bash whatever
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@ -252,6 +252,10 @@ button[disabled] {
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stroke: #a52a2a;
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stroke: #a52a2a;
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}
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}
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.red-fill {
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fill: #a52a2a;
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}
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.blue {
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.blue {
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color: #3498db;
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color: #3498db;
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stroke: #3498db;
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stroke: #3498db;
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@ -6,6 +6,7 @@ const AttackCharge = require('./anims/attack.charge');
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const Amplify = require('./anims/amplify');
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const Amplify = require('./anims/amplify');
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const Blast = require('./anims/blast');
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const Blast = require('./anims/blast');
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const banish = require('./anims/banish');
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const banish = require('./anims/banish');
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const Bash = require('./anims/bash');
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const Block = require('./anims/block');
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const Block = require('./anims/block');
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const Buff = require('./anims/buff');
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const Buff = require('./anims/buff');
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const Debuff = require('./anims/debuff');
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const Debuff = require('./anims/debuff');
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@ -45,6 +46,8 @@ function animations(props) {
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if (!event.skill) return false;
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if (!event.skill) return false;
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if (!resolution.target) return false;
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if (!resolution.target) return false;
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console.log(resolution);
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// source animation
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// source animation
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if (resolution.source.id === construct.id) {
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if (resolution.source.id === construct.id) {
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const playerTeam = game.players.find(t => t.id === account.id);
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const playerTeam = game.players.find(t => t.id === account.id);
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@ -90,10 +93,13 @@ function animations(props) {
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console.log(text);
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console.log(text);
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if (!text) return false;
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if (!text) return false;
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const skill = removeTier(text);
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const skill = removeTier(text);
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if (skill === 'Bash' && type === 'Damage') return false;
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switch (skill) {
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switch (skill) {
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case 'Attack': return <Strike id={construct.id} stage={stage} team={player} colour={colours.white}/>;
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case 'Attack': return <Strike id={construct.id} stage={stage} team={player} colour={colours.white}/>;
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case 'Amplify': return <Amplify/>;
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case 'Amplify': return <Amplify/>;
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case 'Banish': return banish(construct.id);
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case 'Banish': return banish(construct.id);
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case 'Bash': return <Bash />;
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case 'Block': return <Block />;
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case 'Block': return <Block />;
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case 'Buff': return <Buff />;
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case 'Buff': return <Buff />;
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case 'Blast': return <Blast id={construct.id} stage={stage} team={player}/>;
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case 'Blast': return <Blast id={construct.id} stage={stage} team={player}/>;
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@ -72,7 +72,6 @@ class Debuff extends Component {
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delay: TIMES.TARGET_DELAY_MS,
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS,
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duration: TIMES.TARGET_DURATION_MS,
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}));
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}));
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}
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}
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// this is necessary because
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// this is necessary because
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@ -23,7 +23,10 @@ class Hex extends Component {
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xmlns="http://www.w3.org/2000/svg"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 128 128">
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viewBox="0 0 128 128">
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<filter id='hexFilter'>
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<filter id='hexFilter'>
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<feTurbulence type="turbulence" baseFrequency="0.05" numOctaves="2" result="turbulence" style="transform: scale(1);"></feTurbulence>
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<feTurbulence type="turbulence"
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baseFrequency="0.10"
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numOctaves="10" result="turbulence">
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</feTurbulence>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="15" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="15" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
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</filter>
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</filter>
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<polygon
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<polygon
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@ -1,6 +1,7 @@
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module.exports = {
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module.exports = {
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TIMES: {
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TIMES: {
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RESOLUTION_TOTAL_MS: 2000,
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RESOLUTION_TOTAL_MS: 2000,
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// RESOLUTION_TOTAL_MS: 20000,
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SOURCE_DURATION_MS: 1000,
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SOURCE_DURATION_MS: 1000,
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TARGET_DELAY_MS: 500,
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TARGET_DELAY_MS: 500,
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