axiomancer-mechanics 0.1.2 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Character/index.d.ts +4 -0
- package/dist/Character/index.d.ts.map +1 -1
- package/dist/Character/index.js +4 -4
- package/dist/Character/index.js.map +1 -1
- package/dist/Combat/combat-effects.d.ts +56 -0
- package/dist/Combat/combat-effects.d.ts.map +1 -0
- package/dist/Combat/combat-effects.js +152 -0
- package/dist/Combat/combat-effects.js.map +1 -0
- package/dist/Combat/combat-effects.library.json +166 -0
- package/dist/Combat/combat.reducer.d.ts.map +1 -1
- package/dist/Combat/combat.reducer.js +4 -0
- package/dist/Combat/combat.reducer.js.map +1 -1
- package/dist/Combat/combat.resolver.d.ts +248 -0
- package/dist/Combat/combat.resolver.d.ts.map +1 -0
- package/dist/Combat/combat.resolver.js +463 -0
- package/dist/Combat/combat.resolver.js.map +1 -0
- package/dist/Combat/effect-modifiers.d.ts +0 -1
- package/dist/Combat/effect-modifiers.d.ts.map +1 -1
- package/dist/Combat/effect-modifiers.js +0 -4
- package/dist/Combat/effect-modifiers.js.map +1 -1
- package/dist/Combat/effects.d.ts +0 -5
- package/dist/Combat/effects.d.ts.map +1 -1
- package/dist/Combat/effects.js +1 -13
- package/dist/Combat/effects.js.map +1 -1
- package/dist/Combat/index.d.ts +6 -2
- package/dist/Combat/index.d.ts.map +1 -1
- package/dist/Combat/index.js +10 -2
- package/dist/Combat/index.js.map +1 -1
- package/dist/Enemy/enemy.library.d.ts +6 -0
- package/dist/Enemy/enemy.library.d.ts.map +1 -1
- package/dist/Enemy/enemy.library.js +22 -2
- package/dist/Enemy/enemy.library.js.map +1 -1
- package/dist/Enemy/index.d.ts +3 -0
- package/dist/Enemy/index.d.ts.map +1 -1
- package/dist/Enemy/index.js +4 -4
- package/dist/Enemy/index.js.map +1 -1
- package/dist/Game/game-mechanics.constants.d.ts +6 -1
- package/dist/Game/game-mechanics.constants.d.ts.map +1 -1
- package/dist/Game/game-mechanics.constants.js +7 -2
- package/dist/Game/game-mechanics.constants.js.map +1 -1
- package/dist/Skills/e2e/fixtures.d.ts +3 -0
- package/dist/Skills/e2e/fixtures.d.ts.map +1 -0
- package/dist/Skills/e2e/fixtures.js +22 -0
- package/dist/Skills/e2e/fixtures.js.map +1 -0
- package/dist/Skills/index.d.ts +4 -1
- package/dist/Skills/index.d.ts.map +1 -1
- package/dist/Skills/index.js +12 -0
- package/dist/Skills/index.js.map +1 -1
- package/dist/Skills/skill.engine.d.ts +69 -0
- package/dist/Skills/skill.engine.d.ts.map +1 -0
- package/dist/Skills/skill.engine.js +263 -0
- package/dist/Skills/skill.engine.js.map +1 -0
- package/dist/Skills/skill.library.d.ts +4 -0
- package/dist/Skills/skill.library.d.ts.map +1 -0
- package/dist/Skills/skill.library.js +213 -0
- package/dist/Skills/skill.library.js.map +1 -0
- package/dist/Utils/index.d.ts +0 -1
- package/dist/Utils/index.d.ts.map +1 -1
- package/dist/Utils/index.js +0 -5
- package/dist/Utils/index.js.map +1 -1
- package/dist/index.d.ts +5 -2
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +11 -3
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
- package/dist/Combat/e2e/combat.engine.d.ts +0 -17
- package/dist/Combat/e2e/combat.engine.d.ts.map +0 -1
- package/dist/Combat/e2e/combat.engine.js +0 -138
- package/dist/Combat/e2e/combat.engine.js.map +0 -1
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@@ -1,5 +1,6 @@
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import { Character, BaseStats } from './types';
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import { ActiveEffect } from '../Effects/types';
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import { ProcUnlocks } from '../Combat/combat-effects';
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import { Item } from '../Items/types';
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export interface CreateCharacterOptions {
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name: string;
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@@ -7,6 +8,9 @@ export interface CreateCharacterOptions {
