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- Tweaking a method name.
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@@ -190,7 +190,10 @@ public class ComputerUtilAbility {
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return targeted;
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return targeted;
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}
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}
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public static Pair<SpellAbility, Integer> getDamageAfterChainingSpells(Player ai, SpellAbility sa, String damage) {
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// Returns a pair of a SpellAbility (APIType DealDamage or Pump) and damage/debuff amount
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// The returned spell ability can be chained to "sa" to deal more damage (enough mana is available to cast both
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// and can be properly reserved).
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public static Pair<SpellAbility, Integer> getDamagingSAToChain(Player ai, SpellAbility sa, String damage) {
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int chance = ((PlayerControllerAi)ai.getController()).getAi().getIntProperty(AiProps.CHANCE_TO_CHAIN_TWO_DAMAGE_SPELLS);
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int chance = ((PlayerControllerAi)ai.getController()).getAi().getIntProperty(AiProps.CHANCE_TO_CHAIN_TWO_DAMAGE_SPELLS);
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if (!MyRandom.percentTrue(chance)) {
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if (!MyRandom.percentTrue(chance)) {
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return null;
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return null;
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@@ -197,7 +197,7 @@ public class DamageDealAi extends DamageAiBase {
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}
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}
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// Try to chain damage/debuff effects
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// Try to chain damage/debuff effects
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Pair<SpellAbility, Integer> chainDmg = ComputerUtilAbility.getDamageAfterChainingSpells(ai, sa, damage);
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Pair<SpellAbility, Integer> chainDmg = ComputerUtilAbility.getDamagingSAToChain(ai, sa, damage);
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// temporarily disabled until better AI
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// temporarily disabled until better AI
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if (!ComputerUtilCost.checkLifeCost(ai, abCost, source, 4, sa)) {
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if (!ComputerUtilCost.checkLifeCost(ai, abCost, source, 4, sa)) {
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