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Revert non-ui code changes
This commit is contained in:
parent
034b032954
commit
066e0a0323
@ -5,8 +5,7 @@ use crate::{
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self, aura, beam, buff,
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inventory::item::tool::{Stats, ToolKind},
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projectile::ProjectileConstructor,
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skills::{self, Boost},
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Body, CharacterState, EnergySource, LightEmitter, StateUpdate,
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skills, Body, CharacterState, EnergySource, LightEmitter, StateUpdate,
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},
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states::{
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behavior::JoinData,
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@ -785,22 +784,22 @@ impl CharacterAbility {
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ref mut charge_through,
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..
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} => {
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skills::adjust_with_level(skillset, Sword(DCost), |m, level| {
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*energy_cost *= m.powi(level.into())
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});
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skills::adjust_with_level(skillset, Sword(DDrain), |m, level| {
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*energy_drain *= m.powi(level.into())
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});
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skills::adjust_with_level(skillset, Sword(DDamage), |m, level| {
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*base_damage *= m.powi(level.into())
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});
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skills::adjust_with_level(skillset, Sword(DScaling), |m, level| {
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*scaled_damage *= m.powi(level.into())
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});
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skills::set_if_has(skillset, Sword(DSpeed), |m| {
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*forward_speed *= m;
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});
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*is_interruptible = skillset.has_skill(Sword(InterruptingAttacks));
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if let Ok(Some(level)) = skillset.skill_level(Sword(DCost)) {
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*energy_cost *= 0.75_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Sword(DDrain)) {
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*energy_drain *= 0.75_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Sword(DDamage)) {
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*base_damage *= 1.2_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Sword(DScaling)) {
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*scaled_damage *= 1.2_f32.powi(level.into());
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}
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if skillset.has_skill(Sword(DSpeed)) {
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*forward_speed *= 1.15;
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}
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*charge_through = skillset.has_skill(Sword(DInfinite));
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},
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SpinMelee {
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@ -811,16 +810,16 @@ impl CharacterAbility {
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ref mut num_spins,
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..
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} => {
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skills::adjust_with_level(skillset, Sword(SDamage), |m, level| {
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*base_damage *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Sword(SSpeed), |m, level| {
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*swing_duration *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Sword(SCost), |m, level| {
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*energy_cost *= m.powi(level.into());
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});
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*is_interruptible = skillset.has_skill(Sword(InterruptingAttacks));
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if let Ok(Some(level)) = skillset.skill_level(Sword(SDamage)) {
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*base_damage *= 1.4_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Sword(SSpeed)) {
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*swing_duration *= 0.8_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Sword(SCost)) {
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*energy_cost *= 0.75_f32.powi(level.into());
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}
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*num_spins = skillset
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.skill_level(Sword(SSpins))
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.unwrap_or(None)
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@ -877,21 +876,21 @@ impl CharacterAbility {
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ref mut movement_behavior,
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..
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} => {
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skills::adjust_with_level(skillset, Axe(SDamage), |m, level| {
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*base_damage *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Axe(SSpeed), |m, level| {
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*swing_duration *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Axe(SCost), |m, level| {
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*energy_cost *= m.powi(level.into());
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});
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*is_infinite = skillset.has_skill(Axe(SInfinite));
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*movement_behavior = if skillset.has_skill(Axe(SHelicopter)) {
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spin_melee::MovementBehavior::AxeHover
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} else {
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spin_melee::MovementBehavior::ForwardGround
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};
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if let Ok(Some(level)) = skillset.skill_level(Axe(SDamage)) {
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*base_damage *= 1.3_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Axe(SSpeed)) {
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*swing_duration *= 0.8_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Axe(SCost)) {
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*energy_cost *= 0.75_f32.powi(level.into());
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}
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},
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LeapMelee {
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ref mut base_damage,
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@ -901,19 +900,19 @@ impl CharacterAbility {
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ref mut vertical_leap_strength,
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..
