stam -> hp
This commit is contained in:
parent
9d02499c5a
commit
788c68c015
@ -28,7 +28,7 @@ class StatBar extends Phaser.GameObjects.Graphics {
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if (type === 'HP') {
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if (type === 'HP') {
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this.val = this.crypObj.cryp.hp.value;
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this.val = this.crypObj.cryp.hp.value;
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this.max = this.crypObj.cryp.stamina.value;
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this.max = this.crypObj.cryp.hp.value;
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this.margin = 0;
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this.margin = 0;
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} else if (type === 'Red Shield') {
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} else if (type === 'Red Shield') {
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this.val = this.crypObj.cryp.red_shield.value;
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this.val = this.crypObj.cryp.red_shield.value;
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@ -67,7 +67,7 @@ class StatSheet extends Phaser.Scene {
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};
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};
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const CRYP_STATS = [
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const CRYP_STATS = [
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cryp.stamina,
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cryp.hp,
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cryp.red_shield,
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cryp.red_shield,
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cryp.blue_shield,
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cryp.blue_shield,
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cryp.evasion,
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cryp.evasion,
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@ -19,7 +19,7 @@ This homepage shows your cryps, joinable online games, PVE options and your item
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If you have no cryps yet, press SPAWN and give your cryp a name to create one.
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If you have no cryps yet, press SPAWN and give your cryp a name to create one.
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Once you have made a cryp, click on them to visit their stat page and teach them some SKILLS.
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Once you have made a cryp, click on them to visit their stat page and teach them some SKILLS.
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The stat page also has descriptions of each skill and their effects.
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The stat page also has descriptions of each skill and their effects.
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cryps have 3 basic stats: stamina, red damage and magic damage.
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cryps have 3 basic stats: hp, red damage and magic damage.
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Toggle whether a cryp is selected for your team by clicking the coloured stripes next to the cryp or press 1,2,3.
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Toggle whether a cryp is selected for your team by clicking the coloured stripes next to the cryp or press 1,2,3.
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Once you have a team ready press the New PVE Game button to start playing.
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Once you have a team ready press the New PVE Game button to start playing.
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`;
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`;
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@ -3,7 +3,7 @@
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### Defenses ###
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### Defenses ###
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Rare `Increased Stamina`
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Rare `Increased Hp`
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Common `Increased Evasion rating`
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Common `Increased Evasion rating`
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Common `Increased Blue Shield rating`
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Common `Increased Blue Shield rating`
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@ -76,7 +76,7 @@ Non-Violence
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Enhancement & Preservation
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Enhancement & Preservation
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--------------------------
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--------------------------
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the philosophy of nonviolence teaches that the sanctity of life is above all else
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the philosophy of nonviolence teaches that the sanctity of hp is above all else
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its adherants are defensive and gracious, seeking to minimise the damage done by others and doing no direct harm themselves.
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its adherants are defensive and gracious, seeking to minimise the damage done by others and doing no direct harm themselves.
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they seek to prevent damage in any way possible
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they seek to prevent damage in any way possible
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@ -98,8 +98,8 @@ specialise in magical damage dealing
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* damage amplification
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* damage amplification
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* nukes
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* nukes
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* life leach
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* hp leach
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* life exchange
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* hp exchange
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* poison
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* poison
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* aoe
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* aoe
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@ -85,17 +85,10 @@ In your team Cryp #1 has `Strike`, Cryp #2 has `Slay` and `Heal`, Cryp #3 has `S
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### Generic Specs
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### Generic Specs
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(Base white skills not upgraded count as have 1 gem basic ?)
