pub enum CharacterAbility {
Show 27 variants BasicMelee { energy_cost: f32, buildup_duration: f32, swing_duration: f32, hit_timing: f32, recover_duration: f32, melee_constructor: MeleeConstructor, ori_modifier: f32, frontend_specifier: Option<FrontendSpecifier>, meta: AbilityMeta, }, BasicRanged { energy_cost: f32, buildup_duration: f32, recover_duration: f32, projectile: ProjectileConstructor, projectile_body: Body, projectile_light: Option<LightEmitter>, projectile_speed: f32, num_projectiles: u32, projectile_spread: f32, damage_effect: Option<CombatEffect>, move_efficiency: f32, meta: AbilityMeta, }, RepeaterRanged {
Show 14 fields energy_cost: f32, buildup_duration: f32, shoot_duration: f32, recover_duration: f32, max_speed: f32, half_speed_at: u32, projectile: ProjectileConstructor, projectile_body: Body, projectile_light: Option<LightEmitter>, projectile_speed: f32, damage_effect: Option<CombatEffect>, properties_of_aoe: Option<ProjectileOffset>, specifier: Option<FrontendSpecifier>, meta: AbilityMeta,
}, Boost { movement_duration: f32, only_up: bool, speed: f32, max_exit_velocity: f32, meta: AbilityMeta, }, GlideBoost { booster: Boost, meta: AbilityMeta, }, DashMelee { energy_cost: f32, energy_drain: f32, forward_speed: f32, buildup_duration: f32, charge_duration: f32, swing_duration: f32, recover_duration: f32, melee_constructor: MeleeConstructor, ori_modifier: f32, auto_charge: bool, meta: AbilityMeta, }, BasicBlock { buildup_duration: f32, recover_duration: f32, max_angle: f32, block_strength: f32, parry_window: ParryWindow, energy_cost: f32, energy_regen: f32, can_hold: bool, blocked_attacks: AttackFilters, meta: AbilityMeta, }, Roll { energy_cost: f32, buildup_duration: f32, movement_duration: f32, recover_duration: f32, roll_strength: f32, attack_immunities: AttackFilters, meta: AbilityMeta, }, ComboMelee2 { strikes: Vec<Strike<f32>>, energy_cost_per_strike: f32, specifier: Option<FrontendSpecifier>, auto_progress: bool, meta: AbilityMeta, }, LeapMelee { energy_cost: f32, buildup_duration: f32, movement_duration: f32, swing_duration: f32, recover_duration: f32, melee_constructor: MeleeConstructor, forward_leap_strength: f32, vertical_leap_strength: f32, damage_effect: Option<CombatEffect>, specifier: Option<FrontendSpecifier>, meta: AbilityMeta, }, LeapShockwave {
Show 20 fields energy_cost: f32, buildup_duration: f32, movement_duration: f32, swing_duration: f32, recover_duration: f32, damage: f32, poise_damage: f32, knockback: Knockback, shockwave_angle: f32, shockwave_vertical_angle: f32, shockwave_speed: f32, shockwave_duration: f32, dodgeable: ShockwaveDodgeable, move_efficiency: f32, damage_kind: DamageKind, specifier: FrontendSpecifier, damage_effect: Option<CombatEffect>, forward_leap_strength: f32, vertical_leap_strength: f32, meta: AbilityMeta,
}, ChargedMelee { energy_cost: f32, energy_drain: f32, buildup_strike: Option<(f32, MeleeConstructor)>, charge_duration: f32, swing_duration: f32, hit_timing: f32, recover_duration: f32, melee_constructor: MeleeConstructor, specifier: Option<FrontendSpecifier>, damage_effect: Option<CombatEffect>, custom_combo: Option<CustomCombo>, meta: AbilityMeta, }, ChargedRanged {
Show 18 fields energy_cost: f32, energy_drain: f32, initial_regen: f32, scaled_regen: f32, initial_damage: f32, scaled_damage: f32, initial_knockback: f32, scaled_knockback: f32, buildup_duration: f32, charge_duration: f32, recover_duration: f32, projectile_body: Body, projectile_light: Option<LightEmitter>, initial_projectile_speed: f32, scaled_projectile_speed: f32, damage_effect: Option<CombatEffect>, move_speed: f32, meta: AbilityMeta,
