blast
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@ -176,34 +176,23 @@ impl Cast {
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// fn bash(source: &mut Construct, target: &mut Construct, skill: Skill) {
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Skill::Blast |
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// skill.effect().into_iter()
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Skill::BlastPlus |
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// .for_each(|e| (game.event(Event::new(source, target).event(target.add_effect(skill, e)))));
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Skill::BlastPlusPlus => vec![
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Action::Damage {
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construct: self.target,
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colour: Colour::Blue,
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values: vec![Value::Stat { construct: self.source, stat: Stat::BluePower, mult: self.skill.multiplier() }],
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},
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],
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// if resolutions.iter().any(|r| match r.event {
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// Event::Effect { effect, skill: effect_skill, duration: _, construct_effects: _ }
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// => effect == Effect::Stun && skill == effect_skill,
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// _ => false,
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// }) {
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// let mut cds = 0;
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// for cs in target.skills.iter_mut() {
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// if cs.skill.base_cd().is_some() {
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// cs.cd = match cs.cd {
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// None => Some(1),
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// Some(i) => Some(i + 1),
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// };
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// cds += 1;
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// }
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// }
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// let amount = source.red_power().pct(skill.multiplier().pct(100 + 45usize.saturating_mul(cds)));
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// target.deal_red_damage(skill, amount)
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// .into_iter()
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// .for_each(|e| game.event(Event::new(source, target).event(e).stages(EventStages::PostOnly)));
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// }
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// }
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Skill::Strike |
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Skill::Strike |
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Skill::StrikePlus |
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Skill::StrikePlus |
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@ -1349,13 +1338,6 @@ impl Skill {
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// .for_each(|e| game.event(Event::new(source, target).event(e).stages(EventStages::PostOnly)));
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// .for_each(|e| game.event(Event::new(source, target).event(e).stages(EventStages::PostOnly)));
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// }
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// }
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// fn blast(source: &mut Construct, target: &mut Construct, skill: Skill) {
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// let amount = source.blue_power().pct(skill.multiplier());
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// target.deal_blue_damage(skill, amount)
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// .into_iter()
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// .for_each(|e| game.event(Event::new(source, target).event(e)));
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// }
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// fn amplify(source: &mut Construct, target: &mut Construct, skill: Skill) {
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// fn amplify(source: &mut Construct, target: &mut Construct, skill: Skill) {
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// game.event(Event::new(source, target).event(target.add_effect(skill, skill.effect()[0])));
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// game.event(Event::new(source, target).event(target.add_effect(skill, skill.effect()[0])));
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// }
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// }
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