skill
@ -30,14 +29,11 @@ Hexagon Set
- Increase intensity for each visit
_mashy_
* floating combat text combat (start opposite hp and float towards it) to speed up animations
* rebalance
* speed specs
* life specs
* represent construct colours during game phase (try %bar or dots)
* buy from preview if you have the required bases in vbox / inventory
- a "buy" becomes available under the current info / preview section
- clicking the buy automatically purchases / combine items
- could also be used to upgrade already equipped skills / specs
- e.g. an equipped white power spec could be upgraded by clicking under preview
- if this was added we could reduce inventory size to 3 and rearrange vbox (see mockup img)
_external_
* Graphics
@ -57,29 +53,19 @@ _tba_
## SOON
* combo rework
- reduce number of items for creating t2/t3 items from 3 -> 2
- add lost complexity by adding skill spec items
- Created by combining a skill with corresponding spec
e.g.
- Strike + PowerRR -> StrikePower (Will be the power symbol with strike text under)
- Construct does Y% more damage with Strike
- Strike + SpeedRR -> StrikeSpeed (strike has Y% more speed)
- Strike + LifeRR -> StrikeLife (Strike recharges X% of damage as red life)
- Can also work as module style passive keystones
* troll life -> dmg -> Invert life spec?
* prince of peace
* bonus healing / no damage -> Heal power spec?
* fuck magic -> Some sort of reflect spec?
* empower on ko -> Amplify + Power spec
* Skill / Spec hybrids - SEE COMBOS.md
* elo + leaderboards
## LATER
* Graphical status effects instead of text
* buy from preview if you have the required bases in vbox / inventory
- a "buy" becomes available under the current info / preview section
- clicking the buy automatically purchases / combine items
- could also be used to upgrade already equipped skills / specs
- e.g. an equipped white power spec could be upgraded by clicking under preview
* theme toasts
* rework vecs into sets

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@ -1,6 +1,6 @@
{
"name": "mnml-client",
"version": "1.10.0",
"version": "1.10.1",
"description": "",
"main": "index.js",
"scripts": {

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@ -1,6 +1,4 @@
<!DOCTYPE html>
<html><head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8"><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1"><style>@font-face {
<!DOCTYPE html><html><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1"><style>@font-face {
font-family: octicons-anchor;
src: url(https://cdnjs.cloudflare.com/ajax/libs/octicons/4.4.0/font/octicons.woff) format('woff');
}
@ -733,6 +731,24 @@ pre {
}
}
</style><title>CHANGELOG</title></head><body><article class="markdown-body"><h2>
<a id="user-content-1101---2019-12-04" class="anchor" href="#1101---2019-12-04" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>[1.10.1] - 2019-12-04</h2>
<h3>
<a id="user-content-changed" class="anchor" href="#changed" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>Reduced the number of items to create + and ++ versions from 3 to 2 (need 4 items total to make a ++)</li>
<li>Reduced the power of ++ skills to be closer to the power of previous + versions</li>
<li>Tweaked all values of power specs to reduce their power bonuses</li>
</ul>
<h2>
<a id="user-content-1100---2019-11-29" class="anchor" href="#1100---2019-11-29" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>[1.10.0] - 2019-11-29</h2>
<h3>
<a id="user-content-changed-1" class="anchor" href="#changed-1" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>Reworked the vbox layout</li>
<li>Floating combat text and faster animations</li>
<li>Mobile UI fixes</li>
</ul>
<h2>
<a id="user-content-191---2019-11-21" class="anchor" href="#191---2019-11-21" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>[1.9.1] - 2019-11-21</h2>
<h3>
<a id="user-content-fixed" class="anchor" href="#fixed" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Fixed</h3>
@ -742,7 +758,7 @@ pre {
<h2>
<a id="user-content-190---2019-11-21" class="anchor" href="#190---2019-11-21" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>[1.9.0] - 2019-11-21</h2>
<h3>
<a id="user-content-changed" class="anchor" href="#changed" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-2" class="anchor" href="#changed-2" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>VBOX
<ul>
@ -794,7 +810,7 @@ pre {
<li>Resizing of vbox when you buy / create certain items</li>
</ul>
<h3>
<a id="user-content-changed-1" class="anchor" href="#changed-1" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-3" class="anchor" href="#changed-3" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>Automatically shows a preview of combo item when you have 3 items selected for combining</li>
<li>Only highlight the first available item slot when equipping</li>
@ -826,7 +842,7 @@ pre {
<li>An issue where skills would not be put on cooldown after being used.</li>
</ul>
<h3>
<a id="user-content-changed-2" class="anchor" href="#changed-2" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-4" class="anchor" href="#changed-4" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>
<p>Game phase</p>
@ -893,7 +909,7 @@ pre {
</li>
</ul>
<h3>
<a id="user-content-changed-3" class="anchor" href="#changed-3" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-5" class="anchor" href="#changed-5" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>
<p>Construct life changed</p>
@ -979,7 +995,7 @@ pre {
</li>
</ul>
<h3>
<a id="user-content-changed-4" class="anchor" href="#changed-4" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-6" class="anchor" href="#changed-6" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>
<p>Vbox phase</p>
@ -1125,7 +1141,7 @@ pre {
<li>Player width styling</li>
</ul>
<h3>
<a id="user-content-changed-5" class="anchor" href="#changed-5" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-7" class="anchor" href="#changed-7" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>Improved wiggle animation</li>
<li>Intercept is now considered defensive by bots</li>
@ -1134,7 +1150,7 @@ pre {
<h2>
<a id="user-content-164---2019-10-24" class="anchor" href="#164---2019-10-24" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>[1.6.4] - 2019-10-24</h2>
<h3>
<a id="user-content-changed-6" class="anchor" href="#changed-6" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-8" class="anchor" href="#changed-8" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>Animations processing on client side reduced.</li>
</ul>
@ -1176,7 +1192,7 @@ pre {
<li>Subscriber chat!</li>
</ul>
<h3>
<a id="user-content-changed-7" class="anchor" href="#changed-7" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-9" class="anchor" href="#changed-9" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>
<p>Made available skill / effect information during the combat phase.</p>
@ -1208,7 +1224,7 @@ pre {
<a id="user-content-156---2019-10-17" class="anchor" href="#156---2019-10-17" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>[1.5.6] - 2019-10-17</h2>
<p>We've updated the UI during the vbox / buy phase to give a better indication of valid actions.</p>
<h3>
<a id="user-content-changed-8" class="anchor" href="#changed-8" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-10" class="anchor" href="#changed-10" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>
<p>Borders for skill combo's represent the base colours.</p>
@ -1234,7 +1250,7 @@ pre {
<h2>
<a id="user-content-155---2019-10-15" class="anchor" href="#155---2019-10-15" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>[1.5.5] - 2019-10-15</h2>
<h3>
<a id="user-content-changed-9" class="anchor" href="#changed-9" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<a id="user-content-changed-11" class="anchor" href="#changed-11" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Changed</h3>
<ul>
<li>
<p>Purge</p>

