Struct CharacterAttributesTable

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pub struct CharacterAttributesTable {
Show 115 fields pub damage_type00: Vec<f32>, pub damage_type01: Vec<f32>, pub damage_type02: Vec<f32>, pub damage_type03: Vec<f32>, pub damage_type04: Vec<f32>, pub damage_type05: Vec<f32>, pub damage_type06: Vec<f32>, pub damage_type07: Vec<f32>, pub damage_type08: Vec<f32>, pub damage_type09: Vec<f32>, pub damage_type10: Vec<f32>, pub damage_type11: Vec<f32>, pub damage_type12: Vec<f32>, pub damage_type13: Vec<f32>, pub damage_type14: Vec<f32>, pub damage_type15: Vec<f32>, pub damage_type16: Vec<f32>, pub damage_type17: Vec<f32>, pub damage_type18: Vec<f32>, pub damage_type19: Vec<f32>, pub hit_points: Vec<f32>, pub endurance: Vec<f32>, pub insight: Vec<f32>, pub rage: Vec<f32>, pub to_hit: Vec<f32>, pub defense_type00: Vec<f32>, pub defense_type01: Vec<f32>, pub defense_type02: Vec<f32>, pub defense_type03: Vec<f32>, pub defense_type04: Vec<f32>, pub defense_type05: Vec<f32>, pub defense_type06: Vec<f32>, pub defense_type07: Vec<f32>, pub defense_type08: Vec<f32>, pub defense_type09: Vec<f32>, pub defense_type10: Vec<f32>, pub defense_type11: Vec<f32>, pub defense_type12: Vec<f32>, pub defense_type13: Vec<f32>, pub defense_type14: Vec<f32>, pub defense_type15: Vec<f32>, pub defense_type16: Vec<f32>, pub defense_type17: Vec<f32>, pub defense_type18: Vec<f32>, pub defense_type19: Vec<f32>, pub defense: Vec<f32>, pub speed_running: Vec<f32>, pub speed_flying: Vec<f32>, pub speed_swimming: Vec<f32>, pub speed_jumping: Vec<f32>, pub jump_height: Vec<f32>, pub movement_control: Vec<f32>, pub movement_friction: Vec<f32>, pub stealth: Vec<f32>, pub stealth_radius: Vec<f32>, pub stealth_radius_player: Vec<f32>, pub perception_radius: Vec<f32>, pub regeneration: Vec<f32>, pub recovery: Vec<f32>, pub insight_recovery: Vec<f32>, pub threat_level: Vec<f32>, pub taunt: Vec<f32>, pub placate: Vec<f32>, pub confused: Vec<f32>, pub afraid: Vec<f32>, pub terrorized: Vec<f32>, pub held: Vec<f32>, pub immobilized: Vec<f32>, pub stunned: Vec<f32>, pub sleep: Vec<f32>, pub fly: Vec<f32>, pub jumppack: Vec<f32>, pub teleport: Vec<f32>, pub untouchable: Vec<f32>, pub intangible: Vec<f32>, pub only_affects_self: Vec<f32>, pub experience_gain: Vec<f32>, pub influence_gain: Vec<f32>, pub prestige_gain: Vec<f32>, pub null_bool: Vec<f32>, pub knockup: Vec<f32>, pub knockback: Vec<f32>, pub repel: Vec<f32>, pub accuracy: Vec<f32>, pub radius: Vec<f32>, pub arc: Vec<f32>, pub range: Vec<f32>, pub time_to_activate: Vec<f32>, pub recharge_time: Vec<f32>, pub interrupt_time: Vec<f32>, pub endurance_discount: Vec<f32>, pub insight_discount: Vec<f32>, pub meter: Vec<f32>, pub elusivity00: Vec<f32>, pub elusivity01: Vec<f32>, pub elusivity02: Vec<f32>, pub elusivity03: Vec<f32>, pub elusivity04: Vec<f32>, pub elusivity05: Vec<f32>, pub elusivity06: Vec<f32>, pub elusivity07: Vec<f32>, pub elusivity08: Vec<f32>, pub elusivity09: Vec<f32>, pub elusivity10: Vec<f32>, pub elusivity11: Vec<f32>, pub elusivity12: Vec<f32>, pub elusivity13: Vec<f32>, pub elusivity14: Vec<f32>, pub elusivity15: Vec<f32>, pub elusivity16: Vec<f32>, pub elusivity17: Vec<f32>, pub elusivity18: Vec<f32>, pub elusivity19: Vec<f32>, pub defense_whats_this: Vec<f32>, pub absorb: Vec<f32>,
}

