rename sheidl -> life
This commit is contained in:
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81fa77a347
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@ -121,7 +121,7 @@ module.exports = {
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colours: '2 Blue',
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},
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Shield: {
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Life: {
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description: 'grants immunity to magical skills to target cryp',
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colours: '1 Green 1 Blue',
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},
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@ -224,7 +224,7 @@ module.exports = {
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thresholds: [2, 5, 10],
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},
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Hp: {
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GreenLife: {
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description: 'Increases life',
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upgrades: 'combine with 2 red / blue / green',
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},
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@ -235,32 +235,32 @@ module.exports = {
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thresholds: [5, 10, 20],
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},
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RedShieldI: {
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description: 'Increased red shield',
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RedLifeI: {
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description: 'Increased red Life',
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colours: ['red'],
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thresholds: [5, 10, 20],
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},
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BlueShieldI: {
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description: 'Increased blue shield',
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BlueLifeI: {
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description: 'Increased blue Life',
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colours: ['blue'],
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thresholds: [5, 10, 20],
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},
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LRSI: {
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description: 'Increased life and red shield',
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description: 'Increased life and red Life',
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colours: ['green', 'red'],
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thresholds: [2, 5, 10],
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},
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LBSI: {
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description: 'Increased life and blue shield',
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description: 'Increased life and blue Life',
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colours: ['green', 'blue'],
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thresholds: [2, 5, 10],
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},
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RBSI: {
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description: 'Increased red and blue shield',
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description: 'Increased red and blue Life',
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colours: ['red', 'blue'],
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thresholds: [2, 5, 10],
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},
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@ -91,7 +91,7 @@ function GamePanel(props) {
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}
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function Skill(cryp, i, mobile) {
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const ko = cryp.hp.value === 0 ? 'ko' : '';
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const ko = cryp.green_life.value === 0 ? 'ko' : '';
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const s = cryp.skills[i];
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if (!s) {
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@ -135,11 +135,11 @@ function GamePanel(props) {
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}
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function Cryp(cryp) {
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const ko = cryp.hp.value === 0 ? 'ko' : '';
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const ko = cryp.green_life.value === 0 ? 'ko' : '';
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const skills = range(0, 3).map(i => Skill(cryp, i));
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const stats = [STATS.hp, STATS.redShield, STATS.blueShield].map((s, j) => (
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const stats = [STATS.green_life, STATS.redShield, STATS.blueShield].map((s, j) => (
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<figure key={j} alt={s.stat}>
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{s.svg(`stat-icon ${s.colour}`)}
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<figcaption>{cryp[s.stat].value} / {cryp[s.stat].max}</figcaption>
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@ -187,7 +187,7 @@ function GamePanel(props) {
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}
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function OpponentCryp(cryp, i) {
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const stats = [STATS.hp, STATS.redShield, STATS.blueShield].map((s, j) => (
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const stats = [STATS.green_life, STATS.redShield, STATS.blueShield].map((s, j) => (
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<figure key={j} alt={s.stat}>
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{s.svg(`stat-icon ${s.colour}`)}
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<figcaption>{cryp[s.stat].value} / {cryp[s.stat].max}</figcaption>
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@ -55,23 +55,23 @@ function requestAvatar(name) {
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const NULL_UUID = '00000000-0000-0000-0000-000000000000';
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const STATS = {
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speed: { stat: 'speed', colour: '', svg: shapes.triangle },
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speed: { stat: 'speed', colour: 'white', svg: shapes.triangle },
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redDamage: { stat: 'red_damage', colour: 'red', svg: shapes.circle },
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greenDamage: { stat: 'green_damage', colour: 'green', svg: shapes.circle },
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blueDamage: { stat: 'blue_damage', colour: 'blue', svg: shapes.circle },
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redShield: { stat: 'red_shield', colour: 'red', svg: shapes.square },
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hp: { stat: 'hp', colour: 'green', svg: shapes.square },
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blueShield: { stat: 'blue_shield', colour: 'blue', svg: shapes.square },
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redLife: { stat: 'red_life', colour: 'red', svg: shapes.square },
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greenLife: { stat: 'green_life', colour: 'green', svg: shapes.square },
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blueLife: { stat: 'blue_life', colour: 'blue', svg: shapes.square },
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};
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const SPECS = {
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Hp: { colour: 'white', caption: 'Hp', svg: shapes.square },
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RedShieldI: { colour: 'red', caption: 'HpI', svg: shapes.square },
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BlueShieldI: { colour: 'blue', caption: 'HpI', svg: shapes.square },
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LifeI: { colour: 'green', caption: 'HpI', svg: shapes.square },
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LRSI: { colour: 'yellow', caption: 'HpI', svg: shapes.square },
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LBSI: { colour: 'cyan', caption: 'HpI', svg: shapes.square },
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RBSI: { colour: 'purple', caption: 'HpI', svg: shapes.square },
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GreenLife: { colour: 'green', caption: 'Life', svg: shapes.square },
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RedLifeI: { colour: 'red', caption: 'Life', svg: shapes.square },
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BlueLifeI: { colour: 'blue', caption: 'Life', svg: shapes.square },
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LifeI: { colour: 'green', caption: 'Life', svg: shapes.square },
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LRSI: { colour: 'yellow', caption: 'Life', svg: shapes.square },
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LBSI: { colour: 'cyan', caption: 'Life', svg: shapes.square },
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RBSI: { colour: 'purple', caption: 'Life', svg: shapes.square },
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Damage: { colour: 'white', caption: 'Damage', svg: shapes.circle },
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RedDamageI: { colour: 'red', caption: 'DamageI', svg: shapes.circle },
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@ -82,12 +82,12 @@ const SPECS = {
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RBDI: { colour: 'purple', caption: 'DamageI', svg: shapes.circle },
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Speed: { colour: 'white', caption: 'Speed', svg: shapes.diamond },
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RedSpeed: { colour: 'red', caption: 'SpeedI', svg: shapes.diamond },
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BlueSpeedI: { colour: 'blue', caption: 'SpeedI', svg: shapes.diamond },
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GreenSpeedI: { colour: 'green', caption: 'speed', svg: shapes.diamond },
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GRSpeedI: { colour: 'yellow', caption: 'SpeedI', svg: shapes.diamond },
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GBSpeedI: { colour: 'cyan', caption: 'SpeedI', svg: shapes.diamond },
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RBSpeedI: { colour: 'purple', caption: 'SpeedI', svg: shapes.diamond },
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RedSpeed: { colour: 'red', caption: 'Speed', svg: shapes.diamond },
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BlueSpeedI: { colour: 'blue', caption: 'Speed', svg: shapes.diamond },
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GreenSpeedI: { colour: 'green', caption: 'Speed', svg: shapes.diamond },
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GRSpeedI: { colour: 'yellow', caption: 'Speed', svg: shapes.diamond },
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GBSpeedI: { colour: 'cyan', caption: 'Speed', svg: shapes.diamond },
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RBSpeedI: { colour: 'purple', caption: 'Speed', svg: shapes.diamond },
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};
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@ -67,7 +67,7 @@ Blast - (Attack BB) Deal significant `Blue` damage
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Ruin - (Stun BB) - AOE stun on the enemy team for remaind of turn
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Amplify - (Buff BB) Increased blue damage dealt by target ally
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Curse - (Debuff BB) Decrease damage dealt by target enemy
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Plague Shield - (Block BB) Apply dot debuff to attackers
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Plague Life - (Block BB) Apply dot debuff to attackers
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# Non-Violence Type (green) #
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@ -92,7 +92,7 @@ Silence - (Stun + 2G + 1R) - enemy can't use blue skills for 3 turns
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Purify - (Buff + 2G + 1R) - remove all debuffs from target
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Empower - (Buff + 1G + 1R) - Increased red damage dealt by target ally
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???? - (Debuff RB) - ???
