mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
basic i18n for english + code touchups
Getting Invalid Probability error when attacking a lot of enemies - needs to be checked out
This commit is contained in:
parent
ddf0ba6dd6
commit
762b726d21
@ -26,9 +26,12 @@
|
|||||||
"hud.settings.toggle_bar_experience": "Toggle Experience Bar",
|
"hud.settings.toggle_bar_experience": "Toggle Experience Bar",
|
||||||
"hud.settings.scrolling_combat_text": "Scrolling Combat Text",
|
"hud.settings.scrolling_combat_text": "Scrolling Combat Text",
|
||||||
"hud.settings.single_damage_number": "Single Damage Numbers",
|
"hud.settings.single_damage_number": "Single Damage Numbers",
|
||||||
|
"hud.settings.damage_accumulation_duration": "Damage Accumulation Duration",
|
||||||
"hud.settings.cumulated_damage": "Cumulated Damage",
|
"hud.settings.cumulated_damage": "Cumulated Damage",
|
||||||
"hud.settings.incoming_damage": "Incoming Damage",
|
"hud.settings.incoming_damage": "Incoming Damage",
|
||||||
|
"hud.settings.incoming_damage_accumulation_duration": "Incoming Damage Accumulation Duration",
|
||||||
"hud.settings.cumulated_incoming_damage": "Cumulated Incoming Damage",
|
"hud.settings.cumulated_incoming_damage": "Cumulated Incoming Damage",
|
||||||
|
"hud.settings.round_damage": "Round Damage",
|
||||||
"hud.settings.speech_bubble": "Speech Bubble",
|
"hud.settings.speech_bubble": "Speech Bubble",
|
||||||
"hud.settings.speech_bubble_self": "Show Own Speech Bubbles",
|
"hud.settings.speech_bubble_self": "Show Own Speech Bubbles",
|
||||||
"hud.settings.speech_bubble_dark_mode": "Speech Bubble Dark Mode",
|
"hud.settings.speech_bubble_dark_mode": "Speech Bubble Dark Mode",
|
||||||
|
@ -1084,7 +1084,6 @@ pub struct Hud {
|
|||||||
force_chat_cursor: Option<Index>,
|
force_chat_cursor: Option<Index>,
|
||||||
tab_complete: Option<String>,
|
tab_complete: Option<String>,
|
||||||
pulse: f32,
|
pulse: f32,
|
||||||
//TODO: ask if this is fine (even though I'm 99.99999% sure it is)
|
|
||||||
hp_pulse: f32,
|
hp_pulse: f32,
|
||||||
slot_manager: slots::SlotManager,
|
slot_manager: slots::SlotManager,
|
||||||
hotbar: hotbar::State,
|
hotbar: hotbar::State,
|
||||||
@ -1567,8 +1566,6 @@ impl Hud {
|
|||||||
0
|
0
|
||||||
};
|
};
|
||||||
// Timer sets the widget offset
|
// Timer sets the widget offset
|
||||||
// TODO: I feel like I'd prefer for crits to behave the same way for players
|
|
||||||
// and monsters
|
|
||||||
let y = if floater.info.amount < 0.0 {
|
let y = if floater.info.amount < 0.0 {
|
||||||
floater.timer as f64
|
floater.timer as f64
|
||||||
* number_speed
|
* number_speed
|
||||||
@ -4530,6 +4527,7 @@ impl Hud {
|
|||||||
client: &Client,
|
client: &Client,
|
||||||
global_state: &GlobalState,
|
global_state: &GlobalState,
|
||||||
) {
|
) {
|
||||||
|
let interface = &global_state.settings.interface;
|
||||||
match outcome {
|
match outcome {
|
||||||
Outcome::ExpChange { uid, exp, xp_pools } => {
|
Outcome::ExpChange { uid, exp, xp_pools } => {
|
||||||
self.floaters.exp_floaters.push(ExpFloater {
|
self.floaters.exp_floaters.push(ExpFloater {
|
||||||
@ -4587,17 +4585,21 @@ impl Hud {
|
|||||||
} {
|
} {
|
||||||
// Group up damage from the same tick, with the same instance number and
|
// Group up damage from the same tick, with the same instance number and
|
||||||
// crit value
|
// crit value
|
||||||
// Would you want to group up crits with the same instance number if you
|
|
||||||
// don't group the at all with the different setting?
