tick tiers and formatting
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@ -62,6 +62,7 @@ impl CrypSkill {
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum EffectMeta {
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SkillTick(Skill),
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TickAmount(u64),
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AddedDamage(u64),
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ScatterTarget(Uuid),
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@ -1432,8 +1432,8 @@ mod tests {
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// make the purify cryp super fast so it beats out decay
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game.cryp_by_id(y_cryp.id).unwrap().speed.force(10000000);
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game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Decay);
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while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Decay).is_some() {
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game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::DecayI);
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while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::DecayI).is_some() {
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game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
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}
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@ -1448,7 +1448,7 @@ mod tests {
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}
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// apply buff
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game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::Decay).unwrap();
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game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::DecayI).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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@ -1456,7 +1456,7 @@ mod tests {
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let Resolution { source: _, target: _, event } = game.resolved.pop().unwrap();
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match event {
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Event::Damage { amount: _, skill, mitigation: _, colour: _ } => assert_eq!(skill, Skill::DecayTick),
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Event::Damage { amount: _, skill, mitigation: _, colour: _ } => assert_eq!(skill, Skill::DecayTickI),
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_ => panic!("not decay"),
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};
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@ -63,7 +63,9 @@ pub enum Item {
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CurseI,
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CurseII,
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CurseIII,
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Decay,
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DecayI,
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DecayII,
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DecayIII,
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Hostility,
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Haste,
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HealI,
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@ -118,7 +120,9 @@ pub enum Item {
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ThrowI,
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ThrowII,
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ThrowIII,
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Triage,
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TriageI,
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TriageII,
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TriageIII,
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TestTouch,
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@ -239,7 +243,9 @@ impl Item {
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Item::CurseII => Some(Skill::CurseII),
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Item::CurseIII => Some(Skill::CurseIII),
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Item::Debuff => Some(Skill::Debuff),
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Item::Decay => Some(Skill::Decay),
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Item::DecayI => Some(Skill::DecayI),
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Item::DecayII => Some(Skill::DecayII),
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Item::DecayIII => Some(Skill::DecayIII),
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Item::Haste => Some(Skill::Haste),
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Item::HealI => Some(Skill::HealI),
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Item::HealII => Some(Skill::HealII),
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@ -299,7 +305,9 @@ impl Item {
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Item::ThrowII => Some(Skill::ThrowII),
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Item::ThrowIII => Some(Skill::ThrowIII),
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Item::Corrupt => Some(Skill::Corrupt),
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Item::Triage => Some(Skill::Triage),
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Item::TriageI => Some(Skill::TriageI),
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Item::TriageII => Some(Skill::TriageII),
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Item::TriageIII => Some(Skill::TriageIII),
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_ => None,
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}
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}
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@ -438,7 +446,9 @@ impl Item {
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self.into_skill().unwrap().effect().first().unwrap().get_multiplier() - 100,
