Clean up attaching status effects to damage
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@ -7,8 +7,8 @@ class Stats(var atk : Int, var def : Int, var spd : Int, var hp : Int)
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class Creature {
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class Creature {
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val genes = Stats(5,5,5,5)
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val genes = Stats(5,5,5,5)
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val growth = Stats(5,5,5,5)
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val growth = Stats(0,0,0,0)
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val attributes = mutableMapOf<Attribute, Int>()
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val attributes = mutableMapOf<Attribute, Float>()
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var level = 1
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var level = 1
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var currentHp = 1
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var currentHp = 1
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val skills = mutableListOf<Skill>()
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val skills = mutableListOf<Skill>()
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@ -22,15 +22,19 @@ class Creature {
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fun apply(dmg : Damage, attacker : Creature) {
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fun apply(dmg : Damage, attacker : Creature) {
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val critical = if (random(32) < attacker.genes.spd) { 1.5 } else { 1.0 }
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val critical = if (random(32) < attacker.genes.spd) { 1.5 } else { 1.0 }
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val randVal = random(0.85f, 1.0f)
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val randVal = random(0.85f, 1.0f)
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val effectiveness = 1.0
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val atkAttribute = attacker.attributes.getOrElse(dmg.attribute) {1.0f}
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val defAttribute = attributes.getOrElse(dmg.attribute) {1.0f}
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val effectiveness = atkAttribute / defAttribute
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val modifier = critical * randVal * effectiveness
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val modifier = critical * randVal * effectiveness
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val power = (((0.4 * attacker.level) + 2) * dmg.power * (attacker.atk / def)) / 50 + 2
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val power = (((0.4 * attacker.level) + 2) * dmg.power * (attacker.atk / def)) / 50 + 2
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val total : Int = (power * modifier).toInt()
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val total = (power * modifier).toInt()
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currentHp = clamp(currentHp - total, 0, maxHp)
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currentHp = clamp(currentHp - total, 0, maxHp)
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if(currentHp == 0) {
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if(currentHp == 0) {
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statuses.clear()
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statuses.clear()
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addStatus(KnockedOut)
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addStatus(KnockedOut)
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} else {
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dmg.applyStatus(this)
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}
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}
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}
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}
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@ -56,5 +60,5 @@ class Creature {
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inline fun <reified S : Status> hasStatus() = statuses.filter { it is S }.isNotEmpty()
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inline fun <reified S : Status> hasStatus() = statuses.filter { it is S }.isNotEmpty()
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private fun statFormula(gene : Int, growth : Int) = (2 * gene + growth) * level / 100 + 5
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private fun statFormula(gene : Int, growth : Int) = (2 * gene + growth / 4) * level / 100 + 5
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}
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}
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@ -16,29 +16,24 @@ class Engine(private vararg val creatures : Pair<Creature, Int>) {
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.filter { (_, c) -> !c.first.hasStatus<KnockedOut>() }
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.filter { (_, c) -> !c.first.hasStatus<KnockedOut>() }
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.sortedBy { (_, c) -> c.first.spd }
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.sortedBy { (_, c) -> c.first.spd }
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// Get the moves each creature will use this turn
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// Get the moves each creature will use this turn
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val moves = activeCreatures.map { (_, c) -> Pair(c.first.skills[0], 0) }
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val moves = activeCreatures.map { (_, _) -> Pair(Ignore, 0) }
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val wasHit = mutableListOf<Pair<Creature, Int>>()
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for ((i, c) in activeCreatures) {
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for ((i, c) in activeCreatures) {
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// Resolve move
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// Resolve move
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val (skill, target) = moves[i]
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val (skill, target) = moves[i]
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currentCreature = i
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currentCreature = i
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for (step in skill.damageSteps) {
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for (step in skill.damageSteps) {
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val targets = getTargetList(step.target, target)
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for (t in getTargetList(step.target, target)) {
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for (t in targets) {
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val (targetCreature, _) = creatures[t]
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val (targetCreature, _) = creatures[t]
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if (attacker.hits(targetCreature, step)) {
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if (attacker.hits(targetCreature, step)) {
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targetCreature.apply(step, c.first)
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targetCreature.apply(step, attacker)
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if (wasHit.any { it.first == targetCreature }) {
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step.applyStatus(targetCreature)
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wasHit.add(Pair(targetCreature, t))
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}
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}
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}
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}
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}
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}
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}
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for(step in skill.statusSteps) {
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for(step in skill.postSteps) {
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for ((targetCreature, t) in wasHit) {
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for (t in getTargetList(step.target, target)) {
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if (t in getTargetList(step.target, t)) {
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val (targetCreature, _) = creatures[t]