}, Shockwave {
Show 22 fields energy_cost: f32, buildup_duration: f32, swing_duration: f32, recover_duration: f32, damage: f32, poise_damage: f32, knockback: Knockback, shockwave_angle: f32, shockwave_vertical_angle: f32, shockwave_speed: f32, shockwave_duration: f32, dodgeable: ShockwaveDodgeable, move_efficiency: f32, damage_kind: DamageKind, specifier: FrontendSpecifier, ori_rate: f32, damage_effect: Option<CombatEffect>, timing: Timing, emit_outcome: bool, minimum_combo: Option<u32>, combo_consumption: ComboConsumption, meta: AbilityMeta,
}, BasicBeam {
Show 13 fields buildup_duration: f32, recover_duration: f32, beam_duration: f64, damage: f32, tick_rate: f32, range: f32, max_angle: f32, damage_effect: Option<CombatEffect>, energy_regen: f32, energy_drain: f32, ori_rate: f32, specifier: FrontendSpecifier, meta: AbilityMeta,
}, BasicAura { buildup_duration: f32, cast_duration: f32, recover_duration: f32, targets: GroupTarget, auras: Vec<AuraBuffConstructor>, aura_duration: Option<Secs>, range: f32, energy_cost: f32, scales_with_combo: bool, specifier: Option<Specifier>, meta: AbilityMeta, }, StaticAura { buildup_duration: f32, cast_duration: f32, recover_duration: f32, energy_cost: f32, targets: GroupTarget, auras: Vec<AuraBuffConstructor>, aura_duration: Option<Secs>, range: f32, sprite_info: Option<SpriteInfo>, meta: AbilityMeta, }, Blink { buildup_duration: f32, recover_duration: f32, max_range: f32, frontend_specifier: Option<FrontendSpecifier>, meta: AbilityMeta, }, BasicSummon { buildup_duration: f32, cast_duration: f32, recover_duration: f32, summon_amount: u32, summon_distance: (f32, f32), summon_info: SummonInfo, duration: Option<Duration>, meta: AbilityMeta, }, SelfBuff { buildup_duration: f32, cast_duration: f32, recover_duration: f32, buff_kind: BuffKind, buff_strength: f32, buff_duration: Option<Secs>, energy_cost: f32, enforced_limit: bool, combo_cost: u32, combo_scaling: Option<ScalingKind>, meta: AbilityMeta, specifier: Option<FrontendSpecifier>, }, SpriteSummon { buildup_duration: f32, cast_duration: f32, recover_duration: f32, sprite: SpriteKind, del_timeout: Option<(f32, f32)>, summon_distance: (f32, f32), sparseness: f64, angle: f32, anchor: SpriteSummonAnchor, move_efficiency: f32, meta: AbilityMeta, }, Music { play_duration: f32, ori_modifier: f32, meta: AbilityMeta, }, FinisherMelee { energy_cost: f32, buildup_duration: f32, swing_duration: f32, recover_duration: f32, melee_constructor: MeleeConstructor, minimum_combo: u32, scaling: Option<Scaling>, combo_consumption: ComboConsumption, meta: AbilityMeta, }, DiveMelee { energy_cost: f32, vertical_speed: f32, buildup_duration: Option<f32>, movement_duration: f32, swing_duration: f32, recover_duration: f32, melee_constructor: MeleeConstructor, max_scaling: f32, meta: AbilityMeta, }, RiposteMelee { energy_cost: f32, buildup_duration: f32, swing_duration: f32, recover_duration: f32, block_strength: f32, melee_constructor: MeleeConstructor, meta: AbilityMeta, }, RapidMelee { buildup_duration: f32, swing_duration: f32, recover_duration: f32, energy_cost: f32, max_strikes: Option<u32>, melee_constructor: MeleeConstructor, move_modifier: f32, ori_modifier: f32, frontend_specifier: Option<FrontendSpecifier>, minimum_combo: u32, meta: AbilityMeta, }, Transform { buildup_duration: f32, recover_duration: f32, target: String, specifier: Option<FrontendSpecifier>, allow_players: bool, meta: AbilityMeta, },
}
Expand description