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Shield - (Block + 2G + 1R) - Take no blue damage for the next 3 turns
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Life - (Block + 2G + 1R) - Take no blue damage for the next 3 turns
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# Technology Type (green / blue) type - ??? maybe rework and rename #
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@ -3,11 +3,11 @@
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### Defenses ###
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Rare `Increased Hp`
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Rare `Increased GreenLife`
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Common `Increased Evasion rating`
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Common `Increased Blue Shield rating`
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Common `Increased RedShield rating`
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Common `Increased Blue Life rating`
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Common `Increased RedLife rating`
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Common `Increased Healing done`
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Common `Increased Healing received`
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Common `Increased Blue Damage`
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@ -15,7 +15,7 @@ Common `Increased Red Damage`
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Uncommon `Reduced hp loss penalty to evade chance`
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Uncommon `Increased base evasion chance per X evasion rating`
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Uncommon `Increased % mitigation from red_shield`
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Uncommon `Increased % mitigation from red_life`
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Uncommon `Increased % mitigation from spell shield`
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Uncommon `Increased damage over time`
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@ -85,7 +85,7 @@ In your team Cryp #1 has `Strike`, Cryp #2 has `Slay` and `Heal`, Cryp #3 has `S
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### Generic Specs
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# Basic % Hp
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# Basic % GreenLife
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`Base` -> 5% inc hp
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`Team Bonus` -> 3 basic gems -> +5% // 6 basic gems -> +10% // 12 basic gems -> +15%
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Maximum 35% inc hp
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@ -139,41 +139,41 @@ Add 1 blue and 1 green gem
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`Team Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
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Maximum +35% inc blue damage and 35% inc healing
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### Increased Hp Combos ###
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### Increased GreenLife Combos ###
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Generate by combining `Generic Spec (Basic Hp)` with respective RGB
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Generate by combining `Generic Spec (Basic GreenLife)` with respective RGB
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# Increased % Red Shield (Basic %HP + 2R)
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# Increased % Red Life (Basic %HP + 2R)
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Add 2 `red gems`
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`Base` -> 10% inc red shield
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`Team Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +20%
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Maximum +55% inc red shield
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# Increased % Red Shield and Hp (Basic %HP + 1R1G)
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# Increased % Red Life and GreenLife (Basic %HP + 1R1G)
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Add 1 red 1 green gem
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`Base` -> 5% inc red shield and 5% inc hp
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`Team Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
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Maximum +35% inc red shield and 35% inc hp
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# Increased % Blue Shield (Basic %HP + 2B)
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# Increased % Blue Life (Basic %HP + 2B)
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Add 2 `blue gems`
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`Base` -> 10% inc red shield
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`Team Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +20%
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Maximum +55% inc blue shield
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# Increased % Blue Shield and Hp (Basic %HP + 1B1G)
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# Increased % Blue Life and GreenLife (Basic %HP + 1B1G)
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Add `1 blue and 1 green gems`
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`Base` -> 5% inc red shield and 5% inc hp
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`Team Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
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Maximum +35% inc blue shield and 35% inc hp
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# Increased % Hp (Basic %HP + 2G)
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# Increased % GreenLife (Basic %HP + 2G)
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Add `2 green gems`
