Merge branch 'develop' of ssh://git.mnml.gg:40022/~/mnml into develop
This commit is contained in:
commit
99c1efc201
281
CHANGELOG.md
281
CHANGELOG.md
@ -1,7 +1,3 @@
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|||||||
# Change Log
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|
||||||
All notable changes to this project will be documented in this file.
|
|
||||||
This project adheres to [Semantic Versioning](http://semver.org/).
|
|
||||||
|
|
||||||
## [1.8.1] - 2019-11-07
|
## [1.8.1] - 2019-11-07
|
||||||
|
|
||||||
### Fixed
|
### Fixed
|
||||||
@ -12,27 +8,28 @@ This project adheres to [Semantic Versioning](http://semver.org/).
|
|||||||
- Background for text overlapping with avatars in game phase (mobile)
|
- Background for text overlapping with avatars in game phase (mobile)
|
||||||
- Fixed issue where effect text would show when not highlighted
|
- Fixed issue where effect text would show when not highlighted
|
||||||
- Avatar size doesn't decrease as effects are applied (now overlap)
|
- Avatar size doesn't decrease as effects are applied (now overlap)
|
||||||
|
- Added back KO! event when a construct is knocked out
|
||||||
|
|
||||||
- Invert
|
- Invert
|
||||||
Now reverses recharge into damage
|
- Now reverses recharge into damage
|
||||||
|
|
||||||
- Link
|
- Link
|
||||||
Reworked completely
|
- Reworked completely
|
||||||
Now stuns target for 1T with 1T CD
|
- Now stuns target for 1T with 1T CD
|
||||||
Deals 20/45/70% blue power multiplied by number of effects on target as blue damage
|
- Deals 20/45/70% blue power multiplied by number of effects on target as blue damage
|
||||||
Applies stun before effect multiplier calculation
|
- Applies stun before effect multiplier calculation
|
||||||
|
|
||||||
- Restrict
|
- Restrict
|
||||||
Changed cooldown from 2T -> 1T
|
- Changed cooldown from 2T -> 1T
|
||||||
Duration now 2T at all levels
|
- Duration now 2T at all levels
|
||||||
|
|
||||||
- Ruin
|
- Ruin
|
||||||
Cooldown now 2T at all levels (down from 3T)
|
- Cooldown now 2T at all levels (down from 3T)
|
||||||
Now deals damage to each target (40/70/100)%
|
- Now deals damage to each target (40/70/100)%
|
||||||
|
|
||||||
- Silence
|
- Silence
|
||||||
Changed cooldown from 2T -> 1T
|
- Changed cooldown from 2T -> 1T
|
||||||
Duration now 2T at all levels
|
- Duration now 2T at all levels
|
||||||
|
|
||||||
|
|
||||||
## [1.8.0] - 2019-11-06
|
## [1.8.0] - 2019-11-06
|
||||||
@ -61,7 +58,7 @@ This project adheres to [Semantic Versioning](http://semver.org/).
|
|||||||
- Game constructs and animations are much larger in mobile view
|
- Game constructs and animations are much larger in mobile view
|
||||||
|
|
||||||
- Amplify
|
- Amplify
|
||||||
Now increases green power
|
- Now increases green power
|
||||||
|
|
||||||
- Absorb
|
- Absorb
|
||||||
- Reduced duration and cooldown from 2T -> 1T (Absorption duration unchanged)
|
- Reduced duration and cooldown from 2T -> 1T (Absorption duration unchanged)
|
||||||
@ -69,13 +66,13 @@ This project adheres to [Semantic Versioning](http://semver.org/).
|
|||||||
- Now recharges blue life based on 95 / 120 / 155 blue power
|
- Now recharges blue life based on 95 / 120 / 155 blue power
|
||||||
|
|
||||||
- Banish
|
- Banish
|
||||||
Reduced cooldown to 1T
|
- Reduced cooldown to 1T
|
||||||
|
|
||||||
- Decay
|
- Decay
|
||||||
Removed cooldown
|
- Removed cooldown
|
||||||
|
|
||||||
- Haste / Hybrid
|
- Haste / Hybrid
|
||||||
Fixed issue when hybridblast and hastestrike wouldn't trigger from upgraded + skills
|
- Fixed issue when hybridblast and hastestrike wouldn't trigger from upgraded + skills
|
||||||
|
|
||||||
- Intercept
|
- Intercept
|
||||||
- Reduced duration to 1T down from 2T
|
- Reduced duration to 1T down from 2T
|
||||||
@ -104,7 +101,8 @@ This project adheres to [Semantic Versioning](http://semver.org/).
