This commit is contained in:
ntr 2019-07-04 23:11:59 +10:00
parent 9b250d4b7d
commit 95402ca10e
12 changed files with 160 additions and 57 deletions

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@ -162,7 +162,7 @@ New skill `Hybrid`
Maximum = (0.55)(1.35)*base_blue_damage Maximum = (0.55)(1.35)*base_blue_damage
Cooldown changed 1T -> 2T Cooldown changed 1T -> 2T
Debuff duration increased 2T -> 3T Debuff duration increased 2T -> 3T
Snare Restrict
Now also deals damage amount of 40% base blue damage Now also deals damage amount of 40% base blue damage
This damage amount does 45% more damage per red skill blocked This damage amount does 45% more damage per red skill blocked
Maximum = (0.40)(1.35)*base_red_damage Maximum = (0.40)(1.35)*base_red_damage

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@ -87,7 +87,7 @@ RB - Haste
# Debuff Base # # Debuff Base #
RR - Snare RR - Restrict
GG - Purge GG - Purge
BB - Curse BB - Curse
RG - Slow RG - Slow

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@ -20,7 +20,7 @@ Uncommon `Increased % mitigation from spell shield`
Uncommon `Increased damage over time` Uncommon `Increased damage over time`
Rare `gain empower on KO` Rare `gain empower on KO`
Rare `cannot be snared` Rare `cannot be restrictd`
Rare `cannot be silenced` Rare `cannot be silenced`
Rare `cannot be intercepted` Rare `cannot be intercepted`
@ -34,7 +34,7 @@ Rare `increased phys damage, 0 spell damage`
Rare `increased spell damage, 0 phys damage` Rare `increased spell damage, 0 phys damage`
Rare `increased phys damage, silenced` Rare `increased phys damage, silenced`
Rare `increased spell damage, snared` Rare `increased spell damage, restrictd`
Rare `increased speed, increased durations` Rare `increased speed, increased durations`
Rare `increased speed, increased cooldowns` Rare `increased speed, increased cooldowns`

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@ -4,11 +4,11 @@ Numbers are placeholder
`Specs get a bonus dependent on the total of Red / Green / Blue in player skills & specs` `Specs get a bonus dependent on the total of Red / Green / Blue in player skills & specs`
# Example to meet 5 red gem bonus from skills only # Example to meet 5 red gem bonus from skills only
In your player Construct #1 has `Strike`, Construct #2 has `Slay` and `Heal`, Construct #3 has `Snare` In your player Construct #1 has `Strike`, Construct #2 has `Slay` and `Heal`, Construct #3 has `Restrict`
- RR skill `Strike` contributes 2 red gems to the total red gems (2 total) - RR skill `Strike` contributes 2 red gems to the total red gems (2 total)
- RG skill `Slay` contributes 1 red gem to the total red gems (3 total) - RG skill `Slay` contributes 1 red gem to the total red gems (3 total)
- GG skill `Heal` contirubtes 0 red gems to the total red gems (3 total) - GG skill `Heal` contirubtes 0 red gems to the total red gems (3 total)
- RR skill `Snare` contirubtes 2 red gems to the total red gems (5 total) - RR skill `Restrict` contirubtes 2 red gems to the total red gems (5 total)
# Advanced specs also require a minimum number of Red / Green / Blue gems on the construct to take effect # Advanced specs also require a minimum number of Red / Green / Blue gems on the construct to take effect
- Tier 1 Basic specs (Damage / Health / Defense) will have no requirements - Tier 1 Basic specs (Damage / Health / Defense) will have no requirements

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@ -109,7 +109,7 @@ const SKILLS = [
'SiphonTickI', 'SiphonTickI',
'SlayI', 'SlayI',
'SleepI', 'SleepI',
'SnareI', 'RestrictI',
'StrikeI', 'StrikeI',
'ThrowI', 'ThrowI',
'TriageI', 'TriageI',