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baseStats: BaseStats;
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inventory?: Item[];
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effects?: ActiveEffect[];
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knownSkills?: string[];
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equippedSkills?: string[];
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procUnlocks?: ProcUnlocks;
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}
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export declare function createCharacter(options: CreateCharacterOptions): Character;
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export type { Character, BaseStats, DerivedStats, NonCombatStats } from './types';
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@@ -1 +1 @@
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/Character/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAChD,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AAOtC,MAAM,WAAW,sBAAsB;IACnC,IAAI,EAAE,MAAM,CAAC;IACb,KAAK,EAAE,MAAM,CAAC;IACd,SAAS,EAAE,SAAS,CAAC;IACrB,SAAS,CAAC,EAAE,IAAI,EAAE,CAAC;IACnB,OAAO,CAAC,EAAE,YAAY,EAAE,CAAC;
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/Character/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AAOtC,MAAM,WAAW,sBAAsB;IACnC,IAAI,EAAE,MAAM,CAAC;IACb,KAAK,EAAE,MAAM,CAAC;IACd,SAAS,EAAE,SAAS,CAAC;IACrB,SAAS,CAAC,EAAE,IAAI,EAAE,CAAC;IACnB,OAAO,CAAC,EAAE,YAAY,EAAE,CAAC;IACzB,WAAW,CAAC,EAAE,MAAM,EAAE,CAAC;IACvB,cAAc,CAAC,EAAE,MAAM,EAAE,CAAC;IAC1B,WAAW,CAAC,EAAE,WAAW,CAAC;CAC7B;AAMD,wBAAgB,eAAe,CAAC,OAAO,EAAE,sBAAsB,GAAG,SAAS,CAwB1E;AAED,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,SAAS,CAAC"}
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package/dist/Character/index.js
CHANGED
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@@ -4,9 +4,8 @@ exports.createCharacter = createCharacter;
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const Utils_1 = require("../Utils");
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const game_mechanics_constants_1 = require("../Game/game-mechanics.constants");
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function createCharacter(options) {
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const { name, level, baseStats, inventory = [], effects = [] } = options;
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const { name, level, baseStats, inventory = [], effects = [], knownSkills = [], equippedSkills = [], procUnlocks, } = options;
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const maxHealth = (0, Utils_1.calculateMaxHealth)(level, baseStats);
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const maxMana = (0, Utils_1.calculateMaxMana)(level, baseStats);
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return {
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name,
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level,
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@@ -14,13 +13,14 @@ function createCharacter(options) {
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experienceToNextLevel: level * game_mechanics_constants_1.EXPERIENCE_PER_LEVEL,
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health: maxHealth,
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maxHealth,
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mana: maxMana,
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maxMana,
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baseStats,
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derivedStats: (0, Utils_1.deriveStats)(baseStats),
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nonCombatStats: (0, Utils_1.deriveNonCombatStats)(baseStats),
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inventory,
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effects,
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knownSkills,