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self.into_skill().unwrap().effect().first().unwrap().get_duration()),
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Item::Decay => format!(
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Item::DecayI |
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Item::DecayII |
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Item::DecayIII => format!(
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"Reduces healing taken by {:?}% and deals blue damage {:?}% blue power each turn. Lasts {:?}T",
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100 - self.into_skill().unwrap().effect().first().unwrap().get_multiplier(),
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self.into_skill().unwrap().multiplier(),
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@ -582,7 +592,9 @@ impl Item {
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self.into_skill().unwrap().effect().first().unwrap().get_multiplier() - 100,
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self.into_skill().unwrap().effect().last().unwrap().get_duration()),
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Item::Triage => format!(
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Item::TriageI |
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Item::TriageII |
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Item::TriageIII => format!(
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"Heals target for {:?}% green power each turn. Lasts {:?}T",
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self.into_skill().unwrap().multiplier(),
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self.into_skill().unwrap().effect().first().unwrap().get_duration()),
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@ -598,7 +610,9 @@ impl Item {
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Item::TauntI => vec![Item::Buff, Item::Red, Item::Red],
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Item::TauntII => vec![Item::TauntI, Item::TauntI, Item::TauntI],
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Item::TauntIII => vec![Item::TauntII, Item::TauntII, Item::TauntII],
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Item::Triage => vec![Item::Buff, Item::Green, Item::Green],
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Item::TriageI => vec![Item::Buff, Item::Green, Item::Green],
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Item::TriageII => vec![Item::TriageI, Item::TriageI, Item::TriageI],
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Item::TriageIII => vec![Item::TriageII, Item::TriageII, Item::TriageII],
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Item::ScatterI => vec![Item::Buff, Item::Blue, Item::Blue],
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Item::ScatterII => vec![Item::ScatterI, Item::ScatterI, Item::ScatterI],
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Item::ScatterIII => vec![Item::ScatterIII, Item::ScatterIII, Item::ScatterIII],
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@ -620,7 +634,9 @@ impl Item {
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Item::CurseI => vec![Item::Debuff, Item::Red, Item::Green],
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Item::CurseII => vec![Item::CurseI, Item::CurseI, Item::CurseI],
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Item::CurseIII => vec![Item::CurseII, Item::CurseII, Item::CurseII],
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Item::Decay => vec![Item::Debuff, Item::Green, Item::Blue],
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Item::DecayI => vec![Item::Debuff, Item::Green, Item::Blue],
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Item::DecayII => vec![Item::DecayI, Item::DecayI, Item::DecayI],
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Item::DecayIII => vec![Item::DecayII, Item::DecayII, Item::DecayII],
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Item::InvertI => vec![Item::Debuff, Item::Red, Item::Blue],
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Item::InvertII => vec![Item::InvertI, Item::InvertI, Item::InvertI],
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Item::InvertIII => vec![Item::InvertII, Item::InvertII, Item::InvertII],
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@ -721,7 +737,9 @@ impl From<Skill> for Item {
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Skill::CurseI => Item::CurseI,
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Skill::CurseII => Item::CurseII,
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Skill::CurseIII => Item::CurseIII,
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Skill::Decay => Item::Decay,
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Skill::DecayI => Item::DecayI,
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Skill::DecayII => Item::DecayII,
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Skill::DecayIII => Item::DecayIII,
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Skill::Debuff => Item::Debuff,
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Skill::Haste => Item::Haste,
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Skill::Hostility => Item::Hostility,
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@ -778,14 +796,14 @@ impl From<Skill> for Item {
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Skill::ThrowI => Item::ThrowI,
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Skill::ThrowII => Item::ThrowII,
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Skill::ThrowIII => Item::ThrowIII,
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Skill::Triage => Item::Triage,
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Skill::TriageI => Item::TriageI,
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Skill::TriageII => Item::TriageII,
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Skill::TriageIII => Item::TriageIII,
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Skill::Corrupt => Item::Corrupt,
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Skill::CorruptionTick => Item::Corrupt,
