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https://gitlab.com/veloren/veloren.git
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speedier weapons initial testing
This commit is contained in:
parent
aa4237b019
commit
952a77f94d
@ -9,9 +9,9 @@ ComboMelee(
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knockback: 8.0,
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range: 3.5,
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angle: 50.0,
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base_buildup_duration: 0.35,
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base_buildup_duration: 0.3,
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base_swing_duration: 0.075,
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base_recover_duration: 0.4,
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base_recover_duration: 0.3,
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forward_movement: 0.5,
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),
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(
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@ -23,9 +23,9 @@ ComboMelee(
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knockback: 12.0,
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range: 3.5,
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angle: 30.0,
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base_buildup_duration: 0.5,
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base_buildup_duration: 0.4,
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base_swing_duration: 0.1,
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base_recover_duration: 0.5,
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base_recover_duration: 0.4,
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forward_movement: 0.25,
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),
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],
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@ -8,7 +8,7 @@ ComboMelee(
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knockback: 10.0,
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range: 4.5,
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angle: 50.0,
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base_buildup_duration: 0.5,
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base_buildup_duration: 0.4,
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base_swing_duration: 0.1,
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base_recover_duration: 0.2,
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forward_movement: 0.0,
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@ -9,9 +9,9 @@ ComboMelee(
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knockback: 10.0,
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range: 4.0,
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angle: 30.0,
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base_buildup_duration: 0.35,
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base_swing_duration: 0.1,
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base_recover_duration: 0.4,
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base_buildup_duration: 0.2,
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base_swing_duration: 0.075,
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base_recover_duration: 0.2,
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forward_movement: 0.5,
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),
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(
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@ -22,10 +22,10 @@ ComboMelee(
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poise_damage_increase: 0,
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knockback: 12.0,
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range: 3.5,
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angle: 180.0,
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base_buildup_duration: 0.4,
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base_swing_duration: 0.6,
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base_recover_duration: 0.4,
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angle: 40.0,
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base_buildup_duration: 0.15,
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base_swing_duration: 0.1,
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base_recover_duration: 0.3,
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forward_movement: 0.0,
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),
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(
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@ -37,9 +37,9 @@ ComboMelee(
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knockback: 14.0,
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range: 6.0,
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angle: 10.0,
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base_buildup_duration: 0.5,
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base_swing_duration: 0.2,
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base_recover_duration: 0.3,
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base_buildup_duration: 0.3,
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base_swing_duration: 0.1,
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base_recover_duration: 0.2,
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forward_movement: 1.2,
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),
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],
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@ -1,13 +1,12 @@
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ItemDef(
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name: "Sahagin",
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description: "Ceremonial attire used by members.",
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kind: Armor(
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(
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kind: Foot("Sahagin"),
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stats: (
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protection: Normal(2.0)),
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poise_resilience: Normal(0.3),
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)
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),
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description: "Ceremonial attire used by members..",
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kind: Armor((
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kind: Foot("Sahagin"),
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stats: (
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protection: Normal(2.0),
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poise_resilience: Normal(1.0),
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),
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)),
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quality: Low,
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)
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)
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@ -1,13 +1,12 @@
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ItemDef(
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name: "Sahagin",
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description: "Ceremonial attire used by members.",
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kind: Armor(
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(
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kind: Pants("Sahagin"),
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stats: (
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protection: Normal(2.0)),
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poise_resilience: Normal(3.0),
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)
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),
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description: "Ceremonial attire used by members..",
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kind: Armor((
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kind: Pants("Sahagin"),
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stats: (
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protection: Normal(2.0),
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poise_resilience: Normal(1.0),
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),
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)),
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quality: Low,
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)
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)
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@ -31,23 +31,15 @@ impl Animation for SpinAnimation {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let (movement1, movement2, movement3) = match stage_section {
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let (movement1base, movement2base, movement3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(1.8), 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powi(2)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.32).sin());
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let spin = (anim_time as f32 * 2.8 * lab as f32).sin();
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let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin();
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let pullback = 1.0 - movement3;
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let movement1 = movement1base * pullback;