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`Base` -> 10% inc hp
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`Team Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +20%
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Maximum +55% inc hp
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# Increased % Blue and Red Shield (Basic %HP + 1B1R)
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# Increased % Blue and Red Life (Basic %HP + 1B1R)
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Add `1 blue and 1 red gem`
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`Base` -> 5% inc red shield and 5% inc hp
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`Team Bonus` (2B + 2R gems) -> +5% + 5% // (5B + 5R gems) -> +10% + 10% % // (10B + 10R) gems -> +15% + 15%
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@ -3,7 +3,7 @@
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* phys is faster and chaotic
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* spells are slow and reliable
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* defensives are implicit
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* red_shield is restored, not gained
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* red_life is restored, not gained
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* players can feel aggressive
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- build archtypes
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@ -95,7 +95,7 @@ pub enum Stat {
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Str,
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Agi,
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Int,
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Hp,
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GreenLife,
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Speed,
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RedDamage,
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RedDamageTaken,
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@ -103,8 +103,8 @@ pub enum Stat {
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BlueDamageTaken,
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GreenDamage,
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GreenDamageTaken,
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RedShield,
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BlueShield,
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RedLife,
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BlueLife,
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Evasion,
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}
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@ -173,12 +173,12 @@ pub struct Cryp {
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pub id: Uuid,
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pub account: Uuid,
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pub red_damage: CrypStat,
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pub red_shield: CrypStat,
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pub blue_shield: CrypStat,
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pub red_life: CrypStat,
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pub blue_life: CrypStat,
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pub blue_damage: CrypStat,
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pub green_damage: CrypStat,
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pub speed: CrypStat,
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pub hp: CrypStat,
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pub green_life: CrypStat,
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pub evasion: CrypStat,
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pub skills: Vec<CrypSkill>,
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pub effects: Vec<CrypEffect>,
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@ -194,11 +194,11 @@ impl Cryp {
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id,
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account: id,
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red_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::RedDamage },
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red_shield: CrypStat { base: 0, value: 0, max: 0, stat: Stat::RedShield },
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red_life: CrypStat { base: 0, value: 0, max: 0, stat: Stat::RedLife },
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blue_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::BlueDamage },
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blue_shield: CrypStat { base: 0, value: 0, max: 0, stat: Stat::BlueShield },
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blue_life: CrypStat { base: 0, value: 0, max: 0, stat: Stat::BlueLife },
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green_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::GreenDamage },
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hp: CrypStat { base: 1024, value: 1024, max: 1024, stat: Stat::Hp },
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green_life: CrypStat { base: 1024, value: 1024, max: 1024, stat: Stat::GreenLife },
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speed: CrypStat { base: 128, value: 128, max: 128, stat: Stat::Speed },
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evasion: CrypStat { base: 0, value: 0, max: 0, stat: Stat::Evasion },
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skills: vec![],
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@ -263,19 +263,19 @@ impl Cryp {
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self.specs.sort_unstable();
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self.red_damage.recalculate(&self.specs, team_colours);
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self.red_shield.recalculate(&self.specs, team_colours);