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Skill::DecayTick => Item::Decay,
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Skill::SiphonTick => Item::Siphon,
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Skill::StrangleTick => Item::Strangle,
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Skill::TriageTick => Item::Triage,
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Skill::TestTouch => Item::TestTouch,
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Skill::TestStun => Item::TestStun,
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@ -840,7 +858,11 @@ pub fn get_combos() -> Vec<Combo> {
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Combo { components: Item::TauntI.combo(), item: Item::TauntI },
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Combo { components: Item::TauntII.combo(), item: Item::TauntII },
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Combo { components: Item::TauntIII.combo(), item: Item::TauntIII },
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Combo { components: Item::Triage.combo(), item: Item::Triage },
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Combo { components: Item::TriageI.combo(), item: Item::TriageI },
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Combo { components: Item::TriageII.combo(), item: Item::TriageII },
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Combo { components: Item::TriageIII.combo(), item: Item::TriageIII },
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Combo { components: Item::ScatterI.combo(), item: Item::ScatterI },
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Combo { components: Item::ScatterII.combo(), item: Item::ScatterII },
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Combo { components: Item::ScatterIII.combo(), item: Item::ScatterIII },
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@ -865,7 +887,9 @@ pub fn get_combos() -> Vec<Combo> {
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Combo { components: Item::CurseI.combo(), item: Item::CurseI },
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Combo { components: Item::CurseII.combo(), item: Item::CurseII },
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Combo { components: Item::CurseIII.combo(), item: Item::CurseIII },
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Combo { components: Item::Decay.combo(), item: Item::Decay },
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Combo { components: Item::DecayI.combo(), item: Item::DecayI },
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Combo { components: Item::DecayII.combo(), item: Item::DecayII },
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Combo { components: Item::DecayIII.combo(), item: Item::DecayIII },
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Combo { components: Item::InvertI.combo(), item: Item::InvertI },
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Combo { components: Item::InvertII.combo(), item: Item::InvertII },
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Combo { components: Item::InvertIII.combo(), item: Item::InvertIII },
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@ -137,8 +137,12 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
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Skill::CurseII |
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Skill::CurseIII => curse(source, target, resolutions, skill),
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Skill::Decay => decay(source, target, resolutions, skill), // dot
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Skill::DecayTick => decay_tick(source, target, resolutions, skill), // dot
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Skill::DecayI |
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Skill::DecayII |
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Skill::DecayIII => decay(source, target, resolutions, skill), // dot
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Skill::DecayTickI |
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Skill::DecayTickII |
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Skill::DecayTickIII => decay_tick(source, target, resolutions, skill), // dot
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Skill::Haste => haste(source, target, resolutions, skill), // speed slow
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@ -217,8 +221,13 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
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Skill::ThrowII |
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Skill::ThrowIII => throw(source, target, resolutions, skill), // no damage stun, adds vulnerable
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Skill::Triage => triage(source, target, resolutions, skill), // hot
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Skill::TriageTick => triage_tick(source, target, resolutions, skill), // hot
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Skill::TriageI |
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Skill::TriageII |
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Skill::TriageIII => triage(source, target, resolutions, skill), // hot
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Skill::TriageTickI |
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Skill::TriageTickII |
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Skill::TriageTickIII => triage_tick(source, target, resolutions, skill), // hot
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// Base Skills
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Skill::Attack => attack(source, target, resolutions, skill),
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@ -625,85 +634,124 @@ pub enum Skill {
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AmplifyI,
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AmplifyII,
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AmplifyIII,
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Banish,
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BlastI,
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BlastII,