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@ -4,13 +4,14 @@ const anime = require('animejs').default;
const AttackCharge = require('./anims/attack.charge'); const AttackCharge = require('./anims/attack.charge');
const Amplify = require('./anims/amplify'); const Amplify = require('./anims/amplify');
const Blast = require('./anims/blast');
const Banish = require('./anims/banish'); const Banish = require('./anims/banish');
const Bash = require('./anims/bash'); const Bash = require('./anims/bash');
const Blast = require('./anims/blast');
const Block = require('./anims/block'); const Block = require('./anims/block');
const Buff = require('./anims/buff'); const Buff = require('./anims/buff');
const Chaos = require('./anims/chaos'); const Chaos = require('./anims/chaos');
const Clutch = require('./anims/clutch'); const Clutch = require('./anims/clutch');
const Counter = require('./anims/counter');
const Curse = require('./anims/curse'); const Curse = require('./anims/curse');
const Debuff = require('./anims/debuff'); const Debuff = require('./anims/debuff');
const Decay = require('./anims/decay'); const Decay = require('./anims/decay');
@ -22,14 +23,14 @@ const Hex = require('./anims/hex');
const Hybrid = require('./anims/hybrid'); const Hybrid = require('./anims/hybrid');
const Intercept = require('./anims/intercept'); const Intercept = require('./anims/intercept');
const Invert = require('./anims/invert'); const Invert = require('./anims/invert');
const Counter = require('./anims/counter');
const Purify = require('./anims/purify'); const Purify = require('./anims/purify');
const Recharge = require('./anims/recharge'); const Recharge = require('./anims/recharge');
const Refl = require('./anims/reflect'); const Refl = require('./anims/reflect');
const Slay = require('./anims/slay'); const Restrict = require('./anims/restrict');
const Sleep = require('./anims/sleep');
const Siphon = require('./anims/siphon'); const Siphon = require('./anims/siphon');
const SiphonTick = require('./anims/siphon.tick'); const SiphonTick = require('./anims/siphon.tick');
const Slay = require('./anims/slay');
const Sleep = require('./anims/sleep');
const Strike = require('./anims/strike'); const Strike = require('./anims/strike');
const Stun = require('./anims/stun'); const Stun = require('./anims/stun');
const Triage = require('./anims/triage'); const Triage = require('./anims/triage');
@ -133,7 +134,7 @@ function animations(props) {
case 'Invert': return <Invert id={construct.id} />; case 'Invert': return <Invert id={construct.id} />;
case 'Purge': return false; case 'Purge': return false;
case 'Silence': return false; case 'Silence': return false;
case 'Snare': return false; case 'Restrict': return <Restrict />;
// Stun Base // Stun Base
case 'Stun': return <Stun />; case 'Stun': return <Stun />;