|
|||||||
- Made general performance improvements
|
- Made general performance improvements
|
||||||
- Now has default tutorial text for the first round (tells the player to select skills and then the targets)
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- Now has default tutorial text for the first round (tells the player to select skills and then the targets)
|
||||||
|
|
||||||
- Moved the login page demo to a new info tab, increased the speed of demo and it now creates random combos
|
- Moved the login page demo to a new info tab
|
||||||
|
- Increased the speed of demo and it now creates random combos
|
||||||
|
|
||||||
- Banish
|
- Banish
|
||||||
- Cooldown reduced to 2T (was 3T)
|
- Cooldown reduced to 2T (was 3T)
|
||||||
@ -247,245 +245,4 @@ We've updated the UI during the vbox / buy phase to give a better indication of
|
|||||||
* You can no longer select invalid combinations.
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* You can no longer select invalid combinations.
|
||||||
|
|
||||||
* Controls
|
* Controls
|
||||||
* Abandon button now asks for confirmation.
|
* Abandon button now asks for confirmation.
|
||||||
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|
||||||
## [1.1.5] - 2019-10-10
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|
||||||
### Changed
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|
||||||
`Recharge` Skill multiplier reduced 85/130/200 -> 70/110/170
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|
||||||
`Absorption` Skill duration reduced 5/7/9 -> 3/5/7
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|
||||||
|
|
||||||
## [1.1.4 2019-09-18]
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|
||||||
|
|
||||||
### Changed
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|
||||||
Removed self targetting, all skills can be used on any target
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|
||||||
|
|
||||||
`Reflect` No cooldown, 1T duration
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|
||||||
`Purify` No cooldown
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|
||||||
`Recharge` No cooldown
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|
||||||
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|
||||||
`Banish`
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|
||||||
Now deals 40 / 75 / 125% target red / blue life before applying banish debuff
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|
||||||
Constant 2T duration at all levels
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|
||||||
Constant 3T cooldown at all levels
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|
||||||
|
|
||||||
`Link` reworked ->
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|
||||||
Stuns caster for 3/2/1T
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|
||||||
If target has higher green life than caster:
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|
||||||
Deal blue damage to target equal to difference between green life
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|
||||||
Heal with green damage to source equal to difference between green life
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|
||||||
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|
||||||
`Counter` effect no longer applies immunities
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|
||||||
Counter no cooldown
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|
||||||
Counter applies for 1T
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|
||||||
Counter skill now applies block at 40% / 60% / 80% reduction for 1T
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|
||||||
Counter no longer recharges red life
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|
||||||
|
|
||||||
`Electrify`
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|
||||||
No Cooldown
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|
||||||
Duration -> 1T
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|
||||||
Electrocute duration now 2/3/4T
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|
||||||
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|
||||||
`Sustain`
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|
||||||
Now has 1T cooldown at all levels
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|
||||||
Has 1T duration at all levels
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|
||||||
Now recharges red life to target (120 / 150 / 230)%
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|
||||||
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|
||||||
|
|
||||||
## [0.1.3 2019-??-??]
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|
||||||
|
|
||||||
### Added
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|
||||||
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|
||||||
Added `Buff` as a skill
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|
||||||
Increases Speed and RedDamage by 25%
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|
||||||
Duration 2T
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|
||||||
No CD
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|
||||||
|
|
||||||
### Changed
|
|
||||||
|
|
||||||
`Sustain` now grants immunity to disables.
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|
||||||
|
|
||||||
## [0.1.2] - 2019-05-07
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|
||||||
### Added
|
|
||||||
|
|
||||||
New skill `Link `
|
|
||||||
Combines - Buff + BB
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|
||||||
Links targets together so dmg taken is split
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|
||||||
Recharge 140% source blue damage as blue life to target
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|
||||||
|
|
||||||
New skill `Hybrid`
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|
||||||
Combines - Buff + GB
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|
||||||
New buff that does the following -
|
|
||||||
Increase target green damage by 50%
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|
||||||
Blue attacks do an additional blast equal to 25% source green damage
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|
||||||
|
|
||||||
### Fixed
|
|
||||||
|
|
||||||
- Ruin sends a skill event so ruin only casts once, followed by debuffs
|
|
||||||
- Client side skip for source strangling effect straight to POST_SKILL
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|
||||||
|
|
||||||
### Changed
|
|
||||||
|
|
||||||
- Removed Empower (Buff + RR) -> combined effect with amplify
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|
||||||
- Skill Slow removed
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|
||||||
|
|
||||||
- Debuff is now a usable skill `(add buff as a usable skill also)`
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|
||||||
Applies slow effect previously applied by skill Slow
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|
||||||
Slow effect lasts 3T
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|
||||||
Cooldown 1T
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|
||||||
|
|
||||||
- Amplify
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|
||||||
Changed to Buff + RB (was Buff + BB)
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|
||||||
Inc red and blue multiplier changed 200% -> 150%
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|
||||||
Increases both red and blue power.