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BlastIII,
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ChaosI,
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ChaosII,
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ChaosIII,
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ClutchI,
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ClutchII,
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ClutchIII,
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Corrupt,
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CorruptionTick,
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CurseI,
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CurseII,
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CurseIII,
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Decay, // dot
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DecayTick, // dot
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DecayI, // dot
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DecayII,
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DecayIII,
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DecayTickI, // dot
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DecayTickII,
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DecayTickIII,
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Haste,
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HasteStrike,
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HealI,
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HealII,
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HealIII,
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HexI,
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HexII,
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HexIII,
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Hostility,
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ImpureBlast,
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Impurity,
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Injure,
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InvertI,
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InvertII,
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InvertIII,
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Parry, // avoid all damage
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PurgeI,
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PurgeII,
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PurgeIII,
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PurifyI,
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PurifyII,
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PurifyIII,
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RechargeI,
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RechargeII,
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RechargeIII,
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ReflectI,
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ReflectII,
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ReflectIII,
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Riposte,
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RuinI,
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RuinII,
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RuinIII,
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ScatterI,
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ScatterII,
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ScatterIII,
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SilenceI,
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SilenceII,
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SilenceIII,
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Siphon,
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SiphonTick,
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SlayI,
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SlayII,
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SlayIII,
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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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Strangle,
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StrangleTick,
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StrikeI,
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StrikeII,
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StrikeIII,
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TauntI,
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TauntII,
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TauntIII,
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ThrowI, // no damage stun, adds vulnerable
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ThrowII,
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ThrowIII,
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Triage, // hot
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TriageTick,
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TriageI, // hot
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TriageII,
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TriageIII,
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TriageTickI,
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TriageTickII,
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TriageTickIII,
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// used by tests, no cd, 100% multiplier
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TestAttack,
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@ -724,16 +772,20 @@ impl Skill {
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Skill::BlastI => 110, // BB
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Skill::BlastII => 130, // BB
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Skill::BlastIII => 150, // BB
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Skill::ChaosI => 40, // BR
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Skill::ChaosII => 50, // BR
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Skill::ChaosIII => 60, // BR
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Skill::HealI => 130, //GG
