step budgets come from the binary, and a step-down follows the ground
- the step-up and step-down budgets are the client's own verified numbers, and the step regime is chosen by the blocking edge - walking off a kerb follows the surface down instead of diving past the edge; steep ground supports you only while you are descending onto it - a ride on a moving platform survives the ground snap, and a vertical wall no longer depends on a float's sign - trainer and craft rows sort with the real client's own comparators, one per window — Beast Training lists a skill's ranks in ascending order again Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -118,8 +118,8 @@ fn service(
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skill_req,
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ability_reqs,
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is_trade_skill: false,
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skill_line,
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skill_line_name: line_name.into(),
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group_key: skill_line,
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group_name: line_name.into(),
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}
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}
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@@ -130,7 +130,7 @@ fn service(
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fn menu() -> TrainerState {
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TrainerState {
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greeting: "Well met. Let me show you the way of the warrior.".into(),
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is_tradeskill: false,
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trainer_type: 0,
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groups: Vec::new(),
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services: vec![
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service(
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@@ -443,7 +443,7 @@ fn filter_rows_toggle_through_the_dropdown_kit() {
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fn long_menu() -> TrainerState {
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TrainerState {
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greeting: "Much to learn.".into(),
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is_tradeskill: false,
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trainer_type: 0,
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groups: Vec::new(),
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services: (1..=15)
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.map(|i| {
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