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} => {
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skills::adjust_with_level(skillset, Axe(LDamage), |m, level| {
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*base_damage *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Axe(LKnockback), |m, level| {
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*knockback *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Axe(LCost), |m, level| {
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*energy_cost *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Axe(LDistance), |m, level| {
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*forward_leap_strength *= m.powi(level.into());
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*vertical_leap_strength *= m.powi(level.into());
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});
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if let Ok(Some(level)) = skillset.skill_level(Axe(LDamage)) {
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*base_damage *= 1.35_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Axe(LKnockback)) {
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*knockback *= 1.4_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Axe(LCost)) {
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*energy_cost *= 0.75_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Axe(LDistance)) {
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*forward_leap_strength *= 1.2_f32.powi(level.into());
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*vertical_leap_strength *= 1.2_f32.powi(level.into());
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}
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},
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_ => {},
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}
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@ -929,13 +928,12 @@ impl CharacterAbility {
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ref mut scales_from_combo,
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..
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} => {
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skills::adjust_with_level(skillset, Hammer(SsKnockback), |m, level| {
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let knockback_mult = m.powi(level.into());
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if let Ok(Some(level)) = skillset.skill_level(Hammer(SsKnockback)) {
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*stage_data = (*stage_data)
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.iter()
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.map(|s| s.modify_strike(knockback_mult))
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.map(|s| s.modify_strike(1.5_f32.powi(level.into())))
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.collect::<Vec<combo_melee::Stage<f32>>>();
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});
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}
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let speed_segments = Hammer(SsSpeed).max_level().unwrap_or(1) as f32;
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let speed_level = skillset
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.skill_level(Hammer(SsSpeed))
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@ -968,18 +966,18 @@ impl CharacterAbility {
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ref mut speed,
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..
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} => {
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skills::adjust_with_level(skillset, Hammer(CDamage), |m, level| {
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*scaled_damage *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Hammer(CKnockback), |m, level| {
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*scaled_knockback *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Hammer(CDrain), |m, level| {
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*energy_drain *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Hammer(CSpeed), |m, level| {
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*speed *= m.powi(level.into());
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});
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if let Ok(Some(level)) = skillset.skill_level(Hammer(CDamage)) {
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*scaled_damage *= 1.25_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Hammer(CKnockback)) {
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*scaled_knockback *= 1.5_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Hammer(CDrain)) {
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*energy_drain *= 0.75_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Hammer(CSpeed)) {
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*speed *= 1.25_f32.powi(level.into());
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}
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},
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LeapMelee {
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ref mut base_damage,
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@ -990,22 +988,22 @@ impl CharacterAbility {
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ref mut range,
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..
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} => {
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skills::adjust_with_level(skillset, Hammer(LDamage), |m, level| {
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*base_damage *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Hammer(LKnockback), |m, level| {
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*knockback *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Hammer(LCost), |m, level| {
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*energy_cost *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Hammer(LDistance), |m, level| {
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*forward_leap_strength *= m.powi(level.into());
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*vertical_leap_strength *= m.powi(level.into());
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});
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skills::adjust_counter_with_level(skillset, Hammer(LRange), |m, level| {
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*range += (m * level) as f32;
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});
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if let Ok(Some(level)) = skillset.skill_level(Hammer(LDamage)) {
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*base_damage *= 1.4_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Hammer(LKnockback)) {
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*knockback *= 1.5_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Hammer(LCost)) {
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*energy_cost *= 0.75_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Hammer(LDistance)) {
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*forward_leap_strength *= 1.25_f32.powi(level.into());
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*vertical_leap_strength *= 1.25_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Hammer(LRange)) {
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*range += 1.0 * level as f32;
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}
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},
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_ => {},
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}
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@ -1026,32 +1024,32 @@ impl CharacterAbility {
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ref mut scaled_projectile_speed,
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..
