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