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Skill::HealII => 160, //GG
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Skill::HealIII => 200, //GG
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Skill::SiphonTick => 40, // GB
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Skill::SlayI => 70, // RG
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Skill::SlayII => 90,
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Skill::SlayIII => 120,
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Skill::StrikeI => 90, //RR
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Skill::StrikeII => 110,
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Skill::StrikeIII => 140,
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@ -742,12 +794,15 @@ impl Skill {
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Skill::CorruptionTick => 80,
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Skill::Parry => 110,
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Skill::Riposte => 70,
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Skill::PurifyI => 45, //Green dmg (heal)
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Skill::PurifyII => 70,
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Skill::PurifyIII => 105,
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Skill::ReflectI => 45, //restore blue life (heal)
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Skill::ReflectII => 70,
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Skill::ReflectIII => 100,
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Skill::RechargeI => 85, //restore red and blue life (heal)
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Skill::RechargeII => 130,
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Skill::RechargeIII => 200,
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@ -759,10 +814,12 @@ impl Skill {
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Skill::StrangleTick => 65,
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// Debuff Base
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Skill::DecayTick => 25,
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Skill::DecayTickI => 25,
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Skill::DecayTickII => 45,
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Skill::DecayTickIII => 70,
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Skill::SilenceI => 55, // Deals more per blue skill on target
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Skill::SilenceII => 80, // Deals more per blue skill on target
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Skill::SilenceIII => 110, // 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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@ -776,7 +833,9 @@ impl Skill {
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Skill::TauntI => 80,
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Skill::TauntII => 110,
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Skill::TauntIII => 150,
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Skill::TriageTick => 75,
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Skill::TriageTickI => 75,
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Skill::TriageTickII => 110,
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Skill::TriageTickIII => 140,
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_ => 100,
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}
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@ -785,12 +844,18 @@ impl Skill {
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pub fn effect(&self) -> Vec<CrypEffect> {
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match self {
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// Modifiers
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Skill::AmplifyI => vec![CrypEffect {effect: Effect::Amplify, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None}],
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Skill::AmplifyII => vec![CrypEffect {effect: Effect::Amplify, duration: 3, meta: Some(EffectMeta::Multiplier(175)), tick: None}],
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Skill::AmplifyIII => vec![CrypEffect {effect: Effect::Amplify, duration: 4, meta: Some(EffectMeta::Multiplier(200)), tick: None}],
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Skill::AmplifyI => vec![CrypEffect {effect: Effect::Amplify, duration: 2,
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meta: Some(EffectMeta::Multiplier(150)), tick: None}],
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Skill::AmplifyII => vec![CrypEffect {effect: Effect::Amplify, duration: 3,
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meta: Some(EffectMeta::Multiplier(175)), tick: None}],
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Skill::AmplifyIII => vec![CrypEffect {effect: Effect::Amplify, duration: 4,
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meta: Some(EffectMeta::Multiplier(200)), tick: None}],
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Skill::Banish => vec![CrypEffect {effect: Effect::Banish, duration: 1,meta: None, tick: None}],
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Skill::Block => vec![CrypEffect {effect: Effect::Block, duration: 1, meta: Some(EffectMeta::Multiplier(50)), tick: None}],
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Skill::Buff => vec![CrypEffect {effect: Effect::Buff, duration: 2, meta: Some(EffectMeta::Multiplier(125)), tick: None }],
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Skill::Block => vec![CrypEffect {effect: Effect::Block, duration: 1,
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meta: Some(EffectMeta::Multiplier(50)), tick: None}],
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Skill::Buff => vec![CrypEffect {effect: Effect::Buff, duration: 2,
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meta: Some(EffectMeta::Multiplier(125)), tick: None }],
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|
||||
Skill::Corrupt => vec![CrypEffect {effect: Effect::Corrupt, duration: 2, meta: None, tick: None},