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} => {
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skills::adjust_with_level(skillset, Bow(ProjSpeed), |m, level| {
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let projectile_speed_scaling = m.powi(level.into());
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if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
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let projectile_speed_scaling = 1.2_f32.powi(level.into());
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*initial_projectile_speed *= projectile_speed_scaling;
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*scaled_projectile_speed *= projectile_speed_scaling;
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});
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skills::adjust_with_level(skillset, Bow(CDamage), |m, level| {
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let damage_scaling = m.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) {
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let damage_scaling = 1.2_f32.powi(level.into());
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*initial_damage *= damage_scaling;
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*scaled_damage *= damage_scaling;
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});
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skills::adjust_with_level(skillset, Bow(CRegen), |m, level| {
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let regen_scaling = m.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CRegen)) {
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let regen_scaling = 1.2_f32.powi(level.into());
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*initial_regen *= regen_scaling;
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*scaled_regen *= regen_scaling;
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});
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skills::adjust_with_level(skillset, Bow(CKnockback), |m, level| {
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let knockback_scaling = m.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) {
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let knockback_scaling = 1.2_f32.powi(level.into());
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*initial_knockback *= knockback_scaling;
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*scaled_knockback *= knockback_scaling;
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});
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skills::adjust_with_level(skillset, Bow(CSpeed), |m, level| {
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*speed *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Bow(CMove), |m, level| {
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*move_speed *= m.powi(level.into());
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});
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) {
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*speed *= 1.1_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) {
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*move_speed *= 1.1_f32.powi(level.into());
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}
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},
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RepeaterRanged {
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ref mut energy_cost,
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@ -1060,19 +1058,19 @@ impl CharacterAbility {
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ref mut projectile_speed,
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..
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} => {
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skills::adjust_with_level(skillset, Bow(ProjSpeed), |m, level| {
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*projectile_speed *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Bow(RDamage), |m, level| {
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let power = m.powi(level.into());
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if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
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*projectile_speed *= 1.2_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) {
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let power = 1.2_f32.powi(level.into());
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*projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
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});
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skills::adjust_with_level(skillset, Bow(RCost), |m, level| {
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*energy_cost *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Bow(RSpeed), |m, level| {
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*max_speed *= m.powi(level.into());
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});
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) {
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*energy_cost *= 0.8_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(RSpeed)) {
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*max_speed *= 1.2_f32.powi(level.into());
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}
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},
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BasicRanged {
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ref mut projectile,
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@ -1082,22 +1080,22 @@ impl CharacterAbility {
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ref mut projectile_speed,
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..
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} => {
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skills::adjust_with_level(skillset, Bow(ProjSpeed), |m, level| {
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*projectile_speed *= m.powi(level.into());
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});
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skills::adjust_with_level(skillset, Bow(SDamage), |m, level| {
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let power = m.powi(level.into());
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if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
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*projectile_speed *= 1.2_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(SDamage)) {
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let power = 1.2_f32.powi(level.into());
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*projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
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});
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skills::adjust_with_level(skillset, Bow(SCost), |m, level| {
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*energy_cost *= m.powi(level.into());
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});
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skills::adjust_counter_with_level(skillset, Bow(SArrows), |m, level| {
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*num_projectiles += (m * level) as u32;
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});
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skills::adjust_with_level(skillset, Bow(SSpread), |m, level| {
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*projectile_spread *= m.powi(level.into());
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});
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(SCost)) {
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*energy_cost *= 0.8_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(SArrows)) {
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*num_projectiles += level as u32;
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(SSpread)) {
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*projectile_spread *= 0.8_f32.powi(level.into());
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}
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},
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_ => {},
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}
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@ -1108,39 +1106,21 @@ impl CharacterAbility {
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BasicRanged {
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ref mut projectile, ..