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@ -1,6 +1,6 @@
{
"name": "mnml-client",
"version": "1.10.0",
"version": "1.10.1",
"description": "",
"main": "index.js",
"scripts": {

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@ -220,11 +220,6 @@ function registerEvents(store) {
const player = v.players.find(p => p.id === account.id);
store.dispatch(actions.setPlayer(player));
const skip = v.time_control === 'Practice' && v.phase === 'Lobby';
if (skip) {
ws.sendInstanceReady(v.id);
}
if (v.phase === 'Finished') {
ws.sendAccountInstances();
}

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@ -1,6 +1,6 @@
{
"name": "mnml-ops",
"version": "1.10.0",
"version": "1.10.1",
"description": "",
"main": "index.js",
"scripts": {

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@ -1,6 +1,6 @@
[package]
name = "mnml"
version = "1.10.0"
version = "1.10.1"
authors = ["ntr <ntr@smokestack.io>"]
[dependencies]

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@ -223,7 +223,7 @@ impl Construct {
red_life: ConstructStat { base: 125, value: 125, max: 125, stat: Stat::RedLife },
blue_power: ConstructStat { base: 320, value: 320, max: 320, stat: Stat::BluePower },
blue_life: ConstructStat { base: 125, value: 125, max: 125, stat: Stat::BlueLife },
green_power: ConstructStat { base: 300, value: 300, max: 300, stat: Stat::GreenPower },
green_power: ConstructStat { base: 320, value: 320, max: 320, stat: Stat::GreenPower },
green_life: ConstructStat { base: 800, value: 800, max: 800, stat: Stat::GreenLife },
speed: ConstructStat { base: 100, value: 100, max: 100, stat: Stat::Speed },
// evasion: ConstructStat { base: 0, value: 0, max: 0, stat: Stat::Evasion },
@ -1031,9 +1031,9 @@ mod tests {
construct.apply_modifiers(&player_colours);
assert!(construct.red_power.value == construct.red_power.base + construct.red_power.base.pct(35));
assert!(construct.green_power.value == construct.green_power.base + construct.green_power.base.pct(50));
assert!(construct.blue_power.value == construct.blue_power.base + construct.blue_power.base.pct(70));
assert!(construct.red_power.value == construct.red_power.base + construct.red_power.base.pct(15));
assert!(construct.green_power.value == construct.green_power.base + construct.green_power.base.pct(24));
assert!(construct.blue_power.value == construct.blue_power.base + construct.blue_power.base.pct(37));
return;
}
@ -1082,7 +1082,7 @@ mod tests {
let colours = Colours::from_construct(&construct);
assert!(colours.red == 4);
assert!(colours.blue == 20);
assert!(colours.blue == 10);
assert!(colours.green == 2);
}
@ -1103,9 +1103,9 @@ mod tests {
construct.apply_modifiers(&player_colours);
assert!(construct.red_power.value == construct.red_power.base + construct.red_power.base.pct(35));
assert!(construct.green_power.value == construct.green_power.base + construct.green_power.base.pct(25));
assert!(construct.blue_power.value == construct.blue_power.base + construct.blue_power.base.pct(25));
assert!(construct.red_power.value == construct.red_power.base + construct.red_power.base.pct(15));
assert!(construct.green_power.value == construct.green_power.base + construct.green_power.base.pct(10));
assert!(construct.blue_power.value == construct.blue_power.base + construct.blue_power.base.pct(10));
return;
}

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@ -706,7 +706,10 @@ pub fn instance_practice(tx: &mut Transaction, account: &Account) -> Result<Inst
instance.add_player(player.clone())?;
instance.add_player(bot)?;
instance.player_ready(bot_id)?;
// skip faceoff
instance.player_ready(player.id)?;
instance = instance_create(tx, instance)?;
player_create(tx, player, instance.id, account)?;