|
||||
CrypEffect {effect: Effect::Corruption, duration: 3, meta: None, tick: None}],
|
||||
@ -798,25 +863,45 @@ impl Skill {
|
||||
Skill::ClutchI => vec![CrypEffect {effect: Effect::Clutch, duration: 1, meta: None, tick: None }],
|
||||
Skill::ClutchII => vec![CrypEffect {effect: Effect::Clutch, duration: 2, meta: None, tick: None }],
|
||||
Skill::ClutchIII => vec![CrypEffect {effect: Effect::Clutch, duration: 3, meta: None, tick: None }],
|
||||
Skill::CurseI => vec![CrypEffect {effect: Effect::Curse, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None}],
|
||||
Skill::CurseII => vec![CrypEffect {effect: Effect::Curse, duration: 2, meta: Some(EffectMeta::Multiplier(200)), tick: None}],
|
||||
Skill::CurseIII => vec![CrypEffect {effect: Effect::Curse, duration: 3, meta: Some(EffectMeta::Multiplier(250)), tick: None}],
|
||||
Skill::Debuff => vec![CrypEffect {effect: Effect::Slow, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None }],
|
||||
|
||||
Skill::Decay => vec![CrypEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None },
|
||||
CrypEffect {effect: Effect::Decay, duration: 3, meta: None, tick: None }],
|
||||
Skill::Haste => vec![CrypEffect {effect: Effect::Haste, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None }],
|
||||
Skill::CurseI => vec![CrypEffect {effect: Effect::Curse, duration: 2,
|
||||
meta: Some(EffectMeta::Multiplier(150)), tick: None}],
|
||||
Skill::CurseII => vec![CrypEffect {effect: Effect::Curse, duration: 2,
|
||||
meta: Some(EffectMeta::Multiplier(200)), tick: None}],
|
||||
Skill::CurseIII => vec![CrypEffect {effect: Effect::Curse, duration: 3,
|
||||
meta: Some(EffectMeta::Multiplier(250)), tick: None}],
|
||||
|
||||
Skill::Debuff => vec![CrypEffect {effect: Effect::Slow, duration: 3,
|
||||
meta: Some(EffectMeta::Multiplier(50)), tick: None }],
|
||||
|
||||
Skill::DecayI => vec![CrypEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None },
|
||||
CrypEffect {effect: Effect::Decay, duration: 3,
|
||||
meta: Some(EffectMeta::SkillTick(Skill::DecayTickI)), tick: None}],
|
||||
Skill::DecayII => vec![CrypEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(35)), tick: None },
|
||||
CrypEffect {effect: Effect::Decay, duration: 3,
|
||||
meta: Some(EffectMeta::SkillTick(Skill::DecayTickII)), tick: None}],
|
||||
Skill::DecayIII => vec![CrypEffect {effect: Effect::Wither, duration: 4, meta: Some(EffectMeta::Multiplier(20)), tick: None },
|
||||
CrypEffect {effect: Effect::Decay, duration: 4,
|
||||
meta: Some(EffectMeta::SkillTick(Skill::DecayTickIII)), tick: None}],
|
||||
|
||||
Skill::Haste => vec![CrypEffect {effect: Effect::Haste, duration: 2,
|
||||
meta: Some(EffectMeta::Multiplier(150)), tick: None }],
|
||||
Skill::HexI => vec![CrypEffect {effect: Effect::Hex, duration: 2, meta: None, tick: None}],
|
||||
Skill::HexII => vec![CrypEffect {effect: Effect::Hex, duration: 3, meta: None, tick: None}],
|
||||
Skill::HexIII => vec![CrypEffect {effect: Effect::Hex, duration: 4, meta: None, tick: None}],
|
||||
|
||||
Skill::Hostility => vec![CrypEffect {effect: Effect::Hostility, duration: 2, meta: None, tick: None},
|
||||
CrypEffect {effect: Effect::Hatred, duration: 5, meta: None, tick: None}],
|
||||
Skill::Impurity => vec![CrypEffect {effect: Effect::Impurity, duration: 3, meta: Some(EffectMeta::Multiplier(150)), tick: None }],
|
||||
|
||||
Skill::Impurity => vec![CrypEffect {effect: Effect::Impurity, duration: 3,
|
||||
meta: Some(EffectMeta::Multiplier(150)), tick: None }],
|
||||
|
||||
Skill::InvertI => vec![CrypEffect {effect: Effect::Invert, duration: 2, meta: None, tick: None}],
|
||||
Skill::InvertII => vec![CrypEffect {effect: Effect::Invert, duration: 3, meta: None, tick: None}],
|
||||
Skill::InvertIII => vec![CrypEffect {effect: Effect::Invert, duration: 4, meta: None, tick: None}],
|
||||
|
||||
Skill::Parry => vec![CrypEffect {effect: Effect::Parry, duration: 2, meta: None, tick: None }],
|
||||
|
||||
Skill::ReflectI => vec![CrypEffect {effect: Effect::Reflect, duration: 1, meta: None, tick: None }],
|
||||
Skill::ReflectII => vec![CrypEffect {effect: Effect::Reflect, duration: 2, meta: None, tick: None }],
|
||||
Skill::ReflectIII => vec![CrypEffect {effect: Effect::Reflect, duration: 3, meta: None, tick: None }],
|
||||
@ -831,13 +916,17 @@ impl Skill {
|
||||
Skill::RuinI => vec![CrypEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}],
|
||||
Skill::RuinII => vec![CrypEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}],
|
||||
Skill::RuinIII => vec![CrypEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}],
|
||||
|
||||
Skill::ScatterI => vec![CrypEffect {effect: Effect::Scatter, duration: 2, meta: None, tick: None}],
|
||||
Skill::ScatterII => vec![CrypEffect {effect: Effect::Scatter, duration: 3, meta: None, tick: None}],
|
||||
Skill::ScatterIII => vec![CrypEffect {effect: Effect::Scatter, duration: 4, meta: None, tick: None}],
|
||||
|
||||
Skill::SilenceI => vec![CrypEffect {effect: Effect::Silence, duration: 2, meta: None, tick: None}],
|
||||
Skill::SilenceII => vec![CrypEffect {effect: Effect::Silence, duration: 2, meta: None, tick: None}],
|
||||
Skill::SilenceIII => vec![CrypEffect {effect: Effect::Silence, duration: 3, meta: None, tick: None}],
|
||||
Skill::SilenceII => vec![CrypEffect {effect: Effect::Silence, duration: 3, meta: None, tick: None}],
|
||||
Skill::SilenceIII => vec![CrypEffect {effect: Effect::Silence, duration: 4, meta: None, tick: None}],
|
||||
|
||||
Skill::Siphon => vec![CrypEffect {effect: Effect::Siphon, duration: 2, meta: None, tick: None}],
|
||||
|
||||
Skill::SleepI => vec![CrypEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}],
|
||||
Skill::SleepII => vec![CrypEffect {effect: Effect::Stun, duration: 3, meta: None, tick: None}],
|
||||
Skill::SleepIII => vec![CrypEffect {effect: Effect::Stun, duration: 4, meta: None, tick: None}],
|
||||
@ -848,10 +937,17 @@ impl Skill {
|
||||
|
||||
Skill::Strangle => vec![CrypEffect {effect: Effect::Strangle, duration: 2, meta: None, tick: None}],
|
||||