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@ -0,0 +1,102 @@
const preact = require('preact');
const { Component } = require('preact');
const anime = require('animejs').default;
const { TIMES } = require('../../constants');
class Restrict extends Component {
constructor() {
super();
this.animations = [];
}
render() {
return (
<svg
class='skill-animation red'
version="1.1"
id="restrict"
xmlns="http://www.w3.org/2000/svg"
style={{ transform: 'scale(3)' }}
viewBox="0 0 128 128">
<filter id='restrictFilter'>
<feTurbulence type="turbulence" baseFrequency="0" numOctaves="1" result="turbulence"></feTurbulence>
<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
</filter>
<g filter="url(#restrictFilter)" stroke-width="2px" >
<path id="rOne" d="M 32 96 L 32 32" />
<path id="rTwo" d="M 96 32 L 96 96" />
</g>
</svg>
);
}
componentDidMount() {
this.animations.push(anime({
targets: ['#restrict'],
opacity: [
{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
],
easing: 'easeInOutSine',
}));
this.animations.push(anime({
targets: ['#restrict'],
scale: {
value: 1,
delay: TIMES.TARGET_DELAY_MS,
duration: TIMES.TARGET_DURATION_MS * 0.2,
easing: 'easeInExpo',
},
delay: TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 0.1,
duration: TIMES.TARGET_DURATION_MS * 0.2,
easing: 'easeOutSine',
}));
this.animations.push(anime({
targets: ['#restrictFilter feTurbulence', '#restrictFilter feDisplacementMap'],
baseFrequency: 2,
scale: 5,
numOctaves: 5,
easing: 'easeOutSine',
delay: TIMES.TARGET_DELAY_MS,
duration: TIMES.TARGET_DURATION_MS,
}));
this.animations.push(anime({
targets: ['#rOne'],
d: 'M 96 32 L 32 96',
delay: TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 0.4,
duration: TIMES.TARGET_DURATION_MS * 0.4,
easing: 'easeOutSine',
}));
this.animations.push(anime({
targets: ['#rTwo'],
d: 'M 96 96 L 32 32',
delay: TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 0.4,
duration: TIMES.TARGET_DURATION_MS * 0.4,
easing: 'easeOutSine',
}));
}
// this is necessary because
// skipping / timing / unmounting race conditions
// can cause the animations to cut short, this will ensure the values are reset
// because preact will recycle all these components
componentWillUnmount() {
for (let i = this.animations.length - 1; i >= 0; i--) {
this.animations[i].reset();
}
}
}
module.exports = Restrict;

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@ -546,7 +546,7 @@ function testInstance(uuid) {
"cd": null "cd": null
}, },
{ {
"skill": "Snare", "skill": "Restrict",
"self_targeting": false, "self_targeting": false,
"cd": 2 "cd": 2
}, },
@ -2984,7 +2984,7 @@ function testInstance(uuid) {
"cd": 1 "cd": 1
}, },
{ {
"skill": "Snare", "skill": "Restrict",
"self_targeting": false, "self_targeting": false,
"cd": 2 "cd": 2
} }
@ -3436,7 +3436,7 @@ function testInstance(uuid) {
"cd": null "cd": null
}, },
{ {
"skill": "Snare", "skill": "Restrict",
"self_targeting": false, "self_targeting": false,
"cd": 2 "cd": 2
}, },
@ -3646,7 +3646,7 @@ function testInstance(uuid) {
"cd": null "cd": null
}, },
{ {
"skill": "Snare", "skill": "Restrict",
"self_targeting": false, "self_targeting": false,
"cd": 2 "cd": 2
} }

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@ -344,7 +344,7 @@ const removeTier = skill => {
if (skill.includes('Slay')) return 'Slay'; if (skill.includes('Slay')) return 'Slay';
if (skill.includes('Siphon')) return 'Siphon'; if (skill.includes('Siphon')) return 'Siphon';
if (skill.includes('Snare')) return 'Snare'; if (skill.includes('Restrict')) return 'Restrict';
if (skill.includes('Purge')) return 'Purge'; if (skill.includes('Purge')) return 'Purge';
if (skill.includes('Silence')) return 'Silence'; if (skill.includes('Silence')) return 'Silence';
if (skill.includes('Curse')) return 'Curse'; if (skill.includes('Curse')) return 'Curse';