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self.red_life.recalculate(&self.specs, team_colours);
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self.blue_damage.recalculate(&self.specs, team_colours);
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self.blue_shield.recalculate(&self.specs, team_colours);
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self.blue_life.recalculate(&self.specs, team_colours);
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self.evasion.recalculate(&self.specs, team_colours);
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self.speed.recalculate(&self.specs, team_colours);
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self.green_damage.recalculate(&self.specs, team_colours);
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self.hp.recalculate(&self.specs, team_colours);
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self.green_life.recalculate(&self.specs, team_colours);
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self
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}
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pub fn is_ko(&self) -> bool {
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self.hp.value == 0
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self.green_life.value == 0
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}
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pub fn immune(&self, skill: Skill) -> Option<Immunity> {
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@ -453,14 +453,14 @@ impl Cryp {
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return modified_speed;
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}
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pub fn hp(&self) -> u64 {
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self.hp.value
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pub fn green_life(&self) -> u64 {
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self.green_life.value
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}
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fn reduce_hp(&mut self, amount: u64) {
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self.hp.reduce(amount);
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if self.affected(Effect::Clutch) && self.hp() == 0 {
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self.hp.value = 1;
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fn reduce_green_life(&mut self, amount: u64) {
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self.green_life.reduce(amount);
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if self.affected(Effect::Clutch) && self.green_life() == 0 {
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self.green_life.value = 1;
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}
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}
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@ -473,11 +473,11 @@ impl Cryp {
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};
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}
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let red = self.red_shield.max.saturating_sub(self.red_shield.value);
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self.red_shield.value = self.red_shield.max;
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let red = self.red_life.max.saturating_sub(self.red_life.value);
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self.red_life.value = self.red_life.max;
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let blue = self.blue_shield.max.saturating_sub(self.blue_shield.value);
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self.blue_shield.value = self.blue_shield.max;
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let blue = self.blue_life.max.saturating_sub(self.blue_life.value);
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self.blue_life.value = self.blue_life.max;
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Event::Recharge { red, blue, skill }
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}
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@ -502,11 +502,11 @@ impl Cryp {
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match self.affected(Effect::Invert) {
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false => {
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let current_hp = self.hp();
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self.hp.increase(modified_damage);
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let new_hp = self.hp.value;
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let current_green_life = self.green_life();
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self.green_life.increase(modified_damage);
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let new_green_life = self.green_life.value;
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let healing = new_hp - current_hp;
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let healing = new_green_life - current_green_life;
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let overhealing = modified_damage - healing;
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events.push(Event::Healing {
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@ -519,9 +519,9 @@ impl Cryp {
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events.push(Event::Inversion { skill });
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// there is no green shield (yet)
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let current_hp = self.hp();
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self.reduce_hp(modified_damage);
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let delta = current_hp - self.hp();
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let current_green_life = self.green_life();
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self.reduce_green_life(modified_damage);
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let delta = current_green_life - self.green_life();
