diff --git a/client/src/components/construct.jsx b/client/src/components/construct.jsx index fba6a9e4..c8ca98a3 100644 --- a/client/src/components/construct.jsx +++ b/client/src/components/construct.jsx @@ -65,7 +65,10 @@ class ConstructAvatar extends Component { const { animSource, animTarget, resolution, construct, account } = this.props; // a different text object and text construct if (resolution && resolution !== prevProps.resolution && resolution.event[1].construct === construct.id) { - return wiggle(construct.id, this.idle); + const type = resolution.event[0]; + // only trigger the wiggle on damage and ko events rather than spam it on everything + // also stops wiggle triggering when invert effect is applied + if (['Damage', 'Ko'].includes(type)) return wiggle(construct.id, this.idle); } // different source object and source construct diff --git a/core/fixme.md b/core/fixme.md index ddced70b..b428dc28 100644 --- a/core/fixme.md +++ b/core/fixme.md @@ -1,9 +1,5 @@ # FIXME game ready not auto starting resolve phase -sleep heal -invert animation - too slow slay animation still looks a bit weird -electric / electrocute anim order some issue triaged / decayed / siphoned / electrocute effect removal with purify / purge -inverted green damage ??