Merge branch 'vfoulon80/climbing-skill' into 'master'

Add climbing speed and cost

See merge request veloren/veloren!1950
This commit is contained in:
Marcel 2021-03-21 18:35:44 +00:00
commit 983523c463
23 changed files with 272 additions and 31 deletions

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@ -8,6 +8,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [Unreleased]
### Added
- New Skills for Climbing: Climbing Speed and Climbing Cost
### Changed

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@ -72,4 +72,7 @@
Roll(Cost): Some(2),
Roll(Strength): Some(2),
Roll(Duration): Some(2),
Climb(Cost): Some(2),
Climb(Speed): Some(2),
Swim(Speed): Some(2),
})

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@ -12,6 +12,9 @@
Roll(Cost),
Roll(Strength),
Roll(Duration),
Climb(Cost),
Climb(Speed),
Swim(Speed),
],
Weapon(Sword): [
Sword(InterruptingAttacks),

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assets/voxygen/element/icons/skilltree/buff_duration.png (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/skilltree/debuff_duration.png (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/skilltree/heal_duration.png (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/skilltree/magic_duration.png (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/skilltree/physical_duration.png (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/skilltree/skill_climbing.png (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/skilltree/skill_swim.png (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/skilltree/utility_duration.png (Stored with Git LFS) Normal file

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@ -30,9 +30,19 @@
"hud.skill.roll_stamina_title": "Roll Stamina Cost",
"hud.skill.roll_stamina": "Rolling uses 20% less stamina{SP}",
"hud.skill.roll_speed_title": "Rolling Speed",
"hud.skill.roll_speed": "Roll 30% faster{SP}",
"hud.skill.roll_speed": "Roll 20% faster{SP}",
"hud.skill.roll_dur_title": "Rolling Duration",
"hud.skill.roll_dur": "Roll for 20% more time{SP}",
"hud.skill.climbing_title": "Climbing",
"hud.skill.climbing": "Jumping higher",
"hud.skill.climbing_cost_title": "Climbing Cost",
"hud.skill.climbing_cost": "Climbing uses 20% less stamina{SP}",
"hud.skill.climbing_speed_title": "Climbing Speed",
"hud.skill.climbing_speed": "Climb 20% faster{SP}",
"hud.skill.swim_title": "Swimming",
"hud.skill.swim": "Moving in wet environment",
"hud.skill.swim_speed_title": "Swimming Speed",
"hud.skill.swim_speed": "Swim 40% faster{SP}",
// Sceptre
"hud.skill.sc_lifesteal_title": "Lifesteal Beam",
"hud.skill.sc_lifesteal": "Drain the life from your enemies",

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@ -30,9 +30,19 @@
"hud.skill.roll_stamina_title": "Coût d'Endurance de la Roulade",
"hud.skill.roll_stamina": "Rouler coûte 20% moins d'endurance{SP}",
"hud.skill.roll_speed_title": "Vitesse de la Roulade",
"hud.skill.roll_speed": "Rouler 30% plus vite{SP}",
"hud.skill.roll_speed": "Rouler 20% plus vite{SP}",
"hud.skill.roll_dur_title": "Durée de la Roulade",
"hud.skill.roll_dur": "Augmente de 20% la durée de la roulade{SP}",
"hud.skill.climbing_title": "Escalade",
"hud.skill.climbing": "Sauter encore plus haut",
"hud.skill.climbing_cost_title": "Coût d'endurance de l'Escalade",
"hud.skill.climbing_cost": "Escalader coûte 20% moins d'endurance{SP}",
"hud.skill.climbing_speed_title": "Vitesse d'Escalade",
"hud.skill.climbing_speed": "Escalader 20% plus vite{SP}",
"hud.skill.swim_title": "Nage",
"hud.skill.swim": "Déplacement en environnement humide",
"hud.skill.swim_speed_title": "Vitesse de nage",
"hud.skill.swim_speed": "Nager 40% plus vite{SP}",
// Sceptre
"hud.skill.sc_lifesteal_title": "Rayon de Vol-Vie",
"hud.skill.sc_lifesteal": "Draine la vie de vos ennemis",