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|
||||||
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|
||||||
- Attack
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|
||||||
Multiplier changed 100% -> 80%
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|
||||||
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|
||||||
- Blast
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|
||||||
Multiplier changed 130% -> 110%
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|
||||||
|
|
||||||
- Chaos
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|
||||||
Base Multiplier changed 50% -> 40%
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|
||||||
RNG range changed from (0 - 20%) -> (0 - 30%)
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|
||||||
Same dmg range but more RNG
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|
||||||
|
|
||||||
- Curse
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|
||||||
Inc red and blue multiplier changed 200% -> 150%
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|
||||||
`(More reworks soon to make this skill fun)`
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|
||||||
|
|
||||||
- Haste
|
|
||||||
Changed to Buff + RG (was Buff + RB)
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|
||||||
Buff causes target to deal an extra attack when using red attack base skills (strike / slay / chaos)
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|
||||||
Extra attack does 25% source speed as red damage
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|
||||||
Cooldown increased to 2T
|
|
||||||
Speed bonus reduced 200% -> 150%
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|
||||||
|
|
||||||
- Heal
|
|
||||||
Changed multiplier 120% -> 130%
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|
||||||
|
|
||||||
- Counter
|
|
||||||
Changed duration 1T -> 2T
|
|
||||||
Changed cooldown 0T -> 2T
|
|
||||||
Now recharges 110% red damage as red life
|
|
||||||
CounterAttack multiplier reduced 100% -> 70%
|
|
||||||
|
|
||||||
- Siphon
|
|
||||||
Multiplier changed 30% -> 40%
|
|
||||||
|
|
||||||
- Strangle
|
|
||||||
No longer provides immunity to source or target
|
|
||||||
Damage multiplier for strangle tick changed 30% -> 65%
|
|
||||||
|
|
||||||
- Strike
|
|
||||||
Change multipliers T1/T2/T3 (110/130/150 -> 90/110/130)
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|
||||||
|
|
||||||
- Intercept
|
|
||||||
Changed to Buff + RR (was Buff + RG)
|
|
||||||
Now recharges 80% source red damage as red life to target
|
|
||||||
|
|
||||||
- Break
|
|
||||||
Stun duration reduced from 2T -> 1T
|
|
||||||
Vulnerable dmg bonus reduced 200% -> 150%
|
|
||||||
|
|
||||||
- Triage
|
|
||||||
Multiplier changed 65% -> 75%
|
|
||||||
|
|
||||||
|
|
||||||
## [Unreleased]
|
|
||||||
## [0.1.1] - 2019-05-03
|
|
||||||
>>>>>>> rebalance
|
|
||||||
### Added
|
|
||||||
Event::Skill
|
|
||||||
needed to convey the use of skill which is followed by other events
|
|
||||||
used for skill Purify to show that it is used and then followed by removal and other events
|
|
||||||
New Skill `Sleep`
|
|
||||||
Combined using Stun + GG
|
|
||||||
Stuns target for 3T (might need to be 4T)
|
|
||||||
Deals 240% green damage (heal)
|
|
||||||
Concept - high duration stun with the drawback of a big heal on the target
|
|
||||||
Base cooldown 3T
|
|
||||||
(Could be played aggressively or defensively)
|
|
||||||
|
|
||||||
### Fixed
|
|
||||||
|
|
||||||
### Changed
|
|
||||||
Switch purify with reflect
|
|
||||||
- Purify
|