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@ -959,37 +959,51 @@ impl Item {
Item::Amplify => vec![Item::Buff, Item::Red, Item::Blue],
Item::Haste => vec![Item::Buff, Item::Red, Item::Green],
Item::Hybrid => vec![Item::Buff, Item::Green, Item::Blue],
Item::InterceptPlus => vec![Item::Intercept, Item::Intercept, Item::Intercept],
Item::InterceptPlusPlus => vec![Item::InterceptPlus, Item::InterceptPlus, Item::InterceptPlus],
Item::TriagePlus => vec![Item::Triage, Item::Triage, Item::Triage],
Item::TriagePlusPlus => vec![Item::TriagePlus, Item::TriagePlus, Item::TriagePlus],
Item::HastePlus => vec![Item::Haste, Item::Haste, Item::Haste],
Item::HastePlusPlus => vec![Item::HastePlus, Item::HastePlus, Item::HastePlus],
Item::HybridPlus => vec![Item::Hybrid, Item::Hybrid, Item::Hybrid],
Item::HybridPlusPlus => vec![Item::HybridPlus, Item::HybridPlus, Item::HybridPlus],
Item::AbsorbPlus => vec![Item::Absorb, Item::Absorb, Item::Absorb],
Item::AbsorbPlusPlus => vec![Item::AbsorbPlus, Item::AbsorbPlus, Item::AbsorbPlus],
Item::AmplifyPlus => vec![Item::Amplify, Item::Amplify, Item::Amplify],
Item::AmplifyPlusPlus => vec![Item::AmplifyPlus, Item::AmplifyPlus, Item::AmplifyPlus],
Item::Purge => vec![Item::Debuff, Item::Green, Item::Green], // Needs flavour
Item::InterceptPlus => vec![Item::Intercept, Item::Intercept],
Item::InterceptPlusPlus => vec![Item::InterceptPlus, Item::InterceptPlus],
Item::TriagePlus => vec![Item::Triage, Item::Triage],
Item::TriagePlusPlus => vec![Item::TriagePlus, Item::TriagePlus],
Item::AbsorbPlus => vec![Item::Absorb, Item::Absorb],
Item::AbsorbPlusPlus => vec![Item::AbsorbPlus, Item::AbsorbPlus],
Item::AmplifyPlus => vec![Item::Amplify, Item::Amplify],
Item::AmplifyPlusPlus => vec![Item::AmplifyPlus, Item::AmplifyPlus],
Item::HastePlus => vec![Item::Haste, Item::Haste],
Item::HastePlusPlus => vec![Item::HastePlus, Item::HastePlus],
Item::HybridPlus => vec![Item::Hybrid, Item::Hybrid],
Item::HybridPlusPlus => vec![Item::HybridPlus, Item::HybridPlus],
Item::Purge => vec![Item::Debuff, Item::Green, Item::Green],
Item::Invert => vec![Item::Debuff, Item::Red, Item::Green],
Item::Restrict => vec![Item::Debuff, Item::Red, Item::Red],
Item::Silence => vec![Item::Debuff, Item::Blue, Item::Blue],
Item::Curse => vec![Item::Debuff, Item::Red, Item::Blue],
Item::Decay => vec![Item::Debuff, Item::Green, Item::Blue],
Item::RestrictPlus => vec![Item::Restrict, Item::Restrict, Item::Restrict],
Item::RestrictPlusPlus => vec![Item::RestrictPlus, Item::RestrictPlus, Item::RestrictPlus],
Item::PurgePlus => vec![Item::Purge, Item::Purge, Item::Purge], // Needs flavour
Item::PurgePlusPlus => vec![Item::PurgePlus, Item::PurgePlus, Item::PurgePlus], // Needs flavour
Item::SilencePlus => vec![Item::Silence, Item::Silence, Item::Silence],
Item::SilencePlusPlus => vec![Item::SilencePlus, Item::SilencePlus, Item::SilencePlus],
Item::CursePlus => vec![Item::Curse, Item::Curse, Item::Curse],
Item::CursePlusPlus => vec![Item::CursePlus, Item::CursePlus, Item::CursePlus],
Item::DecayPlus => vec![Item::Decay, Item::Decay, Item::Decay],
Item::DecayPlusPlus => vec![Item::DecayPlus, Item::DecayPlus, Item::DecayPlus],
Item::InvertPlus => vec![Item::Invert, Item::Invert, Item::Invert],
Item::InvertPlusPlus => vec![Item::InvertPlus, Item::InvertPlus, Item::InvertPlus],
Item::PurgePlus => vec![Item::Purge, Item::Purge],
Item::PurgePlusPlus => vec![Item::PurgePlus, Item::PurgePlus],
Item::InvertPlus => vec![Item::Invert, Item::Invert],
Item::InvertPlusPlus => vec![Item::InvertPlus, Item::InvertPlus],
Item::RestrictPlus => vec![Item::Restrict, Item::Restrict],
Item::RestrictPlusPlus => vec![Item::RestrictPlus, Item::RestrictPlus],
Item::SilencePlus => vec![Item::Silence, Item::Silence],
Item::SilencePlusPlus => vec![Item::SilencePlus, Item::SilencePlus],
Item::CursePlus => vec![Item::Curse, Item::Curse],
Item::CursePlusPlus => vec![Item::CursePlus, Item::CursePlus],
Item::DecayPlus => vec![Item::Decay, Item::Decay],
Item::DecayPlusPlus => vec![Item::DecayPlus, Item::DecayPlus],
Item::Counter => vec![Item::Block, Item::Red, Item::Red],
Item::Reflect => vec![Item::Block, Item::Green, Item::Blue],
@ -997,18 +1011,24 @@ impl Item {
Item::Sustain => vec![Item::Block, Item::Red, Item::Green],
Item::Electrify => vec![Item::Block, Item::Blue, Item::Blue],
Item::Recharge => vec![Item::Block, Item::Red, Item::Blue],
Item::CounterPlus => vec![Item::Counter, Item::Counter, Item::Counter],
Item::CounterPlusPlus => vec![Item::CounterPlus, Item::CounterPlus, Item::CounterPlus], // Add red recharge
Item::PurifyPlus => vec![Item::Purify, Item::Purify, Item::Purify],
Item::PurifyPlusPlus => vec![Item::PurifyPlus, Item::PurifyPlus, Item::PurifyPlus],
Item::ElectrifyPlus => vec![Item::Electrify, Item::Electrify, Item::Electrify],
Item::ElectrifyPlusPlus => vec![Item::ElectrifyPlus, Item::ElectrifyPlus, Item::ElectrifyPlus],
Item::SustainPlus => vec![Item::Sustain, Item::Sustain, Item::Sustain],
Item::SustainPlusPlus => vec![Item::SustainPlus, Item::SustainPlus, Item::SustainPlus],
Item::ReflectPlus => vec![Item::Reflect, Item::Reflect, Item::Reflect],
Item::ReflectPlusPlus => vec![Item::ReflectPlus, Item::ReflectPlus, Item::ReflectPlus],
Item::RechargePlus => vec![Item::Recharge, Item::Recharge, Item::Recharge],
Item::RechargePlusPlus => vec![Item::RechargePlus, Item::RechargePlus, Item::RechargePlus],
Item::CounterPlus => vec![Item::Counter, Item::Counter],
Item::CounterPlusPlus => vec![Item::CounterPlus, Item::CounterPlus],
Item::PurifyPlus => vec![Item::Purify, Item::Purify],
Item::PurifyPlusPlus => vec![Item::PurifyPlus, Item::PurifyPlus],
