Trait GameConfigLookup

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pub trait GameConfigLookup {
Show 68 methods // Required methods fn attribute(&self, attribute_id: AttributeId) -> Option<&Attribute>; fn require_attribute(&self, attribute_id: AttributeId) -> Result<&Attribute>; fn attribute_by_db_code(&self, db_code: u8) -> Option<&Attribute>; fn require_attribute_by_db_code(&self, db_code: u8) -> Result<&Attribute>; fn ability_template( &self, ability_id: AbilityId, ) -> Option<&AbilityTemplate>; fn require_ability_template( &self, ability_id: AbilityId, ) -> Result<&AbilityTemplate>; fn ability_rarity( &self, rarity_id: AbilityRarityId, ) -> Option<&AbilityRarity>; fn require_ability_rarity( &self, rarity_id: AbilityRarityId, ) -> Result<&AbilityRarity>; fn ability_stone_template( &self, stone_id: AbilityStoneId, ) -> Option<&AbilityStoneTemplate>; fn ability_level( &self, rarity_id: AbilityRarityId, level: i64, ) -> Option<&AbilityLevel>; fn require_ability_level( &self, rarity_id: AbilityRarityId, level: i64, ) -> Result<&AbilityLevel>; fn ability_case_settings_by_level( &self, level: i64, ) -> Option<&AbilityCasesSettingsByLevel>; fn require_ability_case_settings_by_level( &self, level: i64, ) -> Result<&AbilityCasesSettingsByLevel>; fn bundle(&self, bundle_id: BundleId) -> Option<&BundleRaw>; fn require_bundle(&self, bundle_id: BundleId) -> Result<&BundleRaw>; fn chapter_by_level(&self, chapter_level: i64) -> Option<&Chapter>; fn require_chapter_by_level(&self, chapter_level: i64) -> Result<&Chapter>; fn ability_slots_for_chapter_level(&self, chapter_level: i64) -> Option<u64>; fn character_level(&self, level: i64) -> Option<CharacterLevel>; fn require_character_level(&self, level: i64) -> Result<CharacterLevel>; fn level_for_experience(&self, experience: i64) -> i64; fn class(&self, class_id: ClassId) -> Option<&Class>; fn require_class(&self, class_id: ClassId) -> Result<&Class>; fn dungeon_template( &self, dungeon_id: DungeonTemplateId, ) -> Option<&DungeonTemplate>; fn require_dungeon_template( &self, dungeon_id: DungeonTemplateId, ) -> Result<&DungeonTemplate>; fn effect(&self, effect_id: EffectId) -> Option<&Effect>; fn require_effect(&self, effect_id: EffectId) -> Result<&Effect>; fn fight_template( &self, fight_id: FightTemplateId, ) -> Option<&FightTemplate>; fn require_fight_template( &self, fight_id: FightTemplateId, ) -> Result<&FightTemplate>; fn arena_league_for_rating(&self, rating: i64) -> Option<&ArenaLeague>; fn require_arena_league_for_rating( &self, rating: i64, ) -> Result<&ArenaLeague>; fn entity_template( &self, entity_template_id: EntityTemplateId, ) -> Option<&EntityTemplate>; fn require_entity_template( &self, entity_template_id: EntityTemplateId, ) -> Result<&EntityTemplate>; fn gift_template(&self, gift_id: Uuid) -> Option<&GiftTemplate>; fn require_gift_template(&self, gift_id: Uuid) -> Result<&GiftTemplate>; fn item_case_settings_by_level( &self, level: i64, ) -> Option<&ItemCasesSettingsByLevel>; fn require_item_case_settings_by_level( &self, level: i64, ) -> Result<&ItemCasesSettingsByLevel>; fn item_rarity(&self, rarity_id: ItemRarityId) -> Option<&ItemRarity>; fn require_item_rarity( &self, rarity_id: ItemRarityId, ) -> Result<&ItemRarity>; fn item_template(&self, item_id: ItemTemplateId) -> Option<&ItemTemplate>; fn require_item_template( &self, item_id: ItemTemplateId, ) -> Result<&ItemTemplate>; fn mail_template(&self, template_id: Uuid) -> Option<&MailTemplate>; fn require_mail_template(&self, template_id: Uuid) -> Result<&MailTemplate>; fn patron_level_info(&self, level: i64) -> Option<&ReferralLevelInfo>; fn require_patron_level_info( &self, level: i64, ) -> Result<&ReferralLevelInfo>; fn projectile(&self, projectile_id: ProjectileId) -> Option<&Projectile>; fn require_projectile( &self, projectile_id: ProjectileId, ) -> Result<&Projectile>; fn quest(&self, quest_id: Uuid) -> Option<&QuestTemplate>; fn require_quest(&self, quest_id: Uuid) -> Result<&QuestTemplate>; fn quest_by_code(&self, code: &str) -> Option<&QuestTemplate>; fn skin(&self, skin_id: SkinId) -> Option<&ConfigSkin>; fn require_skin(&self, skin_id: SkinId) -> Result<&ConfigSkin>; fn vassal_task_template( &self, task_template_id: Uuid, ) -> Option<&VassalTaskTemplate>; fn require_vassal_task_template( &self, task_template_id: Uuid, ) -> Result<&VassalTaskTemplate>; fn cheat_script( &self, cheat_script_id: CheatScriptId, ) -> Option<&CheatScript>; fn talent(&self, talent_id: TalentId) -> Option<&TalentTemplate>; fn require_talent(&self, talent_id: TalentId) -> Result<&TalentTemplate>; fn allowed_wishlist_rarity_ids( &self, ability_case_level: i64, ) -> Vec<AbilityRarityId> ; fn pet_template(&self, pet_id: PetId) -> Option<&PetTemplate>; fn require_pet_template(&self, pet_id: PetId) -> Result<&PetTemplate>; fn pet_rarity(&self, rarity_id: PetRarityId) -> Option<&PetRarity>; fn pet_level(&self, rarity_id: PetRarityId, level: i64) -> Option<&PetLevel>; fn pet_slots_for_chapter_level(&self, chapter_level: i64) -> Option<u64>; fn pet_case_settings_by_level( &self, level: i64, ) -> Option<&PetCasesSettingsByLevel>; fn require_pet_case_settings_by_level( &self, level: i64, ) -> Result<&PetCasesSettingsByLevel>; fn allowed_pet_wishlist_rarity_ids( &self, pet_case_level: i64, ) -> Vec<PetRarityId> ; fn trigger_stone_template( &self, template_id: StoneTemplateId, ) -> Option<&TriggerStoneTemplate>; fn effect_stone_template( &self, template_id: StoneTemplateId, ) -> Option<&EffectStoneTemplate>;
}