Skill::Stun => vec![CrypEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}],
|
||||
|
||||
Skill::TauntI => vec![CrypEffect {effect: Effect::Taunt, duration: 2, meta: None, tick: None}],
|
||||
Skill::TauntII => vec![CrypEffect {effect: Effect::Taunt, duration: 3, meta: None, tick: None}],
|
||||
Skill::TauntIII => vec![CrypEffect {effect: Effect::Taunt, duration: 4, meta: None, tick: None}],
|
||||
Skill::Triage => vec![CrypEffect {effect: Effect::Triage, duration: 2, meta: None, tick: None}],
|
||||
|
||||
Skill::TriageI => vec![CrypEffect {effect: Effect::Triage, duration: 2,
|
||||
meta: Some(EffectMeta::SkillTick(Skill::TriageTickI)), tick: None}],
|
||||
Skill::TriageII => vec![CrypEffect {effect: Effect::Triage, duration: 3,
|
||||
meta: Some(EffectMeta::SkillTick(Skill::TriageTickII)), tick: None}],
|
||||
Skill::TriageIII => vec![CrypEffect {effect: Effect::Triage, duration: 4,
|
||||
meta: Some(EffectMeta::SkillTick(Skill::TriageTickIII)), tick: None}],
|
||||
|
||||
//Unused
|
||||
Skill::Injure => vec![CrypEffect {effect: Effect::Injured, duration: 2, meta: None, tick: None }],
|
||||
@ -867,95 +963,131 @@ impl Skill {
|
||||
Skill::Attack => None,
|
||||
Skill::Debuff => Some(1),
|
||||
Skill::Buff => None,
|
||||
|
||||
Skill::StrikeI => None,
|
||||
Skill::StrikeII => None,
|
||||
Skill::StrikeIII => None,
|
||||
Skill::Block => None, // reduce damage
|
||||
Skill::Parry => Some(2), // avoid all damage
|
||||
Skill::Riposte => None, // used on parry
|
||||
|
||||
Skill::SnareI => Some(2),
|
||||
Skill::SnareII => Some(2),
|
||||
Skill::SnareIII => Some(2),
|
||||
Skill::Stun => Some(2),
|
||||
|
||||
Skill::HealI => None,
|
||||
Skill::HealII => None,
|
||||
Skill::HealIII => None,
|
||||
Skill::Triage => None, // hot
|
||||
Skill::TriageTick => None,
|
||||
|
||||
Skill::TriageI => None, // hot
|
||||
Skill::TriageII => None, // hot
|
||||
Skill::TriageIII => None, // hot
|
||||
|
||||
Skill::ThrowI => Some(1), // no damage stun, adds vulnerable
|
||||
Skill::ThrowII => Some(1),
|
||||
Skill::ThrowIII => Some(1),
|
||||
|
||||
Skill::BlastI => None,
|
||||
Skill::BlastII => None,
|
||||
Skill::BlastIII => None,
|
||||
|
||||
Skill::ChaosI => None,
|
||||
Skill::ChaosII => None,
|
||||
Skill::ChaosIII => None,
|
||||
|
||||
Skill::AmplifyI => Some(1),
|
||||
Skill::AmplifyII => Some(1),
|
||||
Skill::AmplifyIII => Some(1),
|
||||
Skill::Impurity => Some(3),
|
||||
Skill::ImpureBlast => None,
|
||||
|
||||
Skill::InvertI => Some(2),
|
||||
Skill::InvertII => Some(2),
|
||||
Skill::InvertIII => Some(2),
|
||||
Skill::Decay => Some(1), // dot
|
||||
Skill::DecayTick => None,
|
||||
Skill::DecayI => Some(1), // dot
|
||||
Skill::DecayII => Some(1),
|
||||
Skill::DecayIII => Some(1),
|
||||
Skill::Siphon => None,
|
||||
Skill::SiphonTick => None,
|
||||
|
||||
Skill::CurseI => Some(1),
|
||||
Skill::CurseII => Some(1),
|
||||
Skill::CurseIII => Some(1),
|
||||
|
||||
Skill::ScatterI => Some(2),
|
||||
Skill::ScatterII => Some(2),
|
||||
Skill::ScatterIII => Some(2),
|
||||
|
||||
Skill::SilenceI => Some(3),
|
||||
Skill::SilenceII => Some(2),
|
||||
Skill::SilenceIII => Some(2),
|
||||
|
||||
Skill::PurifyI => None,
|
||||
Skill::PurifyII => None,
|
||||
Skill::PurifyIII => None,
|
||||
|
||||
Skill::PurgeI => None,
|
||||
Skill::PurgeII => None,
|
||||
Skill::PurgeIII => None,
|
||||
|
||||
Skill::Banish => Some(1),
|
||||
|
||||
Skill::HexI => Some(1),
|
||||
Skill::HexII => Some(2),
|
||||
Skill::HexIII => Some(2),
|
||||
Skill::Haste => Some(2),
|
||||
Skill::HasteStrike => None, // Used in haste
|
||||
|
||||
Skill::ReflectI => Some(2),
|
||||
Skill::ReflectII => Some(2),
|
||||
Skill::ReflectIII => Some(2),
|
||||
|
||||
Skill::RechargeI => Some(2),
|
||||
Skill::RechargeII => Some(2),
|
||||
Skill::RechargeIII => Some(2),
|
||||
|
||||
Skill::RuinI => Some(3),
|
||||
Skill::RuinII => Some(2),
|
||||
Skill::RuinIII => Some(2),
|
||||
|
||||
Skill::SlayI => None,
|
||||
Skill::SlayII => None,
|
||||
Skill::SlayIII => None,
|
||||
|
||||
Skill::SleepI => Some(3),
|
||||
Skill::SleepII => Some(3),
|
||||
Skill::SleepIII => Some(3),
|
||||
|
||||
Skill::Strangle => Some(2),
|
||||
Skill::StrangleTick => None,
|
||||
|
||||
Skill::ClutchI => Some(1),
|
||||
Skill::ClutchII => Some(2),
|
||||
Skill::ClutchIII => Some(3),
|
||||
|
||||
Skill::TauntI => Some(2),
|
||||
Skill::TauntII => Some(2),
|
||||
Skill::TauntIII => Some(2),
|
||||
Skill::Injure => Some(2),
|
||||
|
||||
Skill::Corrupt => Some(1),
|
||||
Skill::CorruptionTick => None,
|
||||
|
||||
Skill::Hostility => Some(1),
|
||||
|
||||
//-----------
|
||||
// Never cast directly
|
||||
//---------
|
||||
// Trigger
|
||||
Skill::ImpureBlast |
|
||||
Skill::HasteStrike |
|
||||
Skill::Riposte | // parry
|
||||
// Ticks
|
||||
Skill::CorruptionTick |
|
||||
Skill::DecayTickI |
|
||||
Skill::DecayTickII |
|
||||
Skill::DecayTickIII |
|
||||
Skill::SiphonTick |
|
||||
Skill::StrangleTick |
|
||||
Skill::TriageTickI |
|
||||
Skill::TriageTickII |
|
||||
Skill::TriageTickIII => None,
|
||||
// Triggers
|
||||
// -----------------
|
||||
// Test
|
||||
// -----------------
|
||||
@ -971,21 +1103,32 @@ impl Skill {
|
||||
|
||||
pub fn ko_castable(&self) -> bool {
|
||||
match self {
|
||||
Skill::TriageTick => true,
|
||||
Skill::DecayTick => true,
|
||||
Skill::SiphonTick => true,
|
||||
Skill::CorruptionTick => true,
|
||||
Skill::CorruptionTick |
|
||||
Skill::DecayTickI |
|
||||
Skill::DecayTickII |
|
||||
Skill::DecayTickIII |
|
||||
Skill::SiphonTick |
|
||||
|
||||
Skill::TriageTickI |
|
||||
Skill::TriageTickII |
|
||||
Skill::TriageTickIII => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_tick(&self) -> bool {
|
||||
match self {
|
||||
Skill::CorruptionTick => true,
|
||||
Skill::DecayTick => true,
|
||||
Skill::SiphonTick => true,
|
||||
Skill::StrangleTick => true,
|
||||
Skill::TriageTick => true,
|
||||
Skill::CorruptionTick |
|
||||
Skill::DecayTickI |
|
||||
Skill::DecayTickII |
|
||||
Skill::DecayTickIII |
|
||||
Skill::SiphonTick |
|
||||
Skill::StrangleTick |
|
||||
|
||||
Skill::TriageTickI |
|
||||
Skill::TriageTickII |
|
||||
Skill::TriageTickIII => true,
|
||||