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# Basic % Hp
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`Base` -> 5% inc hp
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# Basic Damage
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`Base` -> 10% inc basic damage
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`Team Bonus` -> 3 basic gems -> +10% // 6 basic gems -> +15% // 12 basic gems -> +25%
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Maximum 60% inc basic damage
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# Basic % Life
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`Base` -> 5% inc life
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`Team Bonus` -> 3 basic gems -> +5% // 6 basic gems -> +10% // 12 basic gems -> +15%
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`Team Bonus` -> 3 basic gems -> +5% // 6 basic gems -> +10% // 12 basic gems -> +15%
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Maximum 35% inc life
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Maximum 35% inc hp
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# Basic Speed
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# Basic Speed
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`Base` -> 5% inc speed
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`Base` -> 5% inc speed
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@ -146,9 +139,9 @@ Add 1 blue and 1 green gem
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`Team Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
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`Team Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
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Maximum +35% inc blue damage and 35% inc healing
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Maximum +35% inc blue damage and 35% inc healing
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### Increased Life Combos ###
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### Increased Hp Combos ###
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Generate by combining `Generic Spec (Basic Life)` with respective RGB
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Generate by combining `Generic Spec (Basic Hp)` with respective RGB
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# Increased % Red Shield (Basic %HP + 2R)
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# Increased % Red Shield (Basic %HP + 2R)
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Add 2 `red gems`
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Add 2 `red gems`
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@ -156,11 +149,11 @@ Add 2 `red gems`
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`Team Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +20%
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`Team Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +20%
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Maximum +55% inc red shield
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Maximum +55% inc red shield
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# Increased % Red Shield and Life (Basic %HP + 1R1G)
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# Increased % Red Shield and Hp (Basic %HP + 1R1G)
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Add 1 red 1 green gem
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Add 1 red 1 green gem
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`Base` -> 5% inc red shield and 5% inc life
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`Base` -> 5% inc red shield and 5% inc hp
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`Team Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
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`Team Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
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Maximum +35% inc red shield and 35% inc life
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Maximum +35% inc red shield and 35% inc hp
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# Increased % Blue Shield (Basic %HP + 2B)
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# Increased % Blue Shield (Basic %HP + 2B)
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Add 2 `blue gems`
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Add 2 `blue gems`
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@ -168,13 +161,13 @@ Add 2 `blue gems`
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`Team Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +20%
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`Team Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +20%
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Maximum +55% inc blue shield
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Maximum +55% inc blue shield
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# Increased % Blue Shield and Life (Basic %HP + 1B1G)
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# Increased % Blue Shield and Hp (Basic %HP + 1B1G)
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Add `1 blue and 1 green gems`
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Add `1 blue and 1 green gems`
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`Base` -> 5% inc red shield and 5% inc life
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`Base` -> 5% inc red shield and 5% inc hp
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`Team Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
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`Team Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
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Maximum +35% inc blue shield and 35% inc life
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Maximum +35% inc blue shield and 35% inc hp
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# Increased % Life (Basic %HP + 2G)
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# Increased % Hp (Basic %HP + 2G)
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Add `2 green gems`
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Add `2 green gems`
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`Base` -> 10% inc hp