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§damage_type00: Vec<f32>§damage_type01: Vec<f32>§damage_type02: Vec<f32>§damage_type03: Vec<f32>§damage_type04: Vec<f32>§damage_type05: Vec<f32>§damage_type06: Vec<f32>§damage_type07: Vec<f32>§damage_type08: Vec<f32>§damage_type09: Vec<f32>§damage_type10: Vec<f32>§damage_type11: Vec<f32>§damage_type12: Vec<f32>§damage_type13: Vec<f32>§damage_type14: Vec<f32>§damage_type15: Vec<f32>§damage_type16: Vec<f32>§damage_type17: Vec<f32>§damage_type18: Vec<f32>§damage_type19: Vec<f32>§hit_points: Vec<f32>§endurance: Vec<f32>§insight: Vec<f32>§rage: Vec<f32>§to_hit: Vec<f32>§defense_type00: Vec<f32>§defense_type01: Vec<f32>§defense_type02: Vec<f32>§defense_type03: Vec<f32>§defense_type04: Vec<f32>§defense_type05: Vec<f32>§defense_type06: Vec<f32>§defense_type07: Vec<f32>§defense_type08: Vec<f32>§defense_type09: Vec<f32>§defense_type10: Vec<f32>§defense_type11: Vec<f32>§defense_type12: Vec<f32>§defense_type13: Vec<f32>§defense_type14: Vec<f32>§defense_type15: Vec<f32>§defense_type16: Vec<f32>§defense_type17: Vec<f32>§defense_type18: Vec<f32>§defense_type19: Vec<f32>§defense: Vec<f32>§speed_running: Vec<f32>§speed_flying: Vec<f32>§speed_swimming: Vec<f32>§speed_jumping: Vec<f32>§jump_height: Vec<f32>§movement_control: Vec<f32>§movement_friction: Vec<f32>§stealth: Vec<f32>§stealth_radius: Vec<f32>§stealth_radius_player: Vec<f32>§perception_radius: Vec<f32>§regeneration: Vec<f32>§recovery: Vec<f32>§insight_recovery: Vec<f32>§threat_level: Vec<f32>§taunt: Vec<f32>§placate: Vec<f32>§confused: Vec<f32>§afraid: Vec<f32>§terrorized: Vec<f32>§held: Vec<f32>§immobilized: Vec<f32>§stunned: Vec<f32>§sleep: Vec<f32>§fly: Vec<f32>§jumppack: Vec<f32>§teleport: Vec<f32>§untouchable: Vec<f32>§intangible: Vec<f32>§only_affects_self: Vec<f32>§experience_gain: Vec<f32>§influence_gain: Vec<f32>§prestige_gain: Vec<f32>§null_bool: Vec<f32>§knockup: Vec<f32>§knockback: Vec<f32>§repel: Vec<f32>§accuracy: Vec<f32>§radius: Vec<f32>§arc: Vec<f32>§range: Vec<f32>§time_to_activate: Vec<f32>§recharge_time: Vec<f32>§interrupt_time: Vec<f32>§endurance_discount: Vec<f32>§insight_discount: Vec<f32>§meter: Vec<f32>§elusivity00: Vec<f32>§elusivity01: Vec<f32>§elusivity02: Vec<f32>§elusivity03: Vec<f32>§elusivity04: Vec<f32>§elusivity05: Vec<f32>§elusivity06: Vec<f32>§elusivity07: Vec<f32>§elusivity08: Vec<f32>§elusivity09: Vec<f32>§elusivity10: Vec<f32>§elusivity11: Vec<f32>§elusivity12: Vec<f32>§elusivity13: Vec<f32>§elusivity14: Vec<f32>§elusivity15: Vec<f32>§elusivity16: Vec<f32>§elusivity17: Vec<f32>§elusivity18: Vec<f32>§elusivity19: Vec<f32>§defense_whats_this: Vec<f32>§absorb: Vec<f32>

Trait Implementations§

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impl Debug for CharacterAttributesTable

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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<'de> Deserialize<'de> for CharacterAttributesTable

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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 Serialize for CharacterAttributesTable

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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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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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fn from(t: T) -> T

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fn into(self) -> U

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