effect descriptions, skill speed in game info, fix block stages
This commit is contained in:
parent
38899d31d0
commit
b71cc8fc0f
@ -17,9 +17,12 @@ export const setCombiner = value => ({ type: 'SET_COMBINER', value: Array.from(v
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export const setConstructEditId = value => ({ type: 'SET_CONSTRUCT_EDIT_ID', value });
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export const setConstructEditId = value => ({ type: 'SET_CONSTRUCT_EDIT_ID', value });
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export const setConstructs = value => ({ type: 'SET_CONSTRUCTS', value });
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export const setConstructs = value => ({ type: 'SET_CONSTRUCTS', value });
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export const setConstructRename = value => ({ type: 'SET_CONSTRUCT_RENAME', value });
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export const setConstructRename = value => ({ type: 'SET_CONSTRUCT_RENAME', value });
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export const setGame = value => ({ type: 'SET_GAME', value });
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export const setGame = value => ({ type: 'SET_GAME', value });
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export const setGameInfo = value => ({ type: 'SET_GAME_INFO', value });
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export const setGameSkillInfo = value => ({ type: 'SET_GAME_SKILL_INFO', value });
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export const setGameEffectInfo = value => ({ type: 'SET_GAME_EFFECT_INFO', value });
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export const setInfo = value => ({ type: 'SET_INFO', value });
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export const setInfo = value => ({ type: 'SET_INFO', value });
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export const setEmail = value => ({ type: 'SET_EMAIL', value });
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export const setEmail = value => ({ type: 'SET_EMAIL', value });
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export const setInvite = value => ({ type: 'SET_INVITE', value });
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export const setInvite = value => ({ type: 'SET_INVITE', value });
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export const setInstance = value => ({ type: 'SET_INSTANCE', value });
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export const setInstance = value => ({ type: 'SET_INSTANCE', value });
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@ -8,6 +8,7 @@ const { STATS } = require('../utils');
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const { ConstructAvatar, ConstructText } = require('./construct');
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const { ConstructAvatar, ConstructText } = require('./construct');
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const shapes = require('./shapes');
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const shapes = require('./shapes');
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const { INFO } = require('./../constants');
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const { INFO } = require('./../constants');
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const actions = require('../actions');
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const SkillBtn = require('./skill.btn');
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const SkillBtn = require('./skill.btn');
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@ -21,8 +22,7 @@ const addState = connect(
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animFocus,
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animFocus,
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animating,
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animating,
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animText,
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animText,
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gameSkillInfo,
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gameInfo,
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itemInfo,
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itemInfo,
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} = state;
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} = state;
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@ -45,11 +45,19 @@ const addState = connect(
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animText,
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animText,
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activeSkill,
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activeSkill,
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selectSkillTarget,
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selectSkillTarget,
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gameSkillInfo,
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gameInfo,
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itemInfo,
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itemInfo,
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};
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};
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},
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function receiveDispatch(dispatch) {
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function setGameEffectInfo(info) {
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dispatch(actions.setGameEffectInfo(info));
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}
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return { setGameEffectInfo };
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}
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}
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);
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);
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const eventClasses = (animating, animFocus, construct, postSkill) => {
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const eventClasses = (animating, animFocus, construct, postSkill) => {
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@ -85,8 +93,9 @@ class GameConstruct extends Component {
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selectSkillTarget,
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selectSkillTarget,
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animFocus,
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animFocus,
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animText,
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animText,
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gameInfo,
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setGameEffectInfo,
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gameSkillInfo,
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itemInfo,
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itemInfo,
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} = this.props;
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} = this.props;
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@ -107,20 +116,30 @@ class GameConstruct extends Component {
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let crypSkills = <div></div>;
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let crypSkills = <div></div>;
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if (player) crypSkills = (<div class="skills"> {skills} </div>);
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if (player) crypSkills = (<div class="skills"> {skills} </div>);