Required Methods§

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fn attribute(&self, attribute_id: AttributeId) -> Option<&Attribute>

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fn require_attribute(&self, attribute_id: AttributeId) -> Result<&Attribute>

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fn attribute_by_db_code(&self, db_code: u8) -> Option<&Attribute>

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fn require_attribute_by_db_code(&self, db_code: u8) -> Result<&Attribute>

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fn ability_template(&self, ability_id: AbilityId) -> Option<&AbilityTemplate>

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fn require_ability_template( &self, ability_id: AbilityId, ) -> Result<&AbilityTemplate>

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fn ability_rarity(&self, rarity_id: AbilityRarityId) -> Option<&AbilityRarity>

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fn require_ability_rarity( &self, rarity_id: AbilityRarityId, ) -> Result<&AbilityRarity>

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fn ability_stone_template( &self, stone_id: AbilityStoneId, ) -> Option<&AbilityStoneTemplate>

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fn ability_level( &self, rarity_id: AbilityRarityId, level: i64, ) -> Option<&AbilityLevel>

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fn require_ability_level( &self, rarity_id: AbilityRarityId, level: i64, ) -> Result<&AbilityLevel>

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fn ability_case_settings_by_level( &self, level: i64, ) -> Option<&AbilityCasesSettingsByLevel>

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fn require_ability_case_settings_by_level( &self, level: i64, ) -> Result<&AbilityCasesSettingsByLevel>

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fn bundle(&self, bundle_id: BundleId) -> Option<&BundleRaw>

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fn require_bundle(&self, bundle_id: BundleId) -> Result<&BundleRaw>

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fn chapter_by_level(&self, chapter_level: i64) -> Option<&Chapter>

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fn require_chapter_by_level(&self, chapter_level: i64) -> Result<&Chapter>

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fn ability_slots_for_chapter_level(&self, chapter_level: i64) -> Option<u64>

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fn character_level(&self, level: i64) -> Option<CharacterLevel>

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fn require_character_level(&self, level: i64) -> Result<CharacterLevel>

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fn level_for_experience(&self, experience: i64) -> i64

Highest level reachable with experience, unbounded via the level formula.

