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Make /adminify admin-only and /waypoint free
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parent
9e10c8b700
commit
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@ -12,7 +12,6 @@ pub enum HealthSource {
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Command,
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Command,
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LevelUp,
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LevelUp,
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Item,
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Item,
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Creation,
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Unknown,
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Unknown,
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}
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}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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@ -168,9 +167,10 @@ impl Stats {
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self.is_dead = false;
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self.is_dead = false;
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}
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}
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// TODO: Delet this once stat points will be a thing
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// TODO: Delete this once stat points will be a thing
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pub fn level_hp_bonus(&mut self, level: u32) {
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pub fn update_hp_bonus(&mut self, level: u32) {
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self.health.set_maximum((10 * level) / 2);
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self.health
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.set_maximum(self.health.maximum() + (10 * level) / 2);
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}
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}
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}
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}
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@ -43,7 +43,7 @@ impl<'a> System<'a> for Sys {
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stat.exp.change_by(-(stat.exp.maximum() as i64));
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stat.exp.change_by(-(stat.exp.maximum() as i64));
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stat.exp.change_maximum_by(25);
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stat.exp.change_maximum_by(25);
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stat.level.change_by(1);
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stat.level.change_by(1);
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stat.health.set_maximum(stat.health.maximum() + 10);
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stat.update_hp_bonus(stat.level.level());
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stat.health
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stat.health
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.set_to(stat.health.maximum(), HealthSource::LevelUp)
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.set_to(stat.health.maximum(), HealthSource::LevelUp)
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}
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}
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@ -196,14 +196,14 @@ lazy_static! {
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"waypoint",
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"waypoint",
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"{}",
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"{}",
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"/waypoint : Set your waypoint to your current position",
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"/waypoint : Set your waypoint to your current position",
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true,
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false,
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handle_waypoint,
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handle_waypoint,
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),
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),
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ChatCommand::new(
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ChatCommand::new(
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"adminify",
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"adminify",
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"{}",
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"{}",
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"/adminify <playername> : Temporarily gives a player admin permissions or removes them",
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"/adminify <playername> : Temporarily gives a player admin permissions or removes them",
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false, // TODO: NO
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true,
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handle_adminify,
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handle_adminify,
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),
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),
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ChatCommand::new(
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ChatCommand::new(
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@ -563,7 +563,7 @@ impl Server {
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// TODO: Remove this and implement scaling or level depending on stuff like species instead
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// TODO: Remove this and implement scaling or level depending on stuff like species instead
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stats.level.set_level(rand::thread_rng().gen_range(1, 20));
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stats.level.set_level(rand::thread_rng().gen_range(1, 20));
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if stats.level.level() > 1 {
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if stats.level.level() > 1 {
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stats.level_hp_bonus(stats.level.level());
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stats.update_hp_bonus(stats.level.level());
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}
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}
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if npc.boss {
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if npc.boss {
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