ah i'm silly
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@ -233,13 +233,15 @@ export class Battle {
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if (effect.damage) {
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if (effect.damage) {
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let damage = effect.damage;
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let damage = effect.damage;
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//multiply by damageChange sum
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//multiply by damageChange sum
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damage *= self.potencyEffects
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damage *= Math.max(0,
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self.potencyEffects
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.filter(status => {return status.type === 'damage'})
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.filter(status => {return status.type === 'damage'})
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.reduce((a, b) => a + (b.potency/100), 1);
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.reduce((a, b) => a + (b.potency/100), 1));
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//multiply by resistanceChange sum
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//multiply by resistanceChange sum
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damage *= self.potencyEffects
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damage *= Math.max(0,
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self.potencyEffects
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.filter(status => {return status.type === 'resistance'})
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.filter(status => {return status.type === 'resistance'})
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.reduce((a, b) => a - (b.potency/100), 1);
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.reduce((a, b) => a - (b.potency/100), 1));
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damage = Math.round(damage)
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damage = Math.round(damage)
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this.appendLog(`(${target.team}) ${target.character.nameShort} took ${damage} damage!`);
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this.appendLog(`(${target.team}) ${target.character.nameShort} took ${damage} damage!`);
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@ -451,9 +453,10 @@ export class Battle {
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reverseHierarchy: (self: BattleUnit, target: BattleUnit, battle: Battle) => {
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reverseHierarchy: (self: BattleUnit, target: BattleUnit, battle: Battle) => {
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let damage = 10+Math.floor(target.defaultHealth/10)*3;
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let damage = 10+Math.floor(target.defaultHealth/10)*3;
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//multiply by damageChange sum
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//multiply by damageChange sum
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damage *= self.potencyEffects
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damage *= Math.max(0,
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self.potencyEffects
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.filter(status => {return status.type === 'damage'})
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.filter(status => {return status.type === 'damage'})
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.reduce((a, b) => a + (b.potency/100), 1);
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.reduce((a, b) => a + (b.potency/100), 1));
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//multiply by resistanceChange sum
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//multiply by resistanceChange sum
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damage *= Math.max(0,
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damage *= Math.max(0,
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self.potencyEffects
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self.potencyEffects
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@ -467,13 +470,15 @@ export class Battle {
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issunBoushi: (self: BattleUnit, target: BattleUnit, battle: Battle) => {
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issunBoushi: (self: BattleUnit, target: BattleUnit, battle: Battle) => {
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let damage = Math.floor(target.defaultHealth/10)*5;
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let damage = Math.floor(target.defaultHealth/10)*5;
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//multiply by damageChange sum
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//multiply by damageChange sum
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damage *= self.potencyEffects
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damage *= Math.max(0,
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self.potencyEffects
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.filter(status => {return status.type === 'damage'})
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.filter(status => {return status.type === 'damage'})
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.reduce((a, b) => a + (b.potency/100), 1);
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.reduce((a, b) => a + (b.potency/100), 1));
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//multiply by resistanceChange sum
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//multiply by resistanceChange sum
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damage *= self.potencyEffects
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damage *= Math.max(0,
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self.potencyEffects
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.filter(status => {return status.type === 'resistance'})
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.filter(status => {return status.type === 'resistance'})
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.reduce((a, b) => a - (b.potency/100), 1);
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.reduce((a, b) => a - (b.potency/100), 1));
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damage = Math.round(damage)
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damage = Math.round(damage)
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this.appendLog(`(${target.team}) ${target.character.nameShort} took ${damage} damage!`);
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this.appendLog(`(${target.team}) ${target.character.nameShort} took ${damage} damage!`);
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