Item::ElectrifyPlus => vec![Item::Electrify, Item::Electrify],
Item::ElectrifyPlusPlus => vec![Item::ElectrifyPlus, Item::ElectrifyPlus],
Item::SustainPlus => vec![Item::Sustain, Item::Sustain],
Item::SustainPlusPlus => vec![Item::SustainPlus, Item::SustainPlus],
Item::ReflectPlus => vec![Item::Reflect, Item::Reflect],
Item::ReflectPlusPlus => vec![Item::ReflectPlus, Item::ReflectPlus, ],
Item::RechargePlus => vec![Item::Recharge, Item::Recharge],
Item::RechargePlusPlus => vec![Item::RechargePlus, Item::RechargePlus],
Item::Bash => vec![Item::Stun, Item::Red, Item::Red],
Item::Sleep => vec![Item::Stun, Item::Green, Item::Green],
@ -1016,18 +1036,25 @@ impl Item {
Item::Link => vec![Item::Stun, Item::Blue, Item::Green],
Item::Banish => vec![Item::Stun, Item::Red, Item::Blue],
Item::Break => vec![Item::Stun, Item::Red, Item::Green],
Item::BashPlus => vec![Item::Bash, Item::Bash, Item::Bash],
Item::BashPlusPlus => vec![Item::BashPlus, Item::BashPlus, Item::BashPlus],
Item::SleepPlus => vec![Item::Sleep, Item::Sleep, Item::Sleep],
Item::SleepPlusPlus => vec![Item::SleepPlus, Item::SleepPlus, Item::SleepPlus],
Item::RuinPlus => vec![Item::Ruin, Item::Ruin, Item::Ruin],
Item::RuinPlusPlus => vec![Item::RuinPlus, Item::RuinPlus, Item::RuinPlus],
Item::BreakPlus => vec![Item::Break, Item::Break, Item::Break],
Item::BreakPlusPlus => vec![Item::BreakPlus, Item::BreakPlus, Item::BreakPlus],
Item::LinkPlus => vec![Item::Link, Item::Link, Item::Link],
Item::LinkPlusPlus => vec![Item::LinkPlus, Item::LinkPlus, Item::LinkPlus],
Item::BanishPlus => vec![Item::Banish, Item::Banish, Item::Banish],
Item::BanishPlusPlus => vec![Item::BanishPlus, Item::BanishPlus, Item::BanishPlus],
Item::BashPlus => vec![Item::Bash, Item::Bash],
Item::BashPlusPlus => vec![Item::BashPlus, Item::BashPlus],
Item::SleepPlus => vec![Item::Sleep, Item::Sleep],
Item::SleepPlusPlus => vec![Item::SleepPlus, Item::SleepPlus,],
Item::RuinPlus => vec![Item::Ruin, Item::Ruin],
Item::RuinPlusPlus => vec![Item::RuinPlus, Item::RuinPlus],
Item::LinkPlus => vec![Item::Link, Item::Link],
Item::LinkPlusPlus => vec![Item::LinkPlus, Item::LinkPlus],
Item::BanishPlus => vec![Item::Banish, Item::Banish],
Item::BanishPlusPlus => vec![Item::BanishPlus, Item::BanishPlus],
Item::BreakPlus => vec![Item::Break, Item::Break],
Item::BreakPlusPlus => vec![Item::BreakPlus, Item::BreakPlus],
Item::Strike => vec![Item::Attack, Item::Red, Item::Red],
Item::Chaos => vec![Item::Attack, Item::Red, Item::Blue],
@ -1035,18 +1062,24 @@ impl Item {
Item::Blast => vec![Item::Attack, Item::Blue, Item::Blue],
Item::Slay => vec![Item::Attack, Item::Red, Item::Green],
Item::Siphon => vec![Item::Attack, Item::Green, Item::Blue],
Item::StrikePlus => vec![Item::Strike, Item::Strike, Item::Strike],
Item::StrikePlusPlus => vec![Item::StrikePlus, Item::StrikePlus, Item::StrikePlus],
Item::HealPlus => vec![Item::Heal, Item::Heal, Item::Heal],
Item::HealPlusPlus => vec![Item::HealPlus, Item::HealPlus, Item::HealPlus],
Item::BlastPlus => vec![Item::Blast, Item::Blast, Item::Blast],
Item::BlastPlusPlus => vec![Item::BlastPlus, Item::BlastPlus, Item::BlastPlus],
Item::SlayPlus => vec![Item::Slay, Item::Slay, Item::Slay],
Item::SlayPlusPlus => vec![Item::SlayPlus, Item::SlayPlus, Item::SlayPlus],
Item::SiphonPlus => vec![Item::Siphon, Item::Siphon, Item::Siphon],
Item::SiphonPlusPlus => vec![Item::SiphonPlus, Item::SiphonPlus, Item::SiphonPlus],
Item::ChaosPlus => vec![Item::Chaos, Item::Chaos, Item::Chaos],
Item::ChaosPlusPlus => vec![Item::ChaosPlus, Item::ChaosPlus, Item::ChaosPlus],
Item::StrikePlus => vec![Item::Strike, Item::Strike],
Item::StrikePlusPlus => vec![Item::StrikePlus, Item::StrikePlus],
Item::ChaosPlus => vec![Item::Chaos, Item::Chaos],
Item::ChaosPlusPlus => vec![Item::ChaosPlus, Item::ChaosPlus],
Item::HealPlus => vec![Item::Heal, Item::Heal],
Item::HealPlusPlus => vec![Item::HealPlus, Item::HealPlus],
Item::BlastPlus => vec![Item::Blast, Item::Blast],
Item::BlastPlusPlus => vec![Item::BlastPlus, Item::BlastPlus],
Item::SlayPlus => vec![Item::Slay, Item::Slay],
Item::SlayPlusPlus => vec![Item::SlayPlus, Item::SlayPlus],
Item::SiphonPlus => vec![Item::Siphon, Item::Siphon],
Item::SiphonPlusPlus => vec![Item::SiphonPlus, Item::SiphonPlus],
Item::PowerRR => vec![Item::Power, Item::Red, Item::Red],
Item::PowerGG => vec![Item::Power, Item::Green, Item::Green],
@ -1054,18 +1087,18 @@ impl Item {
Item::PowerRG => vec![Item::Power, Item::Red, Item::Green],
Item::PowerGB => vec![Item::Power, Item::Green, Item::Blue],
Item::PowerRB => vec![Item::Power, Item::Red, Item::Blue],
Item::PowerRRPlus => vec![Item::PowerRR, Item::PowerRR, Item::PowerRR],
Item::PowerGGPlus => vec![Item::PowerGG, Item::PowerGG, Item::PowerGG],
Item::PowerBBPlus => vec![Item::PowerBB, Item::PowerBB, Item::PowerBB],
Item::PowerRGPlus => vec![Item::PowerRG, Item::PowerRG, Item::PowerRG],
Item::PowerGBPlus => vec![Item::PowerGB, Item::PowerGB, Item::PowerGB],
Item::PowerRBPlus => vec![Item::PowerRB, Item::PowerRB, Item::PowerRB],
Item::PowerRRPlusPlus => vec![Item::PowerRRPlus, Item::PowerRRPlus, Item::PowerRRPlus],
Item::PowerGGPlusPlus => vec![Item::PowerGGPlus, Item::PowerGGPlus, Item::PowerGGPlus],
Item::PowerBBPlusPlus => vec![Item::PowerBBPlus, Item::PowerBBPlus, Item::PowerBBPlus],
Item::PowerRGPlusPlus => vec![Item::PowerRGPlus, Item::PowerRGPlus, Item::PowerRGPlus],
Item::PowerGBPlusPlus => vec![Item::PowerGBPlus, Item::PowerGBPlus, Item::PowerGBPlus],
Item::PowerRBPlusPlus => vec![Item::PowerRBPlus, Item::PowerRBPlus, Item::PowerRBPlus],
