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SkillEffect

Enum SkillEffect 

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pub enum SkillEffect {
    Damage {
        base_damage: f32,
        ratio: f32,
        element: Element,
        aoe_radius: f32,
        pierces: bool,
    },
    Heal {
        base_heal: f32,
        ratio: f32,
        target: HealTarget,
    },
    Buff {
        modifiers: Vec<StatModifier>,
        duration_secs: f32,
        target: BuffTarget,
    },
    Debuff {
        modifiers: Vec<StatModifier>,
        duration_secs: f32,
        target: BuffTarget,
    },
    Summon {
        entity_type: String,
        count: u32,
        duration_secs: f32,
    },
    Teleport {
        range: f32,
        blink: bool,
    },
    Zone {
        radius: f32,
        duration_secs: f32,
        tick_interval: f32,
        tick_effect: Box<SkillEffect>,
    },
    Projectile {
        speed: f32,
        pierce_count: u32,
        split_count: u32,
        element: Element,
        damage: f32,
    },
    Chain {
        max_targets: u32,
        jump_range: f32,
        damage_reduction: f32,
        element: Element,
        base_damage: f32,
    },
    Shield {
        absorb_amount: f32,
        duration_secs: f32,
    },
    Drain {
        stat: DrainTarget,
        amount: f32,
        return_fraction: f32,
    },
    Composite(Vec<SkillEffect>),
}

Variants§

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Damage

Fields

§base_damage: f32
§ratio: f32
§element: Element
§aoe_radius: f32
§pierces: bool
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Heal

Fields

§base_heal: f32
§ratio: f32
§target: HealTarget
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Buff

Fields

§modifiers: Vec<StatModifier>
§duration_secs: f32
§target: BuffTarget
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Debuff

Fields

§modifiers: Vec<StatModifier>
§duration_secs: f32
§target: BuffTarget
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Summon

Fields

§entity_type: String
§count: u32
§duration_secs: f32
§

Teleport

Fields

§range: f32
§blink: bool
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Zone

Fields

§radius: f32
§duration_secs: f32
§tick_interval: f32
§tick_effect: Box<SkillEffect>
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Projectile

Fields

§speed: f32
§pierce_count: u32
§split_count: u32
§element: Element
§damage: f32
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Chain

Fields

§max_targets: u32
§jump_range: f32
§damage_reduction: f32
§element: Element
§base_damage: f32
§

Shield

Fields

§absorb_amount: f32
§duration_secs: f32
§

Drain

Fields

§amount: f32
§return_fraction: f32
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Composite(Vec<SkillEffect>)

Implementations§

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impl SkillEffect

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pub fn is_damaging(&self) -> bool

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pub fn is_healing(&self) -> bool

Trait Implementations§

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impl Clone for SkillEffect

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fn clone(&self) -> SkillEffect

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SkillEffect

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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