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`Base` -> 10% inc hp
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`Team Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +20%
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`Team Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +20%
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@ -182,7 +175,7 @@ Maximum +55% inc hp
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# Increased % Blue and Red Shield (Basic %HP + 1B1R)
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# Increased % Blue and Red Shield (Basic %HP + 1B1R)
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Add `1 blue and 1 red gem`
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Add `1 blue and 1 red gem`
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`Base` -> 5% inc red shield and 5% inc life
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`Base` -> 5% inc red shield and 5% inc hp
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`Team Bonus` (2B + 2R gems) -> +5% + 5% // (5B + 5R gems) -> +10% + 10% % // (10B + 10R) gems -> +15% + 15%
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`Team Bonus` (2B + 2R gems) -> +5% + 5% // (5B + 5R gems) -> +10% + 10% % // (10B + 10R) gems -> +15% + 15%
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Maximum +35% inc blue shield and 35% inc red shield
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Maximum +35% inc blue shield and 35% inc red shield
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@ -44,7 +44,6 @@ pub enum Stat {
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Int,
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Int,
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Hp,
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Hp,
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Speed,
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Speed,
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Stamina,
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RedDamage,
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RedDamage,
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RedDamageTaken,
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RedDamageTaken,
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BlueDamage,
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BlueDamage,
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@ -60,6 +59,7 @@ pub enum Stat {
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pub struct CrypStat {
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pub struct CrypStat {
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base: u64,
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base: u64,
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value: u64,
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value: u64,
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max: u64,
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pub stat: Stat,
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pub stat: Stat,
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}
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}
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@ -80,6 +80,7 @@ impl CrypStat {
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// but still needs access to the base amount
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// but still needs access to the base amount
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let value = specs.iter().fold(self.base, |acc, s| s.apply(acc, self.base));
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let value = specs.iter().fold(self.base, |acc, s| s.apply(acc, self.base));
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self.value = value;
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self.value = value;
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self.max = value;
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self
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self
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}
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}
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@ -120,7 +121,6 @@ pub struct Cryp {
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pub blue_shield: CrypStat,
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pub blue_shield: CrypStat,
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pub blue_damage: CrypStat,
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pub blue_damage: CrypStat,
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pub speed: CrypStat,
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pub speed: CrypStat,
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pub stamina: CrypStat,
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pub hp: CrypStat,
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pub hp: CrypStat,
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pub evasion: CrypStat,
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pub evasion: CrypStat,
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pub xp: u64,
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pub xp: u64,
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@ -143,14 +143,13 @@ impl Cryp {
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return Cryp {
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return Cryp {
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id,
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id,
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account: id,
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account: id,
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red_damage: CrypStat { base: 0, value: 0, stat: Stat::RedDamage },
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red_damage: CrypStat { base: 0, value: 0, max: 0, stat: Stat::RedDamage },
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red_shield: CrypStat { base: 0, value: 0, stat: Stat::RedShield },
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red_shield: CrypStat { base: 0, value: 0, max: 0, stat: Stat::RedShield },
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blue_damage: CrypStat { base: 0, value: 0, stat: Stat::BlueDamage },
