Merge branch 'release/1.8.0' of ssh://git.mnml.gg:40022/~/mnml into release/1.8.0

This commit is contained in:
ntr 2019-11-06 14:48:04 +11:00
commit 8b4c616629
8 changed files with 80 additions and 14 deletions

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@ -2,6 +2,41 @@
All notable changes to this project will be documented in this file.
This project adheres to [Semantic Versioning](http://semver.org/).
## [1.8.0] - 2019-10-31
# Added
- Drag and drop for vbox interactions can be used instead of single click / double click
- Base white items and be directly equipped from vbox rather than going through the inventory
- Useful if you want to equip an item without further combining with colours
- You can swap skills and specs between constructs without using the inventory
# Changed
- Construct life changed
- You now start with 800 green life (down from 950)
- You now start with 125 red life and blue life (up from 0)
- Game phase layout
- Enemy team effects appear under your construct instead of next to it
- Game phase constructs line up symmetrically now
- Mobile
- Tutorial is disabled for mobile view
- Landscape is now default view
- Vbox phase everything is now in one view
- Game constructs and animations are much larger in mobile view
- Absorb
- Reduced duration and cooldown from 2T -> 1T (Absorption duration unchanged)
- Absorption damage is now based on all damage taken (previously only green damage taken)
- Now recharges blue life based on 95 / 120 / 155 blue power
- Intercept
- Reduced duration to 1T down from 2T
- Reduced cooldown to 1T down from 2T
## [1.7.0] - 2019-10-31
# Added
- Step by step tutorial

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@ -133,6 +133,7 @@
}
.skills {
z-index: 2;
button {
width: 100%;
height: 2em;
@ -144,6 +145,7 @@
}
.effects {
z-index: 2;
grid-area: effects;
white-space: nowrap;
width: 100%;
@ -230,7 +232,6 @@
padding-left: 1em;
padding-right: 1em;
text-align: center;
font-size: 0.8em;
svg {
display: inline;
height: 1em;

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@ -132,6 +132,7 @@
grid-area: skills;
padding: 0 0.5em;
margin-bottom: 0.75em;
z-index: 2;
display: grid;
grid-template-columns: repeat(3, 1fr);
@ -149,6 +150,7 @@
grid-area: specs;
padding: 0 0.5em;
margin-bottom: 0.75em;
z-index: 2;
display: grid;
grid-template-columns: repeat(3, 1fr);

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@ -309,6 +309,7 @@ li {
background-size: contain;
background-repeat: no-repeat;
background-position: center;
z-index: 0;
// pointer-events: none;
}

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@ -217,7 +217,10 @@ function Construct(props) {
return (
<label onDragStart={specClick} key={i} draggable="true" onDragEnd={() => setItemUnequip([])}>
<label onDragStart={ev => {
ev.dataTransfer.setData('text', '');
specClick(ev);
}} key={i} draggable="true" onDragEnd={() => setItemUnequip([])}>
<button
key={i}
onClick={specClick}

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@ -215,7 +215,10 @@ class Vbox extends preact.Component {
const vboxObject = shapes[v] ? shapes[v]() : v;
return (
<label draggable='true'
onDragStart={ev => ev.dataTransfer.setData('text', '')}
onDragStart={ev => {
onClick(ev);
ev.dataTransfer.setData('text', '')
}}
onDragEnd={clearVboxSelected}>
<button
class={classes}
@ -328,7 +331,10 @@ class Vbox extends preact.Component {
return (
<label
draggable='true'
onDragStart={ev => ev.dataTransfer.setData('text', '')}
onDragStart={ev => {
onClick(ev);
ev.dataTransfer.setData('text', '');
}}
onDragEnd={() => {
if (combiner.length === 1) combinerChange([]);
}}>

