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Merge pull request #724 from k0l11/fix-jean-q
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fix jean q
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shizukayuki authored Aug 12, 2022
2 parents 131277a + b3d59c7 commit 10faf90
Showing 1 changed file with 12 additions and 7 deletions.
19 changes: 12 additions & 7 deletions internal/characters/jean/burst.go
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ func init() {
}

func (c *char) Burst(p map[string]int) action.ActionInfo {
//p is the number of times enemy enters or exits the field
// p is the number of times enemy enters or exits the field
enter := p["enter"]
if enter < 1 {
enter = 1
Expand All @@ -46,18 +46,23 @@ func (c *char) Burst(p map[string]int) action.ActionInfo {
}
snap := c.Snapshot(&ai)

//initial hit at 40f
// initial hit at 40f
c.Core.QueueAttackWithSnap(ai, snap, combat.NewCircleHit(c.Core.Combat.Player(), 5, false, combat.TargettableEnemy), 40)

//TODO: make this work with movement?
// field status
c.Core.Status.Add("jean-q", 600+burstStart)

// handle user specified amount of In/Out damage
// TODO: make this work with movement?
ai.Abil = "Dandelion Breeze (In/Out)"
ai.Mult = burstEnter[c.TalentLvlBurst()]
//first enter is at frame 55
// first enter is at frame 55
for i := 0; i < enter; i++ {
c.Core.QueueAttackWithSnap(ai, snap, combat.NewCircleHit(c.Core.Combat.Player(), 5, false, combat.TargettableEnemy), 55+i*delay)
}

c.Core.Status.Add("jeanq", 600+burstStart)
// handle In/Out damage on field expiry
c.Core.QueueAttackWithSnap(ai, snap, combat.NewCircleHit(c.Core.Combat.Player(), 5, false, combat.TargettableEnemy), 600+burstStart)

if c.Base.Cons >= 4 {
c.c4()
Expand Down Expand Up @@ -92,8 +97,8 @@ func (c *char) Burst(p map[string]int) action.ActionInfo {
Durability: 25,
}

//duration is 10.5s, first tick start at frame 100, + 60 each
for i := 100; i < 100+630; i += 60 {
//duration is ~10.6s, first tick start at frame 100, + 60 each
for i := 100; i <= 600+burstStart; i += 60 {
c.Core.Tasks.Add(func() {
// c.Core.Log.NewEvent("jean q healing", glog.LogCharacterEvent, c.Index, "+heal", hpplus, "atk", atk, "heal amount", healDot)
c.Core.Player.Heal(player.HealInfo{
Expand Down

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