|
|
||||||
for floater in floater_list.floaters.iter_mut().rev() {
|
for floater in floater_list.floaters.iter_mut().rev() {
|
||||||
if floater.timer > 0.0 {
|
if floater.timer > 0.0 {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if floater.info.instance == info.instance
|
if floater.info.instance == info.instance
|
||||||
&& floater.info.crit_mult.is_some() == info.crit_mult.is_some()
|
// Group up crits and regular attacks for incoming damage
|
||||||
|
&& (hit_me
|
||||||
|
|| floater.info.crit_mult.is_some()
|
||||||
|
== info.crit_mult.is_some())
|
||||||
{
|
{
|
||||||
floater.info.amount += info.amount;
|
floater.info.amount += info.amount;
|
||||||
floater.info.crit_mult = info.crit_mult;
|
floater.info.crit_mult = match info.crit_mult {
|
||||||
|
Some(_) => info.crit_mult,
|
||||||
|
None => floater.info.crit_mult,
|
||||||
|
};
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -4610,7 +4612,8 @@ impl Hud {
|
|||||||
} else {
|
} else {
|
||||||
f.info.amount > 0.0
|
f.info.amount > 0.0
|
||||||
}) && if !hit_me {
|
}) && if !hit_me {
|
||||||
info.crit_mult.is_some() == f.info.crit_mult.is_some()
|
// Ignore crit floaters if damage isn't incoming
|
||||||
|
f.info.crit_mult.is_none()
|
||||||
} else {
|
} else {
|
||||||
true
|
true
|
||||||
}
|
}
|
||||||
@ -4618,12 +4621,24 @@ impl Hud {
|
|||||||
|
|
||||||
match last_floater {
|
match last_floater {
|
||||||
Some(f)
|
Some(f)
|
||||||
// TODO: Change later so it's based on options
|
// If the batch option is enabled, group floaters together for a
|
||||||
// TODO: Might have to discuss whether or not to create a new floater or every crit
|
// default time
|
||||||
if (if hit_me {
|
if (if hit_me {
|
||||||
f.timer < global_state.settings.interface.sct_inc_dmg_accum_duration
|
// Group up crits and regular attacks for incoming damage
|
||||||
|
f.timer
|
||||||
|
< if !interface.sct_player_batch {
|
||||||
|
interface.sct_inc_dmg_accum_duration
|
||||||
|
} else {
|
||||||
|
1.0
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
f.timer < global_state.settings.interface.sct_dmg_accum_duration && f.info.crit_mult.is_none()
|
f.timer
|
||||||
|
< if !interface.sct_damage_batch {
|
||||||
|
interface.sct_dmg_accum_duration
|
||||||
|
} else {
|
||||||
|
1.0
|
||||||
|
// To avoid grouping up crits with non-crits
|
||||||
|
} && info.crit_mult.is_none()
|
||||||
}) =>
|
}) =>
|
||||||
{
|
{
|
||||||
f.jump_timer = 0.0;
|
f.jump_timer = 0.0;
|
||||||
|
@ -720,12 +720,10 @@ impl<'a> Widget for Interface<'a> {
|
|||||||
|
|
||||||
O Show Damage Numbers
|
O Show Damage Numbers
|
||||||
O Show single Damage Numbers
|
O Show single Damage Numbers
|
||||||
// 0 to ??? seconds
|
O Damage Accumulation Duration: 0s ----I----2s
|
||||||
O Damage Accumulation Duration: 0s ----I----5s
|
|
||||||
O Show batched dealt Damage
|
O Show batched dealt Damage
|
||||||
O Show incoming Damage
|
O Show incoming Damage
|
||||||
// 0 to ??? seconds
|
O Incoming Damage Accumulation Duration: 0s ----I----2s
|
||||||
O Incoming Damage Accumulation Duration: 0s ----I----5s
|
|
||||||
O Batch incoming Numbers
|
O Batch incoming Numbers
|
||||||
O Round Damage Numbers
|
O Round Damage Numbers
|
||||||
TODO: Do something like https://gitlab.com/veloren/veloren/-/issues/836
|
TODO: Do something like https://gitlab.com/veloren/veloren/-/issues/836
|
||||||
@ -799,7 +797,7 @@ impl<'a> Widget for Interface<'a> {
|
|||||||
if !show_sct_damage_batch {
|
if !show_sct_damage_batch {
|
||||||
Text::new(
|
Text::new(
|
||||||
self.localized_strings
|
self.localized_strings
|
||||||
.get("hud.settings.sct_dmg_accum_duration"),
|
.get("hud.settings.damage_accumulation_duration"),
|
||||||
)
|
)
|
||||||
.down_from(state.ids.sct_single_dmg_radio, 8.0)
|
.down_from(state.ids.sct_single_dmg_radio, 8.0)
|
||||||
.right_from(state.ids.sct_single_dmg_radio, 10.0)
|
.right_from(state.ids.sct_single_dmg_radio, 10.0)
|
||||||
@ -892,7 +890,7 @@ impl<'a> Widget for Interface<'a> {
|
|||||||
if !show_sct_player_batch {
|
if !show_sct_player_batch {
|
||||||
Text::new(
|
Text::new(
|
||||||
self.localized_strings
|
self.localized_strings
|
||||||
.get("hud.settings.sct_inc_dmg_accum_duration"),
|
.get("hud.settings.incoming_damage_accumulation_duration"),
|
||||||
)
|
)
|
||||||
.down_from(state.ids.sct_inc_dmg_radio, 8.0)
|
.down_from(state.ids.sct_inc_dmg_radio, 8.0)
|
||||||
.right_from(state.ids.sct_inc_dmg_radio, 10.0)
|
.right_from(state.ids.sct_inc_dmg_radio, 10.0)
|
||||||
|
Loading…
Reference in New Issue
Block a user