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blue_damage: CrypStat { base: 0, value: 0, max: 0, stat: Stat::BlueDamage },
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blue_shield: CrypStat { base: 0, value: 0, stat: Stat::BlueShield },
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blue_shield: CrypStat { base: 0, value: 0, max: 0, stat: Stat::BlueShield },
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speed: CrypStat { base: 0, value: 0, stat: Stat::Speed },
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speed: CrypStat { base: 0, value: 0, max: 0, stat: Stat::Speed },
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stamina: CrypStat { base: 0, value: 0, stat: Stat::Stamina },
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hp: CrypStat { base: 0, value: 0, max: 0, stat: Stat::Hp },
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hp: CrypStat { base: 0, value: 0, stat: Stat::Hp },
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evasion: CrypStat { base: 0, value: 0, max: 0, stat: Stat::Evasion },
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evasion: CrypStat { base: 0, value: 0, stat: Stat::Evasion },
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lvl: 0,
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lvl: 0,
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xp: 0,
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xp: 0,
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skills: vec![],
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skills: vec![],
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@ -225,10 +224,7 @@ impl Cryp {
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Stat::RedDamage => self.red_damage.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::RedDamage => self.red_damage.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::BlueDamage => self.blue_damage.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::BlueDamage => self.blue_damage.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::Speed => self.speed.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::Speed => self.speed.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::Stamina => {
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Stat::Hp => self.hp.set(rng.gen_range(stam_min, stam_max), &self.specs),
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self.stamina.set(rng.gen_range(stam_min, stam_max), &self.specs);
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self.hp.set(self.stamina.base, &self.specs)
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},
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Stat::BlueShield => self.blue_shield.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::BlueShield => self.blue_shield.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::RedShield => self.red_shield.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::RedShield => self.red_shield.set(rng.gen_range(stat_min, stat_max), &self.specs),
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Stat::Evasion => self.evasion.set(rng.gen_range(evasion_min, evasion_max), &self.specs),
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Stat::Evasion => self.evasion.set(rng.gen_range(evasion_min, evasion_max), &self.specs),
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@ -249,7 +245,7 @@ impl Cryp {
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self.roll_stat(Stat::RedDamage);
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self.roll_stat(Stat::RedDamage);
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self.roll_stat(Stat::BlueDamage);
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self.roll_stat(Stat::BlueDamage);
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self.roll_stat(Stat::Speed);
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self.roll_stat(Stat::Speed);
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self.roll_stat(Stat::Stamina);
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self.roll_stat(Stat::Hp);
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self
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self
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}
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}
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@ -276,10 +272,7 @@ impl Cryp {
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self.blue_shield.recalculate(&self.specs);
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self.blue_shield.recalculate(&self.specs);
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self.evasion.recalculate(&self.specs);
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self.evasion.recalculate(&self.specs);
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self.speed.recalculate(&self.specs);
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self.speed.recalculate(&self.specs);
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self.hp.recalculate(&self.specs);
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// special case where hp is tied to stam
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self.stamina.recalculate(&self.specs);
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self.hp.set(self.stamina.value, &self.specs);
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self
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self
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}
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}
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@ -406,7 +399,7 @@ impl Cryp {
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}
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}
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// pub fn rez(&mut self) -> &mut Cryp {
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// pub fn rez(&mut self) -> &mut Cryp {
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// self.hp.set(self.stamina.base);
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// self.hp.set(self.hp.base);
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// self
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// self
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// }
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// }
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@ -449,10 +442,6 @@ impl Cryp {