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events.push(Event::Damage {
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skill,
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@ -556,20 +556,20 @@ impl Cryp {
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match self.affected(Effect::Invert) {
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false => {
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// calculate amount of damage red_shield will not absorb
|
||||
// eg 50 red_shield 25 damage -> 0 remainder 25 mitigation
|
||||
// 50 red_shield 100 damage -> 50 remainder 50 mitigation
|
||||
// 50 red_shield 5 damage -> 0 remainder 5 mitigation
|
||||
let remainder = modified_damage.saturating_sub(self.red_shield.value);
|
||||
// calculate amount of damage red_life will not absorb
|
||||
// eg 50 red_life 25 damage -> 0 remainder 25 mitigation
|
||||
// 50 red_life 100 damage -> 50 remainder 50 mitigation
|
||||
// 50 red_life 5 damage -> 0 remainder 5 mitigation
|
||||
let remainder = modified_damage.saturating_sub(self.red_life.value);
|
||||
let mitigation = modified_damage.saturating_sub(remainder);
|
||||
|
||||
// reduce red_shield by mitigation amount
|
||||
self.red_shield.reduce(mitigation);
|
||||
// reduce red_life by mitigation amount
|
||||
self.red_life.reduce(mitigation);
|
||||
|
||||
// deal remainder to hp
|
||||
let current_hp = self.hp();
|
||||
self.reduce_hp(remainder);
|
||||
let delta = current_hp - self.hp();
|
||||
// deal remainder to green_life
|
||||
let current_green_life = self.green_life();
|
||||
self.reduce_green_life(remainder);
|
||||
let delta = current_green_life - self.green_life();
|
||||
|
||||
events.push(Event::Damage {
|
||||
skill,
|
||||
@ -581,15 +581,15 @@ impl Cryp {
|
||||
true => {
|
||||
events.push(Event::Inversion { skill });
|
||||
|
||||
let current_hp = self.hp();
|
||||
self.hp.increase(modified_damage);
|
||||
let new_hp = self.hp.value;
|
||||
let healing = new_hp - current_hp;
|
||||
let current_green_life = self.green_life();
|
||||
self.green_life.increase(modified_damage);
|
||||
let new_green_life = self.green_life.value;
|
||||
let healing = new_green_life - current_green_life;
|
||||
let overhealing = modified_damage - healing;
|
||||
|
||||
let current_shield = self.red_shield.value;
|
||||
self.red_shield.increase(overhealing);
|
||||
let recharge = self.red_shield.value - current_shield;
|
||||
let current_life = self.red_life.value;
|
||||
self.red_life.increase(overhealing);
|
||||
let recharge = self.red_life.value - current_life;
|
||||
|
||||
if healing > 0 {
|
||||
events.push(Event::Healing {
|
||||
@ -629,16 +629,16 @@ impl Cryp {
|
||||
|
||||
match self.affected(Effect::Invert) {
|
||||
false => {
|
||||
let remainder = modified_damage.saturating_sub(self.blue_shield.value);
|
||||
let remainder = modified_damage.saturating_sub(self.blue_life.value);
|
||||
let mitigation = modified_damage.saturating_sub(remainder);
|
||||
|
||||
// reduce blue_shield by mitigation amount
|
||||
self.blue_shield.reduce(mitigation);
|
||||
// reduce blue_life by mitigation amount
|
||||
self.blue_life.reduce(mitigation);
|
||||
|
||||
// deal remainder to hp
|
||||
let current_hp = self.hp();
|
||||
self.reduce_hp(remainder);
|
||||
let delta = current_hp - self.hp();
|
||||
// deal remainder to green_life
|
||||
let current_green_life = self.green_life();
|
||||
self.reduce_green_life(remainder);
|
||||
let delta = current_green_life - self.green_life();
|
||||
|
||||
events.push(Event::Damage {
|
||||
skill,
|
||||
@ -650,15 +650,15 @@ impl Cryp {
|
||||
true => {
|
||||
events.push(Event::Inversion { skill });
|
||||
|
||||
let current_hp = self.hp();
|
||||
self.hp.increase(modified_damage);
|
||||
let new_hp = self.hp.value;
|
||||
let healing = new_hp - current_hp;
|
||||
let current_green_life = self.green_life();
|
||||
self.green_life.increase(modified_damage);
|
||||
let new_green_life = self.green_life.value;
|
||||
let healing = new_green_life - current_green_life;
|
||||
let overhealing = modified_damage - healing;
|
||||
|
||||
let current_shield = self.blue_shield.value;
|
||||
self.blue_shield.increase(overhealing);
|
||||
let recharge = self.blue_shield.value - current_shield;
|
||||
let current_life = self.blue_life.value;
|
||||
self.blue_life.increase(overhealing);
|
||||
let recharge = self.blue_life.value - current_life;
|
||||
|
||||
if healing > 0 {
|
||||
events.push(Event::Healing {
|
||||
@ -704,8 +704,8 @@ impl Cryp {
|
||||
}
|
||||
|
||||
let mut rng = thread_rng();
|
||||
let hp_pct = (self.hp.value * 100) / self.hp.value;
|
||||
let evasion_rating = (self.evasion.value * hp_pct) / 100;
|
||||
let green_life_pct = (self.green_life.value * 100) / self.green_life.value;
|
||||
let evasion_rating = (self.evasion.value * green_life_pct) / 100;
|
||||
let roll = rng.gen_range(0, 100);
|
||||
println!("{:} < {:?}", roll, evasion_rating);
|
||||
|
||||
@ -817,7 +817,7 @@ mod tests {
|
||||
cryp.spec_add(Spec::LifeI).unwrap();
|
||||
cryp.spec_add(Spec::RedDamageI).unwrap();
|
||||
cryp.spec_add(Spec::RedDamageI).unwrap();
|
||||
cryp.spec_add(Spec::BlueShieldI).unwrap();
|
||||
cryp.spec_add(Spec::BlueLifeI).unwrap();
|
||||
|
||||
assert_eq!(cryp.colours.red, 6);
|
||||
assert_eq!(cryp.colours.green, 2);
|
||||
@ -843,9 +843,9 @@ mod tests {
|
||||
|
||||
cryp.apply_modifiers(&team_colours);
|
||||
|
||||
assert!(cryp.red_damage.value == cryp.red_damage.base + cryp.red_damage.base.pct(10));
|
||||
assert!(cryp.green_damage.value == cryp.green_damage.base + cryp.green_damage.base.pct(20));
|
||||
assert!(cryp.blue_damage.value == cryp.blue_damage.base + cryp.blue_damage.base.pct(65));
|
||||
assert!(cryp.red_damage.value == cryp.red_damage.base + cryp.red_damage.base.pct(20));
|
||||
assert!(cryp.green_damage.value == cryp.green_damage.base + cryp.green_damage.base.pct(40));
|
||||
assert!(cryp.blue_damage.value == cryp.blue_damage.base + cryp.blue_damage.base.pct(80));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@ -1062,7 +1062,7 @@ mod tests {
