pub struct Power {Show 190 fields
pub full_name: String,
pub crcfull_name: u32,
pub source_file: String,
pub name: String,
pub source_name: String,
pub system: u32,
pub auto_issue: bool,
pub auto_issue_save_level: bool,
pub free: bool,
pub display_name: String,
pub display_help: String,
pub display_short_help: String,
pub display_target_help: String,
pub display_target_short_help: String,
pub display_attacker_attack: String,
pub display_attacker_attack_floater: String,
pub display_attacker_hit: String,
pub display_victim_hit: String,
pub display_confirm: String,
pub float_rewarded: String,
pub display_power_defense_float: String,
pub icon_name: String,
pub power_type: u32,
pub num_allowed: u32,
pub attack_types: Vec<AttackType>,
pub buy_requires: Vec<String>,
pub activate_requires: Vec<String>,
pub slot_requires: Vec<String>,
pub target_requires: Vec<String>,
pub reward_requires: Vec<String>,
pub auction_requires: Vec<String>,
pub reward_fallback: String,
pub accuracy: f32,
pub near_ground: bool,
pub target_near_ground: bool,
pub castable_after_death: u32,
pub cast_through_hold: bool,
pub cast_through_sleep: bool,
pub cast_through_stun: bool,
pub cast_through_terrorize: bool,
pub toggle_ignore_hold: bool,
pub toggle_ignore_sleep: bool,
pub toggle_ignore_stun: bool,
pub ignore_level_bought: bool,
pub shoot_through_untouchable: bool,
pub interrupt_like_sleep: bool,
pub ai_report: u32,
pub effect_area: u32,
pub max_targets_hit: u32,
pub _unknown_unused: u32,
pub radius: f32,
pub arc: f32,
pub chain_delay: f32,
pub chain_eff: Vec<String>,
pub chain_fork: Vec<u32>,
pub box_offset: (f32, f32, f32),
pub box_size: (f32, f32, f32),
pub range: f32,
pub range_secondary: f32,
pub time_to_activate: f32,
pub recharge_time: f32,
pub activate_period: f32,
pub endurance_cost: f32,
pub idea_cost: f32,
pub time_to_confirm: u32,
pub self_confirm: u32,
pub confirm_requires: Vec<String>,
pub destroy_on_limit: bool,
pub stacking_usage: bool,
pub num_charges: u32,
pub max_num_charges: u32,
pub usage_time: f32,
pub max_usage_time: f32,
pub lifetime: f32,
pub max_lifetime: f32,
pub lifetime_in_game: f32,
pub max_lifetime_in_game: f32,
pub interrupt_time: f32,
pub target_visibility: u32,
pub target: u32,
pub target_secondary: u32,
pub ents_auto_hit: Vec<u32>,
pub ents_affected: Vec<u32>,
pub targets_through_vision_phase: bool,
pub boosts_allowed: Vec<u32>,
pub group_membership: Vec<u32>,
pub modes_required: Vec<u32>,
pub modes_disallowed: Vec<u32>,
pub ai_groups: Vec<String>,
pub redirect: Vec<PowerRedirect>,
pub effects: Vec<Effects>,
pub ignore_strength: bool,
pub show_buff_icon: bool,
pub show_in_inventory: u32,
pub show_in_manage: bool,
pub show_in_info: bool,
pub deletable: bool,
pub tradeable: bool,
pub max_boosts: u32,
pub do_not_save: bool,
pub boost_ignore_effectiveness: bool,
pub boost_always_count_for_set: bool,
pub boost_tradeable: bool,
pub boost_combinable: bool,
pub boost_account_bound: bool,
pub boost_boostable: bool,
pub boost_use_player_level: bool,
pub boost_catalyst_conversion: String,
pub store_product: String,
pub boost_license_level: u32,
pub min_slot_level: i32,
pub max_slot_level: u32,
pub max_boost_level: u32,
pub var: Vec<Var>,
pub toggle_droppable: u32,
pub proc_allowed: u32,
pub strengths_disallowed: Vec<u32>,
pub proc_main_target_only: bool,
pub anim_main_target_only: bool,
pub highlight_eval: Vec<String>,
pub highlight_icon: String,
pub highlight_ring: RGBA,
pub travel_suppression: f32,
