Struct veloren_common::event::NpcBuilder

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pub struct NpcBuilder {
Show 16 fields pub stats: Stats, pub skill_set: SkillSet, pub health: Option<Health>, pub poise: Poise, pub inventory: Inventory, pub body: Body, pub agent: Option<Agent>, pub alignment: Alignment, pub scale: Scale, pub anchor: Option<Anchor>, pub loot: LootSpec<String>, pub pets: Vec<(NpcBuilder, Vec3<f32>)>, pub rtsim_entity: Option<RtSimEntity>, pub projectile: Option<Projectile>, pub heads: Option<Heads>, pub death_effects: Option<DeathEffects>,
}

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§stats: Stats§skill_set: SkillSet§health: Option<Health>§poise: Poise§inventory: Inventory§body: Body§agent: Option<Agent>§alignment: Alignment§scale: Scale§anchor: Option<Anchor>§loot: LootSpec<String>§pets: Vec<(NpcBuilder, Vec3<f32>)>§rtsim_entity: Option<RtSimEntity>§projectile: Option<Projectile>§heads: Option<Heads>§death_effects: Option<DeathEffects>

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impl NpcBuilder

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pub fn new(stats: Stats, body: Body, alignment: Alignment) -> Self

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pub fn with_heads(self, heads: impl Into<Option<Heads>>) -> Self

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pub fn with_health(self, health: impl Into<Option<Health>>) -> Self

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pub fn with_poise(self, poise: Poise) -> Self

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pub fn with_agent(self, agent: impl Into<Option<Agent>>) -> Self

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pub fn with_anchor(self, anchor: Anchor) -> Self

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pub fn with_rtsim(self, rtsim: RtSimEntity) -> Self

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pub fn with_projectile(self, projectile: impl Into<Option<Projectile>>) -> Self

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pub fn with_scale(self, scale: Scale) -> Self

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pub fn with_inventory(self, inventory: Inventory) -> Self

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pub fn with_skill_set(self, skill_set: SkillSet) -> Self

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pub fn with_loot(self, loot: LootSpec<String>) -> Self

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pub fn with_pets(self, pets: Vec<(NpcBuilder, Vec3<f32>)>) -> Self

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pub fn with_death_effects(self, death_effects: Option<DeathEffects>) -> Self

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