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fn class(&self, class_id: ClassId) -> Option<&Class>

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fn require_class(&self, class_id: ClassId) -> Result<&Class>

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fn dungeon_template( &self, dungeon_id: DungeonTemplateId, ) -> Option<&DungeonTemplate>

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fn require_dungeon_template( &self, dungeon_id: DungeonTemplateId, ) -> Result<&DungeonTemplate>

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fn effect(&self, effect_id: EffectId) -> Option<&Effect>

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fn require_effect(&self, effect_id: EffectId) -> Result<&Effect>

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fn fight_template(&self, fight_id: FightTemplateId) -> Option<&FightTemplate>

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fn require_fight_template( &self, fight_id: FightTemplateId, ) -> Result<&FightTemplate>

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fn arena_league_for_rating(&self, rating: i64) -> Option<&ArenaLeague>

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fn require_arena_league_for_rating(&self, rating: i64) -> Result<&ArenaLeague>

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fn entity_template( &self, entity_template_id: EntityTemplateId, ) -> Option<&EntityTemplate>

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fn require_entity_template( &self, entity_template_id: EntityTemplateId, ) -> Result<&EntityTemplate>

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fn gift_template(&self, gift_id: Uuid) -> Option<&GiftTemplate>

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fn require_gift_template(&self, gift_id: Uuid) -> Result<&GiftTemplate>

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fn item_case_settings_by_level( &self, level: i64, ) -> Option<&ItemCasesSettingsByLevel>

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fn require_item_case_settings_by_level( &self, level: i64, ) -> Result<&ItemCasesSettingsByLevel>

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fn item_rarity(&self, rarity_id: ItemRarityId) -> Option<&ItemRarity>

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fn require_item_rarity(&self, rarity_id: ItemRarityId) -> Result<&ItemRarity>

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fn item_template(&self, item_id: ItemTemplateId) -> Option<&ItemTemplate>

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fn require_item_template( &self, item_id: ItemTemplateId, ) -> Result<&ItemTemplate>

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fn mail_template(&self, template_id: Uuid) -> Option<&MailTemplate>

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fn require_mail_template(&self, template_id: Uuid) -> Result<&MailTemplate>

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fn patron_level_info(&self, level: i64) -> Option<&ReferralLevelInfo>

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fn require_patron_level_info(&self, level: i64) -> Result<&ReferralLevelInfo>

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fn projectile(&self, projectile_id: ProjectileId) -> Option<&Projectile>

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fn require_projectile(&self, projectile_id: ProjectileId) -> Result<&Projectile>

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fn quest(&self, quest_id: Uuid) -> Option<&QuestTemplate>

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fn require_quest(&self, quest_id: Uuid) -> Result<&QuestTemplate>

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fn quest_by_code(&self, code: &str) -> Option<&QuestTemplate>

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fn skin(&self, skin_id: SkinId) -> Option<&ConfigSkin>

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fn require_skin(&self, skin_id: SkinId) -> Result<&ConfigSkin>

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fn vassal_task_template( &self, task_template_id: Uuid, ) -> Option<&VassalTaskTemplate>

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fn require_vassal_task_template( &self, task_template_id: Uuid, ) -> Result<&VassalTaskTemplate>

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fn cheat_script(&self, cheat_script_id: CheatScriptId) -> Option<&CheatScript>

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fn talent(&self, talent_id: TalentId) -> Option<&TalentTemplate>

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fn require_talent(&self, talent_id: TalentId) -> Result<&TalentTemplate>

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fn allowed_wishlist_rarity_ids( &self, ability_case_level: i64, ) -> Vec<AbilityRarityId>