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equippedSkills,
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procUnlocks,
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};
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}
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//# sourceMappingURL=index.js.map
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/Character/index.ts"],"names":[],"mappings":";;
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/Character/index.ts"],"names":[],"mappings":";;AAyBA,0CAwBC;AA7CD,oCAAiF;AACjF,+EAAwE;AAoBxE,SAAgB,eAAe,CAAC,OAA+B;IAC3D,MAAM,EACF,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,GAAG,EAAE,EAAE,OAAO,GAAG,EAAE,EACpD,WAAW,GAAG,EAAE,EAAE,cAAc,GAAG,EAAE,EAAE,WAAW,GACrD,GAAG,OAAO,CAAC;IAEZ,MAAM,SAAS,GAAG,IAAA,0BAAkB,EAAC,KAAK,EAAE,SAAS,CAAC,CAAC;IAEvD,OAAO;QACH,IAAI;QACJ,KAAK;QACL,UAAU,EAAE,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,+CAAoB;QAC9C,qBAAqB,EAAE,KAAK,GAAG,+CAAoB;QACnD,MAAM,EAAE,SAAS;QACjB,SAAS;QACT,SAAS;QACT,YAAY,EAAE,IAAA,mBAAW,EAAC,SAAS,CAAC;QACpC,cAAc,EAAE,IAAA,4BAAoB,EAAC,SAAS,CAAC;QAC/C,SAAS;QACT,OAAO;QACP,WAAW;QACX,cAAc;QACd,WAAW;KACd,CAAC;AACN,CAAC"}
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@@ -0,0 +1,56 @@
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import { Stance, Combatant } from './types';
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import { Character } from '../Character/types';
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import { Enemy } from '../Enemy/types';
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import { ActiveEffect, Effect, EffectApplicationResult, EffectTier } from '../Effects/types';
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export interface CombatEffectTrigger {
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stance: Stance;
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action: 'attack' | 'defend';
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tier: EffectTier;
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effectId: string;
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target: 'self' | 'opponent';
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baseChance: number;
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intensityOverride?: number;
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durationOverride?: number;
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fumbleEffectId?: string;
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}
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export type ProcUnlocks = Partial<Record<Stance, Partial<Record<'attack' | 'defend', EffectTier>>>>;
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export type ProcOverrides = Partial<Record<Stance, Partial<Record<'attack' | 'defend', CombatEffectTrigger[]>>>>;
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export declare function getEligibleTriggers(stance: Stance, action: 'attack' | 'defend', unlocks?: ProcUnlocks, overrides?: ProcOverrides): CombatEffectTrigger[];
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export declare function calculateProcChance(trigger: CombatEffectTrigger, actor: Combatant): number;
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export interface ProcRollOutcome {
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trigger: CombatEffectTrigger;
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effect: Effect;
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decision: 'crit' | 'normal' | 'skipped';
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intensityBonus: number;
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durationBonus: number;
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appliedTo: 'self' | 'opponent';
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}
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export interface FumbleOutcome {