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function hoverInfo(e, info) {
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e.stopPropagation();
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return setGameEffectInfo(info);
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}
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const effectBox = () => {
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const effectBox = () => {
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if (gameInfo && gameInfo.constructId === construct.id) {
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if (gameSkillInfo && gameSkillInfo.constructId === construct.id) {
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const fullInfo = itemInfo.items.find(k => k.item === gameInfo.skill) || INFO[gameInfo.skill];
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const fullInfo = itemInfo.items.find(k => k.item === gameSkillInfo.skill) || INFO[gameSkillInfo.skill];
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const regEx = /(RedPower|BluePower|GreenPower|RedLife|BlueLife|GreenLife|SpeedStat)/;
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const regEx = /(RedPower|BluePower|GreenPower|RedLife|BlueLife|GreenLife|SpeedStat)/;
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const infoDescription = reactStringReplace(fullInfo.description, regEx, match => shapes[match]());
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const infoDescription = reactStringReplace(fullInfo.description, regEx, match => shapes[match]());
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const speed = <div> Speed {shapes.SpeedStat()} multiplier {fullInfo.speed * 4}% </div>;
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return (
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return (
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<div class="skill-description">
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<div class="skill-description">
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<h2> {gameInfo.skill} </h2>
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<h2> {gameSkillInfo.skill} </h2>
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<div> {infoDescription} </div>
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<div> {infoDescription} </div>
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{speed}
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</div>);
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</div>);
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}
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}
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const effects = construct.effects.length
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const effects = construct.effects.length
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? construct.effects.map(c => <div key={c.effect}>{c.effect} - {c.duration}T</div>)
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? construct.effects.map(c =>
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<div
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key={c.effect}
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onMouseOver={e => hoverInfo(e, c)}
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onMouseOut={e => hoverInfo(e, null)}
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> {c.effect} - {c.duration}T</div>)
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: null;
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: null;
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return (<div class="effects"> {effects} </div>);
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return (<div class="effects"> {effects} </div>);
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}
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}
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@ -23,11 +23,11 @@ const addState = connect(
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dispatch(actions.setActiveSkill(constructId, skill));
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dispatch(actions.setActiveSkill(constructId, skill));
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}
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}
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function setGameInfo(info) {
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function setGameSkillInfo(info) {
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dispatch(actions.setGameInfo(info));
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dispatch(actions.setGameSkillInfo(info));
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}
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}
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return { setActiveSkill, setGameInfo };
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return { setActiveSkill, setGameSkillInfo };
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}
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}
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);
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);
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@ -40,18 +40,18 @@ function Skill(props) {
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i,
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i,
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activeSkill,
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activeSkill,
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setActiveSkill,
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setActiveSkill,
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setGameInfo,
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setGameSkillInfo,
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} = props;
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} = props;
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if (!game) return false;
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if (!game) return false;
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const s = construct.skills[i];
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const s = construct.skills[i];
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const ko = construct.green_life.value === 0 ? 'ko' : '';
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const ko = construct.green_life.value === 0 ? 'ko' : '';
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function hoverInfo(e, info) {
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function hoverInfo(e, info) {
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e.stopPropagation();
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e.stopPropagation();
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if (animating) return false;
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if (animating) return false;
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return setGameInfo(info);
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return setGameSkillInfo(info);
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}
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}
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if (!s || !game) {
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if (!s || !game) {
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return (
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return (
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@ -6,11 +6,11 @@ const reactStringReplace = require('react-string-replace');
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const throttle = require('lodash/throttle');