Item::PowerRRPlus => vec![Item::PowerRR, Item::PowerRR],
Item::PowerGGPlus => vec![Item::PowerGG, Item::PowerGG],
Item::PowerBBPlus => vec![Item::PowerBB, Item::PowerBB],
Item::PowerRGPlus => vec![Item::PowerRG, Item::PowerRG],
Item::PowerGBPlus => vec![Item::PowerGB, Item::PowerGB],
Item::PowerRBPlus => vec![Item::PowerRB, Item::PowerRB],
Item::PowerRRPlusPlus => vec![Item::PowerRRPlus, Item::PowerRRPlus],
Item::PowerGGPlusPlus => vec![Item::PowerGGPlus, Item::PowerGGPlus],
Item::PowerBBPlusPlus => vec![Item::PowerBBPlus, Item::PowerBBPlus],
Item::PowerRGPlusPlus => vec![Item::PowerRGPlus, Item::PowerRGPlus],
Item::PowerGBPlusPlus => vec![Item::PowerGBPlus, Item::PowerGBPlus],
Item::PowerRBPlusPlus => vec![Item::PowerRBPlus, Item::PowerRBPlus],
Item::LifeRR => vec![Item::Life, Item::Red, Item::Red],
Item::LifeGG => vec![Item::Life, Item::Green, Item::Green],
@ -1073,18 +1106,18 @@ impl Item {
Item::LifeRG => vec![Item::Life, Item::Red, Item::Green],
Item::LifeGB => vec![Item::Life, Item::Green, Item::Blue],
Item::LifeRB => vec![Item::Life, Item::Red, Item::Blue],
Item::LifeRRPlus => vec![Item::LifeRR, Item::LifeRR, Item::LifeRR],
Item::LifeGGPlus => vec![Item::LifeGG, Item::LifeGG, Item::LifeGG],
Item::LifeBBPlus => vec![Item::LifeBB, Item::LifeBB, Item::LifeBB],
Item::LifeRGPlus => vec![Item::LifeRG, Item::LifeRG, Item::LifeRG],
Item::LifeGBPlus => vec![Item::LifeGB, Item::LifeGB, Item::LifeGB],
Item::LifeRBPlus => vec![Item::LifeRB, Item::LifeRB, Item::LifeRB],
Item::LifeRRPlusPlus => vec![Item::LifeRRPlus, Item::LifeRRPlus, Item::LifeRRPlus],
Item::LifeGGPlusPlus => vec![Item::LifeGGPlus, Item::LifeGGPlus, Item::LifeGGPlus],
Item::LifeBBPlusPlus => vec![Item::LifeBBPlus, Item::LifeBBPlus, Item::LifeBBPlus],
Item::LifeRGPlusPlus => vec![Item::LifeRGPlus, Item::LifeRGPlus, Item::LifeRGPlus],
Item::LifeGBPlusPlus => vec![Item::LifeGBPlus, Item::LifeGBPlus, Item::LifeGBPlus],
Item::LifeRBPlusPlus => vec![Item::LifeRBPlus, Item::LifeRBPlus, Item::LifeRBPlus],
Item::LifeRRPlus => vec![Item::LifeRR, Item::LifeRR],
Item::LifeGGPlus => vec![Item::LifeGG, Item::LifeGG],
Item::LifeBBPlus => vec![Item::LifeBB, Item::LifeBB],
Item::LifeRGPlus => vec![Item::LifeRG, Item::LifeRG],
Item::LifeGBPlus => vec![Item::LifeGB, Item::LifeGB],
Item::LifeRBPlus => vec![Item::LifeRB, Item::LifeRB],
Item::LifeRRPlusPlus => vec![Item::LifeRRPlus, Item::LifeRRPlus],
Item::LifeGGPlusPlus => vec![Item::LifeGGPlus, Item::LifeGGPlus],
Item::LifeBBPlusPlus => vec![Item::LifeBBPlus, Item::LifeBBPlus],
Item::LifeRGPlusPlus => vec![Item::LifeRGPlus, Item::LifeRGPlus],
Item::LifeGBPlusPlus => vec![Item::LifeGBPlus, Item::LifeGBPlus],
Item::LifeRBPlusPlus => vec![Item::LifeRBPlus, Item::LifeRBPlus],
Item::SpeedRR => vec![Item::Speed, Item::Red, Item::Red],
Item::SpeedGG => vec![Item::Speed, Item::Green, Item::Green],
@ -1092,18 +1125,18 @@ impl Item {
Item::SpeedRG => vec![Item::Speed, Item::Red, Item::Green],
Item::SpeedGB => vec![Item::Speed, Item::Green, Item::Blue],
Item::SpeedRB => vec![Item::Speed, Item::Red, Item::Blue],
Item::SpeedRRPlus => vec![Item::SpeedRR, Item::SpeedRR, Item::SpeedRR],
Item::SpeedGGPlus => vec![Item::SpeedGG, Item::SpeedGG, Item::SpeedGG],
Item::SpeedBBPlus => vec![Item::SpeedBB, Item::SpeedBB, Item::SpeedBB],
Item::SpeedRGPlus => vec![Item::SpeedRG, Item::SpeedRG, Item::SpeedRG],
Item::SpeedGBPlus => vec![Item::SpeedGB, Item::SpeedGB, Item::SpeedGB],
Item::SpeedRBPlus => vec![Item::SpeedRB, Item::SpeedRB, Item::SpeedRB],
Item::SpeedRRPlusPlus => vec![Item::SpeedRRPlus, Item::SpeedRRPlus, Item::SpeedRRPlus],
Item::SpeedGGPlusPlus => vec![Item::SpeedGGPlus, Item::SpeedGGPlus, Item::SpeedGGPlus],
Item::SpeedBBPlusPlus => vec![Item::SpeedBBPlus, Item::SpeedBBPlus, Item::SpeedBBPlus],
Item::SpeedRGPlusPlus => vec![Item::SpeedRGPlus, Item::SpeedRGPlus, Item::SpeedRGPlus],
Item::SpeedGBPlusPlus => vec![Item::SpeedGBPlus, Item::SpeedGBPlus, Item::SpeedGBPlus],
Item::SpeedRBPlusPlus => vec![Item::SpeedRBPlus, Item::SpeedRBPlus, Item::SpeedRBPlus],
Item::SpeedRRPlus => vec![Item::SpeedRR, Item::SpeedRR],
Item::SpeedGGPlus => vec![Item::SpeedGG, Item::SpeedGG],
Item::SpeedBBPlus => vec![Item::SpeedBB, Item::SpeedBB],
Item::SpeedRGPlus => vec![Item::SpeedRG, Item::SpeedRG],
Item::SpeedGBPlus => vec![Item::SpeedGB, Item::SpeedGB],
Item::SpeedRBPlus => vec![Item::SpeedRB, Item::SpeedRB],
Item::SpeedRRPlusPlus => vec![Item::SpeedRRPlus, Item::SpeedRRPlus],
Item::SpeedGGPlusPlus => vec![Item::SpeedGGPlus, Item::SpeedGGPlus],
Item::SpeedBBPlusPlus => vec![Item::SpeedBBPlus, Item::SpeedBBPlus],
Item::SpeedRGPlusPlus => vec![Item::SpeedRGPlus, Item::SpeedRGPlus],
Item::SpeedGBPlusPlus => vec![Item::SpeedGBPlus, Item::SpeedGBPlus],
Item::SpeedRBPlusPlus => vec![Item::SpeedRBPlus, Item::SpeedRBPlus],
_ => vec![*self],
}
@ -1338,7 +1371,7 @@ pub fn get_combos() -> Vec<Combo> {
Combo { components: Item::Restrict.combo(), item: Item::Restrict },
Combo { components: Item::RestrictPlus.combo(), item: Item::RestrictPlus },
Combo { components: Item::RestrictPlusPlus.combo(), item: Item::RestrictPlusPlus },
Combo { components: Item::Purge.combo(), item: Item::Purge }, // Needs flavour
Combo { components: Item::Purge.combo(), item: Item::Purge },
Combo { components: Item::PurgePlus.combo(), item: Item::PurgePlus },
Combo { components: Item::PurgePlusPlus.combo(), item: Item::PurgePlusPlus },
@ -1556,20 +1589,13 @@ mod tests {
assert_eq!(Item::StrikePlus.components(), vec![
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
]);
assert_eq!(Item::StrikePlusPlus.components(), vec![
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
]);
}