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@ -20,7 +20,7 @@ pub enum Effect {
Purge, Purge,
Reflect, Reflect,
Slow, Slow,
Snare, Restrict,
Stun, Stun,
Intercept, Intercept,
Vulnerable, Vulnerable,
@ -83,9 +83,9 @@ impl Effect {
Skill::RuinI, Skill::RuinI,
Skill::RuinII, Skill::RuinII,
Skill::RuinIII, Skill::RuinIII,
Skill::SnareI, Skill::RestrictI,
Skill::SnareII, Skill::RestrictII,
Skill::SnareIII Skill::RestrictIII
].contains(&skill), ].contains(&skill),
_ => false, _ => false,
} }
@ -101,7 +101,7 @@ impl Effect {
Effect::Hex => true, Effect::Hex => true,
Effect::Banish => true, Effect::Banish => true,
Effect::Silence => skill.colours().contains(&Colour::Blue), Effect::Silence => skill.colours().contains(&Colour::Blue),
Effect::Snare => skill.colours().contains(&Colour::Red), Effect::Restrict => skill.colours().contains(&Colour::Red),
Effect::Purge => skill.colours().contains(&Colour::Green), Effect::Purge => skill.colours().contains(&Colour::Green),
Effect::Ko => skill.ko_castable(), Effect::Ko => skill.ko_castable(),
_ => false, _ => false,
@ -168,7 +168,7 @@ impl Effect {
Effect::Buff => Some(Colour::Green), Effect::Buff => Some(Colour::Green),
Effect::Counter => Some(Colour::Green), Effect::Counter => Some(Colour::Green),
Effect::Vulnerable => Some(Colour::Red), Effect::Vulnerable => Some(Colour::Red),
Effect::Snare => Some(Colour::Red), Effect::Restrict => Some(Colour::Red),
Effect::Clutch => Some(Colour::Green), Effect::Clutch => Some(Colour::Green),
Effect::Intercept => Some(Colour::Green), Effect::Intercept => Some(Colour::Green),