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fn pet_template(&self, pet_id: PetId) -> Option<&PetTemplate>

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fn require_pet_template(&self, pet_id: PetId) -> Result<&PetTemplate>

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fn pet_rarity(&self, rarity_id: PetRarityId) -> Option<&PetRarity>

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fn pet_level(&self, rarity_id: PetRarityId, level: i64) -> Option<&PetLevel>

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fn pet_slots_for_chapter_level(&self, chapter_level: i64) -> Option<u64>

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fn pet_case_settings_by_level( &self, level: i64, ) -> Option<&PetCasesSettingsByLevel>

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fn require_pet_case_settings_by_level( &self, level: i64, ) -> Result<&PetCasesSettingsByLevel>

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fn allowed_pet_wishlist_rarity_ids( &self, pet_case_level: i64, ) -> Vec<PetRarityId>

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fn trigger_stone_template( &self, template_id: StoneTemplateId, ) -> Option<&TriggerStoneTemplate>

Catalog entry an owned Trigger Stone is a copy of.

Deliberately has no require_* twin. character_stones.template_id is registered with collection: none, so the deploy-time orphan check does not cover it and row_to_stone does not validate against config: a template deleted while players own copies leaves live rows pointing nowhere. Every caller must skip-and-log such a stone, never fail the session.

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fn effect_stone_template( &self, template_id: StoneTemplateId, ) -> Option<&EffectStoneTemplate>

Catalog entry an owned Effect Stone is a copy of. Same no-require_* rule as GameConfigLookup::trigger_stone_template.

Implementations on Foreign Types§

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impl GameConfigLookup for GameConfig

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fn attribute(&self, attribute_id: AttributeId) -> Option<&Attribute>

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fn require_attribute(&self, attribute_id: AttributeId) -> Result<&Attribute>

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fn attribute_by_db_code(&self, db_code: u8) -> Option<&Attribute>

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fn require_attribute_by_db_code(&self, db_code: u8) -> Result<&Attribute>

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fn ability_template(&self, ability_id: AbilityId) -> Option<&AbilityTemplate>

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fn require_ability_template( &self, ability_id: AbilityId, ) -> Result<&AbilityTemplate>

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fn ability_rarity(&self, rarity_id: AbilityRarityId) -> Option<&AbilityRarity>

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fn require_ability_rarity( &self, rarity_id: AbilityRarityId, ) -> Result<&AbilityRarity>

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fn ability_stone_template( &self, stone_id: AbilityStoneId, ) -> Option<&AbilityStoneTemplate>

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fn ability_level( &self, rarity_id: AbilityRarityId, level: i64, ) -> Option<&AbilityLevel>

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fn require_ability_level( &self, rarity_id: AbilityRarityId, level: i64, ) -> Result<&AbilityLevel>

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fn ability_case_settings_by_level( &self, level: i64, ) -> Option<&AbilityCasesSettingsByLevel>

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fn require_ability_case_settings_by_level( &self, level: i64, ) -> Result<&AbilityCasesSettingsByLevel>

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fn bundle(&self, bundle_id: BundleId) -> Option<&BundleRaw>

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fn require_bundle(&self, bundle_id: BundleId) -> Result<&BundleRaw>

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fn chapter_by_level(&self, chapter_level: i64) -> Option<&Chapter>

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fn require_chapter_by_level(&self, chapter_level: i64) -> Result<&Chapter>

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fn ability_slots_for_chapter_level(&self, chapter_level: i64) -> Option<u64>

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fn character_level(&self, level: i64) -> Option<CharacterLevel>

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fn require_character_level(&self, level: i64) -> Result<CharacterLevel>

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fn level_for_experience(&self, experience: i64) -> i64

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fn class(&self, class_id: ClassId) -> Option<&Class>

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fn require_class(&self, class_id: ClassId) -> Result<&Class>

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fn dungeon_template( &self, dungeon_id: DungeonTemplateId, ) -> Option<&DungeonTemplate>

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fn require_dungeon_template( &self, dungeon_id: DungeonTemplateId, ) -> Result<&DungeonTemplate>

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fn effect(&self, effect_id: EffectId) -> Option<&Effect>

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fn require_effect(&self, effect_id: EffectId) -> Result<&Effect>