pub preference_multiplier: f32,
pub dont_set_stance: bool,
pub point_value: f32,
pub point_multiplier: f32,
pub chain_into_power: String,
pub instance_locked: bool,
pub is_environment_hit: bool,
pub shuffle_targets: bool,
pub force_level_bought: i32,
pub refreshes_on_active_player_change: bool,
pub cancelable: bool,
pub ignore_toggle_max_distance: bool,
pub server_tray_priority: u32,
pub server_tray_requires: Vec<String>,
pub abusive_buff: bool,
pub position_center: u32,
pub position_distance: f32,
pub position_height: f32,
pub position_yaw: f32,
pub face_target: bool,
pub attrib_cache: Vec<u32>,
pub visual_fx: String,
pub attack_bits: Vec<u32>,
pub block_bits: Vec<u32>,
pub wind_up_bits: Vec<u32>,
pub hit_bits: Vec<u32>,
pub death_bits: Vec<u32>,
pub activation_bits: Vec<u32>,
pub deactivation_bits: Vec<u32>,
pub initial_attack_bits: Vec<u32>,
pub continuing_bits: Vec<u32>,
pub conditional_bits: Vec<u32>,
pub activation_fx: String,
pub deactivation_fx: String,
pub attack_fx: String,
pub secondary_attack_fx: String,
pub hit_fx: String,
pub wind_up_fx: String,
pub block_fx: String,
pub death_fx: String,
pub initial_attack_fx: String,
pub continuing_fx: String,
pub continuing_fx1: String,
pub continuing_fx2: String,
pub continuing_fx3: String,
pub continuing_fx4: String,
pub conditional_fx: String,
pub conditional_fx1: String,
pub conditional_fx2: String,
pub conditional_fx3: String,
pub conditional_fx4: String,
pub mode_bits: Vec<u32>,
pub frames_before_hit: u32,
pub frames_before_secondary_hit: u32,
pub delayed_hit: bool,
pub attack_frames: u32,
pub initial_frames_before_hit: u32,
pub initial_attack_fxframe_delay: u32,
pub projectile_speed: f32,
pub secondary_projectile_speed: f32,
pub initial_frames_before_block: u32,
pub ignore_attack_time_errors: String,
pub frames_before_block: u32,
pub fx_important: bool,
pub primary_tint: ConditionalRGBA,
pub secondary_tint: ConditionalRGBA,
pub custom_fx: Vec<CustomFx>,
}
Fields§
§full_name: String
§crcfull_name: u32
§source_file: String
§name: String
§source_name: String
§system: u32
§auto_issue: bool
§auto_issue_save_level: bool
§free: bool
§display_name: String
§display_help: String
§display_short_help: String
§display_target_help: String
§display_target_short_help: String
§display_attacker_attack: String
§display_attacker_attack_floater: String
§display_attacker_hit: String
§display_victim_hit: String
§display_confirm: String
§float_rewarded: String
§display_power_defense_float: String
§icon_name: String
§power_type: u32
§num_allowed: u32
§attack_types: Vec<AttackType>
§buy_requires: Vec<String>
§activate_requires: Vec<String>
§slot_requires: Vec<String>
§target_requires: Vec<String>
§reward_requires: Vec<String>
§auction_requires: Vec<String>
§reward_fallback: String
§accuracy: f32
§near_ground: bool
§target_near_ground: bool
§castable_after_death: u32
§cast_through_hold: bool
§cast_through_sleep: bool
§cast_through_stun: bool
§cast_through_terrorize: bool
§toggle_ignore_hold: bool
§toggle_ignore_sleep: bool
§toggle_ignore_stun: bool
§ignore_level_bought: bool
§shoot_through_untouchable: bool
§interrupt_like_sleep: bool
§ai_report: u32
§effect_area: u32
§max_targets_hit: u32
§_unknown_unused: u32
§radius: f32
§arc: f32
§chain_delay: f32
§chain_eff: Vec<String>
§chain_fork: Vec<u32>
§box_offset: (f32, f32, f32)
§box_size: (f32, f32, f32)
§range: f32
§range_secondary: f32
§time_to_activate: f32
§recharge_time: f32
§activate_period: f32
§endurance_cost: f32
