[−][src]Struct index_datamanip::objects::Power
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>
Methods
impl Power
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pub fn fix_strings(&mut self, pmessages: &HashMap<String, String>)
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Trait Implementations
impl Debug for Power
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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>,
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__D: Deserializer<'de>,
impl Serialize for Power
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Auto Trait Implementations
impl RefUnwindSafe for Power
impl Send for Power
impl Sync for Power
impl Unpin for Power
impl UnwindSafe for Power
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> DeserializeOwned for T where
T: Deserialize<'de>,
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T: Deserialize<'de>,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,