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Merge branch 'slipped/changes' into 'master'
buff guards See merge request veloren/veloren!2816
This commit is contained in:
commit
d5bf9eb6ad
@ -5,8 +5,12 @@ EntityConfig (
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loot: Uninit,
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hands: TwoHanded(Item("common.items.weapons.sword.iron-4")),
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hands: TwoHanded(Choice([
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(1.0, Some(Item("common.items.weapons.sword.cobalt-0"))),
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(2.0, Some(Item("common.items.weapons.bow.metal-2"))),
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(1.0, Some(Item("common.items.weapons.axe.cobalt_axe-0"))),
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])),
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meta: [
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SkillSetAsset("common.skillset.village.guard"),
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],
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@ -4,8 +4,8 @@ ItemDef(
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kind: Armor((
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kind: Belt("LeatherPlate"),
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stats: (
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protection: Normal(4.0),
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poise_resilience: Normal(0.0),
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protection: Normal(8.0),
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poise_resilience: Normal(2.0),
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energy_max: 0,
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energy_reward: 0.0,
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crit_power: 0.0,
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@ -4,8 +4,8 @@ ItemDef(
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kind: Armor((
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kind: Chest("LeatherPlate"),
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stats: (
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protection: Normal(25.0),
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poise_resilience: Normal(0.0),
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protection: Normal(48.0),
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poise_resilience: Normal(12.0),
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energy_max: 0,
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energy_reward: 0.0,
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crit_power: 0.0,
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@ -4,8 +4,8 @@ ItemDef(
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kind: Armor((
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kind: Foot("LeatherPlate"),
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stats: (
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protection: Normal(5.0),
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poise_resilience: Normal(0.0),
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protection: Normal(16.0),
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poise_resilience: Normal(4.0),
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energy_max: 0,
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energy_reward: 0.0,
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crit_power: 0.0,
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@ -4,8 +4,8 @@ ItemDef(
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kind: Armor((
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kind: Hand("LeatherPlate"),
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stats: (
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protection: Normal(10.0),
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poise_resilience: Normal(0.0),
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protection: Normal(16.0),
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poise_resilience: Normal(4.0),
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energy_max: 0,
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energy_reward: 0.0,
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crit_power: 0.0,
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@ -4,8 +4,8 @@ ItemDef(
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kind: Armor((
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kind: Pants("LeatherPlate"),
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stats: (
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protection: Normal(20.0),
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poise_resilience: Normal(0.0),
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protection: Normal(32.0),
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poise_resilience: Normal(8.0),
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energy_max: 0,
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energy_reward: 0.0,
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crit_power: 0.0,
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@ -4,8 +4,8 @@ ItemDef(
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kind: Armor((
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kind: Shoulder("LeatherPlate"),
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stats: (
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protection: Normal(15.0),
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poise_resilience: Normal(0.0),
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protection: Normal(32.0),
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poise_resilience: Normal(8.0),
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energy_max: 0,
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energy_reward: 0.0,
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crit_power: 0.0,
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@ -5,8 +5,8 @@ ItemDef(
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(
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kind: Chest("LeatherBlue"),
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stats: (
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protection: Normal(5.0),
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poise_resilience: Normal(5.0),
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protection: Normal(40.0),
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poise_resilience: Normal(10.0),
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energy_max: 0,
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energy_reward: 0.0,
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crit_power: 0.0,
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@ -5,7 +5,7 @@ ItemDef(
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(
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kind: Pants("LeatherBlue"),
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stats: (
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protection: Normal(10.0),
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protection: Normal(20.0),
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poise_resilience: Normal(10.0),
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energy_max: 0,
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energy_reward: 0.0,
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@ -1,10 +1,9 @@
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({
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ActiveMainhand: Choice([
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(1.0, Some(Item("common.items.weapons.sword.wood-2"))),
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(1.0, Some(Item("common.items.weapons.sword.starter"))),
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(1.0, Some(Item("common.items.weapons.sword.wood-0"))),
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(1.0, Some(Item("common.items.weapons.bow.starter"))),
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(1.0, Some(Item("common.items.weapons.sword.iron-0"))),
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(1.0, Some(Item("common.items.weapons.bow.hardwood-2"))),
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(1.0, Some(Item("common.items.weapons.axe.steel_axe-0"))),
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(1.0, Some(Item("common.items.weapons.staff.frostwood_torch"))),
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]),
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Armor(Chest): Item("common.items.npc_armor.chest.leather_blue"),
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@ -1,24 +1,5 @@
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([
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Group(Weapon(Sword)),
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// TripleStrike
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Skill((Sword(TsCombo), None)),
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Skill((Sword(TsDamage), Some(1))),
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Skill((Sword(TsRegen), Some(1))),
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Skill((Sword(TsSpeed), Some(1))),
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// Dash
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Skill((Sword(DDamage), Some(1))),
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Skill((Sword(DCost), Some(1))),
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Skill((Sword(DDrain), Some(1))),
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Skill((Sword(DScaling), Some(1))),
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Skill((Sword(DSpeed), None)),
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Skill((Sword(DInfinite), None)),
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// Spin of death
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Skill((Sword(UnlockSpin), None)),
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Skill((Sword(SDamage), Some(1))),
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Skill((Sword(SSpeed), Some(1))),
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Skill((Sword(SSpins), Some(2))),
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Skill((Sword(SCost), Some(1))),
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Tree("common.skillset.dungeon.tier-5.sword"),
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Tree("common.skillset.dungeon.tier-5.bow"),
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Tree("common.skillset.dungeon.tier-5.axe"),
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])
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@ -501,7 +501,7 @@ impl Entity {
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let time_to_move = if time_to_move.is_none() {
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// Time increment is how long raiders stay at a site about. Is longer for
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// home site and shorter for target site.
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let time_increment = if raid_complete { 300.0 } else { 60.0 };
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let time_increment = if raid_complete { 600.0 } else { 60.0 };
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Some((time.0 / time_increment).ceil() * time_increment + time_increment)
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} else {
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time_to_move
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@ -895,7 +895,7 @@ impl Settlement {
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let entity_wpos = Vec3::new(wpos2d.x as f32, wpos2d.y as f32, col_sample.alt + 3.0);
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if matches!(sample.plot, Some(Plot::Town { .. }))
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&& RandomField::new(self.seed).chance(Vec3::from(wpos2d), 1.0 / (50.0 * 40.0))
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&& RandomField::new(self.seed).chance(Vec3::from(wpos2d), 1.0 / (20.0 * 40.0))
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{
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let is_dummy =
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RandomField::new(self.seed + 1).chance(Vec3::from(wpos2d), 1.0 / 15.0);
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@ -1004,13 +1004,13 @@ fn bird(pos: Vec3<f32>, dynamic_rng: &mut impl Rng) -> EntityInfo {
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fn humanoid(pos: Vec3<f32>, economy: &SiteInformation, dynamic_rng: &mut impl Rng) -> EntityInfo {
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let entity = EntityInfo::at(pos);
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match dynamic_rng.gen_range(0..12) {
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0 => entity
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match dynamic_rng.gen_range(0..8) {
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0 | 1 => entity
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.with_agent_mark(agent::Mark::Guard)
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.with_lazy_loadout(guard_loadout)
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.with_level(dynamic_rng.gen_range(10..15))
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.with_asset_expect("common.entity.village.guard"),
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1 | 2 => entity
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2 => entity
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.with_agent_mark(agent::Mark::Merchant)
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.with_economy(economy)
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.with_lazy_loadout(merchant_loadout)
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