|
||||||
Now GG + block (was GB + block)
|
|
||||||
Now applies a small heal 45% multiplier green damage (power) for each debuff removed
|
|
||||||
|
|
||||||
- Reflect
|
|
||||||
Now GB + block (was GG + block)
|
|
||||||
Recharges blue life at 45% blue damage
|
|
||||||
|
|
||||||
- Server function recharge changed to take skill, red amount and blue amount as inputs
|
|
||||||
|
|
||||||
- Recharge Skill reworked
|
|
||||||
No longer restores full Red and Blue life
|
|
||||||
Now restores Red life and Blue life based on respective red and blue damage
|
|
||||||
Recharge value calculated at 85% multiplier with red and blue damage
|
|
||||||
|
|
||||||
Silence
|
|
||||||
No longer Stun + GB (already exists as debuff BB)
|
|
||||||
Now also deals damage amount of 55% base blue damage
|
|
||||||
This damage amount does 45% more damage per blue skill blocked
|
|
||||||
Maximum = (0.55)(1.35)*base_blue_damage
|
|
||||||
Cooldown changed 1T -> 2T
|
|
||||||
Debuff duration increased 2T -> 3T
|
|
||||||
Restrict
|
|
||||||
Now also deals damage amount of 40% base blue damage
|
|
||||||
This damage amount does 45% more damage per red skill blocked
|
|
||||||
Maximum = (0.40)(1.35)*base_red_damage
|
|
||||||
Cooldown changed 1T -> 2T
|
|
||||||
Debuff duration increased 2T -> 3T
|
|
||||||
|
|
||||||
|
|
||||||
Switch sustain with intercept
|
|
||||||
Sustain now GR + Block (was GR + Buff)
|
|
||||||
Intercept now GR + Buff
|
|
||||||
No longer self-target only
|
|
||||||
|
|
||||||
|
|
||||||
Hex is now Stun + GB (was Stun + RB)
|
|
||||||
Banish is now Stun + RB (was Stun + RG) for rng theme
|
|
||||||
Break is now Stun + RG (was Stun + GG)
|
|
||||||
- Better fit as it applies inc Red taken debuff (vulnerability)
|
|
||||||
|
|
||||||
|
|
||||||
## [0.1.0] - 2019-05-02
|
|
||||||
### Added
|
|
||||||
New skill `Chaos`
|
|
||||||
- 50% base red & blue with an additional rng 20% blue & red
|
|
||||||
- Combo'd with Attack + Red + Blue
|
|
||||||
|
|
||||||
New skill `Slay`
|
|
||||||
- 70% base red, heals (green damage) for equivalent dmg dealt
|
|
||||||
- Combo'd with Attack + Red + Green
|
|
||||||
|
|
||||||
New effect `Wither`
|
|
||||||
- Reduces green damage taken by 50%
|
|
||||||
|
|
||||||
### Fixed
|
|
||||||
- Siphon deals damage before applying heal
|
|
||||||
- Changed tests to incorporate skill damage multipliers
|
|
||||||
|
|
||||||
### Changed
|
|
||||||
- Changed Decay, Siphon and Purify vbox items
|
|
||||||
`Decay`
|
|
||||||
- 1 blue + 1 green + debuff
|
|
||||||
- now also applies new debuff `Wither`
|
|
||||||
- Cooldown increased 0T -> 1T
|
|
||||||
`Siphon`
|
|
||||||
- 1 blue + 1 green + attack
|
|
||||||
- Cooldown reduced 1T -> 0T
|
|
||||||
`Purify` 1 blue + 1 green + block
|
|
||||||
|
|
||||||
- Changed skill damage multipliers
|
|
||||||
`Blast` 100% -> 130%
|
|
||||||
`ElectrocuteTick` 100% -> 80%
|
|
||||||
`Decay` 50% -> 25%
|
|
||||||
`Heal` 100% -> 120%
|
|
||||||
`SiphonTick` 100% -> 30%
|
|
||||||
`StrangleTick` 100% -> 30%
|
|
||||||
`Strike` 100% -> 110%
|
|
||||||
`TriageTick` 100% -> 65%
|
|
||||||
@ -181,3 +181,12 @@ button {
|
|||||||
color: @blue;
|
color: @blue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@keyframes target-ko {
|
||||||
|
0% {
|
||||||
|
opacity: 100%;
|
||||||
|
}
|
||||||
|
100% {
|
||||||
|
opacity: 20%;
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -10,10 +10,6 @@
|
|||||||
// "opponent"
|
// "opponent"
|
||||||
// "target "
|
// "target "
|
||||||
// "player ";
|
// "player ";
|
||||||
|
|
||||||
.skill-description {
|
|
||||||
