add back effects descriptions
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@ -241,30 +241,15 @@ function convertItem(v) {
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function effectInfo(i) {
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function effectInfo(i) {
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// FIX ME
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// FIX ME
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return 'effect info to be fixed';
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const hybridBlast = 25;
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/*const hybridBlast = 25;
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const hasteStrike = 30;
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const hasteStrike = 30;
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function multiplier(s) { // Update later to use server info in future
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function multiplier(s) { // Update later to use server info in future
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if (s === 'CounterAttack') return 120;
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if (s === 'CounterAttack') return 115;
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if (s === 'CounterAttack+') return 160;
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if (s === 'CounterAttack+') return 130;
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if (s === 'CounterAttack++') return 230;
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if (s === 'CounterAttack++') return 160;
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if (s === 'Electrocute') return 80;
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if (s === 'DecayTick') return 33;
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if (s === 'Electrocute+') return 90;
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if (s === 'DecayTick+') return 45;
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if (s === 'Electrocute++') return 100;
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if (s === 'DecayTick++') return 70;
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if (s === 'SiphonTick') return 25;
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if (s === 'SiphonTick+') return 30;
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if (s === 'SiphonTick++') return 40;
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if (s === 'TriageTick') return 75;
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if (s === 'TriageTick+') return 110;
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if (s === 'TriageTick++') return 140;
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if (s === 'Electrocute' || s === 'ElectrocuteTick') return 80;
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if (s === 'Electrocute+' || s === 'ElectrocuteTick+') return 100;
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if (s === 'Electrocute++' || s === 'ElectrocuteTick++') return 130;
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return 0;
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return 0;
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}
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}
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@ -289,16 +274,16 @@ function effectInfo(i) {
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case 'Vulnerable': return `Construct will take ${i.meta[1] - 100}% increased red damage`;
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case 'Vulnerable': return `Construct will take ${i.meta[1] - 100}% increased red damage`;
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case 'Silence': return 'Disable construct from casting any blue skills';
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case 'Silence': return 'Disable construct from casting any blue skills';
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case 'Wither': return `Construct will take ${100 - i.meta[1]}% reduced healing`; //
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case 'Wither': return `Construct will take ${100 - i.meta[1]}% reduced healing`; //
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case 'Decay': return `Construct will take ${multiplier(i.tick.skill)}% of caster's BluePower as blue damage each turn.`; //
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case 'Decay': return `Construct will take ${i.meta[1].amount} blue damage each turn.`; //
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case 'Electric': return `Attacks against this construct will apply Electrocute dealing ${multiplier(i.meta[1])}% of construct BluePower as blue damage each turn.`;
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case 'Electric': return `Attacks against this construct will apply Electrocute dealing ${multiplier(i.meta[1])}% of construct BluePower as blue damage each turn.`;
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case 'Electrocute': return `Construct will take ${multiplier(i.tick.skill)}% of caster's BluePower as blue damage each turn.`;
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case 'Electrocute': return `Construct will take ${i.meta[1].amount} blue damage each turn.`;
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case 'Absorb': return 'If construct takes damage, Absorption will be applied increasing RedPower and BluePower based on damage taken.';
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case 'Absorb': return 'If construct takes damage, Absorption will be applied increasing RedPower and BluePower based on damage taken.';
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case 'Absorption': return `Increasing construct RedPower and BluePower by ${i.meta[1]}`;
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case 'Absorption': return `Increasing construct RedPower and BluePower by ${i.meta[1]}`;
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case 'Triage': return `Construct will be healed for ${multiplier(i.tick.skill)}% of caster's GreenPower each turn.`;
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case 'Triage': return `Construct will be healed for ${i.meta[1].amount} green life each turn.`;
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case 'Siphon': return `Construct will take ${multiplier(i.tick.skill)}% of caster's BluePower + GreenPower as blue damage each turn, healing the caster.`;
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case 'Siphon': return `Construct will take ${i.meta[1].amount} blue damage each turn, healing the caster.`;
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default: return 'Missing Effect Text';
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default: return 'Missing Effect Text';
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}*/
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}
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}
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}
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module.exports = {
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module.exports = {
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@ -1688,13 +1688,13 @@ fn electrocute(cast: Cast, game: &mut Game, values: Electrocute) {
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game.action(cast,
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game.action(cast,
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Action::Remove {
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Action::Remove {
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construct: cast.source,
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construct: cast.source,
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effect: Effect::Electrocute,
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effect: Effect::Electric,
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}
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}
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);
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);
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game.action(cast,
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game.action(cast,
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Action::Effect {
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Action::Effect {
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construct: cast.target,
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construct: cast.target,
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effect: ConstructEffect { effect: Effect::Electric, duration: values.duration(), meta:
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effect: ConstructEffect { effect: Effect::Electrocute, duration: values.duration(), meta:
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Some(EffectMeta::CastTick { source: cast.source, target: cast.target, skill: Skill::ElectrocuteTick, speed: cast.speed, amount }) },
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Some(EffectMeta::CastTick { source: cast.source, target: cast.target, skill: Skill::ElectrocuteTick, speed: cast.speed, amount }) },
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},
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},
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);
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);
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