Changelog and rebase fixes

This commit is contained in:
Sam 2023-07-29 19:12:54 -04:00
parent 4bc6d9a6dc
commit d2cbcbe698
6 changed files with 20 additions and 14 deletions

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@ -14,6 +14,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Using Block('Alt' by default) in Defensive Stance now feels stronger
- Recipe for twigs from wooden logs
- First version of multisalvage that allows to obtain more than one piece of material from salvage
- Axe
### Changed
- Plugins now target wasm32-unknown-wasi and all wasm cfgs are gone
@ -34,7 +36,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Tweaked Archaeos, Basilisk, Dreadhorn, Dullahan, Mammoth, Ngoubou, Ntouka and Roshwalr loot tables to be a bit more rewarding
- Removed weapon and armor drops from standard NPCs
- Tweaked dungeons mobs and chests loot tables to be more balanced and rewarding
- Changed iron ore to iron ingots in the instruments' recipes
- Changed iron ore to iron ingots in the instruments' recipes
### Removed
- Medium and large potions from all loot tables
@ -113,7 +115,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- The language identifiers used by the i18n translation system have been converted to IETF BCP 47 (RFC 5646) language tags.
- Improved particle performance for lava and leaves
- The wander-radius of entities can be defined in their .ron config now
- Dwarven-Mine themed dungeon
- Dwarven-Mine themed dungeon
- Multiple item types can be dropped from enemies and chests now
- Readable signs
- Plugins now target wasm32-unknown-wasi and all wasm cfgs are gone

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@ -7,7 +7,7 @@
pseudo_id: "veloren.core.pseudo_abilities.sword.guard",
abilities: [
((stance: Sword(Defensive)), (None, "common.abilities.sword.defensive_guard")),
([], (None, "common.abilities.sword.basic_guard")),
((), (None, "common.abilities.sword.basic_guard")),
],
)),
primary: Contextualized(

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@ -178,7 +178,7 @@ impl ActiveAbilities {
Ability::ToolGuard => ability_set(EquipSlot::ActiveMainhand)
.and_then(|abilities| {
abilities
.guard(Some(skill_set), contexts)
.guard(Some(skill_set), context)
.map(|(a, i)| (a.ability.clone(), i))
})
.map(|(ability, i)| {
@ -192,7 +192,7 @@ impl ActiveAbilities {
ability_set(EquipSlot::ActiveOffhand)
.and_then(|abilities| {
abilities
.guard(Some(skill_set), contexts)
.guard(Some(skill_set), context)
.map(|(a, i)| (a.ability.clone(), i))
})
.map(|(ability, i)| {
@ -372,7 +372,7 @@ impl Ability {
Ability::ToolGuard => ability_set(EquipSlot::ActiveMainhand)
.and_then(|abilities| {
abilities
.guard(skillset, contexts)
.guard(skillset, context)
.map(|a| a.0.id.as_str())
.or_else(|| {
abilities
@ -384,7 +384,7 @@ impl Ability {
.or_else(|| {
ability_set(EquipSlot::ActiveOffhand).and_then(|abilities| {
abilities
.guard(skillset, contexts)
.guard(skillset, context)
.map(|a| a.0.id.as_str())
.or_else(|| {
abilities
@ -441,7 +441,8 @@ impl Ability {
Ability::ToolPrimary
| Ability::ToolSecondary
| Ability::MainWeaponAux(_)
| Ability::OffWeaponAux(_) => true,
| Ability::OffWeaponAux(_)
| Ability::ToolGuard => true,
Ability::SpeciesMovement | Ability::Empty => false,
}
}

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@ -476,11 +476,11 @@ impl<T> AbilitySet<T> {
pub fn guard(
&self,
skillset: Option<&SkillSet>,
contexts: &[AbilityContext],
) -> Option<(&T, Option<usize>)> {
context: &AbilityContext,
) -> Option<(&T, Option<ContextualIndex>)> {
self.guard
.as_ref()
.and_then(|g| g.ability(skillset, contexts))
.and_then(|g| g.ability(skillset, context))
}
pub fn primary(

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@ -67,7 +67,8 @@ pub struct Stats {
pub swim_speed_modifier: f32,
/// This adds effects to any attacks that the entity makes
pub effects_on_attack: Vec<AttackEffect>,
/// This is the fraction of damage reduction (from armor and other buffs) that gets ignored by attacks from this entity
/// This is the fraction of damage reduction (from armor and other buffs)
/// that gets ignored by attacks from this entity
pub mitigations_penetration: f32,
pub energy_reward_modifier: f32,
/// This creates effects when the entity is damaged

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@ -29,10 +29,12 @@ pub struct StaticData {
pub buff_strength: f32,
/// How long buff lasts
pub buff_duration: Option<Secs>,
/// This is the minimum amount of combo required to enter this character state
/// This is the minimum amount of combo required to enter this character
/// state
pub combo_cost: u32,
pub combo_scaling: Option<ScalingKind>,
/// This is the amount of combo held by the entity when this character state was entered
/// This is the amount of combo held by the entity when this character state
/// was entered
pub combo_on_use: u32,
/// What key is used to press ability
pub ability_info: AbilityInfo,