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@@ -190,7 +190,7 @@ Finally, we'll add the request:
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```rust
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let pos = positions.get(wants_melee.target);
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if let Some(pos) = pos {
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- particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::ORANGE), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('‼'), 100.0);
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+ particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::ORANGE), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('‼'), 200.0);
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}
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let damage = i32::max(0, (stats.power + offensive_bonus) - (target_stats.defense + defensive_bonus));
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@@ -244,7 +244,7 @@ used_item = true;
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let pos = positions.get(*target);
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if let Some(pos) = pos {
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- particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::GREEN), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('♥'), 100.0);
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+ particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::GREEN), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('♥'), 200.0);
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}
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```
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@@ -254,7 +254,7 @@ gamelog.entries.insert(0, format!("You use {} on {}, confusing them.", item_name
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let pos = positions.get(*mob);
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if let Some(pos) = pos {
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- particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::MAGENTA), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('?'), 100.0);
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+ particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::MAGENTA), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('?'), 200.0);
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}
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```
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@@ -265,7 +265,7 @@ gamelog.entries.insert(0, format!("You use {} on {}, inflicting {} hp.", item_na
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let pos = positions.get(*mob);
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if let Some(pos) = pos {
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- particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::RED), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('‼'), 100.0);
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+ particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::RED), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('‼'), 200.0);
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}
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```
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@@ -275,7 +275,7 @@ Lastly, if an effect hits a whole area (for example, a fireball) it would be goo
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for mob in map.tile_content[idx].iter() {
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targets.push(*mob);
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}
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-particle_builder.request(tile_idx.x, tile_idx.y, rltk::RGB::named(rltk::ORANGE), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('░'), 100.0);
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+particle_builder.request(tile_idx.x, tile_idx.y, rltk::RGB::named(rltk::ORANGE), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('░'), 200.0);
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```
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That wasn't too hard, was it? If you `cargo run` your project now, you'll see various visual effects firing.
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@@ -312,7 +312,7 @@ Then we add in a request at the end of the confusion test:
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can_act = false;
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particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::MAGENTA),
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- rltk::RGB::named(rltk::BLACK), rltk::to_cp437('?'), 100.0);
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+ rltk::RGB::named(rltk::BLACK), rltk::to_cp437('?'), 200.0);
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```
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We don't need to worry about getting the `Position` component here, because we already get it as part of the loop. If you `cargo run` your project now, and find a confusion scroll - you have visual feedback as to why a goblin isn't chasing you anymore:
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