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fix "Slash when his guard is down!" actually means "Slash when he's attacking!" Also the Might of Ares timer is wrong. #4125
- Added ignoreAugment_WKSharmonizer to GameTimer to allow for strict, unmodified timers - Changed SlashGame failure check - Changed `timeUntilAttacking` value so the progress bar in SlashGame is accurate
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@ -8,12 +8,15 @@ interface IProps {
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millis: number;
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onExpire: () => void;
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noPaper?: boolean;
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ignoreAugment_WKSharmonizer?: boolean;
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}
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export function GameTimer(props: IProps): React.ReactElement {
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const player = use.Player();
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const [v, setV] = useState(100);
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const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) * props.millis;
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const totalMillis =
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(!props.ignoreAugment_WKSharmonizer && player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) *
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props.millis;
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const tick = 200;
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useEffect(() => {
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@ -33,7 +33,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
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function press(this: Document, event: KeyboardEvent): void {
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event.preventDefault();
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if (event.key !== KEY.SPACE) return;
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if (phase !== 2) {
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if (phase !== 1) {
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props.onFailure();
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} else {
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props.onSuccess();
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@ -42,7 +42,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
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const hasAugment = Player.hasAugmentation(AugmentationNames.MightOfAres, true);
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const phaseZeroTime = Math.random() * 3250 + 1500 - (250 + difficulty.window);
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const phaseOneTime = 250;
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const timeUntilAttacking = phaseZeroTime + phaseOneTime;
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const timeUntilAttacking = phaseZeroTime;
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useEffect(() => {
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let id = window.setTimeout(() => {
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@ -66,7 +66,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
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{hasAugment ? (
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<Box sx={{ my: 1 }}>
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<Typography variant="h5">Guard will drop in...</Typography>
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<GameTimer millis={timeUntilAttacking} onExpire={() => null} noPaper />
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<GameTimer millis={timeUntilAttacking} onExpire={() => null} ignoreAugment_WKSharmonizer noPaper />
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</Box>
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) : (
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<></>
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