pub enum CharacterAbility {
Show 28 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: Amount, 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: Dodgeable, 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 13 fields energy_cost: f32, energy_drain: f32, projectile: ProjectileConstructor, 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: Dodgeable, 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, whiffed_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, }, RegrowHead { buildup_duration: f32, recover_duration: f32, energy_cost: f32, specifier: Option<FrontendSpecifier>, 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: Amount
§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>
§specifier: Option<FrontendSpecifier>
§

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
§specifier: Option<FrontendSpecifier>
§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>
§specifier: Option<FrontendSpecifier>
§

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
§dodgeable: Dodgeable
§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
§specifier: Option<FrontendSpecifier>
§damage_effect: Option<CombatEffect>
§custom_combo: Option<CustomCombo>
§

ChargedRanged

Fields

§energy_cost: f32
§energy_drain: 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
§dodgeable: Dodgeable
§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>
§specifier: Option<FrontendSpecifier>
§

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
§anchor: SpriteSummonAnchor
§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
§whiffed_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
§specifier: Option<FrontendSpecifier>
§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

§

RegrowHead

Fields

§buildup_duration: f32
§recover_duration: f32
§energy_cost: f32
§specifier: Option<FrontendSpecifier>

Implementations§

§

impl CharacterAbility

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

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

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

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

pub fn energy_cost(&self) -> f32

pub fn combo_cost(&self) -> u32

pub fn ability_meta(&self) -> AbilityMeta

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

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). This avoids having to lock the asset to read it (ie it makes [Handle::read] a noop)
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impl Clone for CharacterAbility

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fn clone(&self) -> CharacterAbility

Returns a copy of the value. Read more
1.0.0 · source§

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<(), Error>

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

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fn default() -> CharacterAbility

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<CharacterAbility, <__D as Deserializer<'de>>::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 as Serializer>::Ok, <__S as Serializer>::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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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a [WithDispatch] wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a [WithDispatch] wrapper. Read more
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

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impl<T> Event for T
where T: Send + Sync + 'static,

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impl<T> Resource for T
where T: Any + Send + Sync,

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impl<T> Storable for T
where T: Send + Sync + 'static,