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} => {
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let power = {
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let skill = Staff(BDamage);
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let level = skillset.skill_level(skill).unwrap_or(None).unwrap_or(0);
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if let Some(m) = skill.boost().as_mult_maybe() {
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m.powi(level.into())
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} else {
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skills::invalid_skill_boost(skill);
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1.0
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}
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};
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let regen = {
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let skill = Staff(BRegen);
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let level = skillset.skill_level(skill).unwrap_or(None).unwrap_or(0);
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if let Some(m) = skill.boost().as_mult_maybe() {
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m.powi(level.into())
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} else {
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skills::invalid_skill_boost(skill);
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1.0
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}
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};
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let range = {
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let skill = Staff(BRadius);
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let level = skillset.skill_level(skill).unwrap_or(None).unwrap_or(0);
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if let Some(m) = skill.boost().as_mult_maybe() {
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m.powi(level.into())
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} else {
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skills::invalid_skill_boost(skill);
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1.0
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}
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};
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let damage_level = skillset
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.skill_level(Staff(BDamage))
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.unwrap_or(None)
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.unwrap_or(0);
|
||||
let regen_level = skillset
|
||||
.skill_level(Staff(BRegen))
|
||||
.unwrap_or(None)
|
||||
.unwrap_or(0);
|
||||
let range_level = skillset
|
||||
.skill_level(Staff(BRadius))
|
||||
.unwrap_or(None)
|
||||
.unwrap_or(0);
|
||||
let power = 1.2_f32.powi(damage_level.into());
|
||||
let regen = 1.2_f32.powi(regen_level.into());
|
||||
let range = 1.15_f32.powi(range_level.into());
|
||||
*projectile = projectile.modified_projectile(power, regen, range);
|
||||
},
|
||||
BasicBeam {
|
||||
@ -1150,23 +1130,23 @@ impl CharacterAbility {
|
||||
ref mut beam_duration,
|
||||
..
|
||||
} => {
|
||||
skills::adjust_with_level(skillset, Staff(FDamage), |m, level| {
|
||||
*damage *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Staff(FRange), |m, level| {
|
||||
let range_mod = m.powi(level.into());
|
||||
if let Ok(Some(level)) = skillset.skill_level(Staff(FDamage)) {
|
||||
*damage *= 1.3_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Staff(FRange)) {
|
||||
let range_mod = 1.25_f32.powi(level.into());
|
||||
*range *= range_mod;
|
||||
// Duration modified to keep velocity constant
|
||||
*beam_duration *= range_mod;
|
||||
});
|
||||
skills::adjust_with_level(skillset, Staff(FDrain), |m, level| {
|
||||
*energy_drain *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Staff(FVelocity), |m, level| {
|
||||
let velocity_increase = m.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Staff(FDrain)) {
|
||||
*energy_drain *= 0.8_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Staff(FVelocity)) {
|
||||
let velocity_increase = 1.25_f32.powi(level.into());
|
||||
let duration_mod = 1.0 / (1.0 + velocity_increase);
|
||||
*beam_duration *= duration_mod;
|
||||
});
|
||||
}
|
||||
},
|
||||
Shockwave {
|
||||
ref mut damage,
|
||||
@ -1175,19 +1155,18 @@ impl CharacterAbility {
|
||||
ref mut energy_cost,
|
||||
..
|
||||
} => {
|
||||
skills::adjust_with_level(skillset, Staff(SDamage), |m, level| {
|
||||
*damage *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Staff(SKnockback), |m, level| {
|
||||
let strength_modifier = m.powi(level.into());
|
||||
*knockback = knockback.modify_strength(strength_modifier);
|
||||
});
|
||||
skills::adjust_with_level(skillset, Staff(SRange), |m, level| {
|
||||
*shockwave_duration *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Staff(SCost), |m, level| {
|
||||
*energy_cost *= m.powi(level.into());
|
||||
});
|
||||
if let Ok(Some(level)) = skillset.skill_level(Staff(SDamage)) {
|
||||
*damage *= 1.3_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Staff(SKnockback)) {
|
||||
*knockback = knockback.modify_strength(1.3_f32.powi(level.into()));
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Staff(SRange)) {
|
||||
*shockwave_duration *= 1.2_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Staff(SCost)) {
|
||||
*energy_cost *= 0.8_f32.powi(level.into());
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
@ -1203,24 +1182,23 @@ impl CharacterAbility {
|
||||
ref mut energy_regen,
|
||||
..