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self.hp.value
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self.hp.value
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}
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}
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pub fn stamina(&self) -> u64 {
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self.stamina.value
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}
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pub fn heal(&mut self, skill: Skill, amount: u64) -> ResolutionResult {
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pub fn heal(&mut self, skill: Skill, amount: u64) -> ResolutionResult {
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let immunity = self.immune(skill);
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let immunity = self.immune(skill);
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let immune = immunity.immune;
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let immune = immunity.immune;
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@ -478,7 +467,7 @@ impl Cryp {
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let current_hp = self.hp();
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let current_hp = self.hp();
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let new_hp = *[
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let new_hp = *[
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self.hp().saturating_add(modified_healing),
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self.hp().saturating_add(modified_healing),
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self.stamina()
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self.hp.max
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].iter().min().unwrap();
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].iter().min().unwrap();
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let healing = new_hp - current_hp;
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let healing = new_hp - current_hp;
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@ -597,7 +586,7 @@ impl Cryp {
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}
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}
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let mut rng = thread_rng();
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let mut rng = thread_rng();
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let hp_pct = (self.hp.value * 100) / self.stamina.value;
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let hp_pct = (self.hp.value * 100) / self.hp.value;
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let evasion_rating = (self.evasion.value * hp_pct) / 100;
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let evasion_rating = (self.evasion.value * hp_pct) / 100;
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let roll = rng.gen_range(0, 100);
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let roll = rng.gen_range(0, 100);
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println!("{:} < {:?}", roll, evasion_rating);
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println!("{:} < {:?}", roll, evasion_rating);
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@ -20,7 +20,7 @@ pub enum ItemAction {
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RerollRedDamage,
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RerollRedDamage,
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RerollBlueDamage,
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RerollBlueDamage,
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RerollSpeed,
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RerollSpeed,
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RerollStamina,
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RerollHp,
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RerollRedShield,
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RerollRedShield,
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RerollBlueShield,
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RerollBlueShield,
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RerollEvasion,
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RerollEvasion,
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@ -52,7 +52,7 @@ impl Item {
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fn apply(&mut self, tx: &mut Transaction, target: Uuid) -> Result<(), Error> {
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fn apply(&mut self, tx: &mut Transaction, target: Uuid) -> Result<(), Error> {
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match self.action {
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match self.action {
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ItemAction::RerollStamina => reroll(self, tx, target, Stat::Stamina),
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ItemAction::RerollHp => reroll(self, tx, target, Stat::Hp),
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ItemAction::RerollRedDamage => reroll(self, tx, target, Stat::RedDamage),
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ItemAction::RerollRedDamage => reroll(self, tx, target, Stat::RedDamage),
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ItemAction::RerollBlueDamage => reroll(self, tx, target, Stat::BlueDamage),
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ItemAction::RerollBlueDamage => reroll(self, tx, target, Stat::BlueDamage),
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ItemAction::RerollSpeed => reroll(self, tx, target, Stat::Speed),
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ItemAction::RerollSpeed => reroll(self, tx, target, Stat::Speed),
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@ -85,7 +85,7 @@ fn reroll(item: &mut Item, tx: &mut Transaction, target: Uuid, stat: Stat) -> Re
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fn mode_drops(mode: GameMode) -> Vec<(ItemAction, usize)> {
|
fn mode_drops(mode: GameMode) -> Vec<(ItemAction, usize)> {
|
||||||
match mode {
|
match mode {
|
||||||
GameMode::Normal => vec![
|
GameMode::Normal => vec![
|
||||||
(ItemAction::RerollStamina, 1),
|
(ItemAction::RerollHp, 1),