View File

@ -184,6 +184,7 @@ impl Player {
// do we have any colours in store?
let colours = self.vbox.store[&ItemType::Colours].keys()
.cloned()
.take(2)
.collect::<Vec<String>>();
// how about a base skill?
@ -193,11 +194,13 @@ impl Player {
};
// if no: try to refill and start again
match colours.len() < 2 || base.is_none() {
true => match self.vbox_refill() {
Ok(_) => continue,
Err(_) => break, // give up
},
match colours.len() != 2 || base.is_none() {
true => {
match self.vbox_refill() {
Ok(_) => continue,
Err(_) => break, // give up
};
}
false => {
let mut vbox_items = HashMap::new();
vbox_items.insert(ItemType::Colours, colours);
@ -230,7 +233,7 @@ impl Player {
// there's a bad bug here where if this apply fails
// the item in question will be silently dropped
let item = self.vbox.stash.remove(&i).unwrap();
self.vbox_apply(item, construct_id).ok();
self.vbox_apply(item, construct_id).unwrap();
continue;
}
// need to buy one
@ -238,6 +241,7 @@ impl Player {
// do we have any colours in store?
let colours = self.vbox.store[&ItemType::Colours].keys()
.cloned()
.take(2)
.collect::<Vec<String>>();
// how about a base spec?
@ -247,7 +251,7 @@ impl Player {
};
// if no: try to refill and start again
match colours.len() < 2 || base.is_none() {
match colours.len() != 2 || base.is_none() {
true => match self.vbox_refill() {
Ok(_) => continue,
Err(_) => break, // give up
@ -446,9 +450,11 @@ mod tests {
let mut player = Player::new(player_account, &"test".to_string(), constructs).set_bot(true);
player.vbox.fill();
player.vbox.bits = 100;
player.autobuy();
assert!(player.constructs.iter().all(|c| c.skills.len() >= 1));
assert!(player.constructs.iter().all(|c| c.skills.len() > 1));
assert!(player.constructs.iter().all(|c| c.specs.len() >= 1));
}
#[test]

