Struct Power

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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>,
}

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§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>

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impl Power

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pub fn fix_strings(&mut self, pmessages: &HashMap<String, String>)

Trait Implementations§

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impl Debug for Power

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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 Power

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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 Power

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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

Auto Trait Implementations§

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impl Freeze for Power

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impl RefUnwindSafe for Power

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impl Send for Power

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impl Sync for Power

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impl Unpin for Power

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impl UnwindSafe for Power

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,