|
||||
|
||||
// just in case
|
||||
// remove all mitigation
|
||||
game.team_by_id(x_team.id).cryp_by_id(x_cryp.id).unwrap().red_shield.force(0);
|
||||
game.team_by_id(x_team.id).cryp_by_id(x_cryp.id).unwrap().red_life.force(0);
|
||||
|
||||
let _x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestStun).unwrap();
|
||||
game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap();
|
||||
@ -1129,7 +1129,7 @@ mod tests {
|
||||
// should not be stunned because of parry
|
||||
assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
|
||||
// riposte
|
||||
assert!(game.team_by_id(y_team.id).cryps[0].hp() == 768);
|
||||
assert!(game.team_by_id(y_team.id).cryps[0].green_life() == 768);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@ -1237,7 +1237,7 @@ mod tests {
|
||||
assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
|
||||
|
||||
// kill a cryp
|
||||
game.team_by_id(i_team.id).cryp_by_id(i_cryp.id).unwrap().hp.reduce(u64::max_value());
|
||||
game.team_by_id(i_team.id).cryp_by_id(i_cryp.id).unwrap().green_life.reduce(u64::max_value());
|
||||
|
||||
assert!(game.team_by_id(i_team.id).skills_required() == 1);
|
||||
assert!(game.team_by_id(x_team.id).skills_required() == 2);
|
||||
|
||||
@ -20,15 +20,15 @@ pub enum ItemAction {
|
||||
RerollRedDamage,
|
||||
RerollBlueDamage,
|
||||
RerollSpeed,
|
||||
RerollHp,
|
||||
RerollRedShield,
|
||||
RerollBlueShield,
|
||||
RerollGreenLife,
|
||||
RerollRedLife,
|
||||
RerollBlueLife,
|
||||
RerollEvasion,
|
||||
|
||||
SpecRedDamage5,
|
||||
SpecBlueDamage5,
|
||||
SpecRedShield5,
|
||||
SpecBlueShield5,
|
||||
SpecRedLife5,
|
||||
SpecBlueLife5,
|
||||
SpecBlueEvasion5,
|
||||
}
|
||||
|
||||
@ -52,12 +52,12 @@ impl Item {
|
||||
|
||||
fn apply(&mut self, tx: &mut Transaction, target: Uuid) -> Result<(), Error> {
|
||||
match self.action {
|
||||
ItemAction::RerollHp => reroll(self, tx, target, Stat::Hp),
|
||||
ItemAction::RerollGreenLife => reroll(self, tx, target, Stat::GreenLife),
|
||||
ItemAction::RerollRedDamage => reroll(self, tx, target, Stat::RedDamage),
|
||||
ItemAction::RerollBlueDamage => reroll(self, tx, target, Stat::BlueDamage),
|
||||
ItemAction::RerollSpeed => reroll(self, tx, target, Stat::Speed),
|
||||
ItemAction::RerollRedShield => reroll(self, tx, target, Stat::RedShield),
|
||||
ItemAction::RerollBlueShield => reroll(self, tx, target, Stat::BlueShield),
|
||||
ItemAction::RerollRedLife => reroll(self, tx, target, Stat::RedLife),
|
||||
ItemAction::RerollBlueLife => reroll(self, tx, target, Stat::BlueLife),
|
||||
ItemAction::RerollEvasion => reroll(self, tx, target, Stat::Evasion),
|
||||
|
||||
ItemAction::SpecRedDamage5 => spec_add(self, tx, target, SpecType::RedDamage5),
|
||||
@ -85,7 +85,7 @@ fn reroll(item: &mut Item, tx: &mut Transaction, target: Uuid, stat: Stat) -> Re
|
||||
fn mode_drops(mode: GameMode) -> Vec<(ItemAction, usize)> {
|
||||
match mode {
|
||||
GameMode::Normal => vec![
|
||||
(ItemAction::RerollHp, 1),
|
||||
(ItemAction::RerollGreenLife, 1),
|
||||
(ItemAction::RerollRedDamage, 1),
|
||||
(ItemAction::RerollBlueDamage, 1),
|
||||
],
|
||||
@ -96,19 +96,19 @@ fn mode_drops(mode: GameMode) -> Vec<(ItemAction, usize)> {
|
||||
GameMode::Zone2v2Caster |
|
||||
GameMode::Zone3v3MeleeMiniboss => vec![
|
||||
(ItemAction::RerollEvasion, 1),
|
||||
(ItemAction::RerollRedShield, 1),
|
||||
(ItemAction::RerollBlueShield, 1),
|
||||
(ItemAction::RerollRedLife, 1),
|
||||
(ItemAction::RerollBlueLife, 1),
|
||||
],
|
||||
GameMode::Zone3v3HealerBoss => vec![
|
||||
(ItemAction::RerollSpeed, 1),
|
||||
],
|
||||
// _ => vec![
|
||||
// (ItemAction::RerollHp, 1),
|
||||
// (ItemAction::RerollGreenLife, 1),
|
||||
// (ItemAction::RerollRedDamage, 1),
|
||||
// (ItemAction::RerollBlueDamage, 1),
|
||||
// (ItemAction::RerollSpeed, 1),
|
||||
// (ItemAction::RerollRedShield, 1),
|
||||
// (ItemAction::RerollBlueShield, 1),
|
||||
// (ItemAction::RerollRedLife, 1),
|
||||
// (ItemAction::RerollBlueLife, 1),
|
||||
// (ItemAction::RerollEvasion, 1),
|
||||
// ],
|
||||
}
|
||||
|
||||
@ -63,7 +63,7 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
|
||||
Skill::Reflect => reflect(source, target, resolutions),
|
||||
Skill::Riposte => panic!("riposte should not be caste"),
|
||||
Skill::Ruin => ruin(source, target, resolutions),
|
||||
Skill::Shield => shield(source, target, resolutions), // target is immune to magic damage and fx
|
||||
Skill::Life => shield(source, target, resolutions), // target is immune to magic damage and fx
|
||||
Skill::Silence => silence(source, target, resolutions), // target cannot cast spells
|
||||
Skill::Siphon => siphon(source, target, resolutions),
|
||||
Skill::SiphonTick => siphon_tick(source, target, resolutions), // hot
|
||||
@ -261,7 +261,7 @@ pub enum Effect {
|
||||
Hatred,
|
||||
|
||||
// magic immunity
|
||||
Shield,
|
||||
Life,
|
||||
|
||||
// effects over time
|
||||
Triage,
|
||||
@ -283,7 +283,7 @@ impl Effect {
|
||||
Category::Red => true,
|
||||
_ => false,
|
||||
},
|
||||
Effect::Shield => match skill.category() {
|
||||
Effect::Life => match skill.category() {
|
||||
Category::Blue => true,
|
||||
Category::Red => false,
|
||||
_ => false,
|
||||
@ -416,7 +416,7 @@ impl Effect {
|
||||
Effect::Hostility => Category::BlueBuff,
|
||||
|
||||
// magic immunity
|
||||
Effect::Shield => Category::BlueBuff,
|
||||
Effect::Life => Category::BlueBuff,
|
||||
Effect::Invert => Category::GreenBuff,
|
||||
|
||||
// effects over time
|
||||
@ -470,7 +470,7 @@ impl Effect {
|
||||
Effect::Corrupt => 2,
|
||||
Effect::Corruption => 3,
|
||||
|
||||
Effect::Shield => 2,
|
||||
Effect::Life => 2,
|
||||
|
||||
Effect::Triage => 3,
|
||||
Effect::Decay => 3,
|
||||
@ -564,7 +564,7 @@ pub enum Skill {
|
||||
// Purity
|
||||
// -----------------
|
||||
Empower,
|
||||
Shield,
|
||||
Life,
|
||||
Silence,
|
||||
Purify,
|
||||
Purge,
|
||||
@ -608,7 +608,7 @@ impl Skill {
|
||||
