purified => pure
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@ -15,7 +15,7 @@
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- Purify
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- Purify
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- Now removes all effects on target
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- Now removes all effects on target
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- Applies "Purified" increasing healing taken
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- Applies "Pure" increasing healing taken
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- Purge
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- Purge
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- Now removes all effects on target
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- Now removes all effects on target
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@ -282,7 +282,7 @@ function effectInfo(i) {
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case 'Restrict': return 'Disable construct from casting any red skills';
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case 'Restrict': return 'Disable construct from casting any red skills';
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case 'Stun': return 'Stunned construct cannot use skills';
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case 'Stun': return 'Stunned construct cannot use skills';
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case 'Intercept': return 'Redirect any skills on team to this target construct';
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case 'Intercept': return 'Redirect any skills on team to this target construct';
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case 'Purified': return `Construct will take ${i.meta[1] - 100}% increased healing`;
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case 'Pure': return `Construct will take ${i.meta[1] - 100}% increased healing`;
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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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@ -16,7 +16,7 @@ pub enum Effect {
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Hybrid,
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Hybrid,
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Intercept,
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Intercept,
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Invert,
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Invert,
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Purified,
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Pure,
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Purge,
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Purge,
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Reflect,
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Reflect,
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Restrict,
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Restrict,
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@ -104,7 +104,7 @@ impl Effect {
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Effect::Block => vec![Stat::RedDamageTaken, Stat::BlueDamageTaken],
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Effect::Block => vec![Stat::RedDamageTaken, Stat::BlueDamageTaken],
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Effect::Buff => vec![Stat::BluePower, Stat::RedPower, Stat::Speed],
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Effect::Buff => vec![Stat::BluePower, Stat::RedPower, Stat::Speed],
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Effect::Slow => vec![Stat::Speed],
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Effect::Slow => vec![Stat::Speed],
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// Power changes
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// Power changes
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Effect::Absorption => vec![Stat::RedPower, Stat::BluePower],
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Effect::Absorption => vec![Stat::RedPower, Stat::BluePower],
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Effect::Amplify => vec![Stat::RedPower, Stat::BluePower],
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Effect::Amplify => vec![Stat::RedPower, Stat::BluePower],
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@ -112,7 +112,7 @@ impl Effect {
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// Damage taken changes
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// Damage taken changes
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Effect::Curse => vec![Stat::RedDamageTaken, Stat::BlueDamageTaken],
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Effect::Curse => vec![Stat::RedDamageTaken, Stat::BlueDamageTaken],
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Effect::Purified => vec![Stat::GreenDamageTaken], // increased green taken
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Effect::Pure => vec![Stat::GreenDamageTaken], // increased green taken
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Effect::Vulnerable => vec![Stat::RedDamageTaken],
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Effect::Vulnerable => vec![Stat::RedDamageTaken],
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Effect::Wither => vec![Stat::GreenDamageTaken], // reduced green taken
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Effect::Wither => vec![Stat::GreenDamageTaken], // reduced green taken
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@ -133,7 +133,7 @@ impl Effect {
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Effect::Haste |
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Effect::Haste |
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Effect::Slow |
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Effect::Slow |
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Effect::Hybrid |
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Effect::Hybrid |
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Effect::Purified |
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Effect::Pure |
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Effect::Wither => value.pct(match meta {
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Effect::Wither => value.pct(match meta {
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Some(EffectMeta::Multiplier(d)) => d,
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Some(EffectMeta::Multiplier(d)) => d,
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_ => 100,
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_ => 100,
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@ -194,7 +194,7 @@ impl Effect {
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Effect::Decay => Some(Colour::Blue),
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Effect::Decay => Some(Colour::Blue),
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Effect::Regen => Some(Colour::Green),
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Effect::Regen => Some(Colour::Green),
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Effect::Siphon => Some(Colour::Blue),
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Effect::Siphon => Some(Colour::Blue),
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Effect::Purified => Some(Colour::Green),
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Effect::Pure => Some(Colour::Green),
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Effect::Ko => None,
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Effect::Ko => None,
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}
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}
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@ -832,7 +832,7 @@ impl Item {
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Item::PurifyPlus |
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Item::PurifyPlus |
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Item::PurifyPlusPlus => format!(
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Item::PurifyPlusPlus => format!(
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"Remove all effects and heals for {:?}% GreenPower per effect removed.