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const throttle = require('lodash/throttle');
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const shapes = require('./shapes');
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const shapes = require('./shapes');
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const { removeTier } = require('../utils');
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const { effectInfo, removeTier } = require('../utils');
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const addState = connect(
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const addState = connect(
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({ game, account, animSkill, animating, itemInfo }) =>
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({ game, account, animSkill, animating, itemInfo, gameEffectInfo }) =>
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({ game, account, animSkill, animating, itemInfo })
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({ game, account, animSkill, animating, itemInfo, gameEffectInfo })
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);
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);
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class TargetSvg extends Component {
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class TargetSvg extends Component {
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@ -28,10 +28,24 @@ class TargetSvg extends Component {
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}
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}
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render(props, state) {
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render(props, state) {
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const { game, account, animating, animSkill, itemInfo } = props;
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const { game, account, animating, animSkill, itemInfo, gameEffectInfo } = props;
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const { width, height } = state;
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const { width, height } = state;
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if (!game) return false; // game will be null when battle ends
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if (!game) return false; // game will be null when battle ends
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// Whenever someones looking at effects throw it up here
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if (gameEffectInfo) {
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const regEx = /(RedPower|BluePower|GreenPower|RedLife|BlueLife|GreenLife|SpeedStat)/;
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const infoString = effectInfo(gameEffectInfo);
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const infoDescription = reactStringReplace(infoString, regEx, match => shapes[match]());
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return (
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<div class="resolving-skill">
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<h1>{gameEffectInfo.effect}</h1>
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<div> {infoDescription} </div>
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</div>
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);
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}
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// resolutions happening
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// resolutions happening
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// just put skill name up
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// just put skill name up
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if (animating) {
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if (animating) {
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@ -109,7 +109,7 @@ function registerEvents(store) {
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store.dispatch(actions.setAnimTarget(null));
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store.dispatch(actions.setAnimTarget(null));
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store.dispatch(actions.setAnimText(null));
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store.dispatch(actions.setAnimText(null));
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store.dispatch(actions.setAnimating(false));
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store.dispatch(actions.setAnimating(false));
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store.dispatch(actions.setGameEffectInfo(null));
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store.dispatch(actions.setSkip(false));
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store.dispatch(actions.setSkip(false));
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// set the game state so resolutions don't fire twice
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// set the game state so resolutions don't fire twice
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@ -29,7 +29,8 @@ module.exports = {
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constructEditId: createReducer(null, 'SET_CONSTRUCT_EDIT_ID'),
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constructEditId: createReducer(null, 'SET_CONSTRUCT_EDIT_ID'),
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constructRename: createReducer(null, 'SET_CONSTRUCT_RENAME'),
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constructRename: createReducer(null, 'SET_CONSTRUCT_RENAME'),
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game: createReducer(null, 'SET_GAME'),
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game: createReducer(null, 'SET_GAME'),
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gameInfo: createReducer(null, 'SET_GAME_INFO'),
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gameSkillInfo: createReducer(null, 'SET_GAME_SKILL_INFO'),
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gameEffectInfo: createReducer(null, 'SET_GAME_EFFECT_INFO'),
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email: createReducer(null, 'SET_EMAIL'),
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email: createReducer(null, 'SET_EMAIL'),
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invite: createReducer(null, 'SET_INVITE'),
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invite: createReducer(null, 'SET_INVITE'),
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info: createReducer(null, 'SET_INFO'),
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info: createReducer(null, 'SET_INFO'),
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@ -237,6 +237,64 @@ function convertItem(v) {
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// return;
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// return;
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}
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}
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function effectInfo(i) {
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console.log(i);
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function multiplier(s) { // Update later to use server info in future
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if (s === 'CounterAttack') return 70;
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if (s === 'CounterAttack+') return 95;
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if (s === 'CounterAttack++') return 120;
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if (s === 'DecayTick') return 33;
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if (s === 'DecayTick+') return 45;