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
@ -1006,8 +1149,14 @@ impl Skill {
|
||||
Skill::StrikeIII => Skill::StrikeI.speed(),
|
||||
|
||||
Skill::SiphonTick => Skill::Siphon.speed(),
|
||||
Skill::DecayTick => Skill::Decay.speed(),
|
||||
Skill::TriageTick => Skill::Triage.speed(),
|
||||
Skill::DecayTickI |
|
||||
Skill::DecayTickII |
|
||||
Skill::DecayTickIII => Skill::DecayI.speed(),
|
||||
|
||||
Skill::TriageTickI |
|
||||
Skill::TriageTickII |
|
||||
Skill::TriageTickIII => Skill::TriageI.speed(),
|
||||
|
||||
Skill::StrangleTick => Skill::Strangle.speed(),
|
||||
Skill::CorruptionTick => Skill::Corrupt.speed(),
|
||||
|
||||
@ -1027,11 +1176,11 @@ impl Skill {
|
||||
pub fn self_targeting(&self) -> bool {
|
||||
match self {
|
||||
Skill::Block |
|
||||
Skill::Parry |
|
||||
Skill::Corrupt |
|
||||
Skill::ClutchI |
|
||||
Skill::ClutchII |
|
||||
Skill::ClutchIII |
|
||||
Skill::Corrupt |
|
||||
Skill::Parry |
|
||||
Skill::TestBlock |
|
||||
Skill::TestParry => true,
|
||||
|
||||
@ -1043,36 +1192,38 @@ impl Skill {
|
||||
let mut rng = thread_rng();
|
||||
|
||||
match self {
|
||||
Skill::HealI |
|
||||
Skill::HealII |
|
||||
Skill::HealIII |
|
||||
Skill::Triage |
|
||||
Skill::PurifyI |
|
||||
Skill::PurifyII |
|
||||
Skill::PurifyIII |
|
||||
Skill::Parry |
|
||||
Skill::AmplifyI |
|
||||
Skill::AmplifyII |
|
||||
Skill::AmplifyIII |
|
||||
Skill::Block |
|
||||
Skill::ClutchI |
|
||||
Skill::ClutchII |
|
||||
Skill::ClutchIII |
|
||||
Skill::ScatterI |
|
||||
Skill::ScatterII |
|
||||
Skill::ScatterIII |
|
||||
Skill::Corrupt |
|
||||
Skill::Haste |
|
||||
Skill::HealI |
|
||||
Skill::HealII |
|
||||
Skill::HealIII |
|
||||
Skill::Hostility |
|
||||
Skill::InvertI |
|
||||
Skill::InvertII |
|
||||
Skill::InvertIII |
|
||||
Skill::Parry |
|
||||
Skill::PurifyI |
|
||||
Skill::PurifyII |
|
||||
Skill::PurifyIII |
|
||||
Skill::RechargeI |
|
||||
Skill::RechargeII |
|
||||
Skill::RechargeIII |
|
||||
Skill::ReflectI |
|
||||
Skill::ReflectII |
|
||||
Skill::ReflectIII |
|
||||
Skill::Haste |
|
||||
Skill::InvertI |
|
||||
Skill::InvertII |
|
||||
Skill::InvertIII |
|
||||
Skill::AmplifyI |
|
||||
Skill::AmplifyII |
|
||||
Skill::AmplifyIII |
|
||||
Skill::Hostility |
|
||||
Skill::Corrupt |
|
||||
Skill::Block => true,
|
||||
Skill::ScatterI |
|
||||
Skill::ScatterII |
|
||||
Skill::ScatterIII |
|
||||
Skill::TriageI |
|
||||
Skill::TriageII |
|
||||
Skill::TriageIII => true,
|
||||
|
||||
Skill::Banish => rng.gen_bool(0.5),
|
||||
|
||||
@ -1297,17 +1448,20 @@ fn heal(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: S
|
||||
}
|
||||
|
||||
fn triage(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
skill.effect().into_iter().for_each(|e| {
|
||||
let triage = e.clone().set_tick(Cast::new_tick(source, target, Skill::TriageTick));
|
||||
let CrypEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone();
|
||||
let tick_skill = match meta {
|
||||
Some(EffectMeta::SkillTick(s)) => s,
|
||||
_ => panic!("no triage tick skill"),
|
||||
};
|
||||
let triage = CrypEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill));
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(skill, triage)));
|
||||
});
|
||||
|
||||
return triage_tick(source, target, results, Skill::TriageTick);
|
||||
return triage_tick(source, target, results, tick_skill);
|
||||
}
|
||||
|
||||
fn triage_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
let amount = source.green_damage().pct(skill.multiplier());
|
||||
target.deal_green_damage(Skill::TriageTick, amount)
|
||||
target.deal_green_damage(skill, amount)
|
||||
.into_iter()
|
||||
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
||||
return results;
|
||||
@ -1356,17 +1510,18 @@ fn debuff(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
|
||||
|
||||
fn decay(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
|
||||
skill.effect().into_iter().for_each(|e| {
|
||||
let CrypEffect { effect, duration: _, meta: _, tick: _ } = e;
|
||||
let apply_effect = match effect {
|
||||
Effect::Wither => e.clone(),
|
||||
Effect::Decay => e.clone().set_tick(Cast::new_tick(source, target, Skill::DecayTick)),
|
||||
_ => panic!("wrong decay effects"),
|
||||
};
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(skill, apply_effect)));
|
||||
});
|
||||
let wither = skill.effect().first().unwrap().clone();
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(skill, wither)));
|
||||
|
||||
return decay_tick(source, target, results, Skill::DecayTick);
|
||||
let CrypEffect { effect, duration, meta, tick: _ } = skill.effect().last().unwrap().clone();
|
||||
let tick_skill = match meta {
|
||||
Some(EffectMeta::SkillTick(s)) => s,
|
||||
_ => panic!("no decay tick skill"),
|
||||
};
|
||||
let decay = CrypEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill));
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(skill, decay)));
|
||||
|
||||
return decay_tick(source, target, results, tick_skill);
|
||||
}
|
||||
|
||||
fn decay_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
@ -1610,7 +1765,7 @@ mod tests {
|
||||
let mut y = Cryp::new()
|
||||
.named(&"camel".to_string());
|
||||
|
||||
decay(&mut x, &mut y, vec![], Skill::Decay);
|
||||
decay(&mut x, &mut y, vec![], Skill::DecayI);
|
||||
|
||||
assert!(y.effects.iter().any(|e| e.effect == Effect::Decay));
|
||||
|
||||
@ -1809,7 +1964,7 @@ mod tests {
|
||||
y.deal_red_damage(Skill::Attack, 5);
|
||||
let prev_hp = y.green_life();
|
||||
|
||||
triage(&mut x, &mut y, vec![], Skill::Triage);
|
||||
triage(&mut x, &mut y, vec![], Skill::TriageI);
|
||||
|
||||
assert!(y.effects.iter().any(|e| e.effect == Effect::Triage));
|
||||
assert!(y.green_life() > prev_hp);
|
||||
@ -1869,7 +2024,7 @@ mod tests {
|
||||
let mut x = Cryp::new()
|
||||
.named(&"muji".to_string());
|
||||
|
||||
decay(&mut x.clone(), &mut x, vec![], Skill::Decay);
|
||||
decay(&mut x.clone(), &mut x, vec![], Skill::DecayI);
|
||||
assert!(x.effects.iter().any(|e| e.effect == Effect::Decay));
|
||||
|
||||
purify(&mut x.clone(), &mut x, vec![], Skill::PurifyI);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user