For documentation on individual fields, see the corresponding character state file in ‘common/src/states/’

Variants§

§

BasicMelee

Fields

§energy_cost: f32
§buildup_duration: f32
§swing_duration: f32
§hit_timing: f32
§recover_duration: f32
§melee_constructor: MeleeConstructor
§ori_modifier: f32
§frontend_specifier: Option<FrontendSpecifier>
§

BasicRanged

Fields

§energy_cost: f32
§buildup_duration: f32
§recover_duration: f32
§projectile_body: Body
§projectile_light: Option<LightEmitter>
§projectile_speed: f32
§num_projectiles: u32
§projectile_spread: f32
§damage_effect: Option<CombatEffect>
§move_efficiency: f32
§

RepeaterRanged

Fields

§energy_cost: f32
§buildup_duration: f32
§shoot_duration: f32
§recover_duration: f32
§max_speed: f32
§half_speed_at: u32
§projectile_body: Body
§projectile_light: Option<LightEmitter>
§projectile_speed: f32
§damage_effect: Option<CombatEffect>
§properties_of_aoe: Option<ProjectileOffset>
§

Boost

Fields

§movement_duration: f32
§only_up: bool
§speed: f32
§max_exit_velocity: f32
§

GlideBoost

Fields

§booster: Boost
§

DashMelee

Fields

§energy_cost: f32
§energy_drain: f32
§forward_speed: f32
§buildup_duration: f32
§charge_duration: f32
§swing_duration: f32
§recover_duration: f32
§melee_constructor: MeleeConstructor
§ori_modifier: f32
§auto_charge: bool
§

BasicBlock

Fields

§buildup_duration: f32
§recover_duration: f32
§max_angle: f32
§block_strength: f32
§parry_window: ParryWindow
§energy_cost: f32
§energy_regen: f32
§can_hold: bool
§blocked_attacks: AttackFilters
§

Roll

Fields

§energy_cost: f32
§buildup_duration: f32
§movement_duration: f32
§recover_duration: f32
§roll_strength: f32
§attack_immunities: AttackFilters
§

ComboMelee2

Fields

§strikes: Vec<Strike<f32>>
§energy_cost_per_strike: f32
§auto_progress: bool
§

LeapMelee

Fields

§energy_cost: f32
§buildup_duration: f32
§movement_duration: f32
§swing_duration: f32
§recover_duration: f32
§melee_constructor: MeleeConstructor
§forward_leap_strength: f32
§vertical_leap_strength: f32
§damage_effect: Option<CombatEffect>
§

LeapShockwave

Fields

§energy_cost: f32
§buildup_duration: f32
§movement_duration: f32
§swing_duration: f32
§recover_duration: f32
§damage: f32
§poise_damage: f32
§knockback: Knockback
§shockwave_angle: f32
§shockwave_vertical_angle: f32
§shockwave_speed: f32
§shockwave_duration: f32
§move_efficiency: f32
§damage_kind: DamageKind
§damage_effect: Option<CombatEffect>
§forward_leap_strength: f32
§vertical_leap_strength: f32
§

ChargedMelee

Fields

§energy_cost: f32
§energy_drain: f32
§buildup_strike: Option<(f32, MeleeConstructor)>
§charge_duration: f32
§swing_duration: f32
§hit_timing: f32
§recover_duration: f32
§melee_constructor: MeleeConstructor
§damage_effect: Option<CombatEffect>
§custom_combo: Option<CustomCombo>
§

ChargedRanged

Fields

§energy_cost: f32
§energy_drain: f32
§initial_regen: f32
§scaled_regen: f32
§initial_damage: f32
§scaled_damage: f32
§initial_knockback: f32
§scaled_knockback: f32
§buildup_duration: f32
§charge_duration: f32
§recover_duration: f32
§projectile_body: Body
§projectile_light: Option<LightEmitter>
§initial_projectile_speed: f32
§scaled_projectile_speed: f32
§damage_effect: Option<CombatEffect>
§move_speed: f32
§

Shockwave

Fields

§energy_cost: f32
§buildup_duration: f32
§swing_duration: f32
§recover_duration: f32
§damage: f32
§poise_damage: f32
§knockback: Knockback
§shockwave_angle: f32
§shockwave_vertical_angle: f32
§shockwave_speed: f32
§shockwave_duration: f32
§move_efficiency: f32
§damage_kind: DamageKind
§ori_rate: f32
§damage_effect: Option<CombatEffect>
§timing: Timing
§emit_outcome: bool
§minimum_combo: Option<u32>
§combo_consumption: ComboConsumption
§

BasicBeam

Fields

§buildup_duration: f32
§recover_duration: f32
§beam_duration: f64
§damage: f32
§tick_rate: f32
§range: f32
§max_angle: f32
§damage_effect: Option<CombatEffect>
§energy_regen: f32
§energy_drain: f32
§ori_rate: f32
§

BasicAura

Fields

§buildup_duration: f32
§cast_duration: f32
§recover_duration: f32
§targets: GroupTarget
§aura_duration: Option<Secs>
§range: f32
§energy_cost: f32
§scales_with_combo: bool
§specifier: Option<Specifier>
§

StaticAura

Fields

§buildup_duration: f32
§cast_duration: f32
§recover_duration: f32
§energy_cost: f32
§targets: GroupTarget
§aura_duration: Option<Secs>
§range: f32
§sprite_info: Option<SpriteInfo>

Fields

§buildup_duration: f32
§recover_duration: f32
§max_range: f32
§frontend_specifier: Option<FrontendSpecifier>
§

BasicSummon

Fields

§buildup_duration: f32
§cast_duration: f32
§recover_duration: f32
§summon_amount: u32
§summon_distance: (f32, f32)
§summon_info: SummonInfo
§duration: Option<Duration>
§

