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GameDataResolver

Struct GameDataResolver 

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pub struct GameDataResolver<'a>(&'a SpellRenderInput);
Expand description

Resolves a spell description against a fully resolved character bundle.

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§0: &'a SpellRenderInput

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impl<'a> GameDataResolver<'a>

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pub fn new(input: &'a SpellRenderInput) -> Self

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fn find_spell(&self, spell_id: u32) -> Option<&SpellRenderSpell>

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fn scaled(&self, effect: &SpellEffect, spread: Spread) -> f64

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impl<'a> Debug for GameDataResolver<'a>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl EffectValueResolver for GameDataResolver<'_>

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fn get_effect_value( &self, spell_id: u32, effect_index: u8, var_type: &str, ) -> Option<f64>

Get an effect value by var_type (s/m/M/t/a/A/x/o/e/w/bc/q) for a 1-indexed effect.
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fn get_spell_value(&self, spell_id: u32, var_type: &str) -> Option<String>

Get a formatted spell-level value by var_type (d/n/r/h/u/i/p/z/c).
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fn get_custom_var(&self, name: &str) -> Option<f64>

Get a custom variable value from the spell’s description_variables.
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impl PlayerStateResolver for GameDataResolver<'_>

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fn get_player_stat(&self, stat: &str) -> Option<f64>

Get a player stat value by name (SP/AP/RAP/MHP/SPS/PL/INT).
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fn knows_spell(&self, spell_id: u32) -> bool

Check if the player knows a spell. Used for $?s12345 conditionals.
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fn has_aura(&self, aura_id: u32) -> bool

Check if an aura is active on the player. Used for $?a12345 conditionals.
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fn is_specialization(&self, spec_index: u8) -> bool

Check the player’s 1-based specialization index. Used for $?cX conditionals.
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fn is_male(&self) -> bool

Player gender; true for male, false for female.
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impl SpellTextResolver for GameDataResolver<'_>

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fn get_spell_description(&self, spell_id: u32) -> Option<String>

Get another spell’s rendered description for @spelldesc embedding.
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fn get_spell_name(&self, spell_id: u32) -> Option<String>

Get another spell’s name for @spellname embedding.
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fn get_spell_icon(&self, spell_id: u32) -> Option<String>

Get another spell’s icon path for @spellicon embedding.

Auto Trait Implementations§

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impl<'a> Freeze for GameDataResolver<'a>

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impl<'a> RefUnwindSafe for GameDataResolver<'a>

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impl<'a> Send for GameDataResolver<'a>

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impl<'a> Sync for GameDataResolver<'a>

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impl<'a> Unpin for GameDataResolver<'a>

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impl<'a> UnsafeUnpin for GameDataResolver<'a>

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impl<'a> UnwindSafe for GameDataResolver<'a>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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const ALIGN: usize

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type Init = T

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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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impl<T> ResolverSyncBound for T
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impl<T> SpellDescResolver for T