View File

@ -764,87 +764,87 @@ impl Skill {
Skill::Attack => 80, // Base
Skill::Blast => 105, // BB
Skill::BlastPlus => 140, // BB
Skill::BlastPlusPlus => 200, // BB
Skill::BlastPlus => 125, // BB
Skill::BlastPlusPlus => 145, // BB
Skill::Chaos => 40, // BR
Skill::ChaosPlus => 65, // BR
Skill::ChaosPlusPlus => 90, // BR
Skill::ChaosPlus => 50, // BR
Skill::ChaosPlusPlus => 65, // BR
Skill::Heal => 125, //GG
Skill::HealPlus => 185, //GG
Skill::HealPlusPlus => 270, //GG
Skill::Heal => 115, //GG
Skill::HealPlus => 135, //GG
Skill::HealPlusPlus => 160, //GG
Skill::SiphonTick => 25, // GB
Skill::SiphonTickPlus => 30,
Skill::SiphonTickPlusPlus => 40,
Skill::SiphonTickPlus => 27,
Skill::SiphonTickPlusPlus => 30,
Skill::Slay => 45, // RG
Skill::SlayPlus => 65,
Skill::SlayPlusPlus => 100,
Skill::Slay => 40, // RG
Skill::SlayPlus => 50,
Skill::SlayPlusPlus => 65,
Skill::Strike => 90, //RR
Skill::StrikePlus => 140,
Skill::StrikePlusPlus => 200,
Skill::StrikePlus => 110,
Skill::StrikePlusPlus => 140,
// Block Base
Skill::ElectrocuteTick => 80,
Skill::ElectrocuteTickPlus => 100,
Skill::ElectrocuteTickPlusPlus => 130,
Skill::ElectrocuteTickPlus => 90,
Skill::ElectrocuteTickPlusPlus => 100,
Skill::CounterAttack => 120,
Skill::CounterAttackPlus => 160,
Skill::CounterAttackPlusPlus => 230,
Skill::CounterAttack => 115,
Skill::CounterAttackPlus => 130,
Skill::CounterAttackPlusPlus => 160,
Skill::Purify => 45, //Green dmg (heal)
Skill::PurifyPlus => 70,
Skill::PurifyPlusPlus => 105,
Skill::PurifyPlus => 60,
Skill::PurifyPlusPlus => 85,
Skill::Reflect => 45, //Recharge blue life (heal)
Skill::ReflectPlus => 70,
Skill::ReflectPlusPlus => 100,
Skill::Recharge => 70, //Recharge red and blue life (heal)
Skill::RechargePlus => 110,
Skill::RechargePlusPlus => 170,
Skill::RechargePlus => 90,
Skill::RechargePlusPlus => 110,
Skill::Sustain => 120, // Recharge red life (heal)
Skill::SustainPlus => 150,
Skill::SustainPlusPlus => 230,
Skill::Sustain => 110, // Recharge red life (heal)
Skill::SustainPlus => 130,
Skill::SustainPlusPlus => 150,
// Stun Base
Skill::Sleep => 200, //Green dmg (heal)
Skill::SleepPlus => 290,
Skill::SleepPlusPlus => 400,
Skill::Sleep => 160, //Green dmg (heal)
Skill::SleepPlus => 200,
Skill::SleepPlusPlus => 240,
Skill::Banish => 40, //Green dmg (heal)
Skill::BanishPlus => 75,
Skill::BanishPlusPlus => 125,
Skill::Banish => 50, //Green dmg (heal)
Skill::BanishPlus => 65,
Skill::BanishPlusPlus => 80,
Skill::Bash => 45,
Skill::BashPlus => 65,
Skill::BashPlusPlus => 100,
Skill::BashPlus => 55,
Skill::BashPlusPlus => 70,
Skill::Link => 25,
Skill::LinkPlus => 40,
Skill::LinkPlusPlus => 70,
Skill::LinkPlus => 35,
Skill::LinkPlusPlus => 45,
Skill::Ruin => 40,
Skill::RuinPlus => 70,
Skill::RuinPlusPlus => 100,
Skill::RuinPlus => 55,
Skill::RuinPlusPlus => 70,
// Debuff Base
Skill::DecayTick => 33,
Skill::DecayTickPlus => 45,
Skill::DecayTickPlusPlus => 70,
Skill::DecayTickPlus => 37,
Skill::DecayTickPlusPlus => 45,
Skill::Silence => 55, // Deals more per blue skill on target
Skill::SilencePlus => 80,
Skill::SilencePlusPlus => 110,
Skill::SilencePlus => 65,
Skill::SilencePlusPlus => 80,
Skill::Restrict => 40, // Deals more per red skill on target
Skill::RestrictPlus => 65,
Skill::RestrictPlusPlus => 100,
Skill::RestrictPlus => 55,
Skill::RestrictPlusPlus => 70,
// Buff base
Skill::HybridBlast => 50,
@ -852,16 +852,16 @@ impl Skill {
Skill::HasteStrike => 60,
Skill::Absorb=> 95,
Skill::AbsorbPlus => 120,
Skill::AbsorbPlusPlus => 155,
Skill::AbsorbPlus => 110,
Skill::AbsorbPlusPlus => 120,
Skill::Intercept => 80,
Skill::InterceptPlus => 110,
Skill::InterceptPlusPlus => 150,
Skill::Intercept => 85,
Skill::InterceptPlus => 100,
Skill::InterceptPlusPlus => 125,
Skill::TriageTick => 75,
Skill::TriageTickPlus => 110,
Skill::TriageTickPlusPlus => 140,
Skill::TriageTickPlus => 90,
Skill::TriageTickPlusPlus => 110,
_ => 100,
}
@ -905,9 +905,9 @@ impl Skill {
Skill::Curse => vec![ConstructEffect {effect: Effect::Curse, duration: 2,
meta: Some(EffectMeta::Multiplier(150)), tick: None}],
Skill::CursePlus => vec![ConstructEffect {effect: Effect::Curse, duration: 2,
meta: Some(EffectMeta::Multiplier(200)), tick: None}],
meta: Some(EffectMeta::Multiplier(175)), tick: None}],
Skill::CursePlusPlus => vec![ConstructEffect {effect: Effect::Curse, duration: 3,
meta: Some(EffectMeta::Multiplier(250)), tick: None}],
meta: Some(EffectMeta::Multiplier(200)), tick: None}],
Skill::Debuff => vec![ConstructEffect {effect: Effect::Slow, duration: 3,
meta: Some(EffectMeta::Multiplier(50)), tick: None }],
@ -940,15 +940,15 @@ impl Skill {
meta: Some(EffectMeta::Skill(Skill::AbsorptionPlusPlus)), tick: None}],
Skill::Absorption => vec![ConstructEffect {effect: Effect::Absorption, duration: 3, meta: None, tick: None}],
Skill::AbsorptionPlus => vec![ConstructEffect {effect: Effect::Absorption, duration: 5, meta: None, tick: None}],
Skill::AbsorptionPlusPlus => vec![ConstructEffect {effect: Effect::Absorption, duration: 7, meta: None, tick: None}],
Skill::AbsorptionPlus => vec![ConstructEffect {effect: Effect::Absorption, duration: 4, meta: None, tick: None}],
Skill::AbsorptionPlusPlus => vec![ConstructEffect {effect: Effect::Absorption, duration: 5, meta: None, tick: None}],
Skill::Hybrid => vec![ConstructEffect {effect: Effect::Hybrid, duration: 3,
meta: Some(EffectMeta::Multiplier(150)), tick: None }],
Skill::HybridPlus => vec![ConstructEffect {effect: Effect::Hybrid, duration: 4,
meta: Some(EffectMeta::Multiplier(175)), tick: None }],
Skill::HybridPlusPlus => vec![ConstructEffect {effect: Effect::Hybrid, duration: 5,
meta: Some(EffectMeta::Multiplier(225)), tick: None }],
meta: Some(EffectMeta::Multiplier(200)), tick: None }],
Skill::Invert => vec![ConstructEffect {effect: Effect::Invert, duration: 2, meta: None, tick: None}],
Skill::InvertPlus => vec![ConstructEffect {effect: Effect::Invert, duration: 3, meta: None, tick: None}],
@ -970,10 +970,10 @@ impl Skill {
meta: Some(EffectMeta::Multiplier(150)), tick: None}],
Skill::BreakPlus => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None},
ConstructEffect {effect: Effect::Vulnerable, duration: 4,
meta: Some(EffectMeta::Multiplier(200)), tick: None}],
meta: Some(EffectMeta::Multiplier(175)), tick: None}],
Skill::BreakPlusPlus => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None},
ConstructEffect {effect: Effect::Vulnerable, duration: 4,
meta: Some(EffectMeta::Multiplier(250)), tick: None}],
meta: Some(EffectMeta::Multiplier(200)), tick: None}],
Skill::Ruin => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}],
Skill::RuinPlus => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}],

