restrict
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@ -162,7 +162,7 @@ New skill `Hybrid`
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Maximum = (0.55)(1.35)*base_blue_damage
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Cooldown changed 1T -> 2T
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Debuff duration increased 2T -> 3T
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Snare
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Restrict
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Now also deals damage amount of 40% base blue damage
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This damage amount does 45% more damage per red skill blocked
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Maximum = (0.40)(1.35)*base_red_damage
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@ -87,7 +87,7 @@ RB - Haste
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# Debuff Base #
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RR - Snare
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RR - Restrict
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GG - Purge
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BB - Curse
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RG - Slow
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4
NODES.md
4
NODES.md
@ -20,7 +20,7 @@ Uncommon `Increased % mitigation from spell shield`
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Uncommon `Increased damage over time`
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Rare `gain empower on KO`
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Rare `cannot be snared`
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Rare `cannot be restrictd`
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Rare `cannot be silenced`
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Rare `cannot be intercepted`
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@ -34,7 +34,7 @@ Rare `increased phys damage, 0 spell damage`
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Rare `increased spell damage, 0 phys damage`
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Rare `increased phys damage, silenced`
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Rare `increased spell damage, snared`
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Rare `increased spell damage, restrictd`
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Rare `increased speed, increased durations`
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Rare `increased speed, increased cooldowns`
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4
SPECS.md
4
SPECS.md
@ -4,11 +4,11 @@ Numbers are placeholder
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`Specs get a bonus dependent on the total of Red / Green / Blue in player skills & specs`
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# Example to meet 5 red gem bonus from skills only
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In your player Construct #1 has `Strike`, Construct #2 has `Slay` and `Heal`, Construct #3 has `Snare`
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In your player Construct #1 has `Strike`, Construct #2 has `Slay` and `Heal`, Construct #3 has `Restrict`
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- RR skill `Strike` contributes 2 red gems to the total red gems (2 total)
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- RG skill `Slay` contributes 1 red gem to the total red gems (3 total)
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- GG skill `Heal` contirubtes 0 red gems to the total red gems (3 total)
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- RR skill `Snare` contirubtes 2 red gems to the total red gems (5 total)
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- RR skill `Restrict` contirubtes 2 red gems to the total red gems (5 total)
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# Advanced specs also require a minimum number of Red / Green / Blue gems on the construct to take effect
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- Tier 1 Basic specs (Damage / Health / Defense) will have no requirements
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@ -109,7 +109,7 @@ const SKILLS = [
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'SiphonTickI',
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'SlayI',
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'SleepI',
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'SnareI',
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'RestrictI',
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'StrikeI',
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'ThrowI',
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'TriageI',
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@ -4,13 +4,14 @@ const anime = require('animejs').default;
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const AttackCharge = require('./anims/attack.charge');
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const Amplify = require('./anims/amplify');
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const Blast = require('./anims/blast');
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const Banish = require('./anims/banish');
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const Bash = require('./anims/bash');
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const Blast = require('./anims/blast');
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const Block = require('./anims/block');
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const Buff = require('./anims/buff');
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const Chaos = require('./anims/chaos');
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const Clutch = require('./anims/clutch');
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const Counter = require('./anims/counter');
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const Curse = require('./anims/curse');
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const Debuff = require('./anims/debuff');
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const Decay = require('./anims/decay');
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@ -22,14 +23,14 @@ const Hex = require('./anims/hex');
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const Hybrid = require('./anims/hybrid');
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const Intercept = require('./anims/intercept');
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const Invert = require('./anims/invert');
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const Counter = require('./anims/counter');
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const Purify = require('./anims/purify');
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const Recharge = require('./anims/recharge');
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const Refl = require('./anims/reflect');
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const Slay = require('./anims/slay');
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const Sleep = require('./anims/sleep');
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const Restrict = require('./anims/restrict');
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const Siphon = require('./anims/siphon');
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const SiphonTick = require('./anims/siphon.tick');
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const Slay = require('./anims/slay');
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const Sleep = require('./anims/sleep');
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const Strike = require('./anims/strike');
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const Stun = require('./anims/stun');
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const Triage = require('./anims/triage');
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@ -133,7 +134,7 @@ function animations(props) {
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case 'Invert': return <Invert id={construct.id} />;
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case 'Purge': return false;
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case 'Silence': return false;