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fn fight_template(&self, fight_id: FightTemplateId) -> Option<&FightTemplate>

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fn require_fight_template( &self, fight_id: FightTemplateId, ) -> Result<&FightTemplate>

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fn arena_league_for_rating(&self, rating: i64) -> Option<&ArenaLeague>

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fn require_arena_league_for_rating(&self, rating: i64) -> Result<&ArenaLeague>

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fn entity_template( &self, entity_template_id: EntityTemplateId, ) -> Option<&EntityTemplate>

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fn require_entity_template( &self, entity_template_id: EntityTemplateId, ) -> Result<&EntityTemplate>

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fn gift_template(&self, gift_id: Uuid) -> Option<&GiftTemplate>

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fn require_gift_template(&self, gift_id: Uuid) -> Result<&GiftTemplate>

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fn item_case_settings_by_level( &self, level: i64, ) -> Option<&ItemCasesSettingsByLevel>

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fn require_item_case_settings_by_level( &self, level: i64, ) -> Result<&ItemCasesSettingsByLevel>

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fn item_rarity(&self, rarity_id: ItemRarityId) -> Option<&ItemRarity>

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fn require_item_rarity(&self, rarity_id: ItemRarityId) -> Result<&ItemRarity>

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fn item_template(&self, item_id: ItemTemplateId) -> Option<&ItemTemplate>

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fn require_item_template( &self, item_id: ItemTemplateId, ) -> Result<&ItemTemplate>

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fn mail_template(&self, template_id: Uuid) -> Option<&MailTemplate>

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fn require_mail_template(&self, template_id: Uuid) -> Result<&MailTemplate>

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fn patron_level_info(&self, level: i64) -> Option<&ReferralLevelInfo>

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fn require_patron_level_info(&self, level: i64) -> Result<&ReferralLevelInfo>

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fn projectile(&self, projectile_id: ProjectileId) -> Option<&Projectile>

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fn require_projectile(&self, projectile_id: ProjectileId) -> Result<&Projectile>

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fn quest(&self, quest_id: Uuid) -> Option<&QuestTemplate>

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fn require_quest(&self, quest_id: Uuid) -> Result<&QuestTemplate>

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fn quest_by_code(&self, code: &str) -> Option<&QuestTemplate>

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fn skin(&self, skin_id: SkinId) -> Option<&ConfigSkin>

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fn require_skin(&self, skin_id: SkinId) -> Result<&ConfigSkin>

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fn vassal_task_template( &self, task_template_id: Uuid, ) -> Option<&VassalTaskTemplate>

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fn require_vassal_task_template( &self, task_template_id: Uuid, ) -> Result<&VassalTaskTemplate>

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fn cheat_script(&self, cheat_script_id: CheatScriptId) -> Option<&CheatScript>

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fn talent(&self, talent_id: TalentId) -> Option<&TalentTemplate>

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fn require_talent(&self, talent_id: TalentId) -> Result<&TalentTemplate>

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fn allowed_wishlist_rarity_ids( &self, ability_case_level: i64, ) -> Vec<AbilityRarityId>

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fn pet_template(&self, pet_id: PetId) -> Option<&PetTemplate>

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fn require_pet_template(&self, pet_id: PetId) -> Result<&PetTemplate>

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fn pet_rarity(&self, rarity_id: PetRarityId) -> Option<&PetRarity>

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fn pet_level(&self, rarity_id: PetRarityId, level: i64) -> Option<&PetLevel>

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fn pet_slots_for_chapter_level(&self, chapter_level: i64) -> Option<u64>

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fn pet_case_settings_by_level( &self, level: i64, ) -> Option<&PetCasesSettingsByLevel>

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fn require_pet_case_settings_by_level( &self, level: i64, ) -> Result<&PetCasesSettingsByLevel>

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fn allowed_pet_wishlist_rarity_ids( &self, pet_case_level: i64, ) -> Vec<PetRarityId>

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fn trigger_stone_template( &self, template_id: StoneTemplateId, ) -> Option<&TriggerStoneTemplate>

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fn effect_stone_template( &self, template_id: StoneTemplateId, ) -> Option<&EffectStoneTemplate>

Implementors§