show skill delay on info
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@ -27,7 +27,6 @@
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* fuck magic
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* empower on ko
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var / skill info rpc -> cooldown
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* rework vecs into sets
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* remove names so games/instances are copy
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@ -50,11 +50,13 @@ function InfoComponent(args) {
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? (24 + (itemSpeed(itemSource[0].components[0]) + itemSpeed(itemSource[0].components[1])) * itemSpeed(itemSource[0].components[2])) * 4
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: (24 + itemSpeed(info)) * 4;
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const speed = <div> Speed {shapes.SpeedStat()} multiplier {calcSpeed}% </div>;
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const cooldown = fullInfo.cooldown ? `${fullInfo.cooldown} Turn delay` : null;
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return (
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<div class="info-skill">
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<h2>{fullInfo.item} - {fullInfo.cost}b</h2>
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<h3>SKILL</h3>
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<h3> SKILL </h3>
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{itemSourceDescription}
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<div> {cooldown} </div>
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<div>{infoDescription}</div>
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{speed}
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</div>
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@ -1439,8 +1439,9 @@ pub struct ItemInfo {
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pub item: Item,
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pub cost: usize,
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pub spec: bool,
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pub skill: bool,
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pub values: Option<SpecValues>,
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pub skill: bool,
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pub cooldown: Option<u8>,
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pub description: String,
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}
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@ -1470,12 +1471,16 @@ pub fn item_info() -> ItemInfoCtr {
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item: v,
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cost: v.cost(),
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spec: v.into_spec().is_some(),
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skill: v.into_skill().is_some(),
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description: v.into_description(),
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values: match v.into_spec() {
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Some(s) => Some(s.values()),
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None => None
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},
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skill: v.into_skill().is_some(),
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description: v.into_description(),
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cooldown: match v.into_skill() {
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Some(s) => s.base_cd(),
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None => None
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},
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})
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.collect::<Vec<ItemInfo>>();
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