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More feedback addressed (no assets).
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5d0ba6e2b8
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@ -73,7 +73,7 @@ fn armor_stats() -> Result<(), Box<dyn Error>> {
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wtr.write_record(&[
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item.item_definition_id()
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.raw()
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.itemdef_id()
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.expect("All items from asset glob should be simple items"),
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&kind,
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&item.name(),
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@ -134,7 +134,7 @@ fn weapon_stats() -> Result<(), Box<dyn Error>> {
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wtr.write_record(&[
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item.item_definition_id()
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.raw()
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.itemdef_id()
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.expect("All items from asset glob should be simple items"),
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&kind,
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&item.name(),
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@ -233,7 +233,7 @@ fn all_items() -> Result<(), Box<dyn Error>> {
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wtr.write_record(&[
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item.item_definition_id()
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.raw()
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.itemdef_id()
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.expect("All items in asset glob should be simple items"),
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&item.name(),
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&kind,
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@ -236,7 +236,7 @@ fn armor_stats() -> Result<(), Box<dyn Error>> {
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let mut path = ASSETS_PATH.clone();
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for part in item
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.item_definition_id()
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.raw()
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.itemdef_id()
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.expect("Csv import only works on simple items, not modular items")
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.split('.')
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{
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@ -435,7 +435,7 @@ fn weapon_stats() -> Result<(), Box<dyn Error>> {
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let mut path = ASSETS_PATH.clone();
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for part in item
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.item_definition_id()
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.raw()
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.itemdef_id()
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.expect("Csv import only works on simple items, not modular items")
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.split('.')
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{
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@ -25,7 +25,7 @@ fn main() {
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.output
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.0
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.item_definition_id()
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.raw()
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.itemdef_id()
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.expect("Recipe book can only create simple items (probably)"),
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);
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let inputs = recipe
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@ -34,7 +34,7 @@ fn main() {
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.map(|(i, _, _)| i)
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.filter_map(|input| {
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if let RecipeInput::Item(item) = input {
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item.item_definition_id().raw().map(String::from)
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item.item_definition_id().itemdef_id().map(String::from)
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} else {
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None
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}
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@ -1002,9 +1002,7 @@ impl CharacterAbility {
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duration: _,
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category: _,
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}| {
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// Do we want to make buff_strength affect this instead of power?
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// Look into during modular weapon transition
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*strength *= stats.buff_strength * stats.power;
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*strength *= stats.diminished_buff_strength();
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},
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);
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*range *= stats.range;
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@ -1044,9 +1042,7 @@ impl CharacterAbility {
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buff_duration: _,
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ref mut energy_cost,
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} => {
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// Do we want to make buff_strength affect this instead of power?
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// Look into during modular weapon transition
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*buff_strength *= stats.buff_strength * stats.power;
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*buff_strength *= stats.diminished_buff_strength();
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*buildup_duration /= stats.speed;
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*cast_duration /= stats.speed;
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*recover_duration /= stats.speed;
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@ -131,6 +131,18 @@ impl Stats {
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buff_strength: 1.0,
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}
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}
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/// Calculates a diminished buff strength where the buff strength is clamped
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/// by the power, and then excess buff strength above the power is added
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/// with diminishing returns.
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// TODO: Remove this later when there are more varied high tier materials.
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// Mainly exists for now as a hack to allow some progression in strength of
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// directly applied buffs.
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pub fn diminished_buff_strength(&self) -> f32 {
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let base = self.buff_strength.clamp(0.0, self.power);
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let diminished = (self.buff_strength - base + 1.0).log(5.0);
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base + diminished
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}
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}
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impl Asset for Stats {
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