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@ -719,7 +719,7 @@ impl Item {
Item::Banish|
Item::BanishPlus |
Item::BanishPlusPlus => format!("Banish target for {:?}T.
Deal blue damage and red damage equal to {:?}% target red and blue life.
Deal {:?}% target RedLife and BlueLife as red and blue damage respectively.
Banished constructs are immune to all skills and effects.",
self.into_skill().unwrap().effect()[0].get_duration(),
self.into_skill().unwrap().multiplier()),
@ -773,11 +773,12 @@ impl Item {
Item::Absorb|
Item::AbsorbPlus |
Item::AbsorbPlusPlus => format!(
"Gain Absorb for {:?}T. When attacked with Absorb you gain Absorption.
Absorption increases RedPower and BluePower based on Damage taken.
Absorption lasts {:?}T.",
"Gain Absorb for {:?}T. Taking damage replaces Absorb with Absorption.
Absorption increases RedPower and BluePower based on damage taken.
Absorption lasts {:?}T. Recharges BlueLife based on {:?}% BluePower.",
self.into_skill().unwrap().effect()[0].get_duration(),
self.into_skill().unwrap().effect()[0].get_skill().unwrap().effect()[0].get_duration()),
self.into_skill().unwrap().effect()[0].get_skill().unwrap().effect()[0].get_duration(),
self.into_skill().unwrap().multiplier()),
Item::Haste|
Item::HastePlus |

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@ -293,7 +293,7 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) ->
let mut target = game.construct_by_id(target.id).unwrap().clone();
match event {
Event::Damage { amount, skill, mitigation: _, colour: c } => {
Event::Damage { amount, skill, mitigation, colour: c } => {
if target.affected(Effect::Electric) && !skill.is_tick() {
let ConstructEffect { effect: _, duration: _, meta, tick: _ } = target.effects.iter()
.find(|e| e.effect == Effect::Electric).unwrap().clone();
@ -320,7 +320,7 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) ->
.find(|e| e.effect == Effect::Absorb).unwrap().clone();
match meta {
Some(EffectMeta::Skill(s)) => {
resolutions = absorption(&mut source, &mut target, resolutions, skill, amount, s);
resolutions = absorption(&mut source, &mut target, resolutions, skill, amount + mitigation, s);
},
_ => panic!("no absorb skill"),
};
@ -833,6 +833,10 @@ impl Skill {
Skill::HybridBlast => 50,
Skill::HasteStrike => 60,
Skill::Absorb=> 95,
Skill::AbsorbPlus => 120,
Skill::AbsorbPlusPlus => 155,
Skill::Intercept=> 80,
Skill::InterceptPlus => 110,
@ -911,11 +915,11 @@ impl Skill {
Skill::HastePlusPlus => vec![ConstructEffect {effect: Effect::Haste, duration: 5,
meta: Some(EffectMeta::Multiplier(225)), tick: None }],
Skill::Absorb => vec![ConstructEffect {effect: Effect::Absorb, duration: 2,
Skill::Absorb => vec![ConstructEffect {effect: Effect::Absorb, duration: 1,
meta: Some(EffectMeta::Skill(Skill::Absorption)), tick: None}],
Skill::AbsorbPlus => vec![ConstructEffect {effect: Effect::Absorb, duration: 3,
Skill::AbsorbPlus => vec![ConstructEffect {effect: Effect::Absorb, duration: 1,
meta: Some(EffectMeta::Skill(Skill::AbsorptionPlus)), tick: None}],
Skill::AbsorbPlusPlus => vec![ConstructEffect {effect: Effect::Absorb, duration: 4,
Skill::AbsorbPlusPlus => vec![ConstructEffect {effect: Effect::Absorb, duration: 1,
meta: Some(EffectMeta::Skill(Skill::AbsorptionPlusPlus)), tick: None}],
Skill::Absorption => vec![ConstructEffect {effect: Effect::Absorption, duration: 3, meta: None, tick: None}],
@ -1675,6 +1679,19 @@ fn ruin(source: &mut Construct, target: &mut Construct, mut results: Resolutions
fn absorb(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
results.push(Resolution::new(source, target).event(target.add_effect(skill, skill.effect()[0])));
let blue_amount = source.blue_power().pct(skill.multiplier());
let e = target.recharge(skill, 0, blue_amount);
let stages = match e {
Event::Recharge { red, blue, skill: _ } => {
if red > 0 || blue > 0 { EventStages::PostOnly }
else { EventStages::NoStages }
}
_ => {
warn!("no recharge event found {:?}", e);
EventStages::NoStages
}
};
results.push(Resolution::new(source, target).event(e).stages(stages));
return results;;
}