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effect: Effect;
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effectId: string;
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}
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export interface RollForCombatEffectsParams {
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actor: Combatant;
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stance: Stance;
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action: 'attack' | 'defend';
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rawAttackRoll: number;
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unlocks?: ProcUnlocks;
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overrides?: ProcOverrides;
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rng?: () => number;
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}
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export declare function rollForCombatEffects(p: RollForCombatEffectsParams): {
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procs: ProcRollOutcome[];
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fumble: FumbleOutcome | null;
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};
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export declare function applyProcOutcome(outcome: ProcRollOutcome, actor: Character | Enemy, actorEffects: ActiveEffect[], opponent: Character | Enemy, opponentEffects: ActiveEffect[], round: number, attackerHeartBonus?: number): {
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actorEffects: ActiveEffect[];
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opponentEffects: ActiveEffect[];
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appliedTo: 'self' | 'opponent';
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result: EffectApplicationResult;
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};
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export declare function applyFumbleOutcome(fumble: FumbleOutcome, actorEffects: ActiveEffect[], round: number): {
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actorEffects: ActiveEffect[];
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result: EffectApplicationResult;
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};
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export declare const combatEffectsLibrary: readonly CombatEffectTrigger[];
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//# sourceMappingURL=combat-effects.d.ts.map
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{"version":3,"file":"combat-effects.d.ts","sourceRoot":"","sources":["../../src/Combat/combat-effects.ts"],"names":[],"mappings":"AA6BA,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,KAAK,EAAE,MAAM,gBAAgB,CAAC;AACvC,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,uBAAuB,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAO7F,MAAM,WAAW,mBAAmB;IAChC,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,QAAQ,GAAG,QAAQ,CAAC;IAC5B,IAAI,EAAE,UAAU,CAAC;IACjB,QAAQ,EAAE,MAAM,CAAC;IAKjB,MAAM,EAAE,MAAM,GAAG,UAAU,CAAC;IAE5B,UAAU,EAAE,MAAM,CAAC;IAEnB,iBAAiB,CAAC,EAAE,MAAM,CAAC;IAE3B,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAE1B,cAAc,CAAC,EAAE,MAAM,CAAC;CAC3B;AAOD,MAAM,MAAM,WAAW,GACnB,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,MAAM,CAAC,QAAQ,GAAG,QAAQ,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;AAQ9E,MAAM,MAAM,aAAa,GACrB,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,MAAM,CAAC,QAAQ,GAAG,QAAQ,EAAE,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;AAyCzF,wBAAgB,mBAAmB,CAC/B,MAAM,EAAE,MAAM,EACd,MAAM,EAAE,QAAQ,GAAG,QAAQ,EAC3B,OAAO,CAAC,EAAE,WAAW,EACrB,SAAS,CAAC,EAAE,aAAa,GAC1B,mBAAmB,EAAE,CASvB;AAMD,wBAAgB,mBAAmB,CAC/B,OAAO,EAAE,mBAAmB,EAC5B,KAAK,EAAE,SAAS,GACjB,MAAM,CAKR;AAOD,MAAM,WAAW,eAAe;IAC5B,OAAO,EAAE,mBAAmB,CAAC;IAC7B,MAAM,EAAE,MAAM,CAAC;IACf,QAAQ,EAAE,MAAM,GAAG,QAAQ,GAAG,SAAS,CAAC;IAExC,cAAc,EAAE,MAAM,CAAC;IAEvB,aAAa,EAAE,MAAM,CAAC;IACtB,SAAS,EAAE,MAAM,GAAG,UAAU,CAAC;CAClC;AAMD,MAAM,WAAW,aAAa;IAC1B,MAAM,EAAE,MAAM,CAAC;IACf,QAAQ,EAAE,MAAM,CAAC;CACpB;AAED,MAAM,WAAW,0BAA0B;IACvC,KAAK,EAAE,SAAS,CAAC;IACjB,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,QAAQ,GAAG,QAAQ,CAAC;IAE5B,aAAa,EAAE,MAAM,CAAC;IACtB,OAAO,CAAC,EAAE,WAAW,CAAC;IACtB,SAAS,CAAC,EAAE,aAAa,CAAC;IAM1B,GAAG,CAAC,EAAE,MAAM,MAAM,CAAC;CACtB;AAWD,wBAAgB,oBAAoB,CAChC,CAAC,EAAE,0BAA0B,GAC9B;IAAE,KAAK,EAAE,eAAe,EAAE,CAAC;IAAC,MAAM,EAAE,aAAa,GAAG,IAAI,CAAA;CAAE,CA4C5D;AAWD,wBAAgB,gBAAgB,CAC5B,OAAO,EAAE,eAAe,EACxB,KAAK,EAAE,SAAS,GAAG,KAAK,EACxB,YAAY,EAAE,YAAY,EAAE,EAC5B,QAAQ,EAAE,SAAS,GAAG,KAAK,EAC3B,eAAe,EAAE,YAAY,EAAE,EAC/B,KAAK,EAAE,MAAM,EACb,kBAAkB,SAAI,GACvB;IACC,YAAY,EAAE,YAAY,EAAE,CAAC;IAC7B,eAAe,EAAE,YAAY,EAAE,CAAC;IAChC,SAAS,EAAE,MAAM,GAAG,UAAU,CAAC;IAC/B,MAAM,EAAE,uBAAuB,CAAC;CACnC,CAuFA;AAOD,wBAAgB,kBAAkB,CAC9B,MAAM,EAAE,aAAa,EACrB,YAAY,EAAE,YAAY,EAAE,EAC5B,KAAK,EAAE,MAAM,GACd;IAAE,YAAY,EAAE,YAAY,EAAE,CAAC;IAAC,MAAM,EAAE,uBAAuB,CAAA;CAAE,CAGnE;AAGD,eAAO,MAAM,oBAAoB,gCAAgB,CAAC"}
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"use strict";
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var __importDefault = (this && this.__importDefault) || function (mod) {
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return (mod && mod.__esModule) ? mod : { "default": mod };
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};
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.combatEffectsLibrary = void 0;
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exports.getEligibleTriggers = getEligibleTriggers;
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exports.calculateProcChance = calculateProcChance;
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exports.rollForCombatEffects = rollForCombatEffects;
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exports.applyProcOutcome = applyProcOutcome;
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exports.applyFumbleOutcome = applyFumbleOutcome;
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const combat_effects_library_json_1 = __importDefault(require("./combat-effects.library.json"));
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const effects_library_1 = require("../Effects/effects.library");
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const resist_1 = require("./resist");
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const Effects_1 = require("../Effects");
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const stats_1 = require("./stats");
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const TRIGGER_TABLE = combat_effects_library_json_1.default.triggers;
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const STAT_PROC_BONUS_PER_POINT = 0.02;
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const STATUS_CHANCE_BUFF_BONUS = 0.05;
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const STATUS_CHANCE_EFFECT_ID = 'buff_status_chance_up';
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const CRIT_INTENSITY_BONUS = 1;
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const CRIT_DURATION_BONUS = 1;
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function isFumble(rawRoll) { return rawRoll === 1; }
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function isCrit(rawRoll) { return rawRoll === 20; }
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function getStatusChanceIntensity(actor) {
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return actor.effects
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.filter(ae => ae.effectId === STATUS_CHANCE_EFFECT_ID)
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.reduce((total, ae) => total + (ae.intensity ?? 1), 0);
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+
}
|
|
30
|
+
function unlockedTier(unlocks, stance, action) {
|
|
31
|
+
return unlocks?.[stance]?.[action] ?? 1;
|
|
32
|
+
}
|
|
33
|
+
function getEligibleTriggers(stance, action, unlocks, overrides) {