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step.applier(targetCreature)
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step.apply(targetCreature)
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}
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}
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}
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}
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}
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}
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}
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@ -1,5 +1,7 @@
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package me.msoucy.ptures.model
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package me.msoucy.ptures.model
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import com.badlogic.gdx.math.MathUtils.random
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@DslMarker
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@DslMarker
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annotation class SkillMarker
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annotation class SkillMarker
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@ -20,30 +22,40 @@ enum class Attribute {
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Wood
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Wood
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}
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}
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class Damage(val power : Int) {
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class Damage(val power : Int, val attribute : Attribute = Attribute.Neutral) {
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var target = Target.Selected
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var target = Target.Selected
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var accuracy = 100
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var accuracy = 100
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var status : () -> Status? = {null}
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var statusChance = 0
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fun applyStatus(creature : Creature) {
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val appStatus = status()
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if (appStatus != null && random(100) < statusChance) {
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creature.addStatus(appStatus)
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}
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}
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}
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}
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class StatusApplier(val target : Target, val applier : (Creature) -> Unit)
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class StatusApplier(val target : Target, val apply : (Creature) -> Unit)
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@SkillMarker
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@SkillMarker
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class Skill(val name : String, val attribute : Attribute) {
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class Skill(val name : String, val attribute : Attribute) {
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val damageSteps = mutableListOf<Damage>()
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val damageSteps = mutableListOf<Damage>()
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val statusSteps = mutableListOf<StatusApplier>()
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val postSteps = mutableListOf<StatusApplier>()
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fun damage(power : Int, block : Damage.() -> Unit = {}) {
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fun damage(power : Int, block : Damage.() -> Unit = {}) {
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val d = Damage(power)
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val d = Damage(power, attribute)
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d.block()
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d.block()
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damageSteps.add(d)
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damageSteps.add(d)
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}
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}
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fun addStatus(status : Status, target : Target = Target.Selected) {
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fun addStatus(status : Status, target : Target = Target.Selected) {
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statusSteps.add (StatusApplier(target) { c -> c.addStatus(status) })
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postSteps.add (StatusApplier(target) { c -> c.addStatus(status) })
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}
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}
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fun removeStatus(status : Status, target : Target = Target.Selected) {
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fun removeStatus(status : Status, target : Target = Target.Selected) {
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statusSteps.add (StatusApplier(target) { c -> c.removeStatus(status) })
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postSteps.add (StatusApplier(target) { c -> c.removeStatus(status) })
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}
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}
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}
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}
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@ -69,12 +81,19 @@ val DoubleKick = skill("Double Kick") {
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}
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}
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val DoubleEdge = skill("Double Edge") {
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val DoubleEdge = skill("Double Edge") {
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damage(20)
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damage(80)
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damage(10) {
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damage(15) {
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target = Target.Self
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target = Target.Self
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}
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}
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}
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}
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val Fly = skill("Fly") {
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val Fly = skill("Fly") {
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addStatus(Flying(), Target.Self)
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addStatus(Flying(), Target.Self)
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}
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val Ember = skill("Ember", Attribute.Fire) {
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damage(40) {
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status = {Burned}
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statusChance = 10
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}
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}
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}
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@ -17,7 +17,7 @@ sealed class Status {
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sealed class VisibleStatus(val label : String = "") : Status()
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sealed class VisibleStatus(val label : String = "") : Status()
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sealed class CountdownStatus(var turns : Int) : Status()
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sealed class CountdownStatus(private var turns : Int) : Status()
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{
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{
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override fun onTurnEnd(engine : Engine) {
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override fun onTurnEnd(engine : Engine) {
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turns--
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turns--
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