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https://gitlab.com/veloren/veloren.git
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Balance tweaks
This commit is contained in:
parent
c295506ef9
commit
1a58b7a8d4
@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 14,
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damage: 16,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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@ -11,7 +11,7 @@ ComboMelee2(
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range: 4.0,
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angle: 15.0,
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),
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buildup_duration: 0.15,
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buildup_duration: 0.2,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.1,
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@ -16,8 +16,8 @@ ComboMelee2(
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hit_timing: 1.0,
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recover_duration: 0.15,
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movement: (
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buildup: Some(DirectedReverse(1.5)),
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swing: Some(AntiDirectedForward(3.2)),
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buildup: Some(DirectedReverse(1.8)),
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swing: Some(AntiDirectedForward(2.7)),
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recover: None,
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),
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ori_modifier: 0.6,
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@ -4,7 +4,7 @@ RapidMelee(
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recover_duration: 0.3,
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melee_constructor: (
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kind: Slash(
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damage: 2.5,
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damage: 2,
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poise: 1,
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knockback: 0,
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energy_regen: 2,
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@ -16,9 +16,9 @@ ComboMelee2(
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hit_timing: 0.5,
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recover_duration: 0.05,
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movement: (
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buildup: Some(Forward(1.0)),
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swing: Some(Forward(1.5)),
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recover: Some(Forward(1.5)),
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buildup: None,
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swing: Some(Forward(3.0)),
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recover: Some(Forward(2.0)),
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),
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ori_modifier: 0.6,
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),
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@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 20,
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damage: 24,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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@ -11,7 +11,7 @@ ComboMelee2(
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range: 4.0,
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angle: 15.0,
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),
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buildup_duration: 0.25,
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buildup_duration: 0.35,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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@ -9,7 +9,7 @@ ChargedMelee(
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energy_regen: 0,
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),
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scaled: Some(Stab(
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damage: 25,
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damage: 20,
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poise: 10,
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knockback: 0,
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energy_regen: 20,
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@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 16,
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damage: 19,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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@ -12,7 +12,7 @@ ComboMelee2(
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angle: 25.0,
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multi_target: Some(Normal),
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),
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buildup_duration: 0.25,
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buildup_duration: 0.35,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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@ -3,13 +3,13 @@ ChargedMelee(
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energy_drain: 0,
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melee_constructor: (
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kind: Slash(
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damage: 5,
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damage: 0,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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),
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scaled: Some(Slash(
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damage: 15,
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damage: 16,
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poise: 10,
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knockback: 0,
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energy_regen: 10,
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@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 15,
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damage: 18,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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@ -17,7 +17,7 @@ ComboMelee2(
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chance: 0.25,
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))),
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),
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buildup_duration: 0.25,
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buildup_duration: 0.35,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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@ -9,7 +9,7 @@ ChargedMelee(
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energy_regen: 0,
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),
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scaled: Some(Slash(
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damage: 16,
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damage: 12,
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poise: 5,
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knockback: 0,
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energy_regen: 15,
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@ -20,7 +20,7 @@ ChargedMelee(
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),
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buildup_strike: Some((0.3, (
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kind: Slash(
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damage: 8,
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damage: 6,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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damage: 8,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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@ -13,7 +13,7 @@ ComboMelee2(
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damage_effect: Some(Buff((
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kind: Bleeding,
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dur_secs: 8.0,
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strength: DamageFraction(0.25),
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strength: DamageFraction(0.35),
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chance: 1.0,
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))),
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),
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@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 15,
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damage: 10,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 16,
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damage: 18,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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@ -11,7 +11,7 @@ ComboMelee2(
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range: 4.0,
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angle: 15.0,
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),
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buildup_duration: 0.25,
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buildup_duration: 0.35,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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@ -5,7 +5,7 @@ FinisherMelee(
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recover_duration: 0.6,
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melee_constructor: (
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kind: Slash(
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damage: 20,
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damage: 30,
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poise: 10,
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knockback: 0,
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energy_regen: 0,
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@ -3,15 +3,16 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 30,
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damage: 26,
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poise: 15,
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knockback: 0,
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energy_regen: 0,
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),
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range: 4.0,
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angle: 15.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.4,
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buildup_duration: 0.5,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.3,
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@ -3,13 +3,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 25,
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damage: 19,
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poise: 15,
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knockback: 0,
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energy_regen: 0,
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),
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range: 3.0,
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angle: 60.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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@ -3,13 +3,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 15,
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damage: 11,
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poise: 3,