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"Remove all effects and heals for {:?}% GreenPower per effect removed.
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Applies Purified increasing healing taken by {:?}%.",
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Applies Pure increasing healing taken by {:?}%.",
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self.into_skill().unwrap().multiplier(),
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self.into_skill().unwrap().multiplier(),
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self.into_skill().unwrap().effect()[0].get_multiplier() - 100),
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self.into_skill().unwrap().effect()[0].get_multiplier() - 100),
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@ -44,7 +44,7 @@ const FIRSTS: [&'static str; 53] = [
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"orbiting",
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"orbiting",
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"piscine",
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"piscine",
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"polar",
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"polar",
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"purified",
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"pure",
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"recalcitrant",
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"recalcitrant",
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"rogue",
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"rogue",
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"sealed",
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"sealed",
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@ -853,7 +853,7 @@ impl Skill {
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Skill::HybridBlast => 50,
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Skill::HybridBlast => 50,
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Skill::HasteStrike => 60,
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Skill::HasteStrike => 60,
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Skill::Absorb=> 95,
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Skill::Absorb=> 95,
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Skill::AbsorbPlus => 120,
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Skill::AbsorbPlus => 120,
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Skill::AbsorbPlusPlus => 155,
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Skill::AbsorbPlusPlus => 155,
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@ -1028,11 +1028,11 @@ impl Skill {
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Skill::TriagePlusPlus => vec![ConstructEffect {effect: Effect::Triage, duration: 4,
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Skill::TriagePlusPlus => vec![ConstructEffect {effect: Effect::Triage, duration: 4,
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meta: Some(EffectMeta::Skill(Skill::TriageTickPlusPlus)), tick: None}],
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meta: Some(EffectMeta::Skill(Skill::TriageTickPlusPlus)), tick: None}],
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Skill::Purify => vec![ConstructEffect { effect: Effect::Purified, duration: 2,
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Skill::Purify => vec![ConstructEffect { effect: Effect::Pure, duration: 2,
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meta: Some(EffectMeta::Multiplier(150)), tick: None}],
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meta: Some(EffectMeta::Multiplier(150)), tick: None}],
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Skill::PurifyPlus => vec![ConstructEffect { effect: Effect::Purified, duration: 2,
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Skill::PurifyPlus => vec![ConstructEffect { effect: Effect::Pure, duration: 2,
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meta: Some(EffectMeta::Multiplier(175)), tick: None}],
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meta: Some(EffectMeta::Multiplier(175)), tick: None}],
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Skill::PurifyPlusPlus => vec![ConstructEffect { effect: Effect::Purified, duration: 2,
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Skill::PurifyPlusPlus => vec![ConstructEffect { effect: Effect::Pure, duration: 2,
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meta: Some(EffectMeta::Multiplier(200)), tick: None}],
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meta: Some(EffectMeta::Multiplier(200)), tick: None}],
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_ => {
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_ => {
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@ -1052,7 +1052,7 @@ impl Skill {
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Skill::Strike=> None,
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Skill::Strike=> None,
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Skill::StrikePlus => None,
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Skill::StrikePlus => None,
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Skill::StrikePlusPlus => None,
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Skill::StrikePlusPlus => None,
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Skill::Counter|
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Skill::Counter|
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Skill::CounterPlus |
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Skill::CounterPlus |
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Skill::CounterPlusPlus => None, // avoid all damage
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Skill::CounterPlusPlus => None, // avoid all damage
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@ -1800,7 +1800,7 @@ fn siphon_tick(source: &mut Construct, target: &mut Construct, mut results: Reso
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fn link(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
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fn link(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
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results.push(Resolution::new(source, target).event(target.add_effect(skill, skill.effect()[0])));
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results.push(Resolution::new(source, target).event(target.add_effect(skill, skill.effect()[0])));
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let amount = source.blue_power().pct(skill.multiplier().saturating_mul(target.effects.len() as u64));
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let amount = source.blue_power().pct(skill.multiplier().saturating_mul(target.effects.len() as u64));
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target.deal_blue_damage(skill, amount)
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target.deal_blue_damage(skill, amount)
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.into_iter()
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.into_iter()
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