few more skills back in
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@ -18,10 +18,11 @@
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cryp vbox
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cryp vbox
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update defensives in skill.rs
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update defensives in skill.rs
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ensure all skills impl
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ez
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Skill::Slay -> red attack with bonus somethingorother for blue / maim no healing
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Skill::Slay -> red attack with bonus somethingorother for blue / maim no healing
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consolidate buffs debuffs and disables
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no more red/blue
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siphon test
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siphon test
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make parry semi-aggressive
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make parry semi-aggressive
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@ -1062,7 +1062,7 @@ fn silence(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Re
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fn purge(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions {
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fn purge(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions {
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for (i, ce) in target.effects.clone().iter_mut().enumerate() {
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for (i, ce) in target.effects.clone().iter_mut().enumerate() {
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if ce.effect.category() == Category::BlueBuff {
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if [Category::BlueBuff, Category::RedBuff].contains(&ce.effect.category()) {
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target.effects.remove(i);
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target.effects.remove(i);
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results.push(Resolution::new(source, target).event(Event::Removal { effect: ce.effect }));
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results.push(Resolution::new(source, target).event(Event::Removal { effect: ce.effect }));
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}
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}
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@ -1073,7 +1073,7 @@ fn purge(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Reso
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fn purify(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions {
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fn purify(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions {
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for (i, ce) in target.effects.clone().iter_mut().enumerate() {
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for (i, ce) in target.effects.clone().iter_mut().enumerate() {
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if ce.effect.category() == Category::BlueDebuff {
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if [Category::BlueDebuff, Category::RedDebuff].contains(&ce.effect.category()) {
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target.effects.remove(i);
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target.effects.remove(i);
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results.push(Resolution::new(source, target).event(Event::Removal { effect: ce.effect }));
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results.push(Resolution::new(source, target).event(Event::Removal { effect: ce.effect }));
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}
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}
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@ -329,20 +329,6 @@ struct Combo {
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fn get_combos() -> Vec<Combo> {
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fn get_combos() -> Vec<Combo> {
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let mut combinations = vec![
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let mut combinations = vec![
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Combo { units: vec![Var::Attack, Var::Red, Var::Red], var: Var::Strike },
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Combo { units: vec![Var::Attack, Var::Green, Var::Green], var: Var::Heal },
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Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
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// Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Slay },
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Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay },
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// Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast },
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Combo { units: vec![Var::Block, Var::Red, Var::Red], var: Var::Parry },
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Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect },
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Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt },
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Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt },
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Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Shield },
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Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge },
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Combo { units: vec![Var::Buff, Var::Red, Var::Red], var: Var::Empower },
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Combo { units: vec![Var::Buff, Var::Red, Var::Red], var: Var::Empower },
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Combo { units: vec![Var::Buff, Var::Green, Var::Green], var: Var::Triage },
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Combo { units: vec![Var::Buff, Var::Green, Var::Green], var: Var::Triage },
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Hostility },
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Hostility },
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@ -357,13 +343,27 @@ fn get_combos() -> Vec<Combo> {
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Siphon },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Siphon },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Blue], var: Var::Invert },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Blue], var: Var::Invert },
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Combo { units: vec![Var::Block, Var::Red, Var::Red], var: Var::Parry },
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Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect },
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Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt },
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Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt },
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Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Shield },
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Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge },
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Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle },
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Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle },
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Combo { units: vec![Var::Stun, Var::Green, Var::Green], var: Var::Throw },
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Combo { units: vec![Var::Stun, Var::Green, Var::Green], var: Var::Throw },
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Combo { units: vec![Var::Stun, Var::Blue, Var::Blue], var: Var::Ruin },
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Combo { units: vec![Var::Stun, Var::Blue, Var::Blue], var: Var::Ruin },
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// Combo { units: vec![Var::Stun, Var::Red, Var::Green], var: Var::Strike },
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Combo { units: vec![Var::Stun, Var::Red, Var::Green], var: Var::Banish },
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Combo { units: vec![Var::Stun, Var::Green, Var::Blue], var: Var::Silence },
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Combo { units: vec![Var::Stun, Var::Green, Var::Blue], var: Var::Silence },
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Combo { units: vec![Var::Stun, Var::Red, Var::Blue], var: Var::Hex },
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Combo { units: vec![Var::Stun, Var::Red, Var::Blue], var: Var::Hex },
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Combo { units: vec![Var::Attack, Var::Red, Var::Red], var: Var::Strike },
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Combo { units: vec![Var::Attack, Var::Green, Var::Green], var: Var::Heal },
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Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
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Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Purify },
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Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay },
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// Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast },
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Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI },
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Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI },
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Combo { units: vec![Var::Damage, Var::Green, Var::Green], var: Var::GreenDamageI },
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Combo { units: vec![Var::Damage, Var::Green, Var::Green], var: Var::GreenDamageI },
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Combo { units: vec![Var::Damage, Var::Blue, Var::Blue], var: Var::BlueDamageI },
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Combo { units: vec![Var::Damage, Var::Blue, Var::Blue], var: Var::BlueDamageI },
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