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case 'Snare': return false;
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case 'Restrict': return <Restrict />;
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// Stun Base
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case 'Stun': return <Stun />;
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102
client/src/components/anims/restrict.jsx
Normal file
102
client/src/components/anims/restrict.jsx
Normal file
@ -0,0 +1,102 @@
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const preact = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const { TIMES } = require('../../constants');
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class Restrict extends Component {
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constructor() {
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super();
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this.animations = [];
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}
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render() {
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return (
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<svg
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class='skill-animation red'
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version="1.1"
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id="restrict"
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xmlns="http://www.w3.org/2000/svg"
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style={{ transform: 'scale(3)' }}
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viewBox="0 0 128 128">
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<filter id='restrictFilter'>
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<feTurbulence type="turbulence" baseFrequency="0" numOctaves="1" result="turbulence"></feTurbulence>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
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</filter>
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<g filter="url(#restrictFilter)" stroke-width="2px" >
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<path id="rOne" d="M 32 96 L 32 32" />
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<path id="rTwo" d="M 96 32 L 96 96" />
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</g>
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</svg>
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);
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}
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componentDidMount() {
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this.animations.push(anime({
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targets: ['#restrict'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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],
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easing: 'easeInOutSine',
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}));
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this.animations.push(anime({
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targets: ['#restrict'],
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scale: {
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value: 1,
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS * 0.2,
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easing: 'easeInExpo',
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},
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delay: TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 0.1,
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duration: TIMES.TARGET_DURATION_MS * 0.2,
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easing: 'easeOutSine',
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}));
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this.animations.push(anime({
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targets: ['#restrictFilter feTurbulence', '#restrictFilter feDisplacementMap'],
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baseFrequency: 2,
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scale: 5,
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numOctaves: 5,
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easing: 'easeOutSine',
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS,
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}));
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this.animations.push(anime({
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targets: ['#rOne'],
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d: 'M 96 32 L 32 96',
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delay: TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 0.4,
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duration: TIMES.TARGET_DURATION_MS * 0.4,
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easing: 'easeOutSine',
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}));
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this.animations.push(anime({
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targets: ['#rTwo'],
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d: 'M 96 96 L 32 32',
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delay: TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 0.4,
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duration: TIMES.TARGET_DURATION_MS * 0.4,
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easing: 'easeOutSine',
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}));
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}
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// this is necessary because
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// skipping / timing / unmounting race conditions
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// can cause the animations to cut short, this will ensure the values are reset
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// because preact will recycle all these components
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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}
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}
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module.exports = Restrict;
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@ -546,7 +546,7 @@ function testInstance(uuid) {
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"cd": null
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},
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{
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"skill": "Snare",
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"skill": "Restrict",
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"self_targeting": false,
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"cd": 2
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},
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@ -2984,7 +2984,7 @@ function testInstance(uuid) {
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"cd": 1
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},
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{
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"skill": "Snare",
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"skill": "Restrict",
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"self_targeting": false,
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"cd": 2
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}
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@ -3436,7 +3436,7 @@ function testInstance(uuid) {
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"cd": null
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},
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{
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"skill": "Snare",
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"skill": "Restrict",
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"self_targeting": false,
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"cd": 2
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},
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@ -3646,7 +3646,7 @@ function testInstance(uuid) {
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"cd": null