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if (s === 'DecayTick++') return 70;
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if (s === 'SiphonTick') return 40;
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if (s === 'SiphonTick+') return 50;
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if (s === 'SiphonTick++') return 60;
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if (s === 'TriageTick') return 75;
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if (s === 'TriageTick+') return 110;
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if (s === 'TriageTick++') return 140;
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if (s === 'Electrocute' || s === 'ElectrocuteTick') return 80;
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if (s === 'Electrocute+' || s === 'ElectrocuteTick+') return 100;
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if (s === 'Electrocute++' || s === 'ElectrocuteTick++') return 130;
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return 0;
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}
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switch (i.effect) {
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case 'Amplify': return `Increases construct RedPower and BluePower by ${i.meta[1] - 100}%`;
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case 'Banish': return 'Banished construct cannot cast or take damage';
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case 'Block': return `Reduces construct red damage taken by ${100 - i.meta[1]}%`;
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case 'Buff': return `Increases construct RedPower and SpeedStat by ${i.meta[1] - 100}%`;
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case 'Sustain': return 'Construct cannot be KO while active. Additionally provides immunity to disables';
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case 'Curse': return `Construct will take ${i.meta[1] - 100}% increased red and blue damage`;
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case 'Haste': return `Construct has ${i.meta[1] - 100}% increased SpeedStat. Red attack skills will trigger a HasteStrike dealing 30% SpeedStat as red damage.`;
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case 'Hybrid': return `Construct has ${i.meta[1] - 100}% increased GreenPower. Blue attack skills will trigger a HybridBlast dealing 25% GreenPower as red damage.`;
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case 'Invert': return 'Reverses damage and healing. Healing will damage this construct and damage will heal.';
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case 'Counter': return `Red damage taken by this construct will trigger a CounterAttack. CounterAttack deals ${multiplier(i.meta[1])}% RedPower as red damage.`;
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case 'Purge': return 'Disable construct from casting any green skills';
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case 'Reflect': return 'Reflect blue skills back to caster';
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case 'Slow': return `Reduces construct SpeedStat by ${100 - i.meta[1]}%`;
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case 'Restrict': return 'Disable construct from casting any red skills';
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case 'Stun': return 'Stunned construct cannot use skills';
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case 'Intercept': return 'Redirect any skills on team to this target construct';
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case 'Vulnerable': return `Construct will take ${i.meta[1] - 100}% increased red damage`;
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case 'Silence': return 'Disable construct from casting any blue skills';
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case 'Wither': return `Construct will take ${100 - i.meta[1]}% reduced healing`; //
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case 'Decay': return `Construct will take ${multiplier(i.tick.skill)}% of caster's BluePower as blue damage each turn.`; //
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case 'Electric': return `Attacks against this construct will apply Electrocute dealing ${multiplier(i.meta[1])}% of construct BluePower as blue damage each turn.`;
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case 'Electrocute': return `Construct will take ${multiplier(i.tick.skill)}% of caster's BluePower as blue damage each turn.`;
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case 'Absorb': return 'If construct takes damage, Absorption will be applied increasing RedPower and BluePower based on damage taken.';
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case 'Absorption': return `Increasing construct RedPower and BluePower by ${i.meta[1]}`;
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case 'Triage': return `Construct will be healed for ${multiplier(i.tick.skill)}% of caster's GreenPower each turn.`;
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case 'Siphon': return `Construct will take ${multiplier(i.tick.skill)}% of caster's BluePower as blue damage each turn, healing the caster.`;
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default: return 'Missing Effect Text';
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}
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}
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module.exports = {
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module.exports = {
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stringSort,
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stringSort,
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numSort,
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numSort,
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@ -251,4 +309,5 @@ module.exports = {
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randomPoints,
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randomPoints,
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removeTier,
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removeTier,
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match,
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match,
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effectInfo,
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};
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};
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@ -1420,9 +1420,7 @@ fn break_(source: &mut Construct, target: &mut Construct, mut results: Resolutio
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}
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}
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fn block(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
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fn block(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
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results.push(Resolution::new(source, target)
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results.push(Resolution::new(source, target).event(target.add_effect(skill, skill.effect()[0])));
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.event(target.add_effect(skill, skill.effect()[0]))
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.stages(EventStages::StartEnd));
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return results;
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return results;
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}
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}
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