|
||||||
(ItemAction::RerollRedDamage, 1),
|
(ItemAction::RerollRedDamage, 1),
|
||||||
(ItemAction::RerollBlueDamage, 1),
|
(ItemAction::RerollBlueDamage, 1),
|
||||||
],
|
],
|
||||||
@ -103,7 +103,7 @@ fn mode_drops(mode: GameMode) -> Vec<(ItemAction, usize)> {
|
|||||||
(ItemAction::RerollSpeed, 1),
|
(ItemAction::RerollSpeed, 1),
|
||||||
],
|
],
|
||||||
// _ => vec![
|
// _ => vec![
|
||||||
// (ItemAction::RerollStamina, 1),
|
// (ItemAction::RerollHp, 1),
|
||||||
// (ItemAction::RerollRedDamage, 1),
|
// (ItemAction::RerollRedDamage, 1),
|
||||||
// (ItemAction::RerollBlueDamage, 1),
|
// (ItemAction::RerollBlueDamage, 1),
|
||||||
// (ItemAction::RerollSpeed, 1),
|
// (ItemAction::RerollSpeed, 1),
|
||||||
|
|||||||
@ -1045,7 +1045,7 @@ mod tests {
|
|||||||
|
|
||||||
y.reduce_effect_durations(&mut log);
|
y.reduce_effect_durations(&mut log);
|
||||||
let _decay = y.effects.iter().find(|e| e.effect == Effect::Decay);
|
let _decay = y.effects.iter().find(|e| e.effect == Effect::Decay);
|
||||||
// assert!(y.hp() == y.stamina().saturating_sub(decay.unwrap().tick.unwrap().amount));
|
// assert!(y.hp() == y.hp().saturating_sub(decay.unwrap().tick.unwrap().amount));
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
|
|||||||
@ -3,7 +3,7 @@ use cryp::{Stat};
|
|||||||
#[derive(Debug,Copy,Clone,Serialize,Deserialize,PartialEq)]
|
#[derive(Debug,Copy,Clone,Serialize,Deserialize,PartialEq)]
|
||||||
pub enum Spec {
|
pub enum Spec {
|
||||||
SpeedI,
|
SpeedI,
|
||||||
StaminaI,
|
HpI,
|
||||||
RedDamageI,
|
RedDamageI,
|
||||||
GreenDamageI,
|
GreenDamageI,
|
||||||
BlueDamageI,
|
BlueDamageI,
|
||||||
@ -20,7 +20,7 @@ impl Spec {
|
|||||||
Spec::RedShieldI => Stat::RedShield,
|
Spec::RedShieldI => Stat::RedShield,
|
||||||
Spec::BlueShieldI => Stat::BlueShield,
|
Spec::BlueShieldI => Stat::BlueShield,
|
||||||
Spec::SpeedI => Stat::Speed,
|
Spec::SpeedI => Stat::Speed,
|
||||||
Spec::StaminaI => Stat::Stamina,
|
Spec::HpI => Stat::Hp,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -30,7 +30,7 @@ impl Spec {
|
|||||||
Spec::GreenDamageI => modified + (base * 5 / 100),
|
Spec::GreenDamageI => modified + (base * 5 / 100),
|
||||||
Spec::BlueDamageI => modified + (base * 5 / 100),
|
Spec::BlueDamageI => modified + (base * 5 / 100),
|
||||||
Spec::SpeedI => modified + (base * 5 / 100),
|
Spec::SpeedI => modified + (base * 5 / 100),
|
||||||
Spec::StaminaI => modified + (base * 5 / 100),
|
Spec::HpI => modified + (base * 5 / 100),
|
||||||
Spec::RedShieldI => modified + 50,
|
Spec::RedShieldI => modified + 50,
|
||||||
Spec::BlueShieldI => modified + 50,
|
Spec::BlueShieldI => modified + 50,
|
||||||
}
|
}
|
||||||
|
|||||||
@ -33,17 +33,15 @@ pub enum Var {
|
|||||||
|
|
||||||
// specs
|
// specs
|
||||||
Damage,
|
Damage,
|
||||||
Protection,
|
Hp,
|
||||||
Speed,
|
Speed,
|
||||||
Stamina,
|
|
||||||
|
|
||||||
StaminaI,
|
HpI,
|
||||||
RedDamageI,
|
RedDamageI,
|
||||||
BlueDamageI,
|
BlueDamageI,
|
||||||
GreenDamageI,
|
GreenDamageI,
|
||||||
RedShieldI,
|
RedShieldI,
|
||||||
BlueShieldI,
|
BlueShieldI,
|
||||||
SpeedI,
|
|
||||||
|
|
||||||
Amplify,
|
Amplify,
|
||||||
Banish,
|
Banish,
|
||||||
@ -87,7 +85,7 @@ impl Var {
|
|||||||
Var::Debuff |
|
Var::Debuff |
|
||||||
Var::Buff => true,
|
Var::Buff => true,
|
||||||
|
|
||||||
Var::Protection |
|
Var::Hp |
|
||||||
Var::Damage => true,
|
Var::Damage => true,
|
||||||
|
|
||||||
_ => false,
|
_ => false,
|
||||||
@ -137,13 +135,16 @@ impl Var {
|
|||||||
|
|
||||||
fn spec(&self) -> Option<Spec> {
|
fn spec(&self) -> Option<Spec> {
|
||||||
match *self {
|
match *self {
|
||||||
Var::StaminaI => Some(Spec::StaminaI),
|
Var::Speed => Some(Spec::SpeedI),
|
||||||
Var::SpeedI => Some(Spec::SpeedI),
|
|
||||||
Var::RedDamageI => Some(Spec::RedDamageI),
|
Var::RedDamageI => Some(Spec::RedDamageI),
|
||||||
Var::BlueDamageI => Some(Spec::BlueDamageI),
|
Var::BlueDamageI => Some(Spec::BlueDamageI),
|
||||||
Var::GreenDamageI => Some(Spec::GreenDamageI),
|
Var::GreenDamageI => Some(Spec::GreenDamageI),
|
||||||
|
|
||||||
|
Var::HpI => Some(Spec::HpI),
|
||||||
Var::RedShieldI => Some(Spec::RedShieldI),
|
Var::RedShieldI => Some(Spec::RedShieldI),
|
||||||
Var::BlueShieldI => Some(Spec::BlueShieldI),
|
Var::BlueShieldI => Some(Spec::BlueShieldI),
|
||||||
|
|
||||||
_ => None,
|
_ => None,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -175,8 +176,8 @@ impl Vbox {
|
|||||||
Var::Attack,
|
Var::Attack,
|
||||||
Var::Attack,
|
Var::Attack,
|
||||||
Var::Attack,
|
Var::Attack,
|
||||||
Var::StaminaI,
|
Var::Hp,
|
||||||
Var::SpeedI,
|
Var::Speed,
|
||||||
Var::Damage,
|
Var::Damage,
|
||||||
Var::Red,
|
Var::Red,
|
||||||
Var::Green,
|
Var::Green,
|
||||||
@ -214,9 +215,8 @@ impl Vbox {
|
|||||||
|
|
||||||
let specs = vec![
|
let specs = vec![
|
||||||
(Var::Damage, 1),
|
(Var::Damage, 1),
|
||||||
(Var::Protection, 1),
|
(Var::Hp, 1),
|
||||||
(Var::Speed, 1),
|
(Var::Speed, 1),
|
||||||
(Var::Stamina, 1),
|
|
||||||
];
|
];
|
||||||
|
|
||||||
let mut rng = thread_rng();
|
let mut rng = thread_rng();
|
||||||
@ -358,16 +358,15 @@ impl Vbox {
|
|||||||
ColourCode::GB => return Err(err_msg("unhandled skill combo")),
|
ColourCode::GB => return Err(err_msg("unhandled skill combo")),
|
||||||
ColourCode::BR => return Err(err_msg("unhandled skill combo")),
|
ColourCode::BR => return Err(err_msg("unhandled skill combo")),
|
||||||
},
|
},
|
||||||
Var::Protection => match colour_code {
|
Var::Hp => match colour_code {
|
||||||
ColourCode::RR => Var::RedShieldI,
|
ColourCode::RR => Var::RedShieldI,
|
||||||
ColourCode::GG => Var::StaminaI,
|
ColourCode::GG => Var::HpI,
|
||||||
ColourCode::BB => Var::BlueShieldI,
|
ColourCode::BB => Var::BlueShieldI,
|
||||||
ColourCode::RG => return Err(err_msg("unhandled skill combo")),
|
ColourCode::RG => return Err(err_msg("unhandled skill combo")),
|
||||||
ColourCode::GB => return Err(err_msg("unhandled skill combo")),
|
ColourCode::GB => return Err(err_msg("unhandled skill combo")),
|
||||||
ColourCode::BR => return Err(err_msg("unhandled skill combo")),
|
ColourCode::BR => return Err(err_msg("unhandled skill combo")),
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
_ => panic!("wrong base {:?}", base),
|
_ => panic!("wrong base {:?}", base),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user