pub struct CollectionPowerSettings {
pub first_ownership_share: f64,
pub multiplied_attribute_ids: Vec<AttributeId>,
pub equipment_stones: CollectionPowerFamily,
pub laws: CollectionPowerFamily,
pub artifact_stones: CollectionPowerFamily,
pub ability_stones: CollectionPowerFamily,
pub gacha_abilities: CollectionPowerFamily,
pub pets: CollectionPowerFamily,
pub stone_tier_weights: Vec<StoneTierCollectionWeight>,
pub pet_rarity_weights: Vec<PetRarityCollectionWeight>,
}Expand description
Collection Power: a small permanent stat bonus for OWNING catalog content, paid whether or not the template is equipped.
Loadout keeps its job — active effects, synergies and the difference between builds. This pays only for breadth and rank, in three flat percentages on Attack / HP / Armor, so a stone or law that no longer fits the build is still worth having.
Deliberately NOT here: artifacts, which already pay an ownership bonus of
their own (ArtifactTemplate::ownership_bonuses) and would be counted twice;
pet facets, whose value arrives through the pet that carries them; cores,
bridges and sockets, which are progression rather than collectible
templates; and equipment items, which are constantly replaced and sold.
Fields§
The share of a template’s contribution that the FIRST copy pays, with the rest spread linearly across its rank ladder. Breadth is worth something immediately; depth is worth most of it.
multiplied_attribute_ids: Vec<AttributeId>The attributes M_collection multiplies. Read by CODE through
<code>.mod, the same channel artifact ownership uses, so the bonus
reaches combat, the displayed power scalar and PvP matchmaking at once.
equipment_stones: CollectionPowerFamily§laws: CollectionPowerFamily§artifact_stones: CollectionPowerFamily§ability_stones: CollectionPowerFamily§gacha_abilities: CollectionPowerFamily§pets: CollectionPowerFamily§stone_tier_weights: Vec<StoneTierCollectionWeight>§pet_rarity_weights: Vec<PetRarityCollectionWeight>Implementations§
Source§impl CollectionPowerSettings
impl CollectionPowerSettings
Sourcepub fn stone_tier_weight(&self, tier: StoneTier) -> f64
pub fn stone_tier_weight(&self, tier: StoneTier) -> f64
Collection weight of an equipment-stone tier. An unweighted tier pays
nothing — GameConfig::validate_collection_power requires a row per
tier, so this is a safety net rather than a reachable state.
Sourcepub fn pet_rarity_weight(&self, rarity_id: PetRarityId) -> f64
pub fn pet_rarity_weight(&self, rarity_id: PetRarityId) -> f64
Collection weight of a pet rarity. Same rule as
Self::stone_tier_weight: an unweighted rarity pays nothing.
Trait Implementations§
Source§impl Clone for CollectionPowerSettings
impl Clone for CollectionPowerSettings
Source§fn clone(&self) -> CollectionPowerSettings
fn clone(&self) -> CollectionPowerSettings
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for CollectionPowerSettings
impl Debug for CollectionPowerSettings
Source§impl<'de> Deserialize<'de> for CollectionPowerSettings
impl<'de> Deserialize<'de> for CollectionPowerSettings
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Source§impl JsonSchema for CollectionPowerSettings
impl JsonSchema for CollectionPowerSettings
Source§fn schema_name() -> String
fn schema_name() -> String
Source§fn schema_id() -> Cow<'static, str>
fn schema_id() -> Cow<'static, str>
Source§fn json_schema(generator: &mut SchemaGenerator) -> Schema
fn json_schema(generator: &mut SchemaGenerator) -> Schema
§fn is_referenceable() -> bool
fn is_referenceable() -> bool
$ref keyword. Read more