font-size: 75%;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
.game .team, .faceoff .team {
|
.game .team, .faceoff .team {
|
||||||
@ -101,7 +97,7 @@
|
|||||||
justify-items: center;
|
justify-items: center;
|
||||||
|
|
||||||
grid-template-columns: 1fr;
|
grid-template-columns: 1fr;
|
||||||
grid-template-rows: 1fr 2fr;
|
grid-template-rows: minmax(min-content, 1fr) min-content;
|
||||||
grid-template-areas:
|
grid-template-areas:
|
||||||
"left"
|
"left"
|
||||||
"right";
|
"right";
|
||||||
@ -205,6 +201,10 @@
|
|||||||
font-size: 100%;
|
font-size: 100%;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
&.ko-transition {
|
||||||
|
animation: target-ko 1s ease-in-out 0s 1;
|
||||||
|
}
|
||||||
|
|
||||||
&.ko {
|
&.ko {
|
||||||
animation: none;
|
animation: none;
|
||||||
opacity: 0.20;
|
opacity: 0.20;
|
||||||
|
|||||||
@ -40,7 +40,7 @@
|
|||||||
}
|
}
|
||||||
|
|
||||||
svg {
|
svg {
|
||||||
height: 1em;
|
height: 1.5em;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -54,6 +54,13 @@
|
|||||||
font-size: 1em;
|
font-size: 1em;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.skill-description {
|
||||||
|
font-size: 0.8em;
|
||||||
|
svg {
|
||||||
|
height: 1em;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
.player {
|
.player {
|
||||||
.game-construct {
|
.game-construct {
|
||||||
grid-template-areas:
|
grid-template-areas:
|
||||||
@ -85,7 +92,7 @@
|
|||||||
}
|
}
|
||||||
|
|
||||||
.avatar {
|
.avatar {
|
||||||
bottom: 0px;
|
top: 3em;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -111,7 +111,7 @@ function getText(resolution) {
|
|||||||
function generatePostSkill() {
|
function generatePostSkill() {
|
||||||
const [type, event] = resolution.event;
|
const [type, event] = resolution.event;
|
||||||
if (type === 'Ko') {
|
if (type === 'Ko') {
|
||||||
return { text: 'KO!', css: 'ko' };
|
return { text: 'KO!', css: 'ko-transition' };
|
||||||
}
|
}
|
||||||
|
|
||||||
if (type === 'Disable') {
|
if (type === 'Disable') {
|
||||||
|
|||||||
@ -117,7 +117,8 @@ class GameConstruct extends Component {
|
|||||||
setGameEffectInfo,
|
setGameEffectInfo,
|
||||||
} = this.props;
|
} = this.props;
|
||||||
|
|
||||||
const ko = construct.green_life.value === 0 ? 'ko' : '';
|
const koEvent = animText ? animText.text === 'KO!' && animText.constructId === construct.id : false;
|
||||||
|
const ko = construct.green_life.value === 0 && !koEvent ? 'ko' : '';
|
||||||
const classes = eventClasses(animating, animFocus, construct, animText);
|
const classes = eventClasses(animating, animFocus, construct, animText);
|
||||||
|
|
||||||
const stats = ['RedLife', 'GreenLife', 'BlueLife'].map((s, j) => (
|
const stats = ['RedLife', 'GreenLife', 'BlueLife'].map((s, j) => (
|
||||||
@ -146,11 +147,9 @@ class GameConstruct extends Component {
|
|||||||
const speed = <span> Speed {shapes.SpeedStat()} multiplier {fullInfo.speed * 4}% </span>;
|
const speed = <span> Speed {shapes.SpeedStat()} multiplier {fullInfo.speed * 4}% </span>;
|
||||||
return (
|
return (
|
||||||
<div class="skill-description">
|
<div class="skill-description">
|
||||||
<span>
|
<h2><span> {gameSkillInfo.skill} </span></h2>
|
||||||
<h2> {gameSkillInfo.skill} </h2>
|
<span>{infoDescription} </span>
|
||||||
{infoDescription}
|
{speed}
|
||||||
{speed}
|
|
||||||
</span>
|
|
||||||
</div>);
|
</div>);
|
||||||
}
|
}
|
||||||
const effects = construct.effects.length
|
const effects = construct.effects.length
|
||||||
|
|||||||
@ -554,7 +554,9 @@ impl Construct {
|
|||||||
|
|
||||||
// Should red type immunity block recharge???