|
||||
} => {
|
||||
skills::adjust_with_level(skillset, Sceptre(LDamage), |m, level| {
|
||||
*damage *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Sceptre(LRange), |m, level| {
|
||||
let range_mod = m.powi(level.into());
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(LDamage)) {
|
||||
*damage *= 1.2_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(LRange)) {
|
||||
let range_mod = 1.2_f32.powi(level.into());
|
||||
*range *= range_mod;
|
||||
// Duration modified to keep velocity constant
|
||||
*beam_duration *= range_mod;
|
||||
});
|
||||
skills::adjust_with_level(skillset, Sceptre(LRegen), |m, level| {
|
||||
*energy_regen *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Sceptre(LLifesteal), |m, level| {
|
||||
if let Some(CombatEffect::Lifesteal(ref mut lifesteal)) = damage_effect
|
||||
{
|
||||
*lifesteal *= m.powi(level.into());
|
||||
}
|
||||
});
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(LRegen)) {
|
||||
*energy_regen *= 1.2_f32.powi(level.into());
|
||||
}
|
||||
if let (Ok(Some(level)), Some(CombatEffect::Lifesteal(ref mut lifesteal))) =
|
||||
(skillset.skill_level(Sceptre(LLifesteal)), damage_effect)
|
||||
{
|
||||
*lifesteal *= 1.15_f32.powi(level.into());
|
||||
}
|
||||
},
|
||||
HealingBeam {
|
||||
ref mut heal,
|
||||
@ -1229,18 +1207,18 @@ impl CharacterAbility {
|
||||
ref mut beam_duration,
|
||||
..
|
||||
} => {
|
||||
skills::adjust_with_level(skillset, Sceptre(HHeal), |m, level| {
|
||||
*heal *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Sceptre(HRange), |m, level| {
|
||||
let range_mod = m.powi(level.into());
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HHeal)) {
|
||||
*heal *= 1.2_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HRange)) {
|
||||
let range_mod = 1.2_f32.powi(level.into());
|
||||
*range *= range_mod;
|
||||
// Duration modified to keep velocity constant
|
||||
*beam_duration *= range_mod;
|
||||
});
|
||||
skills::adjust_with_level(skillset, Sceptre(HCost), |m, level| {
|
||||
*energy_cost *= m.powi(level.into());
|
||||
});
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HCost)) {
|
||||
*energy_cost *= 0.8_f32.powi(level.into());
|
||||
}
|
||||
},
|
||||
BasicAura {
|
||||
ref mut aura,
|
||||
@ -1248,20 +1226,20 @@ impl CharacterAbility {
|
||||
ref mut energy_cost,
|
||||
..
|
||||
} => {
|
||||
skills::adjust_with_level(skillset, Sceptre(AStrength), |m, level| {
|
||||
aura.strength *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Sceptre(ADuration), |m, level| {
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(AStrength)) {
|
||||
aura.strength *= 1.15_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(ADuration)) {
|
||||
if let Some(ref mut duration) = aura.duration {
|
||||
*duration *= m.powi(level.into());
|
||||
*duration *= 1.2_f32.powi(level.into());
|
||||
}
|
||||
});
|
||||
skills::adjust_with_level(skillset, Sceptre(ARange), |m, level| {
|
||||
*range *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Sceptre(ACost), |m, level| {
|
||||
*energy_cost *= m.powi(level.into());
|
||||
});
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(ARange)) {
|
||||
*range *= 1.25_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Sceptre(ACost)) {
|
||||
*energy_cost *= 0.85_f32.powi(level.into());
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
@ -1275,12 +1253,12 @@ impl CharacterAbility {
|
||||
..