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@ -160,9 +160,9 @@ pub enum Item {
SleepI, SleepI,
SleepII, SleepII,
SleepIII, SleepIII,
SnareI, RestrictI,
SnareII, RestrictII,
SnareIII, RestrictIII,
StrikeI, StrikeI,
StrikeII, StrikeII,
StrikeIII, StrikeIII,
@ -368,9 +368,9 @@ impl Item {
Item::SiphonI => Some(Skill::SiphonI), Item::SiphonI => Some(Skill::SiphonI),
Item::SiphonII => Some(Skill::SiphonII), Item::SiphonII => Some(Skill::SiphonII),
Item::SiphonIII => Some(Skill::SiphonIII), Item::SiphonIII => Some(Skill::SiphonIII),
Item::SnareI => Some(Skill::SnareI), Item::RestrictI => Some(Skill::RestrictI),
Item::SnareII => Some(Skill::SnareII), Item::RestrictII => Some(Skill::RestrictII),
Item::SnareIII => Some(Skill::SnareIII), Item::RestrictIII => Some(Skill::RestrictIII),
Item::BashI => Some(Skill::BashI), Item::BashI => Some(Skill::BashI),
Item::BashII => Some(Skill::BashII), Item::BashII => Some(Skill::BashII),
Item::BashIII => Some(Skill::BashIII), Item::BashIII => Some(Skill::BashIII),
@ -732,9 +732,9 @@ impl Item {
self.into_skill().unwrap().effect()[0].get_duration(), self.into_skill().unwrap().effect()[0].get_duration(),
self.into_skill().unwrap().multiplier()), self.into_skill().unwrap().multiplier()),
Item::SnareI | Item::RestrictI |
Item::SnareII | Item::RestrictII |
Item::SnareIII => format!( Item::RestrictIII => format!(
"Block the target from using red skills for {:?}T and deals RedDamage {:?}% RedPower. {}", "Block the target from using red skills for {:?}T and deals RedDamage {:?}% RedPower. {}",
self.into_skill().unwrap().effect()[0].get_duration(), self.into_skill().unwrap().effect()[0].get_duration(),
self.into_skill().unwrap().multiplier(), self.into_skill().unwrap().multiplier(),
@ -806,9 +806,9 @@ impl Item {
Item::AmplifyII => vec![Item::AmplifyI, Item::AmplifyI, Item::AmplifyI], Item::AmplifyII => vec![Item::AmplifyI, Item::AmplifyI, Item::AmplifyI],
Item::AmplifyIII => vec![Item::AmplifyII, Item::AmplifyII, Item::AmplifyII], Item::AmplifyIII => vec![Item::AmplifyII, Item::AmplifyII, Item::AmplifyII],
Item::SnareI => vec![Item::Debuff, Item::Red, Item::Red], Item::RestrictI => vec![Item::Debuff, Item::Red, Item::Red],
Item::SnareII => vec![Item::SnareI, Item::SnareI, Item::SnareI], Item::RestrictII => vec![Item::RestrictI, Item::RestrictI, Item::RestrictI],
Item::SnareIII => vec![Item::SnareII, Item::SnareII, Item::SnareII], Item::RestrictIII => vec![Item::RestrictII, Item::RestrictII, Item::RestrictII],
Item::PurgeI => vec![Item::Debuff, Item::Green, Item::Green], // Needs flavour Item::PurgeI => vec![Item::Debuff, Item::Green, Item::Green], // Needs flavour
Item::PurgeII => vec![Item::PurgeI, Item::PurgeI, Item::PurgeI], // Needs flavour Item::PurgeII => vec![Item::PurgeI, Item::PurgeI, Item::PurgeI], // Needs flavour
Item::PurgeIII => vec![Item::PurgeII, Item::PurgeII, Item::PurgeII], // Needs flavour Item::PurgeIII => vec![Item::PurgeII, Item::PurgeII, Item::PurgeII], // Needs flavour
@ -1030,9 +1030,9 @@ impl From<Skill> for Item {
Skill::SleepI => Item::SleepI, Skill::SleepI => Item::SleepI,
Skill::SleepII => Item::SleepII, Skill::SleepII => Item::SleepII,
Skill::SleepIII => Item::SleepIII, Skill::SleepIII => Item::SleepIII,
Skill::SnareI => Item::SnareI, Skill::RestrictI => Item::RestrictI,
Skill::SnareII => Item::SnareII, Skill::RestrictII => Item::RestrictII,
Skill::SnareIII => Item::SnareIII, Skill::RestrictIII => Item::RestrictIII,
Skill::BashI => Item::BashI, Skill::BashI => Item::BashI,
Skill::BashII => Item::BashII, Skill::BashII => Item::BashII,
Skill::BashIII => Item::BashIII, Skill::BashIII => Item::BashIII,
@ -1183,9 +1183,9 @@ pub fn get_combos() -> Vec<Combo> {
Combo { components: Item::AmplifyII.combo(), item: Item::AmplifyII }, Combo { components: Item::AmplifyII.combo(), item: Item::AmplifyII },
Combo { components: Item::AmplifyIII.combo(), item: Item::AmplifyIII }, Combo { components: Item::AmplifyIII.combo(), item: Item::AmplifyIII },
Combo { components: Item::SnareI.combo(), item: Item::SnareI }, Combo { components: Item::RestrictI.combo(), item: Item::RestrictI },