|
// Should red type immunity block recharge???
|
||||||
if let Some(immunity) = self.immune(skill) {
|
if let Some(immunity) = self.immune(skill) {
|
||||||
events.push(Event::Immunity { skill, immunity });
|
if !self.is_ko() {
|
||||||
|
events.push(Event::Immunity { skill, immunity });
|
||||||
|
}
|
||||||
return events;
|
return events;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -642,10 +644,9 @@ impl Construct {
|
|||||||
pub fn deal_green_damage(&mut self, skill: Skill, amount: u64) -> Vec<Event> {
|
pub fn deal_green_damage(&mut self, skill: Skill, amount: u64) -> Vec<Event> {
|
||||||
let mut events = vec![];
|
let mut events = vec![];
|
||||||
if let Some(immunity) = self.immune(skill) {
|
if let Some(immunity) = self.immune(skill) {
|
||||||
events.push(Event::Immunity {
|
if !self.is_ko() {
|
||||||
immunity,
|
events.push(Event::Immunity { skill, immunity });
|
||||||
skill,
|
}
|
||||||
});
|
|
||||||
return events;
|
return events;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -696,10 +697,9 @@ impl Construct {
|
|||||||
let mut events = vec![];
|
let mut events = vec![];
|
||||||
|
|
||||||
if let Some(immunity) = self.immune(skill) {
|
if let Some(immunity) = self.immune(skill) {
|
||||||
events.push(Event::Immunity {
|
if !self.is_ko() {
|
||||||
skill,
|
events.push(Event::Immunity { skill, immunity });
|
||||||
immunity,
|
}
|
||||||
});
|
|
||||||
return events;
|
return events;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -769,10 +769,9 @@ impl Construct {
|
|||||||
let mut events = vec![];
|
let mut events = vec![];
|
||||||
|
|
||||||
if let Some(immunity) = self.immune(skill) {
|
if let Some(immunity) = self.immune(skill) {
|
||||||
events.push(Event::Immunity {
|
if !self.is_ko() {
|
||||||
skill,
|
events.push(Event::Immunity { skill, immunity });
|
||||||
immunity,
|
}
|
||||||
});
|
|
||||||
return events;
|
return events;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -469,6 +469,14 @@ impl Game {
|
|||||||
|
|
||||||
let mut resolutions = resolution_steps(&cast, &mut self);
|
let mut resolutions = resolution_steps(&cast, &mut self);
|
||||||
r_animation_ms = resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
|
r_animation_ms = resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
|
||||||
|
|
||||||
|
|
||||||
|
// the cast itself goes into this temp vec to handle cooldowns
|
||||||
|
// if theres no resolution events, the skill didn't trigger (disable etc)
|
||||||
|
if resolutions.len() > 0 {
|
||||||
|
casts.push(cast);
|
||||||
|
}
|
||||||
|
|
||||||
self.resolved.append(&mut resolutions);
|
self.resolved.append(&mut resolutions);
|
||||||
|
|
||||||
// while let Some(resolution) = resolutions.pop() {
|
// while let Some(resolution) = resolutions.pop() {
|
||||||
@ -477,10 +485,6 @@ impl Game {
|
|||||||
// self.resolved.push(resolution);
|
// self.resolved.push(resolution);
|
||||||
// }
|
// }
|
||||||
|
|
||||||
// the cast itself goes into this temp vec
|
|
||||||
// to handle cooldowns
|
|
||||||
casts.push(cast);
|
|
||||||
|
|
||||||
// sort the stack again in case speeds have changed
|
// sort the stack again in case speeds have changed
|
||||||
self.stack_sort_speed();
|
self.stack_sort_speed();
|
||||||
};
|
};
|
||||||
|
|||||||
@ -353,8 +353,8 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) ->
|
|||||||
};
|
};
|
||||||
|
|
||||||
if target.is_ko() {
|
if target.is_ko() {
|
||||||
// resolutions.push(Resolution::new(&source, &target).event(Event::Ko()).stages(EventStages::PostOnly));
|
|
||||||
target.effects.clear();
|
target.effects.clear();
|
||||||
|
resolutions.push(Resolution::new(&source, &target).event(Event::Ko()).stages(EventStages::PostOnly));
|
||||||
}
|
}
|
||||||
|
|
||||||
game.update_construct(&mut source);
|
game.update_construct(&mut source);
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user