Skill::SiphonTick => None,
|
||||
Skill::Curse => Some(1),
|
||||
Skill::Empower => Some(1),
|
||||
Skill::Shield => None,
|
||||
Skill::Life => None,
|
||||
Skill::Silence => Some(1),
|
||||
Skill::Purify => None,
|
||||
Skill::Purge => None,
|
||||
@ -663,7 +663,7 @@ impl Skill {
|
||||
Skill::TriageTick => Category::GreenTick, // hot
|
||||
Skill::Throw => Category::Green,
|
||||
Skill::Empower => Category::Green,
|
||||
Skill::Shield => Category::Green,
|
||||
Skill::Life => Category::Green,
|
||||
Skill::Purify => Category::Green,
|
||||
Skill::Recharge => Category::Green,
|
||||
Skill::Reflect => Category::Green,
|
||||
@ -1063,8 +1063,8 @@ fn siphon_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -
|
||||
}
|
||||
|
||||
fn shield(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions {
|
||||
let shield = CrypEffect::new(Effect::Shield);
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(Skill::Shield, shield)));
|
||||
let shield = CrypEffect::new(Effect::Life);
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(Skill::Life, shield)));
|
||||
return results;
|
||||
}
|
||||
|
||||
@ -1135,7 +1135,7 @@ mod tests {
|
||||
|
||||
y.reduce_effect_durations();
|
||||
let _decay = y.effects.iter().find(|e| e.effect == Effect::Decay);
|
||||
// assert!(y.hp() == y.hp().saturating_sub(decay.unwrap().tick.unwrap().amount));
|
||||
// assert!(y.green_life() == y.green_life().saturating_sub(decay.unwrap().tick.unwrap().amount));
|
||||
}
|
||||
|
||||
#[test]
|
||||
@ -1148,7 +1148,7 @@ mod tests {
|
||||
|
||||
// ensure it doesn't have 0 pd
|
||||
x.red_damage.force(100);
|
||||
y.hp.force(500);
|
||||
y.green_life.force(500);
|
||||
|
||||
block(&mut y.clone(), &mut y, vec![]);
|
||||
assert!(y.effects.iter().any(|e| e.effect == Effect::Block));
|
||||
@ -1176,7 +1176,7 @@ mod tests {
|
||||
assert!(y.affected(Effect::Clutch));
|
||||
|
||||
let mut results = attack(&mut x, &mut y, vec![]);
|
||||
assert!(y.hp() == 1);
|
||||
assert!(y.green_life() == 1);
|
||||
|
||||
let Resolution { source: _, target: _, event } = results.remove(0);
|
||||
match event {
|
||||
@ -1207,8 +1207,8 @@ mod tests {
|
||||
.named(&"camel".to_string());
|
||||
|
||||
// give red shield but reduce to 0
|
||||
y.red_shield.force(64);
|
||||
y.red_shield.reduce(64);
|
||||
y.red_life.force(64);
|
||||
y.red_life.reduce(64);
|
||||
x.red_damage.force(256 + 64);
|
||||
|
||||
invert(&mut y.clone(), &mut y, vec![]);
|
||||
@ -1216,11 +1216,11 @@ mod tests {
|
||||
|
||||
// heal should deal green damage
|
||||
heal(&mut x, &mut y, vec![]);
|
||||
assert!(y.hp() == 768);
|
||||
assert!(y.green_life() == 768);
|
||||
|
||||
// attack should heal and recharge red shield
|
||||
let mut results = attack(&mut x, &mut y, vec![]);
|
||||
assert!(y.hp() == 1024);
|
||||
assert!(y.green_life() == 1024);
|
||||
|
||||
match results.remove(0).event {
|
||||
Event::Inversion { skill } => assert_eq!(skill, Skill::Attack),
|
||||
@ -1252,7 +1252,7 @@ mod tests {
|
||||
let mut results = vec![];
|
||||
results = resolve(Skill::Attack, &mut x, &mut y, results);
|
||||
|
||||
assert!(x.hp() == 768);
|
||||
assert!(x.green_life() == 768);
|
||||
|
||||
let Resolution { source: _, target: _, event } = results.remove(0);
|
||||
match event {
|
||||
@ -1275,12 +1275,12 @@ mod tests {
|
||||
let mut y = Cryp::new()
|
||||
.named(&"camel".to_string());
|
||||
|
||||
x.hp.reduce(512);
|
||||
x.green_life.reduce(512);
|
||||
|
||||
let mut results = resolve(Skill::Siphon, &mut x, &mut y, vec![]);
|
||||
|
||||
assert!(y.affected(Effect::Siphon));
|
||||
assert!(x.hp() == 768);
|
||||
assert!(x.green_life() == 768);
|
||||
|
||||
let Resolution { source: _, target: _, event } = results.remove(0);
|
||||
match event {
|
||||
@ -1347,16 +1347,16 @@ mod tests {
|
||||
x.blue_damage.force(50);
|
||||
|
||||
// remove all mitigation
|
||||
y.red_shield.force(0);
|
||||
y.blue_shield.force(0);
|
||||
y.red_life.force(0);
|
||||
y.blue_life.force(0);
|
||||
|
||||
y.deal_red_damage(Skill::Attack, 5);
|
||||
let prev_hp = y.hp();
|
||||
let prev_hp = y.green_life();
|
||||
|
||||
triage(&mut x, &mut y, vec![]);
|
||||
|
||||
assert!(y.effects.iter().any(|e| e.effect == Effect::Triage));
|
||||
assert!(y.hp() > prev_hp);
|
||||
assert!(y.green_life() > prev_hp);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@ -1367,8 +1367,8 @@ mod tests {
|
||||
let mut y = Cryp::new()
|
||||
.named(&"pretaliation".to_string());
|
||||
|
||||
y.red_shield.force(50);
|
||||
y.blue_shield.force(50);
|
||||
y.red_life.force(50);
|
||||
y.blue_life.force(50);
|
||||
|
||||
y.deal_red_damage(Skill::Attack, 5);
|
||||
y.deal_blue_damage(Skill::Blast, 5);
|
||||
@ -1485,7 +1485,7 @@ mod tests {
|
||||
// // -----------------
|
||||
// Empower,
|
||||
// Slay,
|
||||
// Shield,
|
||||
// Life,
|
||||
// Silence,
|
||||
// Inquiry,
|
||||
// Purify,
|
||||
|
||||
@ -9,12 +9,12 @@ pub enum Spec {
|
||||
GRSpeedI,
|
||||
GBSpeedI,
|
||||
RBSpeedI,
|
||||
// Pure redShield has to come first as it applies the base amount
|
||||
// Pure redLife has to come first as it applies the base amount
|
||||
// that is multiplied
|
||||
Hp,
|
||||
GreenLife,
|
||||
LifeI,
|
||||
RedShieldI,
|
||||
BlueShieldI,
|
||||
RedLifeI,
|
||||
BlueLifeI,
|
||||
LRSI,
|
||||
LBSI,
|
||||
RBSI,
|
||||
@ -57,13 +57,13 @@ impl Spec {
|
||||
Spec::GBSpeedI => vec![Stat::Speed],
|
||||
Spec::RBSpeedI => vec![Stat::Speed],
|
||||
|
||||
Spec::Hp => vec![Stat::Hp],
|
||||
Spec::RedShieldI => vec![Stat::RedShield],
|
||||
Spec::BlueShieldI => vec![Stat::BlueShield],
|
||||
Spec::LifeI => vec![Stat::Hp],
|
||||
Spec::LRSI => vec![Stat::Hp, Stat::RedShield],
|
||||
Spec::LBSI => vec![Stat::Hp, Stat::BlueShield],
|
||||
Spec::RBSI => vec![Stat::BlueShield, Stat::RedShield],
|
||||
Spec::GreenLife => vec![Stat::GreenLife],
|
||||
Spec::RedLifeI => vec![Stat::RedLife],
|
||||
Spec::BlueLifeI => vec![Stat::BlueLife],
|
||||
Spec::LifeI => vec![Stat::GreenLife],
|
||||
Spec::LRSI => vec![Stat::GreenLife, Stat::RedLife],
