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Changelog and rebase fixes
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@ -14,6 +14,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Using Block('Alt' by default) in Defensive Stance now feels stronger
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- Recipe for twigs from wooden logs
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- First version of multisalvage that allows to obtain more than one piece of material from salvage
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- Axe
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### Changed
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- Plugins now target wasm32-unknown-wasi and all wasm cfgs are gone
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@ -34,7 +36,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Tweaked Archaeos, Basilisk, Dreadhorn, Dullahan, Mammoth, Ngoubou, Ntouka and Roshwalr loot tables to be a bit more rewarding
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- Removed weapon and armor drops from standard NPCs
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- Tweaked dungeons mobs and chests loot tables to be more balanced and rewarding
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- Changed iron ore to iron ingots in the instruments' recipes
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- Changed iron ore to iron ingots in the instruments' recipes
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### Removed
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- Medium and large potions from all loot tables
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@ -113,7 +115,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- The language identifiers used by the i18n translation system have been converted to IETF BCP 47 (RFC 5646) language tags.
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- Improved particle performance for lava and leaves
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- The wander-radius of entities can be defined in their .ron config now
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- Dwarven-Mine themed dungeon
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- Dwarven-Mine themed dungeon
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- Multiple item types can be dropped from enemies and chests now
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- Readable signs
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- Plugins now target wasm32-unknown-wasi and all wasm cfgs are gone
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@ -7,7 +7,7 @@
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pseudo_id: "veloren.core.pseudo_abilities.sword.guard",
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abilities: [
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((stance: Sword(Defensive)), (None, "common.abilities.sword.defensive_guard")),
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([], (None, "common.abilities.sword.basic_guard")),
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((), (None, "common.abilities.sword.basic_guard")),
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],
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)),
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primary: Contextualized(
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@ -178,7 +178,7 @@ impl ActiveAbilities {
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Ability::ToolGuard => ability_set(EquipSlot::ActiveMainhand)
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.and_then(|abilities| {
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abilities
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.guard(Some(skill_set), contexts)
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.guard(Some(skill_set), context)
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.map(|(a, i)| (a.ability.clone(), i))
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})
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.map(|(ability, i)| {
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@ -192,7 +192,7 @@ impl ActiveAbilities {
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ability_set(EquipSlot::ActiveOffhand)
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.and_then(|abilities| {
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abilities
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.guard(Some(skill_set), contexts)
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.guard(Some(skill_set), context)
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.map(|(a, i)| (a.ability.clone(), i))
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})
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.map(|(ability, i)| {
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@ -372,7 +372,7 @@ impl Ability {
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Ability::ToolGuard => ability_set(EquipSlot::ActiveMainhand)
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.and_then(|abilities| {
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abilities
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.guard(skillset, contexts)
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.guard(skillset, context)
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.map(|a| a.0.id.as_str())
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.or_else(|| {
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abilities
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@ -384,7 +384,7 @@ impl Ability {
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.or_else(|| {
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ability_set(EquipSlot::ActiveOffhand).and_then(|abilities| {
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abilities
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.guard(skillset, contexts)
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.guard(skillset, context)
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.map(|a| a.0.id.as_str())
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.or_else(|| {
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abilities
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@ -441,7 +441,8 @@ impl Ability {
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Ability::ToolPrimary
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| Ability::ToolSecondary
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| Ability::MainWeaponAux(_)
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| Ability::OffWeaponAux(_) => true,
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| Ability::OffWeaponAux(_)
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| Ability::ToolGuard => true,
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Ability::SpeciesMovement | Ability::Empty => false,
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}
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}
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@ -476,11 +476,11 @@ impl<T> AbilitySet<T> {
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pub fn guard(
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&self,
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skillset: Option<&SkillSet>,
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contexts: &[AbilityContext],
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) -> Option<(&T, Option<usize>)> {
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context: &AbilityContext,
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) -> Option<(&T, Option<ContextualIndex>)> {
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self.guard
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.as_ref()
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.and_then(|g| g.ability(skillset, contexts))
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.and_then(|g| g.ability(skillset, context))
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}
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pub fn primary(
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@ -67,7 +67,8 @@ pub struct Stats {
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pub swim_speed_modifier: f32,
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/// This adds effects to any attacks that the entity makes
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pub effects_on_attack: Vec<AttackEffect>,
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/// This is the fraction of damage reduction (from armor and other buffs) that gets ignored by attacks from this entity
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/// This is the fraction of damage reduction (from armor and other buffs)
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/// that gets ignored by attacks from this entity
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pub mitigations_penetration: f32,
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pub energy_reward_modifier: f32,
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/// This creates effects when the entity is damaged
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@ -29,10 +29,12 @@ pub struct StaticData {
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pub buff_strength: f32,
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/// How long buff lasts
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pub buff_duration: Option<Secs>,
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/// This is the minimum amount of combo required to enter this character state
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/// This is the minimum amount of combo required to enter this character
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/// state
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pub combo_cost: u32,
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pub combo_scaling: Option<ScalingKind>,
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/// This is the amount of combo held by the entity when this character state was entered
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/// This is the amount of combo held by the entity when this character state
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/// was entered
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pub combo_on_use: u32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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