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let movement2 = movement2base * pullback;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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@ -64,20 +56,21 @@ impl Animation for SpinAnimation {
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Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(
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s_a.sc.0 + movement1 * 2.0 + movement2 * -4.0 + movement3 * -7.0,
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s_a.sc.1 + 8.0 + movement1 * 0.6 + movement3 * -10.0,
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s_a.sc.0 + movement1 * 2.0 + movement2 * -12.0 + movement3 * -7.0,
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s_a.sc.1 + 8.0 + movement1 * 0.6 + movement2 * -9.0 + movement3 * -10.0,
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s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2)
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* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement1 * 1.0)
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* Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57);
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* Quaternion::rotation_y(
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s_a.sc.4 - 0.6 + movement1 * 0.0 + movement2 * -1.3,
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)
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* Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * -1.57);
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next.head.position = Vec3::new(
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0.0 + 2.0 + movement2 * -2.0,
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2.0 + movement2 * -2.0 + s_a.head.0,
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s_a.head.1,
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);
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next.head.orientation = Quaternion::rotation_z(movement2 * -0.4);
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next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15)
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* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.3 + movement3 * -0.1)
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@ -91,10 +84,8 @@ impl Animation for SpinAnimation {
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next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1)
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* Quaternion::rotation_z(movement2.sin() * 1.5);
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next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 - movement2 * -0.1)
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* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5);
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next.torso.orientation = Quaternion::rotation_z(movement2 * 6.28);
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next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1)
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* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.1);
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},
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Some(ToolKind::Axe) => {
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@ -115,111 +106,55 @@ impl Animation for SpinAnimation {
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};
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next.control.position = Vec3::new(
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s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0) * (1.0 - movement3),
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s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0) * (1.0 - movement3),
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s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0) * (1.0 - movement3),
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s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0),
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s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0),
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s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0),
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);
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next.control.orientation = Quaternion::rotation_x(
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s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6) * (1.0 - movement3),
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) * Quaternion::rotation_y(
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s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0) * (1.0 - movement3),
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) * Quaternion::rotation_z(
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s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5) * (1.0 - movement3),
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);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation =
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Quaternion::rotation_x((0.4 + movement2 * -0.5) * (1.0 - movement3))
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next.control.orientation =
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Quaternion::rotation_x(s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6))
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* Quaternion::rotation_y(
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(0.0 + movement1 * -0.1 + movement2 * 0.0) * (1.0 - movement3),
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s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0),
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)
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* Quaternion::rotation_z(
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(0.5 + movement1 * -0.6 + movement2 * 0.6) * (1.0 - movement3),
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s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5),
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);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
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* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.0)
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* Quaternion::rotation_z(0.5 + movement1 * -0.6 + movement2 * 0.6);
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next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
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next.shorts.orientation =
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Quaternion::rotation_x(0.0 + movement1 * -0.2 + movement2 * 0.2);
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Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
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next.head.orientation =
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Quaternion::rotation_y(0.0 + movement1 * 0.0 + movement3 * -0.0)
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* Quaternion::rotation_z(
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(1.0 + movement1 * -0.5 + movement2 * 0.0) * (1.0 - movement3),
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);
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next.head.orientation = Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0)
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* Quaternion::rotation_z(1.0 + movement1 * -0.5 + movement2 * 0.0);
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next.torso.position = Vec3::new(
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0.0,
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0.0,
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(-1.0
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+ 1.0 * (movement1 * 0.5 * PI).sin()
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+ 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin())
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* (1.0 - movement3),
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);
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next.torso.orientation = Quaternion::rotation_z(
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movement1.powi(2) * -6.0 + movement2 * -1.7 + movement3 * 1.4,
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-1.0 + 1.0 * (movement1 * 0.5 * PI).sin()
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+ 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
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);
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next.torso.orientation =
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Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0) * (1.0 - movement3),
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-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0),
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s_a.foot.1,
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s_a.foot.2 + (movement2 * 6.0) * (1.0 - movement3),
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s_a.foot.2 + (movement2 * 6.0),
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);
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next.foot_l.orientation =
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Quaternion::rotation_x((movement1 * 0.2 + movement2 * 0.5) * (1.0 - movement3))
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* Quaternion::rotation_y((movement2 * 0.5) * (1.0 - movement3));
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next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5)
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* Quaternion::rotation_y(movement2 * 0.5);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0) * (1.0 - movement3),