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@ -1067,7 +1067,6 @@ impl CharacterAbility {
}
},
None => {
use skills::RollSkill::*;
if let CharacterAbility::Roll {
ref mut immune_melee,
ref mut energy_cost,
@ -1076,6 +1075,7 @@ impl CharacterAbility {
..
} = self
{
use skills::RollSkill::*;
*immune_melee = skillset.has_skill(Skill::Roll(ImmuneMelee));
if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Cost)) {
*energy_cost *= 0.8_f32.powi(level.into());

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@ -42,7 +42,7 @@ impl From<&JoinData<'_>> for StateUpdate {
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum CharacterState {
Idle,
Climb,
Climb(climb::Data),
Sit,
Dance,
Talk,

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@ -103,6 +103,8 @@ pub enum Skill {
Sceptre(SceptreSkill),
UnlockGroup(SkillGroupKind),
Roll(RollSkill),
Climb(ClimbSkill),
Swim(SwimSkill),
}
pub enum SkillError {
@ -250,6 +252,17 @@ pub enum RollSkill {
Duration,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum ClimbSkill {
Cost,
Speed,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SwimSkill {
Speed,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SkillGroupKind {
General,

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@ -1,5 +1,8 @@
use crate::{
comp::{CharacterState, Climb, EnergySource, InputKind, Ori, StateUpdate},
comp::{
skills::{ClimbSkill::*, Skill},
CharacterState, Climb, EnergySource, InputKind, Ori, StateUpdate,
},
consts::GRAVITY,
event::LocalEvent,
states::{
@ -11,11 +14,43 @@ use crate::{
use serde::{Deserialize, Serialize};
use vek::*;
const HUMANOID_CLIMB_ACCEL: f32 = 24.0;
const CLIMB_SPEED: f32 = 5.0;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
pub energy_cost: f32,
pub movement_speed: f32,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
}
impl Data {
pub fn create_adjusted_by_skills(join_data: &JoinData) -> Self {
let mut data = Data::default();
if let Ok(Some(level)) = join_data.stats.skill_set.skill_level(Skill::Climb(Cost)) {
data.static_data.energy_cost *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = join_data.stats.skill_set.skill_level(Skill::Climb(Speed)) {
data.static_data.movement_speed *= 1.2_f32.powi(level.into());
}
data
}
}
impl Default for Data {
fn default() -> Self {
Data {
static_data: StaticData {
energy_cost: 5.0,
movement_speed: 5.0,
},
}
}
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
@ -38,19 +73,18 @@ impl CharacterBehavior for Data {
update.character = CharacterState::Idle {};
return update;
};
// Move player
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
* if update.vel.0.magnitude_squared() < CLIMB_SPEED.powi(2) {
HUMANOID_CLIMB_ACCEL
* if update.vel.0.magnitude_squared() < self.static_data.movement_speed.powi(2) {
self.static_data.movement_speed.powi(2)
} else {
0.0
};
// Expend energy if climbing
let energy_use = match climb {
Climb::Up => 5,
Climb::Up => self.static_data.energy_cost as i32,
Climb::Down => 1,
Climb::Hold => 1,
};
@ -74,8 +108,12 @@ impl CharacterBehavior for Data {
// Apply Vertical Climbing Movement
match climb {
Climb::Down => update.vel.0.z += data.dt.0 * (GRAVITY - HUMANOID_CLIMB_ACCEL),
Climb::Up => update.vel.0.z += data.dt.0 * (GRAVITY + HUMANOID_CLIMB_ACCEL),
Climb::Down => {
update.vel.0.z += data.dt.0 * (GRAVITY - self.static_data.movement_speed.powi(2))
},
Climb::Up => {
update.vel.0.z += data.dt.0 * (GRAVITY + self.static_data.movement_speed.powi(2))
},
Climb::Hold => update.vel.0.z += data.dt.0 * GRAVITY,
}