SelfBuff

Fields

§buildup_duration: f32
§cast_duration: f32
§recover_duration: f32
§buff_kind: BuffKind
§buff_strength: f32
§buff_duration: Option<Secs>
§energy_cost: f32
§enforced_limit: bool
§combo_cost: u32
§combo_scaling: Option<ScalingKind>
§

SpriteSummon

Fields

§buildup_duration: f32
§cast_duration: f32
§recover_duration: f32
§sprite: SpriteKind
§del_timeout: Option<(f32, f32)>
§summon_distance: (f32, f32)
§sparseness: f64
§angle: f32
§move_efficiency: f32
§

Music

Fields

§play_duration: f32
§ori_modifier: f32
§

FinisherMelee

Fields

§energy_cost: f32
§buildup_duration: f32
§swing_duration: f32
§recover_duration: f32
§melee_constructor: MeleeConstructor
§minimum_combo: u32
§scaling: Option<Scaling>
§combo_consumption: ComboConsumption
§

DiveMelee

Fields

§energy_cost: f32
§vertical_speed: f32
§buildup_duration: Option<f32>
§movement_duration: f32
§swing_duration: f32
§recover_duration: f32
§melee_constructor: MeleeConstructor
§max_scaling: f32
§

RiposteMelee

Fields

§energy_cost: f32
§buildup_duration: f32
§swing_duration: f32
§recover_duration: f32
§block_strength: f32
§melee_constructor: MeleeConstructor
§

RapidMelee

Fields

§buildup_duration: f32
§swing_duration: f32
§recover_duration: f32
§energy_cost: f32
§max_strikes: Option<u32>
§melee_constructor: MeleeConstructor
§move_modifier: f32
§ori_modifier: f32
§frontend_specifier: Option<FrontendSpecifier>
§minimum_combo: u32
§

Transform

Fields

§buildup_duration: f32
§recover_duration: f32
§target: String
§allow_players: bool

Only set to true for admin only abilities since this disables persistence and is not intended to be used by regular players

Implementations§

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impl CharacterAbility

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pub fn requirements_paid( &self, data: &JoinData<'_>, update: &mut StateUpdate ) -> bool

Attempts to fulfill requirements, mutating update (taking energy) if applicable.

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pub fn default_roll(current_state: Option<&CharacterState>) -> CharacterAbility

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pub fn adjusted_by_stats(self, stats: Stats) -> Self

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pub fn energy_cost(&self) -> f32

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pub fn combo_cost(&self) -> u32

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pub fn ability_meta(&self) -> AbilityMeta

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pub fn adjusted_by_skills( self, skillset: &SkillSet, tool: Option<ToolKind> ) -> Self

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fn adjusted_by_mining_skills(&mut self, skillset: &SkillSet)

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fn adjusted_by_bow_skills(&mut self, skillset: &SkillSet)

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fn adjusted_by_staff_skills(&mut self, skillset: &SkillSet)

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fn adjusted_by_sceptre_skills(&mut self, skillset: &SkillSet)

Trait Implementations§

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impl Asset for CharacterAbility

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type Loader = RonLoader

Specifies a way to convert raw bytes into the asset. Read more
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const EXTENSION: &'static str = "ron"

Use this field if your asset only uses one extension. Read more
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const EXTENSIONS: &'static [&'static str] = _

This field enables you to specify multiple extension for an asset. Read more
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fn default_value( id: &SharedString, error: Box<dyn Error + Send + Sync> ) -> Result<Self, Box<dyn Error + Send + Sync>>

Specifies a eventual default value to use if an asset fails to load. If this method returns Ok, the returned value is used as an asset. In particular, if this method always returns Ok, AssetCache::load is guaranteed not to fail. Read more
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const HOT_RELOADED: bool = true

If false, disable hot-reloading for assets of this type (true by default). If so, you may want to implement [NotHotReloaded] for this type to enable additional functions.
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impl Clone for CharacterAbility

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fn clone(&self) -> CharacterAbility

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for CharacterAbility

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for CharacterAbility

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for CharacterAbility

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for CharacterAbility

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fn eq(&self, other: &CharacterAbility) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for CharacterAbility

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for CharacterAbility

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where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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impl<T> AssetExt for T
where T: Compound,

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fn load(specifier: &str) -> Result<&'static Handle<T>, Error>

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fn load_owned(specifier: &str) -> Result<T, Error>

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fn get_or_insert(specifier: &str, default: T) -> &'static Handle<T>

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where Self: Clone,

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If false, disable hot-reloading for assets of this type (true by default). If so, you may want to implement [NotHotReloaded] for this type to enable additional functions.
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