|
|
34
|
+
const cap = unlockedTier(unlocks, stance, action);
|
|
35
|
+
const override = overrides?.[stance]?.[action];
|
|
36
|
+
if (override) {
|
|
37
|
+
return override.filter(t => t.tier <= cap);
|
|
38
|
+
}
|
|
39
|
+
return TRIGGER_TABLE.filter(t => t.stance === stance && t.action === action && t.tier <= cap);
|
|
40
|
+
}
|
|
41
|
+
function calculateProcChance(trigger, actor) {
|
|
42
|
+
const statBonus = (0, stats_1.getBaseStat)(actor, trigger.stance) * STAT_PROC_BONUS_PER_POINT;
|
|
43
|
+
const buffBonus = getStatusChanceIntensity(actor) * STATUS_CHANCE_BUFF_BONUS;
|
|
44
|
+
const total = trigger.baseChance + statBonus + buffBonus;
|
|
45
|
+
return Math.max(0, Math.min(1, total));
|
|
46
|
+
}
|
|
47
|
+
function rollForCombatEffects(p) {
|
|
48
|
+
const rng = p.rng ?? Math.random;
|
|
49
|
+
const eligible = getEligibleTriggers(p.stance, p.action, p.unlocks, p.overrides);
|
|
50
|
+
if (isFumble(p.rawAttackRoll)) {
|
|
51
|
+
const fumbleId = eligible.find(t => t.fumbleEffectId)?.fumbleEffectId;
|
|
52
|
+
const effect = fumbleId ? (0, effects_library_1.lookupEffect)(fumbleId) : undefined;
|
|
53
|
+
return {
|
|
54
|
+
procs: [],
|
|
55
|
+
fumble: effect ? { effect, effectId: fumbleId } : null,
|
|
56
|
+
};
|
|
57
|
+
}
|
|
58
|
+
const crit = isCrit(p.rawAttackRoll);
|
|
59
|
+
const procs = [];
|
|
60
|
+
for (const trigger of eligible) {
|
|
61
|
+
const effect = (0, effects_library_1.lookupEffect)(trigger.effectId);
|
|
62
|
+
if (!effect)
|
|
63
|
+
continue;
|
|
64
|
+
if (crit) {
|
|
65
|
+
procs.push({
|
|
66
|
+
trigger, effect,
|
|
67
|
+
decision: 'crit',
|
|
68
|
+
intensityBonus: CRIT_INTENSITY_BONUS,
|
|
69
|
+
durationBonus: CRIT_DURATION_BONUS,
|
|
70
|
+
appliedTo: trigger.target,
|
|
71
|
+
});
|
|
72
|
+
continue;
|
|
73
|
+
}
|
|
74
|
+
const chance = calculateProcChance(trigger, p.actor);
|
|
75
|
+
if (rng() < chance) {
|
|
76
|
+
procs.push({
|
|
77
|
+
trigger, effect,
|
|
78
|
+
decision: 'normal',
|
|
79
|
+
intensityBonus: 0,
|
|
80
|
+
durationBonus: 0,
|
|
81
|
+
appliedTo: trigger.target,
|
|
82
|
+
});
|
|
83
|
+
}
|
|
84
|
+
}
|
|
85
|
+
return { procs, fumble: null };
|
|
86
|
+
}
|
|
87
|
+
function applyProcOutcome(outcome, actor, actorEffects, opponent, opponentEffects, round, attackerHeartBonus = 0) {
|
|
88
|
+
const { trigger, effect, intensityBonus, durationBonus, appliedTo } = outcome;
|
|
89
|
+
const intensityDelta = (trigger.intensityOverride ?? 1) + intensityBonus;
|
|
90
|
+
const durationDelta = (trigger.durationOverride ?? effect.duration) + durationBonus;
|
|
91
|
+
const targetCombatant = appliedTo === 'self' ? actor : opponent;
|
|
92
|
+
const targetEffects = appliedTo === 'self' ? actorEffects : opponentEffects;
|
|
93
|
+
const { activeEffects: stagedEffects, result: stageResult } = (0, Effects_1.applyEffect)(targetEffects, effect, round, {
|
|
94
|
+
intensityDelta,
|
|
95
|
+
durationMode: 'additive',
|
|
96
|
+
durationDelta,
|
|
97
|
+
});
|
|
98
|
+
if (!stageResult.activeEffect) {
|
|
99
|
+
if (appliedTo === 'self') {
|
|
100
|
+
return { actorEffects: stagedEffects, opponentEffects, appliedTo, result: stageResult };
|
|
101
|
+
}
|
|
102
|
+
return { actorEffects, opponentEffects: stagedEffects, appliedTo, result: stageResult };
|
|
103
|
+
}
|
|
104
|
+
if (effect.tier === 1) {
|
|
105
|
+
if (appliedTo === 'self') {
|
|
106
|
+
return { actorEffects: stagedEffects, opponentEffects, appliedTo, result: stageResult };
|
|
107
|
+
}
|
|
108
|
+
return { actorEffects, opponentEffects: stagedEffects, appliedTo, result: stageResult };
|
|
109
|
+
}
|
|
110
|
+
const resolveResult = (0, resist_1.resolveEffectApplication)(targetCombatant, stageResult.activeEffect, effect.type, attackerHeartBonus);
|
|
111
|
+
if (resolveResult.success && resolveResult.activeEffect) {
|
|
112
|
+
const finalised = stagedEffects.map(ae => ae.effectId === effect.id ? resolveResult.activeEffect : ae);
