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Add ori_modifier for DashMelee and nerf it
* 0.6 -> 0.3 ori modifier during charge in DashMelee
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 3.0,
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swing_duration: 0.35,
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recover_duration: 1.2,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: true,
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damage_kind: Slashing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 1.0,
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swing_duration: 0.1,
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recover_duration: 1.0,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Crushing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 3.0,
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swing_duration: 0.1,
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recover_duration: 0.7,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Crushing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 4.0,
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swing_duration: 0.1,
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recover_duration: 0.5,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Piercing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 1.0,
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swing_duration: 0.1,
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recover_duration: 1.0,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Crushing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 0.8,
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swing_duration: 0.1,
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recover_duration: 1.0,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Crushing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 1.2,
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swing_duration: 0.1,
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recover_duration: 1.1,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Crushing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 1.0,
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swing_duration: 0.1,
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recover_duration: 1.0,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Crushing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 1.2,
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swing_duration: 0.1,
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recover_duration: 1.1,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Crushing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 2.0,
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swing_duration: 0.1,
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recover_duration: 0.5,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: false,
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damage_kind: Crushing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 1.0,
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swing_duration: 0.1,
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recover_duration: 0.8,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: true,
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damage_kind: Piercing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 1.2,
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swing_duration: 0.1,
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recover_duration: 0.5,
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ori_modifier: 0.3,
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charge_through: true,
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is_interruptible: true,
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damage_kind: Piercing,
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@ -14,6 +14,7 @@ DashMelee(
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charge_duration: 1.2,
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swing_duration: 0.1,
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recover_duration: 0.9,
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ori_modifier: 0.3,
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charge_through: false,
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is_interruptible: true,
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damage_kind: Piercing,
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@ -119,6 +119,7 @@ pub enum CharacterAbility {
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charge_duration: f32,
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swing_duration: f32,
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recover_duration: f32,
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ori_modifier: f32,
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charge_through: bool,
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is_interruptible: bool,
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damage_kind: DamageKind,
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@ -497,6 +498,7 @@ impl CharacterAbility {
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charge_duration: _,
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ref mut swing_duration,
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ref mut recover_duration,
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ori_modifier: _,
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charge_through: _,
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is_interruptible: _,
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damage_kind: _,
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@ -1531,6 +1533,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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charge_duration,
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swing_duration,
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recover_duration,
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ori_modifier,
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charge_through,
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is_interruptible,
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damage_kind,
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@ -1552,6 +1555,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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charge_duration: Duration::from_secs_f32(*charge_duration),
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swing_duration: Duration::from_secs_f32(*swing_duration),
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recover_duration: Duration::from_secs_f32(*recover_duration),
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ori_modifier: *ori_modifier,
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is_interruptible: *is_interruptible,
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damage_effect: *damage_effect,
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ability_info,
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@ -43,6 +43,8 @@ pub struct StaticData {
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pub swing_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// How fast can you turn during charge
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pub ori_modifier: f32,
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/// Whether the state can be interrupted by other abilities
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pub is_interruptible: bool,
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/// Adds an effect onto the main damage of the attack
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@ -107,13 +109,14 @@ impl CharacterBehavior for Data {
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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handle_orientation(data, &mut update, 0.6);
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handle_orientation(data, &mut update, self.static_data.ori_modifier);
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
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strength: self.static_data.forward_speed * charge_frac.sqrt(),
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});
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// This logic basically just decides if a charge should end, and prevents the
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// character state spamming attacks while checking if it has hit something
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// This logic basically just decides if a charge should end,
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// and prevents the character state spamming attacks
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// while checking if it has hit something.
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if !self.exhausted {
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// Hit attempt
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let poise = AttackEffect::new(
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