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@ -4,7 +4,7 @@ use crate::{
inventory::slot::EquipSlot,
item::{Hands, ItemKind, Tool, ToolKind},
quadruped_low, quadruped_medium, quadruped_small, ship,
skills::Skill,
skills::{Skill, SwimSkill},
theropod, Body, CharacterAbility, CharacterState, InputKind, InventoryAction, StateUpdate,
},
consts::{FRIC_GROUND, GRAVITY},
@ -299,11 +299,22 @@ pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32)
/// Updates components to move player as if theyre swimming
fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth: f32) {
let mut water_accel = BASE_HUMANOID_WATER_ACCEL;
let mut water_speed = BASE_HUMANOID_WATER_SPEED;
if let Ok(Some(level)) = data
.stats
.skill_set
.skill_level(Skill::Swim(SwimSkill::Speed))
{
water_speed *= 1.4_f32.powi(level.into());
water_accel *= 1.4_f32.powi(level.into());
}
// Update velocity
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
* if update.vel.0.magnitude_squared() < BASE_HUMANOID_WATER_SPEED.powi(2) {
BASE_HUMANOID_WATER_ACCEL
* if update.vel.0.magnitude_squared() < water_speed.powi(2) {
water_accel
} else {
0.0
}
@ -324,7 +335,7 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth:
.inputs
.move_z
.clamped(-1.0, depth.clamped(0.0, 1.0).powi(3)))
.min(BASE_HUMANOID_WATER_SPEED);
.min(water_speed);
}
/// Updates components to move entity as if it's flying
@ -407,7 +418,7 @@ pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
&& data.body.can_climb()
&& update.energy.current() > 100
{
update.character = CharacterState::Climb;
update.character = CharacterState::Climb(climb::Data::create_adjusted_by_skills(data));
}
}

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@ -267,7 +267,7 @@ impl<'a> System<'a> for Sys {
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.handle_event(&j, action),
CharacterState::Talk => states::talk::Data.handle_event(&j, action),
CharacterState::Climb => states::climb::Data.handle_event(&j, action),
CharacterState::Climb(data) => data.handle_event(&j, action),
CharacterState::Glide => states::glide::Data.handle_event(&j, action),
CharacterState::GlideWield => {
states::glide_wield::Data.handle_event(&j, action)
@ -329,7 +329,7 @@ impl<'a> System<'a> for Sys {
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.behavior(&j),
CharacterState::Talk => states::talk::Data.behavior(&j),
CharacterState::Climb => states::climb::Data.behavior(&j),
CharacterState::Climb(data) => data.behavior(&j),
CharacterState::Glide => states::glide::Data.behavior(&j),
CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
CharacterState::Stunned(data) => data.behavior(&j),

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@ -675,7 +675,7 @@ impl<'a> PhysicsData<'a> {
let was_on_ground = physics_state.on_ground;
let block_snap = body.map_or(false, |body| body.jump_impulse().is_some());
let climbing =
character_state.map_or(false, |cs| matches!(cs, CharacterState::Climb));
character_state.map_or(false, |cs| matches!(cs, CharacterState::Climb(_)));
match &collider {
Collider::Voxel { .. } => {

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@ -40,8 +40,8 @@ pub fn skill_to_db_string(skill: comp::skills::Skill) -> String {
use comp::{
item::tool::ToolKind,
skills::{
AxeSkill, BowSkill, GeneralSkill, HammerSkill, RollSkill, SceptreSkill, Skill::*,
SkillGroupKind, StaffSkill, SwordSkill,
AxeSkill, BowSkill, ClimbSkill, GeneralSkill, HammerSkill, RollSkill, SceptreSkill,
Skill::*, SkillGroupKind, StaffSkill, SwimSkill, SwordSkill,
},
};
let skill_string = match skill {
@ -134,6 +134,9 @@ pub fn skill_to_db_string(skill: comp::skills::Skill) -> String {
Roll(RollSkill::Cost) => "Roll Cost",
Roll(RollSkill::Strength) => "Roll Strength",
Roll(RollSkill::Duration) => "Roll Duration",
Climb(ClimbSkill::Cost) => "Climb Cost",
Climb(ClimbSkill::Speed) => "Climb Speed",
Swim(SwimSkill::Speed) => "Swim Speed",
UnlockGroup(SkillGroupKind::Weapon(ToolKind::Sword)) => "Unlock Weapon Sword",
UnlockGroup(SkillGroupKind::Weapon(ToolKind::Axe)) => "Unlock Weapon Axe",
UnlockGroup(SkillGroupKind::Weapon(ToolKind::Hammer)) => "Unlock Weapon Hammer",
@ -163,8 +166,8 @@ pub fn db_string_to_skill(skill_string: &str) -> comp::skills::Skill {
use comp::{
item::tool::ToolKind,
skills::{
AxeSkill, BowSkill, GeneralSkill, HammerSkill, RollSkill, SceptreSkill, Skill::*,
SkillGroupKind, StaffSkill, SwordSkill,
AxeSkill, BowSkill, ClimbSkill, GeneralSkill, HammerSkill, RollSkill, SceptreSkill,
Skill::*, SkillGroupKind, StaffSkill, SwimSkill, SwordSkill,
},
};
match skill_string {
@ -257,6 +260,9 @@ pub fn db_string_to_skill(skill_string: &str) -> comp::skills::Skill {
"Roll Cost" => Roll(RollSkill::Cost),
"Roll Strength" => Roll(RollSkill::Strength),
"Roll Duration" => Roll(RollSkill::Duration),
"Climb Cost" => Climb(ClimbSkill::Cost),
"Climb Speed" => Climb(ClimbSkill::Speed),
"Swim Speed" => Swim(SwimSkill::Speed),
"Unlock Weapon Sword" => UnlockGroup(SkillGroupKind::Weapon(ToolKind::Sword)),
"Unlock Weapon Axe" => UnlockGroup(SkillGroupKind::Weapon(ToolKind::Axe)),
"Unlock Weapon Hammer" => UnlockGroup(SkillGroupKind::Weapon(ToolKind::Hammer)),