|
|
113
|
+
if (appliedTo === 'self') {
|
|
114
|
+
return { actorEffects: finalised, opponentEffects, appliedTo, result: resolveResult };
|
|
115
|
+
}
|
|
116
|
+
return { actorEffects, opponentEffects: finalised, appliedTo, result: resolveResult };
|
|
117
|
+
}
|
|
118
|
+
const reverted = stagedEffects.filter(ae => ae.effectId !== effect.id);
|
|
119
|
+
if (resolveResult.rebounded && resolveResult.activeEffect) {
|
|
120
|
+
const reboundTarget = appliedTo === 'opponent' ? 'self' : 'opponent';
|
|
121
|
+
const reboundEffects = reboundTarget === 'self' ? actorEffects : opponentEffects;
|
|
122
|
+
const { activeEffects: withRebound } = (0, Effects_1.applyEffect)(reboundEffects, effect, round, {
|
|
123
|
+
intensityDelta: resolveResult.activeEffect.intensity ?? intensityDelta,
|
|
124
|
+
durationMode: 'additive',
|
|
125
|
+
durationDelta,
|
|
126
|
+
});
|
|
127
|
+
if (reboundTarget === 'self') {
|
|
128
|
+
return {
|
|
129
|
+
actorEffects: withRebound,
|
|
130
|
+
opponentEffects: appliedTo === 'opponent' ? reverted : opponentEffects,
|
|
131
|
+
appliedTo: reboundTarget,
|
|
132
|
+
result: resolveResult,
|
|
133
|
+
};
|
|
134
|
+
}
|
|
135
|
+
return {
|
|
136
|
+
actorEffects: appliedTo === 'self' ? reverted : actorEffects,
|
|
137
|
+
opponentEffects: withRebound,
|
|
138
|
+
appliedTo: reboundTarget,
|
|
139
|
+
result: resolveResult,
|
|
140
|
+
};
|
|
141
|
+
}
|
|
142
|
+
if (appliedTo === 'self') {
|
|
143
|
+
return { actorEffects: reverted, opponentEffects, appliedTo, result: resolveResult };
|
|
144
|
+
}
|
|
145
|
+
return { actorEffects, opponentEffects: reverted, appliedTo, result: resolveResult };
|
|
146
|
+
}
|
|
147
|
+
function applyFumbleOutcome(fumble, actorEffects, round) {
|
|
148
|
+
const { activeEffects, result } = (0, Effects_1.applyEffect)(actorEffects, fumble.effect, round);
|
|
149
|
+
return { actorEffects: activeEffects, result };
|
|
150
|
+
}
|
|
151
|
+
exports.combatEffectsLibrary = TRIGGER_TABLE;
|
|
152
|
+
//# sourceMappingURL=combat-effects.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
|
@@ -0,0 +1,166 @@
|
|
|
1
|
+
{
|
|
2
|
+
"triggers": [
|
|
3
|
+
{
|
|
4
|
+
"stance": "body",
|
|
5
|
+
"action": "attack",
|
|
6
|
+
"tier": 1,
|
|
7
|
+
"effectId": "debuff_post_hoc_tremor",
|
|
8
|
+
"target": "opponent",
|
|
9
|
+
"baseChance": 0.10,
|
|
10
|
+
"fumbleEffectId": "debuff_post_hoc_tremor"
|
|
11
|
+
},
|
|
12
|
+
{
|
|
13
|
+
"stance": "body",
|
|
14
|
+
"action": "attack",
|
|
15
|
+
"tier": 2,
|
|
16
|
+
"effectId": "debuff_bleed",
|
|
17
|
+
"target": "opponent",
|
|
18
|
+
"baseChance": 0.18,
|
|
19
|
+
"fumbleEffectId": "debuff_post_hoc_tremor"
|
|
20
|
+
},
|
|
21
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+
{
|
|
22
|
+
"stance": "body",
|
|
23
|
+
"action": "attack",
|
|
24
|
+
"tier": 3,
|
|
25
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+
"effectId": "debuff_petrify",
|
|
26
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+
"target": "opponent",
|
|
27
|
+
"baseChance": 0.06,
|
|
28
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+
"fumbleEffectId": "debuff_post_hoc_tremor"
|
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29
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+
},
|
|
30
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+
{
|
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31
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+
"stance": "body",
|
|
32
|
+
"action": "defend",
|
|
33
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+
"tier": 1,
|
|
34
|
+
"effectId": "buff_ad_hoc_patch",
|
|
35
|
+
"target": "self",
|
|
36
|
+
"baseChance": 0.10,
|
|
37
|
+
"fumbleEffectId": "debuff_post_hoc_tremor"
|
|
38
|
+
},
|
|
39
|
+
{
|
|
40
|
+
"stance": "body",
|
|
41
|
+
"action": "defend",
|
|
42
|
+
"tier": 2,
|
|
43
|
+
"effectId": "buff_resistance_body",
|
|
44
|
+
"target": "self",
|
|
45
|
+
"baseChance": 0.15,
|
|
46
|
+
