new effect aversion to death
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@ -16,7 +16,7 @@ behavior.id = "effects"
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function behavior.new()
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function behavior.new()
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local efb = require "lib.effectbook"
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local efb = require "lib.effectbook"
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return setmetatable({
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return setmetatable({
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effectbook = efb.of { efb.bleeding },
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effectbook = efb.of { efb.bleeding, efb.aversionToDeath },
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effectsPriority = {},
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effectsPriority = {},
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effectsProperties = {},
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effectsProperties = {},
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}, behavior)
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}, behavior)
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@ -26,11 +26,9 @@ end
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--- @param effect Effect
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--- @param effect Effect
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--- @param stacks integer
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--- @param stacks integer
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function behavior:addEffect(effect, stacks, intensity)
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function behavior:addEffect(effect, stacks, intensity)
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if effect.beforeBirth then
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local task1 = effect:beforeBirth(self.owner, intensity)
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local task1 = effect:beforeBirth(self.owner, intensity)
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if task1 then
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if task1 then
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task1(function() end)
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task1(function() end)
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end
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end
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end
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-- проверяем эффект на возможности суммирования (aka противоречия)
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-- проверяем эффект на возможности суммирования (aka противоречия)
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for i, ef in ipairs(self.effectsPriority) do
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for i, ef in ipairs(self.effectsPriority) do
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@ -39,9 +37,9 @@ function behavior:addEffect(effect, stacks, intensity)
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stacks = stacks + self.effectsProperties[ef].stacks,
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stacks = stacks + self.effectsProperties[ef].stacks,
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intensity = intensity
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intensity = intensity
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}
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}
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local task1 = effect:afterBirth(self.owner, intensity)
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local task2 = effect:afterBirth(self.owner, intensity)
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if task1 then
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if task2 then
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task1(function() end)
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task2(function() end)
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end
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end
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return
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return
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end
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end
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@ -58,9 +56,9 @@ function behavior:addEffect(effect, stacks, intensity)
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intensity = intensity
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intensity = intensity
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}
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}
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print("[Effects]: мы применили эффект!!")
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print("[Effects]: мы применили эффект!!")
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local task1 = effect:afterBirth(self.owner, intensity)
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local task3 = effect:afterBirth(self.owner, intensity)
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if task1 then
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if task3 then
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task1(function() end)
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task3(function() end)
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end
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end
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end
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end
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@ -143,4 +141,27 @@ function behavior:afterCast()
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end
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end
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end
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end
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--- должен вызываться перед получением урона
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function behavior:beforeDamage(damage)
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local totalDamage = damage
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for i, ef in ipairs(self.effectsPriority) do
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local task1
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task1, totalDamage = ef:beforeDamage(self.owner, self.effectsProperties[ef].intensity, totalDamage or damage)
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if task1 then
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task1(function() end)
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end
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end
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return totalDamage or damage
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end
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--- должен вызываться после получения урона
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function behavior:afterDamage()
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for i, ef in pairs(self.effectsPriority) do
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local task1 = ef:afterDamage(self.owner, self.effectsProperties[ef].intensity)
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if task1 then
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task1(function() end)
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end
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end
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end
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return behavior
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return behavior
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@ -21,6 +21,9 @@ end
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--- @param damage integer
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--- @param damage integer
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function behavior:dealDamage(damage)
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function behavior:dealDamage(damage)
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local effects = self.owner:has(Tree.behaviors.effects)
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print("[Stats]: применяем эффект")
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if effects then damage = effects:beforeDamage(damage) end
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self.hp = self.hp - damage
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self.hp = self.hp - damage
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self:checkStats()
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self:checkStats()
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end
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end
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@ -45,8 +45,24 @@ function bleeding:beforeCast(owner, intensity)
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Tree.audio:play(Tree.assets.files.audio.sounds.meow)
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Tree.audio:play(Tree.assets.files.audio.sounds.meow)
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end
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end
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local aversionToDeath = effect.new {
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tag = "dev_aversion_to_death"
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}
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function aversionToDeath:beforeDamage(owner, intensity, damage)
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local stats = owner:has(Tree.behaviors.stats)
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local effects = owner:has(Tree.behaviors.effects)
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if not stats or not effects then return end
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if stats.hp <= damage then
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effects:deleteStacks(self, 1)
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-- тут должен быть какой-нибудь классный спецэффект, но я не умею в шейдеры
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return task.wait({}), stats.hp - 1
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end
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end
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local effectbook = {
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local effectbook = {
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bleeding = bleeding
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bleeding = bleeding,
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aversionToDeath = aversionToDeath
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}
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}
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--- не уверен зачем нам это, но вай нот ай саппоуз
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--- не уверен зачем нам это, но вай нот ай саппоуз
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@ -6,9 +6,9 @@ local effect = {}
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effect.__index = effect
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effect.__index = effect
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--- Предполагается, что в каждую функцию будет передаваться `Character` и параметр `intensity`, который отвечает за силу спелла
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--- Предполагается, что в каждую функцию будет передаваться `Character` и параметр `intensity`, который отвечает за силу спелла
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--- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>|nil
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--- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>?
