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Addressed round 3 of feedback (no assets).
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@ -1004,7 +1004,7 @@ impl CharacterAbility {
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}| {
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// Do we want to make buff_strength affect this instead of power?
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// Look into during modular weapon transition
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*strength *= stats.buff_strength;
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*strength *= stats.buff_strength * stats.power;
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},
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);
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*range *= stats.range;
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@ -1046,7 +1046,7 @@ impl CharacterAbility {
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} => {
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// Do we want to make buff_strength affect this instead of power?
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// Look into during modular weapon transition
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*buff_strength *= stats.buff_strength;
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*buff_strength *= stats.buff_strength * stats.power;
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*buildup_duration /= stats.speed;
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*cast_duration /= stats.speed;
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*recover_duration /= stats.speed;
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@ -37,29 +37,18 @@ impl<T: ItemDesc> From<&T> for ItemKey {
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},
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ItemDefinitionId::Compound { .. } => ItemKey::Empty,
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},
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ItemKind::ModularComponent(mod_comp) => {
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use modular::ModularComponent;
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match mod_comp {
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ModularComponent::ToolPrimaryComponent { .. } => {
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if let ItemDefinitionId::Simple(id) = item_definition_id {
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match modular::weapon_component_to_key(id, item_desc.components()) {
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Ok(key) => ItemKey::ModularWeaponComponent(key),
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// TODO: Maybe use a different ItemKey?
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Err(_) => ItemKey::Tool(id.to_owned()),
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}
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} else {
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ItemKey::Empty
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}
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},
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ModularComponent::ToolSecondaryComponent { .. } => {
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if let ItemDefinitionId::Simple(id) = item_definition_id {
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// TODO: Maybe use a different ItemKey?
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ItemKey::Tool(id.to_owned())
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} else {
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ItemKey::Empty
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}
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},
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}
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ItemKind::ModularComponent(_) => match item_definition_id {
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ItemDefinitionId::Simple(id) => ItemKey::Tool(id.to_owned()),
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ItemDefinitionId::Compound { simple_base, .. } => {
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if let Ok(key) =
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modular::weapon_component_to_key(simple_base, item_desc.components())
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{
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ItemKey::ModularWeaponComponent(key)
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} else {
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ItemKey::Tool(simple_base.to_owned())
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}
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},
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ItemDefinitionId::Modular { .. } => ItemKey::Empty,
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},
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ItemKind::Lantern(Lantern { kind, .. }) => ItemKey::Lantern(kind.clone()),
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ItemKind::Glider(Glider { kind, .. }) => ItemKey::Glider(kind.clone()),
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