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},
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{
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"skill": "Snare",
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"skill": "Restrict",
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"self_targeting": false,
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"cd": 2
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}
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@ -344,7 +344,7 @@ const removeTier = skill => {
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if (skill.includes('Slay')) return 'Slay';
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if (skill.includes('Siphon')) return 'Siphon';
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if (skill.includes('Snare')) return 'Snare';
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if (skill.includes('Restrict')) return 'Restrict';
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if (skill.includes('Purge')) return 'Purge';
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if (skill.includes('Silence')) return 'Silence';
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if (skill.includes('Curse')) return 'Curse';
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@ -20,7 +20,7 @@ pub enum Effect {
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Purge,
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Reflect,
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Slow,
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Snare,
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Restrict,
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Stun,
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Intercept,
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Vulnerable,
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@ -83,9 +83,9 @@ impl Effect {
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Skill::RuinI,
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Skill::RuinII,
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Skill::RuinIII,
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Skill::SnareI,
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Skill::SnareII,
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Skill::SnareIII
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Skill::RestrictI,
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Skill::RestrictII,
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Skill::RestrictIII
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].contains(&skill),
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_ => false,
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}
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@ -101,7 +101,7 @@ impl Effect {
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Effect::Hex => true,
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Effect::Banish => true,
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Effect::Silence => skill.colours().contains(&Colour::Blue),
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Effect::Snare => skill.colours().contains(&Colour::Red),
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Effect::Restrict => skill.colours().contains(&Colour::Red),
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Effect::Purge => skill.colours().contains(&Colour::Green),
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Effect::Ko => skill.ko_castable(),
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_ => false,
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@ -168,7 +168,7 @@ impl Effect {
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Effect::Buff => Some(Colour::Green),
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Effect::Counter => Some(Colour::Green),
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Effect::Vulnerable => Some(Colour::Red),
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Effect::Snare => Some(Colour::Red),
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Effect::Restrict => Some(Colour::Red),
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Effect::Clutch => Some(Colour::Green),
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Effect::Intercept => Some(Colour::Green),
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@ -160,9 +160,9 @@ pub enum Item {
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SleepI,
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SleepII,
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SleepIII,
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SnareI,
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SnareII,
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SnareIII,
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RestrictI,
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RestrictII,
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RestrictIII,
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StrikeI,
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StrikeII,
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StrikeIII,
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@ -368,9 +368,9 @@ impl Item {
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Item::SiphonI => Some(Skill::SiphonI),
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Item::SiphonII => Some(Skill::SiphonII),
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Item::SiphonIII => Some(Skill::SiphonIII),
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Item::SnareI => Some(Skill::SnareI),
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Item::SnareII => Some(Skill::SnareII),
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Item::SnareIII => Some(Skill::SnareIII),
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Item::RestrictI => Some(Skill::RestrictI),
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Item::RestrictII => Some(Skill::RestrictII),
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Item::RestrictIII => Some(Skill::RestrictIII),
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Item::BashI => Some(Skill::BashI),
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Item::BashII => Some(Skill::BashII),
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Item::BashIII => Some(Skill::BashIII),
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@ -732,9 +732,9 @@ impl Item {
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self.into_skill().unwrap().effect()[0].get_duration(),
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self.into_skill().unwrap().multiplier()),
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Item::SnareI |
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Item::SnareII |
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Item::SnareIII => format!(
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Item::RestrictI |
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Item::RestrictII |
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Item::RestrictIII => format!(
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"Block the target from using red skills for {:?}T and deals RedDamage {:?}% RedPower. {}",
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self.into_skill().unwrap().effect()[0].get_duration(),
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self.into_skill().unwrap().multiplier(),
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@ -806,9 +806,9 @@ impl Item {
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Item::AmplifyII => vec![Item::AmplifyI, Item::AmplifyI, Item::AmplifyI],
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Item::AmplifyIII => vec![Item::AmplifyII, Item::AmplifyII, Item::AmplifyII],
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Item::SnareI => vec![Item::Debuff, Item::Red, Item::Red],
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Item::SnareII => vec![Item::SnareI, Item::SnareI, Item::SnareI],
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Item::SnareIII => vec![Item::SnareII, Item::SnareII, Item::SnareII],
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Item::RestrictI => vec![Item::Debuff, Item::Red, Item::Red],
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Item::RestrictII => vec![Item::RestrictI, Item::RestrictI, Item::RestrictI],