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--- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>|nil
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--- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>?, integer?
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--- @alias EffectRegenFunc fun(owner: Character, intensity: integer, amountHp: integer): Task<nil>|nil
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--- @alias EffectRegenFunc fun(owner: Character, intensity: integer, amountHp: integer): Task<nil>?, integer?
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--- @alias EffectData { tag: string, [string]: EffectFunc|EffectDamageFunc|EffectRegenFunc }
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--- @alias EffectData { tag: string, [string]: EffectFunc|EffectDamageFunc|EffectRegenFunc }
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--- @param owner Character
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--- @param owner Character
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@ -54,7 +54,7 @@ function effect:afterCast(owner, intensity) end
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--- @param owner Character
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--- @param owner Character
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--- @param intensity integer
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--- @param intensity integer
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--- @param damage integer
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--- @param damage integer
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--- @return Task<nil>|nil
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--- @return Task<nil>|nil, integer?
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function effect:beforeAttack(owner, intensity, damage) end
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function effect:beforeAttack(owner, intensity, damage) end
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--- @param owner Character
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--- @param owner Character
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@ -65,7 +65,7 @@ function effect:afterAttack(owner, intensity) end
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--- @param owner Character
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--- @param owner Character
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--- @param intensity integer
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--- @param intensity integer
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--- @param damage integer
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--- @param damage integer
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--- @return Task<nil>|nil
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--- @return Task<nil>|nil, integer?
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function effect:beforeDamage(owner, intensity, damage) end
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function effect:beforeDamage(owner, intensity, damage) end
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--- @param owner Character
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--- @param owner Character
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@ -81,7 +81,7 @@ function effect:beforeRegeneration(owner, intensity, amountHp) end
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--- @param owner Character
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--- @param owner Character
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--- @param intensity integer
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--- @param intensity integer
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--- @return Task<nil>|nil
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--- @return Task<nil>|nil, integer|nil
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function effect:afterRegeneration(owner, intensity) end
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function effect:afterRegeneration(owner, intensity) end
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--- @param other Effect
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--- @param other Effect
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@ -150,7 +150,8 @@ local function new(data)
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function newEffect:beforeAttack(owner, intensity, damage)
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function newEffect:beforeAttack(owner, intensity, damage)
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if not data.beforeAttack then return end
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if not data.beforeAttack then return end
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return data.beforeAttack(owner, intensity, damage)
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local task, newDamage = data.beforeDamage(owner, intensity, damage)
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return task, newDamage
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end
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end
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function newEffect:afterAttack(owner, intensity)
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function newEffect:afterAttack(owner, intensity)
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@ -160,7 +161,8 @@ local function new(data)
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function newEffect:beforeDamage(owner, intensity, damage)
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function newEffect:beforeDamage(owner, intensity, damage)
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if not data.beforeDamage then return end
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if not data.beforeDamage then return end
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return data.beforeDamage(owner, intensity, damage)
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local task, newDamage = data.beforeDamage(owner, intensity, damage)
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return task, newDamage
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end
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end
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function newEffect:afterDamage(owner, intensity)
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function newEffect:afterDamage(owner, intensity)
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@ -170,7 +172,8 @@ local function new(data)
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function newEffect:beforeRegeneration(owner, intensity, amountHp)
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function newEffect:beforeRegeneration(owner, intensity, amountHp)
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if not data.beforeRegeneration then return end
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if not data.beforeRegeneration then return end
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return data.beforeRegeneration(owner, intensity, amountHp)
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local task, newAmountHp = data.beforeRegeneration(owner, intensity, amountHp)
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return task, newAmountHp
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end
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end
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function newEffect:afterRegeneration(owner, intensity)
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function newEffect:afterRegeneration(owner, intensity)
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@ -52,7 +52,8 @@ local regenerateMana = spell.new {
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end)
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end)
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local sprite = caster:has(Tree.behaviors.sprite)
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local sprite = caster:has(Tree.behaviors.sprite)
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if not sprite then return end
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local effects = caster:has(Tree.behaviors.effects)
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if not sprite or not effects then return end -- и тут возможно на эффекты проверять не стоит
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print(caster.id, "has regenerated mana and gained initiative")
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print(caster.id, "has regenerated mana and gained initiative")
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local light = require "lib/character/character".spawn("Light Effect")
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local light = require "lib/character/character".spawn("Light Effect")
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@ -67,7 +68,8 @@ local regenerateMana = spell.new {
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light:die()
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light:die()
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return task.fromValue()
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return task.fromValue()
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end),
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end),
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sprite:animate("hurt")
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sprite:animate("hurt"),
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effects:addEffect(effects.effectbook[2], 1, 1),
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}
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}
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end
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end
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}
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}
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