View File

@ -172,34 +172,141 @@ impl Spec {
},
Spec::PowerRR=> SpecValues {
base: 25,
base: 10,
bonuses: vec![
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 10 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 15 },
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 20 }
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 5 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 9 },
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 13 }
],
},
Spec::PowerGG=> SpecValues {
base: 25,
base: 10,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 10 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 15 },
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 20 }
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 5 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 9 },
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 13 }
],
},
Spec::PowerBB=> SpecValues {
base: 25,
base: 10,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 10 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 15 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 20 }
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 5 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 9 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 13 }
],
},
Spec::PowerRG=> SpecValues {
base: 20,
base: 10,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 3 },
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 6 },
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 9 }
],
},
Spec::PowerGB=> SpecValues {
base: 10,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 3 },
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 6 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 9 }
],
},
Spec::PowerRB=> SpecValues {
base: 10,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 3 },
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 6 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 9 }
],
},
Spec::PowerRRPlus => SpecValues {
base: 15,
bonuses: vec![
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 6 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 12 },
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 18 }
],
},
Spec::PowerGGPlus => SpecValues {
base: 15,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 6 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 12 },
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 18 }
],
},
Spec::PowerBBPlus => SpecValues {
base: 15,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 6 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 12 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 18 }
],
},
Spec::PowerRGPlus => SpecValues {
base: 15,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 4 },
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 8 },
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 12 }
],
},
Spec::PowerGBPlus => SpecValues {
base: 15,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 4 },
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 8 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 12 }
],
},
Spec::PowerRBPlus => SpecValues {
base: 15,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 4 },
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 8 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 12 }
],
},
Spec::PowerRRPlusPlus => SpecValues {
base: 25,
bonuses: vec![
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 8 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 16 },
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 24 }
],
},
Spec::PowerGGPlusPlus => SpecValues {
base: 25,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 8 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 16 },
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 24 }
],
},
Spec::PowerBBPlusPlus => SpecValues {
base: 25,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 8 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 16 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 24 }
],
},
Spec::PowerRGPlusPlus => SpecValues {
base: 25,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 5 },
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 10 },
@ -207,8 +314,8 @@ impl Spec {
],
},
Spec::PowerGB=> SpecValues {
base: 20,
Spec::PowerGBPlusPlus => SpecValues {
base: 25,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 5 },
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 10 },
@ -216,8 +323,8 @@ impl Spec {
],
},
Spec::PowerRB=> SpecValues {
base: 20,
Spec::PowerRBPlusPlus => SpecValues {
base: 25,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 5 },
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 10 },
@ -225,113 +332,6 @@ impl Spec {
],
},
Spec::PowerRRPlus => SpecValues {
base: 45,
bonuses: vec![
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 15 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 25 },
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 35 }
],
},
Spec::PowerGGPlus => SpecValues {
base: 45,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 15 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 25 },
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 35 }
],
},
Spec::PowerBBPlus => SpecValues {
base: 45,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 15 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 25 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 35 }
],
},
Spec::PowerRGPlus => SpecValues {
base: 35,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 10 },
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 20 },
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 25 }
],
},
Spec::PowerGBPlus => SpecValues {
base: 35,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 10 },
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 20 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 25 }
],
},
Spec::PowerRBPlus => SpecValues {
base: 35,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 10 },
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 20 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 25 }
],
},
Spec::PowerRRPlusPlus => SpecValues {
base: 80,
bonuses: vec![
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 25 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 45 },
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 60 }
],
},
Spec::PowerGGPlusPlus => SpecValues {
base: 80,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 25 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 45 },
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 60 }
],
},
Spec::PowerBBPlusPlus => SpecValues {
base: 80,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 25 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 45 },
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 60 }
],
},
Spec::PowerRGPlusPlus => SpecValues {
base: 60,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 20 },
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 30 },
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 45 }
],
},
Spec::PowerGBPlusPlus => SpecValues {
base: 60,
bonuses: vec![
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 20 },
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 30 },
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 45 }
],
},
Spec::PowerRBPlusPlus => SpecValues {
base: 60,
bonuses: vec![
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 20 },
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 30 },
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 45 }
],
},
Spec::Speed => SpecValues {
base: 40,
bonuses: vec![]