|
||||
} = self
|
||||
{
|
||||
skills::adjust_with_level(skillset, Pick(Speed), |m, level| {
|
||||
let speed = m.powi(level.into());
|
||||
if let Ok(Some(level)) = skillset.skill_level(Pick(Speed)) {
|
||||
let speed = 1.1_f32.powi(level.into());
|
||||
*buildup_duration /= speed;
|
||||
*swing_duration /= speed;
|
||||
*recover_duration /= speed;
|
||||
});
|
||||
}
|
||||
}
|
||||
},
|
||||
None => {
|
||||
@ -1292,15 +1270,15 @@ impl CharacterAbility {
|
||||
} = self
|
||||
{
|
||||
use skills::RollSkill::*;
|
||||
skills::adjust_with_level(skillset, Skill::Roll(Cost), |m, level| {
|
||||
*energy_cost *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Skill::Roll(Strength), |m, level| {
|
||||
*roll_strength *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(skillset, Skill::Roll(Duration), |m, level| {
|
||||
*movement_duration *= m.powi(level.into());
|
||||
});
|
||||
if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Cost)) {
|
||||
*energy_cost *= 0.9_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Strength)) {
|
||||
*roll_strength *= 1.1_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Duration)) {
|
||||
*movement_duration *= 1.1_f32.powi(level.into());
|
||||
}
|
||||
}
|
||||
},
|
||||
Some(_) => {},
|
||||
@ -1894,55 +1872,3 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use comp::{
|
||||
inventory::item::{Item, ItemKind},
|
||||
tool,
|
||||
};
|
||||
#[test]
|
||||
// As we have only player skills, test it with starter tools
|
||||
// Load ability_config of each tool and try each CharacterAbility of it
|
||||
fn test_adjusting_by_skills() {
|
||||
let test_tools = [
|
||||
"common.items.weapons.sword.starter",
|
||||
"common.items.weapons.hammer.starter_hammer",
|
||||
"common.items.weapons.bow.starter",
|
||||
"common.items.weapons.axe.starter_axe",
|
||||
"common.items.weapons.staff.starter_staff",
|
||||
"common.items.weapons.sceptre.starter_sceptre",
|
||||
"common.items.tool.pickaxe_stone",
|
||||
];
|
||||
|
||||
let dummy_skillset = skills::SkillSet::default();
|
||||
// check non-combat abilities
|
||||
let dummy_ability = CharacterAbility::default();
|
||||
dummy_ability.adjusted_by_skills(&dummy_skillset, None);
|
||||
for tool_id in test_tools {
|
||||
let item = Item::new_from_asset_expect(tool_id);
|
||||
let tool::AbilitySet {
|
||||
primary,
|
||||
secondary,
|
||||
abilities,
|
||||
} = &item.item_config_expect().abilities;
|
||||
|
||||
// It should be a tool, I swear
|
||||
if let ItemKind::Tool(tool) = &item.kind {
|
||||
primary
|
||||
.clone()
|
||||
.adjusted_by_skills(&dummy_skillset, Some(tool.kind));
|
||||
secondary
|
||||
.clone()
|
||||
.adjusted_by_skills(&dummy_skillset, Some(tool.kind));
|
||||
for entry in abilities {
|
||||
let (_, ability) = entry;
|
||||
ability
|
||||
.clone()
|
||||
.adjusted_by_skills(&dummy_skillset, Some(tool.kind));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,6 @@
|
||||
use crate::{
|
||||
comp::{
|
||||
skills::{self, ClimbSkill::*, Skill},
|
||||
skills::{ClimbSkill::*, Skill},
|
||||
CharacterState, Climb, EnergySource, InputKind, Ori, StateUpdate,
|
||||
},
|
||||
consts::GRAVITY,
|
||||
@ -31,12 +31,12 @@ pub struct Data {
|
||||
impl Data {
|
||||
pub fn create_adjusted_by_skills(join_data: &JoinData) -> Self {