§idea_cost: f32
§time_to_confirm: u32
§self_confirm: u32
§confirm_requires: Vec<String>
§destroy_on_limit: bool
§stacking_usage: bool
§num_charges: u32
§max_num_charges: u32
§usage_time: f32
§max_usage_time: f32
§lifetime: f32
§max_lifetime: f32
§lifetime_in_game: f32
§max_lifetime_in_game: f32
§interrupt_time: f32
§target_visibility: u32
§target: u32
§target_secondary: u32
§ents_auto_hit: Vec<u32>
§ents_affected: Vec<u32>
§targets_through_vision_phase: bool
§boosts_allowed: Vec<u32>
§group_membership: Vec<u32>
§modes_required: Vec<u32>
§modes_disallowed: Vec<u32>
§ai_groups: Vec<String>
§redirect: Vec<PowerRedirect>
§effects: Vec<Effects>
§ignore_strength: bool
§show_buff_icon: bool
§show_in_inventory: u32
§show_in_manage: bool
§show_in_info: bool
§deletable: bool
§tradeable: bool
§max_boosts: u32
§do_not_save: bool
§boost_ignore_effectiveness: bool
§boost_always_count_for_set: bool
§boost_tradeable: bool
§boost_combinable: bool
§boost_account_bound: bool
§boost_boostable: bool
§boost_use_player_level: bool
§boost_catalyst_conversion: String
§store_product: String
§boost_license_level: u32
§min_slot_level: i32
§max_slot_level: u32
§max_boost_level: u32
§var: Vec<Var>
§toggle_droppable: u32
§proc_allowed: u32
§strengths_disallowed: Vec<u32>
§proc_main_target_only: bool
§anim_main_target_only: bool
§highlight_eval: Vec<String>
§highlight_icon: String
§highlight_ring: RGBA
§travel_suppression: f32
§preference_multiplier: f32
§dont_set_stance: bool
§point_value: f32
§point_multiplier: f32
§chain_into_power: String
§instance_locked: bool
§is_environment_hit: bool
§shuffle_targets: bool
§force_level_bought: i32
§refreshes_on_active_player_change: bool
§cancelable: bool
§ignore_toggle_max_distance: bool
§server_tray_priority: u32
§server_tray_requires: Vec<String>
§abusive_buff: bool
§position_center: u32
§position_distance: f32
§position_height: f32
§position_yaw: f32
§face_target: bool
§attrib_cache: Vec<u32>
§visual_fx: String
§attack_bits: Vec<u32>
§block_bits: Vec<u32>
§wind_up_bits: Vec<u32>
§hit_bits: Vec<u32>
§death_bits: Vec<u32>
§activation_bits: Vec<u32>
§deactivation_bits: Vec<u32>
§initial_attack_bits: Vec<u32>
§continuing_bits: Vec<u32>
§conditional_bits: Vec<u32>
§activation_fx: String
§deactivation_fx: String
§attack_fx: String
§secondary_attack_fx: String
§hit_fx: String
§wind_up_fx: String
§block_fx: String
§death_fx: String
§initial_attack_fx: String
§continuing_fx: String
§continuing_fx1: String
§continuing_fx2: String
§continuing_fx3: String
§continuing_fx4: String
§conditional_fx: String
§conditional_fx1: String
§conditional_fx2: String
§conditional_fx3: String
§conditional_fx4: String
§mode_bits: Vec<u32>
§frames_before_hit: u32
§frames_before_secondary_hit: u32
§delayed_hit: bool
§attack_frames: u32
§initial_frames_before_hit: u32
§initial_attack_fxframe_delay: u32
§projectile_speed: f32
§secondary_projectile_speed: f32
§initial_frames_before_block: u32
§ignore_attack_time_errors: String
§frames_before_block: u32
§fx_important: bool
§primary_tint: ConditionalRGBA
§secondary_tint: ConditionalRGBA
§custom_fx: Vec<CustomFx>
Implementations§
Trait Implementations§
Source§impl<'de> Deserialize<'de> for Power
impl<'de> Deserialize<'de> for Power
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl Freeze for Power
impl RefUnwindSafe for Power
impl Send for Power
impl Sync for Power
impl Unpin for Power
impl UnwindSafe for Power
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more