Merge branch 'master' of ssh://cryps.gg:40022/~/cryps
This commit is contained in:
commit
fe93637d29
49
CHANGELOG.md
49
CHANGELOG.md
@ -8,17 +8,58 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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Event::Skill
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needed to convey the use of skill which is followed by other events
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used for skill Purify to show that it is used and then followed by removal and other events
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New Skill `Sleep`
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Combined using Stun + GG
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Stuns target for 3T (might need to be 4T)
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Deals 240% green damage (heal)
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Concept - high duration stun with the drawback of a big heal on the target
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Base cooldown 3T
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(Could be played aggressively or defensively)
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### Fixed
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### Changed
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Switch purify with reflect
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- Purify now GG + block instead of GB + block
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- Purify now applies a small heal 45% multiplier green damage (power)
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- Purify
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Now GG + block (was GB + block)
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Now applies a small heal 45% multiplier green damage (power) for each debuff removed
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- reflect now GB + block
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- reflect restores blue shield
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- Reflect
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Now GB + block (was GG + block)
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Recharges blue life at 45% blue damage
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- Server function recharge changed to take skill, red amount and blue amount as inputs
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- Recharge Skill reworked
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No longer restores full Red and Blue life
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Now restores Red life and Blue life based on respective red and blue damage
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Recharge value calculated at 85% multiplier with red and blue damage
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Silence
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No longer Stun + GB (already exists as debuff BB)
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Now also deals damage amount of 55% base blue damage
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This damage amount does 45% more damage per blue skill blocked
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Maximum = (0.55)(1.35)*base_blue_damage
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Cooldown changed 1T -> 2T
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Debuff duration increased 2T -> 3T
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Snare
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Now also deals damage amount of 40% base blue damage
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This damage amount does 45% more damage per red skill blocked
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Maximum = (0.40)(1.35)*base_red_damage
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Cooldown changed 1T -> 2T
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Debuff duration increased 2T -> 3T
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Switch clutch with taunt
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Clutch now GR + Block (was GR + Buff)
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Taunt now GR + Buff
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No longer self-target only
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Hex is now Stun + GB (was Stun + RB)
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Banish is now Stun + RB (was Stun + RG) for rng theme
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Throw is now Stun + RG (was Stun + GG)
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- Better fit as it applies inc Red taken debuff (vulnerability)
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## [0.1.0] - 2019-05-02
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@ -228,13 +228,20 @@ function getCombatSequence(event) {
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if (['Healing'].includes(event[0])
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&& (event[1].skill === 'Slay'
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|| event[1].skill === 'SiphonTick'
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|| event[1].skill === 'Purify')) return ['POST_SKILL'];
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|| event[1].skill === 'Purify'
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|| event[1].skill === 'Sleep')) return ['POST_SKILL'];
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if (['Recharge'].includes(event[0])
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&& (event[1].skill === 'Reflect')) return ['POST_SKILL'];
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if (['Effect'].includes(event[0])
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&& event[1].skill === 'Decay' && event[1].effect === 'Wither') return ['POST_SKILL'];
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if (['Damage'].includes(event[0])
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&& event[1].skill === 'Chaos' && event[1].colour === 'RedDamage') return ['POST_SKILL'];
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&& ((event[1].skill === 'Chaos' && event[1].colour === 'RedDamage')
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|| event[1].skill === 'Silence'
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|| event[1].skill === 'Snare')) return ['POST_SKILL'];
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if (['Ko'].includes(event[0])
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|| (event[1].skill === 'Throw' && event[1].effect === 'Vulnerable')) return ['POST_SKILL'];
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@ -470,6 +470,14 @@ impl Cryp {
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.fold(self.speed.value, |acc, fx| fx.0.apply(acc, fx.1));
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return modified_speed;
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}
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pub fn red_life(&self) -> u64 {
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self.red_life.value
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}
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pub fn blue_life(&self) -> u64 {
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self.blue_life.value
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}
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pub fn green_life(&self) -> u64 {
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self.green_life.value
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@ -482,8 +490,8 @@ impl Cryp {
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}
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}
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pub fn recharge(&mut self) -> Event {
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let skill = Skill::Recharge;
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pub fn recharge(&mut self, skill: Skill, red_amount: u64, blue_amount: u64) -> Event {
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// Should red type immunity block recharge???
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if let Some(immunity) = self.immune(skill) {
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return Event::Immunity {
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skill,
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@ -491,11 +499,16 @@ impl Cryp {
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};
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}
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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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// Do we need inversion?