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@ -163,6 +163,11 @@ widget_ids! {
skill_general_roll_1,
skill_general_roll_2,
skill_general_roll_3,
skill_general_climb_0,
skill_general_climb_1,
skill_general_climb_2,
skill_general_swim_0,
skill_general_swim_1,
}
}
@ -572,6 +577,7 @@ impl<'a> Widget for Diary<'a> {
_ => 0,
};
let skills_bot_r = match sel_tab {
SelectedSkillTree::General => 5,
SelectedSkillTree::Weapon(ToolKind::Sword) => 1,
SelectedSkillTree::Weapon(ToolKind::Bow) => 1,
_ => 0,
@ -701,7 +707,13 @@ impl<'a> Widget for Diary<'a> {
let art_size = [320.0, 320.0];
match sel_tab {
SelectedSkillTree::General => {
use skills::{GeneralSkill::*, RollSkill::*, SkillGroupKind::*};
use skills::{
ClimbSkill,
GeneralSkill::*,
RollSkill::{self, *},
SkillGroupKind::*,
SwimSkill,
};
use ToolKind::*;
// General Combat
Image::new(animate_by_pulse(
@ -964,7 +976,7 @@ impl<'a> Widget for Diary<'a> {
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Roll(Cost);
let skill = Skill::Roll(RollSkill::Cost);
if create_skill_button(
self.imgs.utility_cost_skill,
state.skills_bot_l[1],
@ -1018,7 +1030,7 @@ impl<'a> Widget for Diary<'a> {
};
let skill = Skill::Roll(Duration);
if create_skill_button(
self.imgs.utility_amount_skill,
self.imgs.utility_duration_skill,
state.skills_bot_l[3],
&self.stats.skill_set,
skill,
@ -1042,6 +1054,108 @@ impl<'a> Widget for Diary<'a> {
{
events.push(Event::UnlockSkill(skill));
};
// Bottom right skills
Button::image(self.imgs.skill_climbing_skill)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_bot_r[0], 3.0)
.with_tooltip(
self.tooltip_manager,
&self.localized_strings.get("hud.skill.climbing_title"),
&self.localized_strings.get("hud.skill.climbing"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_climb_0, ui);
let skill = Skill::Climb(ClimbSkill::Cost);
if create_skill_button(
self.imgs.utility_cost_skill,
state.skills_bot_r[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self.localized_strings.get("hud.skill.climbing_cost_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.climbing_cost"),
skill,
&self.stats.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_climb_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Climb(ClimbSkill::Speed);
if create_skill_button(
self.imgs.utility_speed_skill,
state.skills_bot_r[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self.localized_strings.get("hud.skill.climbing_speed_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.climbing_speed"),
skill,
&self.stats.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_climb_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
Button::image(self.imgs.skill_swim_skill)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_bot_r[3], 3.0)
.with_tooltip(
self.tooltip_manager,
&self.localized_strings.get("hud.skill.swim_title"),
&self.localized_strings.get("hud.skill.swim"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_swim_0, ui);
let skill = Skill::Swim(SwimSkill::Speed);
if create_skill_button(
self.imgs.utility_speed_skill,
state.skills_bot_r[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self.localized_strings.get("hud.skill.swim_speed_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.swim_speed"),
skill,
&self.stats.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_swim_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
},
SelectedSkillTree::Weapon(ToolKind::Sword) => {
use skills::SwordSkill::*;
@ -3537,7 +3651,7 @@ impl<'a> Widget for Diary<'a> {
};
let skill = Skill::Sceptre(ADuration);
if create_skill_button(
self.imgs.buff_speed_skill,
self.imgs.buff_duration_skill,
state.skills_bot_l[2],
&self.stats.skill_set,
skill,