Combo { components: Item::SnareII.combo(), item: Item::SnareII }, Combo { components: Item::RestrictII.combo(), item: Item::RestrictII },
Combo { components: Item::SnareIII.combo(), item: Item::SnareIII }, Combo { components: Item::RestrictIII.combo(), item: Item::RestrictIII },
Combo { components: Item::PurgeI.combo(), item: Item::PurgeI }, // Needs flavour Combo { components: Item::PurgeI.combo(), item: Item::PurgeI }, // Needs flavour
Combo { components: Item::PurgeII.combo(), item: Item::PurgeII }, Combo { components: Item::PurgeII.combo(), item: Item::PurgeII },
Combo { components: Item::PurgeIII.combo(), item: Item::PurgeIII }, 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
Skill::SleepII | Skill::SleepII |
Skill::SleepIII => sleep(source, target, resolutions, skill), // heal stun Skill::SleepIII => sleep(source, target, resolutions, skill), // heal stun
Skill::SnareI | Skill::RestrictI |
Skill::SnareII | Skill::RestrictII |
Skill::SnareIII => snare(source, target, resolutions, skill), Skill::RestrictIII => restrict(source, target, resolutions, skill),
Skill::StrikeI | Skill::StrikeI |
Skill::StrikeII | Skill::StrikeII |
@ -610,9 +610,9 @@ pub enum Skill {
SleepII, SleepII,
SleepIII, SleepIII,
SnareI, RestrictI,
SnareII, RestrictII,
SnareIII, RestrictIII,
StrikeI, StrikeI,
StrikeII, StrikeII,
@ -704,9 +704,9 @@ impl Skill {
Skill::SilenceI => 55, // Deals more per blue skill on target Skill::SilenceI => 55, // Deals more per blue skill on target
Skill::SilenceII => 80, Skill::SilenceII => 80,
Skill::SilenceIII => 110, Skill::SilenceIII => 110,
Skill::SnareI => 40, // Deals more per red skill on target Skill::RestrictI => 40, // Deals more per red skill on target
Skill::SnareII => 65, Skill::RestrictII => 65,
Skill::SnareIII => 100, Skill::RestrictIII => 100,
// Buff base // Buff base
Skill::HybridBlast => 25, Skill::HybridBlast => 25,
@ -857,9 +857,9 @@ impl Skill {
Skill::SleepII => vec![ConstructEffect {effect: Effect::Stun, duration: 3, meta: None, tick: None}], Skill::SleepII => vec![ConstructEffect {effect: Effect::Stun, duration: 3, meta: None, tick: None}],
Skill::SleepIII => vec![ConstructEffect {effect: Effect::Stun, duration: 4, meta: None, tick: None}], Skill::SleepIII => vec![ConstructEffect {effect: Effect::Stun, duration: 4, meta: None, tick: None}],
Skill::SnareI => vec![ConstructEffect {effect: Effect::Snare, duration: 2, meta: None, tick: None}], Skill::RestrictI => vec![ConstructEffect {effect: Effect::Restrict, duration: 2, meta: None, tick: None}],
Skill::SnareII => vec![ConstructEffect {effect: Effect::Snare, duration: 3, meta: None, tick: None}], Skill::RestrictII => vec![ConstructEffect {effect: Effect::Restrict, duration: 3, meta: None, tick: None}],
Skill::SnareIII => vec![ConstructEffect {effect: Effect::Snare, duration: 4, meta: None, tick: None}], Skill::RestrictIII => vec![ConstructEffect {effect: Effect::Restrict, duration: 4, meta: None, tick: None}],
Skill::BashI => vec![ConstructEffect {effect: Effect::Stun, duration: 2, Skill::BashI => vec![ConstructEffect {effect: Effect::Stun, duration: 2,
meta: Some(EffectMeta::Skill(Skill::BashI)), tick: None}], meta: Some(EffectMeta::Skill(Skill::BashI)), tick: None}],
@ -899,9 +899,9 @@ impl Skill {
Skill::CounterII | Skill::CounterII |
Skill::CounterIII => Some(2), // avoid all damage Skill::CounterIII => Some(2), // avoid all damage
Skill::SnareI => Some(2), Skill::RestrictI => Some(2),
Skill::SnareII => Some(2), Skill::RestrictII => Some(2),
Skill::SnareIII => Some(2), Skill::RestrictIII => Some(2),
Skill::Stun => Some(2), Skill::Stun => Some(2),
Skill::BashI => Some(2), Skill::BashI => Some(2),
@ -1340,7 +1340,7 @@ fn riposte(source: &mut Construct, target: &mut Construct, mut results: Resoluti
return results; 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() skill.effect().into_iter()
.for_each(|e| (results.push(Resolution::new(source, target).event(target.add_effect(skill, e))))); .for_each(|e| (results.push(Resolution::new(source, target).event(target.add_effect(skill, e)))));