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Added documentation
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@ -6,7 +6,7 @@
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guard: Some(Contextualized(
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pseudo_id: "veloren.core.pseudo_abilities.sword.guard",
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abilities: [
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([Stance(Sword(Defensive))], (None, "common.abilities.sword.defensive_guard")),
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((stance: Sword(Defensive)), (None, "common.abilities.sword.defensive_guard")),
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([], (None, "common.abilities.sword.basic_guard")),
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],
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)),
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@ -65,11 +65,12 @@ pub struct Stats {
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pub attack_damage_modifier: f32,
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pub crit_chance_modifier: StatsModifier,
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pub swim_speed_modifier: f32,
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// This adds effects to any attacks that the entity makes
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/// This adds effects to any attacks that the entity makes
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pub effects_on_attack: Vec<AttackEffect>,
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/// This is the fraction of damage reduction (from armor and other buffs) that gets ignored by attacks from this entity
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pub mitigations_penetration: f32,
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pub energy_reward_modifier: f32,
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// This creates effects when the entity is damaged
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/// This creates effects when the entity is damaged
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pub effects_on_damaged: Vec<DamagedEffect>,
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}
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@ -29,8 +29,10 @@ pub struct StaticData {
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pub buff_strength: f32,
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/// How long buff lasts
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pub buff_duration: Option<Secs>,
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/// This is the minimum amount of combo required to enter this character state
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pub combo_cost: u32,
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pub combo_scaling: Option<ScalingKind>,
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/// This is the amount of combo held by the entity when this character state was entered
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pub combo_on_use: u32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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