"fumbleEffectId": "debuff_post_hoc_tremor"
|
|
47
|
+
},
|
|
48
|
+
{
|
|
49
|
+
"stance": "body",
|
|
50
|
+
"action": "defend",
|
|
51
|
+
"tier": 3,
|
|
52
|
+
"effectId": "buff_invincibility",
|
|
53
|
+
"target": "self",
|
|
54
|
+
"baseChance": 0.05,
|
|
55
|
+
"fumbleEffectId": "debuff_post_hoc_tremor"
|
|
56
|
+
},
|
|
57
|
+
{
|
|
58
|
+
"stance": "mind",
|
|
59
|
+
"action": "attack",
|
|
60
|
+
"tier": 1,
|
|
61
|
+
"effectId": "debuff_affirming_consequent",
|
|
62
|
+
"target": "opponent",
|
|
63
|
+
"baseChance": 0.10,
|
|
64
|
+
"fumbleEffectId": "debuff_affirming_consequent"
|
|
65
|
+
},
|
|
66
|
+
{
|
|
67
|
+
"stance": "mind",
|
|
68
|
+
"action": "attack",
|
|
69
|
+
"tier": 2,
|
|
70
|
+
"effectId": "debuff_daze",
|
|
71
|
+
"target": "opponent",
|
|
72
|
+
"baseChance": 0.18,
|
|
73
|
+
"fumbleEffectId": "debuff_affirming_consequent"
|
|
74
|
+
},
|
|
75
|
+
{
|
|
76
|
+
"stance": "mind",
|
|
77
|
+
"action": "attack",
|
|
78
|
+
"tier": 3,
|
|
79
|
+
"effectId": "debuff_petrify",
|
|
80
|
+
"target": "opponent",
|
|
81
|
+
"baseChance": 0.06,
|
|
82
|
+
"fumbleEffectId": "debuff_affirming_consequent"
|
|
83
|
+
},
|
|
84
|
+
{
|
|
85
|
+
"stance": "mind",
|
|
86
|
+
"action": "defend",
|
|
87
|
+
"tier": 1,
|
|
88
|
+
"effectId": "buff_gettiters_flicker",
|
|
89
|
+
"target": "self",
|
|
90
|
+
"baseChance": 0.10,
|
|
91
|
+
"fumbleEffectId": "debuff_affirming_consequent"
|
|
92
|
+
},
|
|
93
|
+
{
|
|
94
|
+
"stance": "mind",
|
|
95
|
+
"action": "defend",
|
|
96
|
+
"tier": 2,
|
|
97
|
+
"effectId": "buff_resistance_mind",
|
|
98
|
+
"target": "self",
|
|
99
|
+
"baseChance": 0.15,
|
|
100
|
+
"fumbleEffectId": "debuff_affirming_consequent"
|
|
101
|
+
},
|
|
102
|
+
{
|
|
103
|
+
"stance": "mind",
|
|
104
|
+
"action": "defend",
|
|
105
|
+
"tier": 3,
|
|
106
|
+
"effectId": "buff_haste",
|
|
107
|
+
"target": "self",
|
|
108
|
+
"baseChance": 0.05,
|
|
109
|
+
"fumbleEffectId": "debuff_affirming_consequent"
|
|
110
|
+
},
|
|
111
|
+
{
|
|
112
|
+
"stance": "heart",
|
|
113
|
+
"action": "attack",
|
|
114
|
+
"tier": 1,
|
|
115
|
+
"effectId": "debuff_straw_man_echo",
|
|
116
|
+
"target": "opponent",
|
|
117
|
+
"baseChance": 0.10,
|
|
118
|
+
"fumbleEffectId": "debuff_straw_man_echo"
|
|
119
|
+
},
|
|
120
|
+
{
|
|
121
|
+
"stance": "heart",
|
|
122
|
+
"action": "attack",
|
|
123
|
+
"tier": 2,
|
|
124
|
+
"effectId": "debuff_fear",
|
|
125
|
+
"target": "opponent",
|
|
126
|
+
"baseChance": 0.18,
|
|
127
|
+
"fumbleEffectId": "debuff_straw_man_echo"
|
|
128
|
+
},
|
|
129
|
+
{
|
|
130
|
+
"stance": "heart",
|
|
131
|
+
"action": "attack",
|
|
132
|
+
"tier": 3,
|
|
133
|
+
"effectId": "debuff_petrify",
|
|
134
|
+
"target": "opponent",
|
|
135
|
+
"baseChance": 0.06,
|
|
136
|
+
"fumbleEffectId": "debuff_straw_man_echo"
|
|
137
|
+
},
|
|
138
|
+
{
|
|
139
|
+
"stance": "heart",
|
|
140
|
+
"action": "defend",
|
|
141
|
+
"tier": 1,
|
|
142
|
+
"effectId": "buff_petitio_pulse",
|
|
143
|
+
"target": "self",
|
|
144
|
+
"baseChance": 0.10,
|
|
145
|
+
"fumbleEffectId": "debuff_straw_man_echo"
|
|
146
|
+
},
|
|
147
|
+
{
|
|
148
|
+
"stance": "heart",
|
|
149
|
+
"action": "defend",
|
|
150
|
+
"tier": 2,
|
|
151
|
+
"effectId": "buff_resistance_heart",
|
|
152
|
+
"target": "self",
|
|
153
|
+
"baseChance": 0.15,
|
|
154
|
+
"fumbleEffectId": "debuff_straw_man_echo"
|
|
155
|
+
},
|
|
156
|
+
{
|
|
157
|
+
"stance": "heart",
|
|
158
|
+
"action": "defend",
|
|
159
|
+
"tier": 3,
|
|
160
|
+
"effectId": "buff_invincibility",
|
|
161
|
+
"target": "self",
|
|
162
|
+
"baseChance": 0.05,
|
|
163
|
+
"fumbleEffectId": "debuff_straw_man_echo"
|
|
164
|
+
}
|
|
165
|
+
]
|
|
166
|
+
}
|
|
@@ -1 +1 @@
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1
|
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1
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1
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1
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