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Item::RestrictIII => vec![Item::RestrictII, Item::RestrictII, Item::RestrictII],
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Item::PurgeI => vec![Item::Debuff, Item::Green, Item::Green], // Needs flavour
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Item::PurgeII => vec![Item::PurgeI, Item::PurgeI, Item::PurgeI], // Needs flavour
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Item::PurgeIII => vec![Item::PurgeII, Item::PurgeII, Item::PurgeII], // Needs flavour
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@ -1030,9 +1030,9 @@ impl From<Skill> for Item {
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Skill::SleepI => Item::SleepI,
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Skill::SleepII => Item::SleepII,
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Skill::SleepIII => Item::SleepIII,
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Skill::SnareI => Item::SnareI,
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Skill::SnareII => Item::SnareII,
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Skill::SnareIII => Item::SnareIII,
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Skill::RestrictI => Item::RestrictI,
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Skill::RestrictII => Item::RestrictII,
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Skill::RestrictIII => Item::RestrictIII,
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Skill::BashI => Item::BashI,
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Skill::BashII => Item::BashII,
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Skill::BashIII => Item::BashIII,
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@ -1183,9 +1183,9 @@ pub fn get_combos() -> Vec<Combo> {
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Combo { components: Item::AmplifyII.combo(), item: Item::AmplifyII },
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Combo { components: Item::AmplifyIII.combo(), item: Item::AmplifyIII },
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Combo { components: Item::SnareI.combo(), item: Item::SnareI },
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Combo { components: Item::SnareII.combo(), item: Item::SnareII },
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Combo { components: Item::SnareIII.combo(), item: Item::SnareIII },
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Combo { components: Item::RestrictI.combo(), item: Item::RestrictI },
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Combo { components: Item::RestrictII.combo(), item: Item::RestrictII },
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Combo { components: Item::RestrictIII.combo(), item: Item::RestrictIII },
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Combo { components: Item::PurgeI.combo(), item: Item::PurgeI }, // Needs flavour
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Combo { components: Item::PurgeII.combo(), item: Item::PurgeII },
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Combo { components: Item::PurgeIII.combo(), item: Item::PurgeIII },
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@ -235,9 +235,9 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
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Skill::SleepII |
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Skill::SleepIII => sleep(source, target, resolutions, skill), // heal stun
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Skill::SnareI |
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Skill::SnareII |
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Skill::SnareIII => snare(source, target, resolutions, skill),
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Skill::RestrictI |
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Skill::RestrictII |
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Skill::RestrictIII => restrict(source, target, resolutions, skill),
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Skill::StrikeI |
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Skill::StrikeII |
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@ -610,9 +610,9 @@ pub enum Skill {
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SleepII,
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SleepIII,
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SnareI,
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SnareII,
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SnareIII,
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RestrictI,
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RestrictII,
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RestrictIII,
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StrikeI,
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StrikeII,
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@ -704,9 +704,9 @@ impl Skill {
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Skill::SilenceI => 55, // Deals more per blue skill on target
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Skill::SilenceII => 80,
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Skill::SilenceIII => 110,
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Skill::SnareI => 40, // Deals more per red skill on target
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Skill::SnareII => 65,
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Skill::SnareIII => 100,
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Skill::RestrictI => 40, // Deals more per red skill on target
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Skill::RestrictII => 65,
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Skill::RestrictIII => 100,
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// Buff base
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Skill::HybridBlast => 25,
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@ -857,9 +857,9 @@ impl Skill {
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Skill::SleepII => vec![ConstructEffect {effect: Effect::Stun, duration: 3, meta: None, tick: None}],
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Skill::SleepIII => vec![ConstructEffect {effect: Effect::Stun, duration: 4, meta: None, tick: None}],
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Skill::SnareI => vec![ConstructEffect {effect: Effect::Snare, duration: 2, meta: None, tick: None}],
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Skill::SnareII => vec![ConstructEffect {effect: Effect::Snare, duration: 3, meta: None, tick: None}],
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Skill::SnareIII => vec![ConstructEffect {effect: Effect::Snare, duration: 4, meta: None, tick: None}],
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Skill::RestrictI => vec![ConstructEffect {effect: Effect::Restrict, duration: 2, meta: None, tick: None}],
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Skill::RestrictII => vec![ConstructEffect {effect: Effect::Restrict, duration: 3, meta: None, tick: None}],
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Skill::RestrictIII => vec![ConstructEffect {effect: Effect::Restrict, duration: 4, meta: None, tick: None}],
|
||||
|
||||
Skill::BashI => vec![ConstructEffect {effect: Effect::Stun, duration: 2,
|
||||
meta: Some(EffectMeta::Skill(Skill::BashI)), tick: None}],
|
||||
@ -899,9 +899,9 @@ impl Skill {
|
||||
Skill::CounterII |
|
||||
Skill::CounterIII => Some(2), // avoid all damage
|
||||
|
||||
Skill::SnareI => Some(2),
|
||||
Skill::SnareII => Some(2),
|
||||
Skill::SnareIII => Some(2),
|
||||
Skill::RestrictI => Some(2),
|
||||
Skill::RestrictII => Some(2),
|
||||
Skill::RestrictIII => Some(2),
|
||||
Skill::Stun => Some(2),
|
||||
|
||||
Skill::BashI => Some(2),
|
||||
@ -1340,7 +1340,7 @@ fn riposte(source: &mut Construct, target: &mut Construct, mut results: Resoluti
|
||||
return results;
|
||||
}
|
||||
|
||||
fn snare(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
fn restrict(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
skill.effect().into_iter()
|
||||
.for_each(|e| (results.push(Resolution::new(source, target).event(target.add_effect(skill, e)))));
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user