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let current_red_life = self.red_life();
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self.red_life.increase(red_amount);
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let new_red_life = self.red_life.value;
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let red = new_red_life - current_red_life;
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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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let current_blue_life = self.blue_life();
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self.blue_life.increase(blue_amount);
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let new_blue_life = self.blue_life.value;
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let blue = new_blue_life - current_blue_life;
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Event::Recharge { red, blue, skill }
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}
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@ -67,6 +67,7 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
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Skill::Siphon => siphon(source, target, resolutions, Skill::Siphon),
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Skill::SiphonTick => siphon_tick(source, target, resolutions, Skill::SiphonTick), // hot
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Skill::Slay => slay(source, target, resolutions, Skill::Slay), // hybrid dmg self heal
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Skill::Sleep => sleep(source, target, resolutions, Skill::Sleep), // speed slow
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Skill::Slow => slow(source, target, resolutions, Skill::Slow), // speed slow
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Skill::Snare => snare(source, target, resolutions, Skill::Snare),
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Skill::Strangle => strangle(source, target, resolutions, Skill::Strangle),
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@ -481,6 +482,7 @@ pub enum Skill {
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Reflect,
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Ruin,
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Slay,
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Sleep,
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Clutch,
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Taunt,
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Invert,
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@ -563,7 +565,15 @@ impl Skill {
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// Block Base
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Skill::Purify => 45, //Green dmg (heal)
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Skill::Recharge => 85, //restore red and blue life (heal)
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Skill::Reflect => 45, //restore blue life (heal)
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// Stun Base
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Skill::Sleep => 240, //Green dmg (heal)
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// Debuff Base
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Skill::Silence => 55, // Deals more per blue skill on target
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Skill::Snare => 40, // Deals more per blue skill on target
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// Others
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Skill::CorruptionTick => 80,
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@ -589,8 +599,10 @@ impl Skill {
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Skill::Strangle => 2,
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Skill::Stun => 2,
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Skill::Sleep => 3,
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Skill::Throw => 2,
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Skill::Snare => 2,
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Skill::Snare => 3,
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Skill::Taunt => 1,
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Skill::Empower => 2,
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@ -605,7 +617,7 @@ impl Skill {
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Skill::Haste => 2,
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Skill::Amplify => 2,
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Skill::Silence => 2,
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Skill::Silence => 3,
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Skill::Hostility => 2, // Primary Buff
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Skill::Corrupt => 2, // Primary Buff
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@ -647,7 +659,7 @@ impl Skill {
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Skill::Block => None, // reduce damage
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Skill::Parry => None, // avoid all damage
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Skill::Riposte => None, // used on parry
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Skill::Snare => Some(1),
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Skill::Snare => Some(2),
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Skill::Stun => Some(1),
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Skill::Heal => None,
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Skill::Triage => None, // hot
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@ -664,7 +676,7 @@ impl Skill {
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Skill::Curse => Some(1),
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Skill::Empower => Some(1),
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Skill::Shield => None,
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Skill::Silence => Some(1),
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Skill::Silence => Some(2),
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Skill::Purify => None,
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Skill::Purge => None,
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Skill::Banish => Some(1),
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@ -675,6 +687,8 @@ impl Skill {
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Skill::Recharge => Some(2),
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Skill::Ruin => Some(3),
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Skill::Slay => None,
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Skill::Sleep => Some(3),
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Skill::Strangle => Some(2),
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Skill::StrangleTick => None,
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Skill::Clutch => Some(2),
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@ -726,6 +740,7 @@ impl Skill {
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Skill::Reflect => Category::Green,
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Skill::Haste => Category::Green,
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Skill::Invert => Category::Green,
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Skill::Sleep => Category::Green,
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Skill::Blast => Category::Blue,
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Skill::Chaos => Category::Blue,
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@ -804,7 +819,7 @@ impl Skill {
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Skill::Block => true,
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Skill::Parry => true,
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Skill::Clutch => true,
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Skill::Taunt => true,
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// Skill::Taunt => true,
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Skill::Corrupt => true,
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Skill::TestBlock => true,
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@ -883,6 +898,17 @@ fn stun(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: S
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return results;
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}
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fn sleep(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let effect = CrypEffect::new(Effect::Stun, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
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let amount = source.green_damage().pct(skill.multiplier());
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target.deal_green_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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return results;
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}
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fn clutch(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let effect = CrypEffect::new(Effect::Clutch, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
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@ -959,6 +985,21 @@ fn riposte(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill
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fn snare(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let snare = CrypEffect::new(Effect::Snare, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, snare)));
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let mut s_multi: u64 = 100;
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for cs in target.skills.iter() {
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s_multi += match cs.skill.category() {
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Category::Red => 45,
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_ => 0,
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}
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}
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let amount = source.red_damage().pct(skill.multiplier()).pct(s_multi);