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@ -181,6 +181,8 @@ image_ids! {
unlock_staff_skill0: "voxygen.element.icons.skilltree.unlock_staff-0",
unlock_sword_skill: "voxygen.element.icons.skilltree.unlock_sword",
skill_dodge_skill: "voxygen.element.icons.skilltree.skill_dodge",
skill_climbing_skill: "voxygen.element.icons.skilltree.skill_climbing",
skill_swim_skill: "voxygen.element.icons.skilltree.skill_swim",
buff_amount_skill: "voxygen.element.icons.skilltree.buff_amount",
buff_combo_skill: "voxygen.element.icons.skilltree.buff_combo",
@ -198,6 +200,7 @@ image_ids! {
buff_projectile_speed_skill: "voxygen.element.icons.skilltree.buff_projectile_speed",
buff_radius_skill: "voxygen.element.icons.skilltree.buff_radius",
buff_speed_skill: "voxygen.element.icons.skilltree.buff_speed",
buff_duration_skill: "voxygen.element.icons.skilltree.buff_duration",
debuff_amount_skill: "voxygen.element.icons.skilltree.debuff_amount",
debuff_combo_skill: "voxygen.element.icons.skilltree.debuff_combo",
@ -215,6 +218,7 @@ image_ids! {
debuff_projectile_speed_skill: "voxygen.element.icons.skilltree.debuff_projectile_speed",
debuff_radius_skill: "voxygen.element.icons.skilltree.debuff_radius",
debuff_speed_skill: "voxygen.element.icons.skilltree.debuff_speed",
debuff_duration_skill: "voxygen.element.icons.skilltree.debuff_duration",
heal_amount_skill: "voxygen.element.icons.skilltree.heal_amount",
heal_combo_skill: "voxygen.element.icons.skilltree.heal_combo",
@ -232,6 +236,7 @@ image_ids! {
heal_projectile_speed_skill: "voxygen.element.icons.skilltree.heal_projectile_speed",
heal_radius_skill: "voxygen.element.icons.skilltree.heal_radius",
heal_speed_skill: "voxygen.element.icons.skilltree.heal_speed",
heal_duration_skill: "voxygen.element.icons.skilltree.heal_duration",
magic_amount_skill: "voxygen.element.icons.skilltree.magic_amount",
magic_combo_skill: "voxygen.element.icons.skilltree.magic_combo",
@ -249,6 +254,7 @@ image_ids! {
magic_projectile_speed_skill: "voxygen.element.icons.skilltree.magic_projectile_speed",
magic_radius_skill: "voxygen.element.icons.skilltree.magic_radius",
magic_speed_skill: "voxygen.element.icons.skilltree.magic_speed",
magic_duration_skill: "voxygen.element.icons.skilltree.magic_duration",
physical_amount_skill: "voxygen.element.icons.skilltree.physical_amount",
physical_combo_skill: "voxygen.element.icons.skilltree.physical_combo",
@ -266,6 +272,7 @@ image_ids! {
physical_projectile_speed_skill: "voxygen.element.icons.skilltree.physical_projectile_speed",
physical_radius_skill: "voxygen.element.icons.skilltree.physical_radius",
physical_speed_skill: "voxygen.element.icons.skilltree.physical_speed",
physical_duration_skill: "voxygen.element.icons.skilltree.physical_duration",
utility_amount_skill: "voxygen.element.icons.skilltree.utility_amount",
utility_combo_skill: "voxygen.element.icons.skilltree.utility_combo",
@ -283,6 +290,7 @@ image_ids! {
utility_projectile_speed_skill: "voxygen.element.icons.skilltree.utility_projectile_speed",
utility_radius_skill: "voxygen.element.icons.skilltree.utility_radius",
utility_speed_skill: "voxygen.element.icons.skilltree.utility_speed",
utility_duration_skill: "voxygen.element.icons.skilltree.utility_duration",
// Skillbar
level_up: "voxygen.element.misc_bg.level_up",