|
||||
Spec::LBSI => vec![Stat::GreenLife, Stat::BlueLife],
|
||||
Spec::RBSI => vec![Stat::BlueLife, Stat::RedLife],
|
||||
|
||||
}
|
||||
}
|
||||
@ -160,7 +160,7 @@ impl Spec {
|
||||
},
|
||||
|
||||
// Upgrades to HP Spec
|
||||
Spec::Hp => modified + base.pct(5),
|
||||
Spec::GreenLife => modified + base.pct(5),
|
||||
Spec::LifeI => modified + {
|
||||
let mut mult: u64 = 15;
|
||||
if team_colours.red >= 5 { mult += 25 };
|
||||
@ -168,14 +168,14 @@ impl Spec {
|
||||
if team_colours.red >= 20 { mult += 75 };
|
||||
mult * team_colours.green as u64
|
||||
},
|
||||
Spec::RedShieldI => modified + {
|
||||
Spec::RedLifeI => modified + {
|
||||
let mut mult: u64 = 15;
|
||||
if team_colours.red >= 5 { mult += 25 };
|
||||
if team_colours.red >= 10 { mult += 50 };
|
||||
if team_colours.red >= 20 { mult += 75 };
|
||||
mult * team_colours.red as u64
|
||||
},
|
||||
Spec::BlueShieldI => modified + {
|
||||
Spec::BlueLifeI => modified + {
|
||||
let mut mult: u64 = 15;
|
||||
if team_colours.red >= 5 { mult += 25 };
|
||||
if team_colours.red >= 10 { mult += 50 };
|
||||
|
||||
@ -35,13 +35,13 @@ pub enum Var {
|
||||
// specs
|
||||
// Base
|
||||
Damage,
|
||||
Hp,
|
||||
GreenLife,
|
||||
Speed,
|
||||
|
||||
// Shields Upgrades
|
||||
// Lifes Upgrades
|
||||
LifeI,
|
||||
RedShieldI,
|
||||
BlueShieldI,
|
||||
RedLifeI,
|
||||
BlueLifeI,
|
||||
LRSI,
|
||||
LBSI,
|
||||
RBSI,
|
||||
@ -79,7 +79,7 @@ pub enum Var {
|
||||
Reflect,
|
||||
Recharge,
|
||||
Ruin,
|
||||
Shield,
|
||||
Life,
|
||||
Silence,
|
||||
Slay,
|
||||
Slow,
|
||||
@ -134,7 +134,7 @@ impl Var {
|
||||
Var::Stun => 2,
|
||||
|
||||
Var::Damage => 3,
|
||||
Var::Hp => 3,
|
||||
Var::GreenLife => 3,
|
||||
Var::Speed => 3,
|
||||
|
||||
_ => {
|
||||
@ -198,7 +198,7 @@ impl Var {
|
||||
Var::Recharge => Some(Skill::Recharge),
|
||||
Var::Reflect => Some(Skill::Reflect),
|
||||
Var::Ruin => Some(Skill::Ruin),
|
||||
Var::Shield => Some(Skill::Shield),
|
||||
Var::Life => Some(Skill::Life),
|
||||
Var::Silence => Some(Skill::Silence),
|
||||
// Var::Slay => Some(Skill::Slay),
|
||||
Var::Slow => Some(Skill::Slow),
|
||||
@ -233,13 +233,13 @@ impl Var {
|
||||
Var::GBDI => Some(Spec::GBDI),
|
||||
Var::RBDI => Some(Spec::RBDI),
|
||||
|
||||
Var::Hp => Some(Spec::Hp),
|
||||
Var::GreenLife => Some(Spec::GreenLife),
|
||||
Var::LifeI => Some(Spec::LifeI),
|
||||
Var::LRSI => Some(Spec::LRSI),
|
||||
Var::LBSI => Some(Spec::LBSI),
|
||||
Var::RBSI => Some(Spec::RBSI),
|
||||
Var::RedShieldI => Some(Spec::RedShieldI),
|
||||
Var::BlueShieldI => Some(Spec::BlueShieldI),
|
||||
Var::RedLifeI => Some(Spec::RedLifeI),
|
||||
Var::BlueLifeI => Some(Spec::BlueLifeI),
|
||||
|
||||
_ => None,
|
||||
}
|
||||
@ -268,7 +268,7 @@ impl From<Skill> for Var {
|
||||
Skill::Recharge => Var::Recharge,
|
||||
Skill::Reflect => Var::Reflect,
|
||||
Skill::Ruin => Var::Ruin,
|
||||
Skill::Shield => Var::Shield,
|
||||
Skill::Life => Var::Life,
|
||||
Skill::Silence => Var::Silence,
|
||||
Skill::Siphon => Var::Siphon,
|
||||
Skill::Slow => Var::Slow,
|
||||
@ -310,13 +310,13 @@ impl From<Spec> for Var {
|
||||
Spec::GBDI => Var::GBDI,
|
||||
Spec::RBDI => Var::RBDI,
|
||||
|
||||
Spec::Hp => Var::Hp,
|
||||
Spec::GreenLife => Var::GreenLife,
|
||||
Spec::LifeI => Var::LifeI,
|
||||
Spec::LRSI => Var::LRSI,
|
||||
Spec::LBSI => Var::LBSI,
|
||||
Spec::RBSI => Var::RBSI,
|
||||
Spec::RedShieldI => Var::RedShieldI,
|
||||
Spec::BlueShieldI => Var::BlueShieldI,
|
||||
Spec::RedLifeI => Var::RedLifeI,
|
||||
Spec::BlueLifeI => Var::BlueLifeI,
|
||||
// _ => panic!("{:?} not implemented as a var", spec),
|
||||
}
|
||||
}
|
||||
@ -348,7 +348,7 @@ fn get_combos() -> Vec<Combo> {
|
||||
Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect },
|
||||
Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt },
|
||||
Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt },
|
||||
Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Shield },
|
||||
Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Life },
|
||||
Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge },
|
||||
|
||||
Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle },
|
||||
@ -372,12 +372,12 @@ fn get_combos() -> Vec<Combo> {
|
||||
Combo { units: vec![Var::Damage, Var::Green, Var::Blue], var: Var::GBDI },
|
||||
Combo { units: vec![Var::Damage, Var::Red, Var::Blue], var: Var::RBDI },
|
||||
|
||||
Combo { units: vec![Var::Hp, Var::Red, Var::Red], var: Var::RedShieldI },
|
||||
Combo { units: vec![Var::Hp, Var::Green, Var::Green], var: Var::LifeI },
|
||||
Combo { units: vec![Var::Hp, Var::Blue, Var::Blue], var: Var::BlueShieldI },
|
||||
Combo { units: vec![Var::Hp, Var::Red, Var::Green], var: Var::LRSI },
|
||||
Combo { units: vec![Var::Hp, Var::Green, Var::Blue], var: Var::LBSI },
|
||||
Combo { units: vec![Var::Hp, Var::Red, Var::Blue], var: Var::RBSI },
|
||||
Combo { units: vec![Var::GreenLife, Var::Red, Var::Red], var: Var::RedLifeI },
|
||||
Combo { units: vec![Var::GreenLife, Var::Green, Var::Green], var: Var::LifeI },
|
||||
Combo { units: vec![Var::GreenLife, Var::Blue, Var::Blue], var: Var::BlueLifeI },
|
||||
Combo { units: vec![Var::GreenLife, Var::Red, Var::Green], var: Var::LRSI },
|
||||
Combo { units: vec![Var::GreenLife, Var::Green, Var::Blue], var: Var::LBSI },
|
||||
Combo { units: vec![Var::GreenLife, Var::Red, Var::Blue], var: Var::RBSI },
|
||||
|
||||
Combo { units: vec![Var::Speed, Var::Red, Var::Red], var: Var::RedSpeedI },
|
||||
Combo { units: vec![Var::Speed, Var::Green, Var::Green], var: Var::GreenSpeedI },
|
||||
@ -409,7 +409,7 @@ impl Vbox {
|
||||
let starting_items = vec![
|
||||
Var::Red,
|
||||
Var::Attack,
|
||||
Var::Hp,
|
||||
Var::GreenLife,
|
||||
Var::Green,
|
||||
Var::Attack,
|
||||
Var::Speed,
|
||||
@ -464,7 +464,7 @@ impl Vbox {
|
||||
|
||||
let specs = vec![
|
||||
(Var::Damage, 1),
|
||||
(Var::Hp, 1),
|
||||
(Var::GreenLife, 1),
|
||||
(Var::Speed, 1),
|
||||
];
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user