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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return results;
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}
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@ -1137,11 +1178,18 @@ fn invert(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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fn reflect(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let effect = CrypEffect::new(Effect::Reflect, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
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let blue_amount = source.blue_damage().pct(skill.multiplier());
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results.push(Resolution::new(source, target).event(target.recharge(skill, 0, blue_amount)));
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return results;;
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}
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fn recharge(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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results.push(Resolution::new(source, target).event(target.recharge()));
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let red_amount = source.red_damage().pct(skill.multiplier());
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let blue_amount = source.blue_damage().pct(skill.multiplier());
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results.push(Resolution::new(source, target).event(target.recharge(skill, red_amount, blue_amount)));
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return results;
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}
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@ -1182,6 +1230,20 @@ fn shield(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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fn silence(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let silence = CrypEffect::new(Effect::Silence, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, silence)));
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let mut s_multi: u64 = 100;
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for cs in target.skills.iter() {
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s_multi += match cs.skill.category() {
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Category::Blue => 45,
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_ => 0,
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}
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}
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let amount = source.blue_damage().pct(skill.multiplier()).pct(s_multi);
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target.deal_blue_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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return results;
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}
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@ -66,6 +66,8 @@ pub enum Var {
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Banish,
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Blast,
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Chaos,
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Clutch,
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Corrupt,
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Curse,
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Decay,
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Empower,
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@ -83,6 +85,7 @@ pub enum Var {
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Shield,
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Silence,
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Slay,
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Sleep,
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Slow,
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Snare,
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Strangle,
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@ -90,10 +93,8 @@ pub enum Var {
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StrikeII,
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StrikeIII,
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Siphon,
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Clutch,
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Taunt,
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Throw,
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Corrupt,
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Triage,
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@ -211,6 +212,7 @@ impl Var {
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Var::Shield => Some(Skill::Shield),
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Var::Silence => Some(Skill::Silence),
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Var::Slay => Some(Skill::Slay),
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Var::Sleep => Some(Skill::Sleep),
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Var::Slow => Some(Skill::Slow),
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Var::Siphon => Some(Skill::Siphon),
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Var::Snare => Some(Skill::Snare),
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@ -287,6 +289,7 @@ impl From<Skill> for Var {
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Skill::Silence => Var::Silence,
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Skill::Siphon => Var::Siphon,
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Skill::Slay => Var::Slay,
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Skill::Sleep => Var::Sleep,
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Skill::Slow => Var::Slow,
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Skill::Snare => Var::Snare,
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Skill::Strangle => Var::Strangle,
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@ -348,42 +351,42 @@ struct Combo {
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fn get_combos() -> Vec<Combo> {
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let mut combinations = vec![
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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 }, // Gereric red dmg buff
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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::Amplify },
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Combo { units: vec![Var::Buff, Var::Red, Var::Green], var: Var::Clutch },
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Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Curse },
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Haste },
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Amplify }, // Gereric blue dmg buff
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Combo { units: vec![Var::Buff, Var::Red, Var::Green], var: Var::Taunt },
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Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Curse }, // Needs a buff
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Haste }, // Needs a buff
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge },
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Silence },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Slow },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Decay },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare }, // disable red and dmg
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge }, // disable green and remove debuff
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Silence }, // disable blue and dmg
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Slow }, // Needs a buff
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Decay },
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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::Purify },
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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::Red, Var::Green], var: Var::Clutch },
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Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Reflect },
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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::Green, Var::Green], var: Var::Throw },
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Combo { units: vec![Var::Stun, Var::Green, Var::Green], var: Var::Sleep },
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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::Banish },
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Combo { units: vec![Var::Stun, Var::Green, Var::Blue], var: Var::Silence },
|
||||
Combo { units: vec![Var::Stun, Var::Red, Var::Blue], var: Var::Hex },
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||||
Combo { units: vec![Var::Stun, Var::Red, Var::Green], var: Var::Throw },
|
||||
Combo { units: vec![Var::Stun, Var::Green, Var::Blue], var: Var::Hex },
|
||||
Combo { units: vec![Var::Stun, Var::Red, Var::Blue], var: Var::Banish },
|
||||
|
||||
Combo { units: vec![Var::Attack, Var::Red, Var::Red], var: Var::Strike },
|
||||
Combo { units: vec![Var::Strike, Var::Strike, Var::Strike], var: Var::StrikeII },
|
||||
Combo { units: vec![Var::Attack, Var::Red, Var::Red], var: Var::Strike },
|
||||
Combo { units: vec![Var::Strike, Var::Strike, Var::Strike], var: Var::StrikeII },
|
||||
Combo { units: vec![Var::StrikeII, Var::StrikeII, Var::StrikeII], var: Var::StrikeIII },
|
||||
|
||||
Combo { units: vec![Var::Attack, Var::Green, Var::Green], var: Var::Heal },
|
||||
Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
|
||||
Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Slay },
|
||||
Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Siphon },
|
||||
Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Siphon },
|
||||
Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Chaos },
|
||||
|
||||
Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI },
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user