|
||||
let mut data = Data::default();
|
||||
skills::adjust_with_level(join_data.skill_set, Skill::Climb(Cost), |m, level| {
|
||||
data.static_data.energy_cost *= m.powi(level.into());
|
||||
});
|
||||
skills::adjust_with_level(join_data.skill_set, Skill::Climb(Speed), |m, level| {
|
||||
data.static_data.movement_speed *= m.powi(level.into());
|
||||
});
|
||||
if let Ok(Some(level)) = join_data.skill_set.skill_level(Skill::Climb(Cost)) {
|
||||
data.static_data.energy_cost *= 0.8_f32.powi(level.into());
|
||||
}
|
||||
if let Ok(Some(level)) = join_data.skill_set.skill_level(Skill::Climb(Speed)) {
|
||||
data.static_data.movement_speed *= 1.2_f32.powi(level.into());
|
||||
}
|
||||
data
|
||||
}
|
||||
}
|
||||
|
@ -5,7 +5,7 @@ use crate::{
|
||||
inventory::slot::{EquipSlot, Slot},
|
||||
item::{Hands, ItemKind, Tool, ToolKind},
|
||||
quadruped_low, quadruped_medium, quadruped_small,
|
||||
skills::{self, Skill, SwimSkill},
|
||||
skills::{Skill, SwimSkill},
|
||||
theropod, Body, CharacterAbility, CharacterState, Density, InputAttr, InputKind,
|
||||
InventoryAction, StateUpdate,
|
||||
},
|
||||
@ -366,9 +366,9 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, submers
|
||||
let force = efficiency * force;
|
||||
let mut water_accel = force / data.mass.0;
|
||||
|
||||
skills::adjust_with_level(data.skill_set, Skill::Swim(SwimSkill::Speed), |m, level| {
|
||||
water_accel *= m.powi(level.into());
|
||||
});
|
||||
if let Ok(Some(level)) = data.skill_set.skill_level(Skill::Swim(SwimSkill::Speed)) {
|
||||
water_accel *= 1.4_f32.powi(level.into());
|
||||
}
|
||||
|
||||
let dir = if data.body.can_strafe() {
|
||||
data.inputs.move_dir
|
||||
|
@ -337,40 +337,28 @@ pub fn handle_mine_block(
|
||||
xp_pools: HashSet::from_iter(vec![SkillGroupKind::Weapon(tool)]),
|
||||
});
|
||||
}
|
||||
use common::comp::skills::{self, MiningSkill, Skill};
|
||||
use common::comp::skills::{MiningSkill, Skill};
|
||||
use rand::Rng;
|
||||
let mut rng = rand::thread_rng();
|
||||
let chance_add_ore = || {
|
||||
let mut chance = 0.0;
|
||||
skills::adjust_with_level(
|
||||
&skillset,
|
||||
Skill::Pick(MiningSkill::OreGain),
|
||||
|m, level| {
|
||||
chance = (m - 1.0) * level as f32;
|
||||
},
|
||||
);
|
||||
|
||||
chance as f64
|
||||
};
|
||||
let chance_add_gem = || {
|
||||
let mut chance = 0.0;
|
||||
skills::adjust_with_level(
|
||||
&skillset,
|
||||
Skill::Pick(MiningSkill::GemGain),
|
||||
|m, level| {
|
||||
chance = (m - 1.0) * level as f32;
|
||||
},
|
||||
);
|
||||
|
||||
chance as f64
|
||||
};
|
||||
if item.item_definition_id().contains("mineral.ore.")
|
||||
&& rng.gen_bool(chance_add_ore())
|
||||
&& rng.gen_bool(
|
||||
0.05 * skillset
|
||||
.skill_level(Skill::Pick(MiningSkill::OreGain))
|
||||
.ok()
|
||||
.flatten()
|
||||
.unwrap_or(0) as f64,
|
||||
)
|
||||
{
|
||||
let _ = item.increase_amount(1);
|
||||
}
|
||||
if item.item_definition_id().contains("mineral.gem.")
|
||||
&& rng.gen_bool(chance_add_gem())
|
||||
&& rng.gen_bool(
|
||||
0.05 * skillset
|
||||
.skill_level(Skill::Pick(MiningSkill::GemGain))
|
||||
.ok()
|
||||
.flatten()
|
||||
.unwrap_or(0) as f64,
|
||||
)
|
||||
{
|
||||
let _ = item.increase_amount(1);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user