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s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0),
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s_a.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_x(
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(movement1 * -0.5 + movement2 * -0.5) * (1.0 - movement3),
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);
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},
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Some(ToolKind::Hammer) => {
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next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
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next.hand_r.orientation = Quaternion::rotation_x(1.27);
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next.main.position = Vec3::new(0.0, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0);
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next.control.orientation = Quaternion::rotation_x(-1.7)
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* Quaternion::rotation_y(0.2 + spin * -2.0)
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* Quaternion::rotation_z(1.4 + spin * 0.1);
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next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0 + spin * -0.8, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(spin * -0.25)
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* Quaternion::rotation_x(0.0 + spin * -0.1)
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* Quaternion::rotation_y(spin * -0.2);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_z(spin * 0.1)
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* Quaternion::rotation_x(0.0 + spin * 0.1)
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* Quaternion::rotation_y(decel * -0.2);
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next.belt.position = Vec3::new(0.0, 0.0, -2.0);
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next.belt.orientation = next.chest.orientation * -0.1;
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
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next.belt.orientation = next.chest.orientation * -0.08;
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next.torso.orientation = Quaternion::rotation_z((spin * 7.0).max(0.3));
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next.foot_l.position = Vec3::new(-s_a.foot.0, foot * 1.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(foot * -1.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, foot * -1.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2);
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next.lantern.orientation =
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Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
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next.foot_r.orientation = Quaternion::rotation_x(foot * 1.2);
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next.lantern.orientation =
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Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
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next.foot_r.orientation =
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Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
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},
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_ => {},
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}
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|
@ -798,7 +798,9 @@ impl Floor {
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))
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.with_name("Outcast Leader".to_string())
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.with_loot_drop(comp::Item::new_from_asset_expect(chosen))
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.with_loadout_config(loadout_builder::LoadoutConfig::Outcast)
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.with_loadout_config(
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loadout_builder::LoadoutConfig::Outcast,
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)
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.with_skillset_config(
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common::skillset_builder::SkillSetConfig::Outcast,
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)
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@ -860,27 +862,14 @@ impl Floor {
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],
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3 => vec![
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EntityInfo::at(tile_wcenter.map(|e| e as f32))
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.with_body(comp::Body::Humanoid(
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comp::humanoid::Body::random()
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.with_body(comp::Body::BipedLarge(
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comp::biped_large::Body::random_with(
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dynamic_rng,
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&comp::biped_large::Species::Minotaur,
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),
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))
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.with_name("Cultist Acolyte".to_string())
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.with_loot_drop(comp::Item::new_from_asset_expect(chosen))
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.with_loadout_config(loadout_builder::LoadoutConfig::CultistAcolyte)
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.with_skillset_config(
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common::skillset_builder::SkillSetConfig::CultistAcolyte
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)
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.with_scale(2.0)
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.with_main_tool(comp::Item::new_from_asset_expect(
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match dynamic_rng.gen_range(0..6) {
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0 => "common.items.weapons.axe.malachite_axe-0",
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1..=2 => "common.items.weapons.sword.cultist",
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3 =>
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"common.items.weapons.hammer.cultist_purp_2h-0",
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4 => "common.items.weapons.staff.cultist_staff",
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_ => "common.items.weapons.bow.bone-1",
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},
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),);
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2
|
||||
.with_name("Minotaur".to_string())
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen)),
|
||||
],
|
||||
4 => vec![
|
||||
EntityInfo::at(tile_wcenter.map(|e| e as f32))
|
||||
@ -903,7 +892,9 @@ impl Floor {
|
||||
))
|
||||
.with_name("Mindflayer".to_string())
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen))
|
||||
.with_skillset_config(common::skillset_builder::SkillSetConfig::Mindflayer),
|
||||
.with_skillset_config(
|
||||
common::skillset_builder::SkillSetConfig::Mindflayer,
|
||||
),
|
||||
],
|
||||
_ => {
|
||||
vec![EntityInfo::at(tile_wcenter.map(|e| e as f32)).with_body(
|
||||
@ -1003,13 +994,58 @@ impl Floor {
|
||||
],
|
||||
2 => vec![
|
||||
EntityInfo::at(tile_wcenter.map(|e| e as f32))
|
||||
.with_body(comp::Body::QuadrupedMedium(
|
||||
comp::quadruped_medium::Body::random_with(
|
||||
.with_body(comp::Body::QuadrupedLow(
|
||||
comp::quadruped_low::Body::random_with(
|
||||
dynamic_rng,
|
||||
&comp::quadruped_medium::Species::Tarasque,
|
||||
&comp::quadruped_low::Species::Hakulaq,
|
||||
),
|
||||
))
|
||||
.with_name("Tarasque".to_string())
|
||||
.with_name("Hakulaq".to_string())
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen)),
|
||||
EntityInfo::at(tile_wcenter.map(|e| e as f32))
|
||||
.with_body(comp::Body::QuadrupedLow(
|
||||
comp::quadruped_low::Body::random_with(
|
||||
dynamic_rng,
|
||||
&comp::quadruped_low::Species::Hakulaq,
|
||||
),
|
||||
))
|
||||
.with_name("Hakulaq".to_string())
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen)),
|
||||
EntityInfo::at(tile_wcenter.map(|e| e as f32))
|
||||
.with_body(comp::Body::QuadrupedLow(
|
||||
comp::quadruped_low::Body::random_with(
|
||||
dynamic_rng,
|
||||
&comp::quadruped_low::Species::Hakulaq,
|
||||
),
|
||||
))
|
||||
.with_name("Hakulaq".to_string())
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen)),
|
||||
EntityInfo::at(tile_wcenter.map(|e| e as f32))
|
||||
.with_body(comp::Body::QuadrupedLow(
|
||||
comp::quadruped_low::Body::random_with(
|
||||
dynamic_rng,
|
||||
&comp::quadruped_low::Species::Hakulaq,
|
||||
),
|
||||
))
|
||||
.with_name("Hakulaq".to_string())
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen)),
|
||||
EntityInfo::at(tile_wcenter.map(|e| e as f32))
|
||||
.with_body(comp::Body::QuadrupedLow(
|
||||
comp::quadruped_low::Body::random_with(
|
||||
dynamic_rng,
|
||||
&comp::quadruped_low::Species::Hakulaq,
|
||||
),
|
||||
))
|
||||
.with_name("Hakulaq".to_string())
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen)),
|
||||
EntityInfo::at(tile_wcenter.map(|e| e as f32))
|
||||
.with_body(comp::Body::QuadrupedLow(
|
||||
comp::quadruped_low::Body::random_with(
|
||||
dynamic_rng,
|
||||
&comp::quadruped_low::Species::Hakulaq,
|
||||
),
|
||||
))
|
||||
.with_name("Hakulaq".to_string())
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen)),
|
||||
],
|
||||
3 => vec![
|
||||
|
Loading…
Reference in New Issue
Block a user