pub struct Combatant {Show 19 fields
pub id: String,
pub name: String,
pub element: Option<String>,
pub hp: u32,
pub max_hp: u32,
pub attack: u32,
pub defense: u32,
pub speed: u32,
pub level: u8,
pub base: BaseStats,
pub exp: u32,
pub exp_reward: u32,
pub stages: Stages,
pub mp: u32,
pub max_mp: u32,
pub skills: Vec<Skill>,
pub status: Option<String>,
pub ability: Option<String>,
pub held_item: Option<String>,
}Expand description
A live combatant: one data-table record plus per-battle state (HP/MP pools, stat stages). Rebuilt from its record for every battle (base stats always fresh); the runner re-applies the persistent party state (current HP/MP/status, v2-b; level/exp, v2-c) on top.
Fields§
§id: StringRecord id (filename stem).
name: StringDisplay name (name field, else the id).
element: Option<String>Optional element (element field) — the defending side of chart lookups.
hp: u32HP pool.
max_hp: u32Max HP (growth-applied when the levels block is present).
attack: u32Attack (growth-applied when the levels block is present).
defense: u32Defense (growth-applied when the levels block is present).
speed: u32Speed (growth-applied when the levels block is present).
level: u8The record’s level field (default 1; read by level-based RON ops
and the LevelGE predicate). With a levels block it also drives
the stat-growth multiplier and level-ups; the v1 formula ignores it.
base: BaseStatsRaw record stats (pre-growth), for the level-up recompute.
exp: u32EXP progress toward the next level (v2-c; persists on party members).
exp_reward: u32The EXP this combatant awards when defeated (its expField; 0 when
the levels block is absent or the field missing).
stages: StagesStat stages (reset when the combatant switches in, v2-b).
mp: u32Resource pool (0 when the manifest maps no resource field).
max_mp: u32Max resource.
skills: Vec<Skill>Move list (never empty: falls back to the built-in Attack).
status: Option<String>The persistent non-volatile status (a kind: Status RON record id),
carried between battles by the party state (v2-b).
ability: Option<String>The combatant’s ability: a kind: Ability RON record id (the record’s
ability field; v2-e). Fires at battle start / switch-in (SwitchIn)
and joins the ACTIVE combatant’s per-action event sequence. Benched
members’ abilities are inert.
held_item: Option<String>The combatant’s held item: a kind: Item RON record id (the record’s
heldItem field; v2-e). Fires like an ability — its Residual hooks
run after each of the holder’s actions (Leftovers-style). Items are
persistent flags: nothing consumes them (no berries).
Implementations§
Source§impl Combatant
impl Combatant
Sourcepub fn eff_attack(&self) -> u32
pub fn eff_attack(&self) -> u32
Effective attack (stat × stage multiplier).
Sourcepub fn eff_defense(&self) -> u32
pub fn eff_defense(&self) -> u32
Effective defense.
Sourcepub fn recompute_stats(&mut self, levels: &LevelsSetup)
pub fn recompute_stats(&mut self, levels: &LevelsSetup)
Recompute every effective stat from the raw record stats at the current level (v2-c level-up): max HP/MP move with the growth multiplier and the DELTAS heal into the current pools.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Combatant
impl RefUnwindSafe for Combatant
impl Send for Combatant
impl Sync for Combatant
impl Unpin for Combatant
impl UnsafeUnpin for Combatant
impl UnwindSafe for Combatant
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