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Check statuses to determine valid lut entry
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819f2842b0
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2 changed files with 4 additions and 2 deletions
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@ -864,7 +864,8 @@ Entity::CharaPtr Action::Action::getHitChara()
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bool Action::Action::hasValidLutEntry() const
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{
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return m_lutEntry.potency != 0 || m_lutEntry.comboPotency != 0 || m_lutEntry.flankPotency != 0 || m_lutEntry.frontPotency != 0 ||
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m_lutEntry.rearPotency != 0 || m_lutEntry.curePotency != 0 || m_lutEntry.restoreMPPercentage != 0;
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m_lutEntry.rearPotency != 0 || m_lutEntry.curePotency != 0 || m_lutEntry.restoreMPPercentage != 0 ||
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m_lutEntry.statuses.caster.size() > 0 || m_lutEntry.statuses.target.size() > 0;
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}
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Action::EffectBuilderPtr Action::Action::getEffectbuilder()
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@ -15,7 +15,8 @@ bool ActionLut::validEntryExists( uint16_t actionId )
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// if all of the fields are 0, it's not 'valid' due to parse error or no useful data in the tooltip
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return entry.potency != 0 || entry.comboPotency != 0 || entry.flankPotency != 0 || entry.frontPotency != 0 ||
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entry.rearPotency != 0 || entry.curePotency != 0;
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entry.rearPotency != 0 || entry.curePotency != 0 ||
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entry.statuses.caster.size() > 0 || entry.statuses.target.size() > 0;
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}
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const ActionEntry& ActionLut::getEntry( uint16_t actionId )
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