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knockback: 0,
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energy_regen: 0,
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),
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range: 3.5,
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angle: 50.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.2,
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swing_duration: 0.1,
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@ -20,13 +21,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 15,
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damage: 11,
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poise: 3,
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knockback: 0,
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energy_regen: 0,
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),
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range: 3.5,
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angle: 50.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.2,
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swing_duration: 0.1,
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@ -3,13 +3,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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damage: 7,
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poise: 10,
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knockback: 0,
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energy_regen: 10,
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),
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range: 3.0,
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angle: 45.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.3,
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swing_duration: 0.05,
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@ -20,13 +21,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 15,
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damage: 11,
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poise: 15,
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knockback: 0,
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energy_regen: 15,
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),
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range: 3.0,
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angle: 45.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.2,
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swing_duration: 0.1,
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@ -3,13 +3,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 38,
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damage: 28,
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poise: 15,
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knockback: 0,
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energy_regen: 0,
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),
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range: 3.5,
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angle: 20.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.15,
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swing_duration: 0.1,
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@ -7,7 +7,7 @@ DiveMelee(
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recover_duration: 0.3,
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melee_constructor: (
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kind: Slash(
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damage: 30,
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damage: 20,
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poise: 40,
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knockback: 0,
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energy_regen: 0,
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@ -3,13 +3,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Bash(
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damage: 20,
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damage: 12,
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poise: 60,
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knockback: 0,
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energy_regen: 0,
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),
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range: 1.0,
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angle: 45.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.15,
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swing_duration: 0.1,
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@ -3,13 +3,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Stab(
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damage: 28,
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damage: 21,
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poise: 15,
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knockback: 0,
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energy_regen: 0,
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),
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range: 5.0,
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angle: 5.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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@ -9,13 +9,14 @@ ChargedMelee(
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energy_regen: 0,
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),
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scaled: Some(Slash(
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damage: 35,
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damage: 20,
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poise: 30,
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knockback: 0,
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energy_regen: 30,
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)),
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range: 4.5,
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angle: 10.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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charge_duration: 0.8,
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swing_duration: 0.1,
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@ -3,13 +3,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 15,
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damage: 11,
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poise: 15,
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knockback: 0,
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energy_regen: 0,
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),
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range: 4.0,
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angle: 30.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.3,
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swing_duration: 0.15,
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@ -20,13 +21,14 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 22,
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damage: 17,
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poise: 30,
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knockback: 0,
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energy_regen: 0,
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),
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range: 4.0,
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angle: 30.0,
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damage_effect: Some(StunnedVulnerable(0.5)),
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),
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buildup_duration: 0.25,
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swing_duration: 0.1,
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@ -255,32 +255,30 @@ impl Animation for ComboAnimation {
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// Right feint if x < 0, else left
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if move_dir.x < 0.0 {
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
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next.control.orientation.rotate_y(move1 * 1.5);
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next.chest.orientation.rotate_z(move2 * -1.5);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.belt.orientation.rotate_z(move2 * 0.5);
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next.control.orientation.rotate_z(move2 * -1.5);
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next.control.position += Vec3::new(move2 * 10.0, move2 * 2.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -0.4);
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next.head.orientation.rotate_z(move2 * 0.2);
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next.belt.orientation.rotate_z(move2 * 0.1);
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next.control.orientation.rotate_z(move2 * -0.4);
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next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
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} else {
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.5);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_y(move1 * -1.5);
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next.chest.orientation.rotate_z(move2 * 1.5);
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next.head.orientation.rotate_z(move2 * -0.9);
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next.shorts.orientation.rotate_z(move2 * -1.1);
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next.belt.orientation.rotate_z(move2 * -0.5);
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next.control.orientation.rotate_z(move2 * 1.5);
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next.control.position += Vec3::new(move2 * -10.0, move2 * 2.0, 0.0);
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next.chest.orientation.rotate_z(move2 * 0.4);
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next.head.orientation.rotate_z(move2 * -0.2);
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next.belt.orientation.rotate_z(move2 * -0.1);
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next.control.orientation.rotate_z(move2 * 0.4);
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next.control.position += Vec3::new(move2 * -5.0, move2 * 2.0, 0.0);
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}
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},
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Some("common.abilities.sword.defensive_disengage") => {
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@ -534,9 +532,9 @@ impl Animation for ComboAnimation {
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next.head.orientation.rotate_z(move2 * 0.9);
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next.shorts.orientation.rotate_z(move2 * 0.8);
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next.belt.orientation.rotate_z(move2 * 0.3);
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next.control.orientation.rotate_x(move2 * 0.6);
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next.control.orientation.rotate_x(move2 * 0.3);
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next.control.orientation.rotate_z(move2 * -1.7);
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next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, move2 * 7.0);
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next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, move2 * 4.0);
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next.control.orientation.rotate_x(move2 * 0.7);
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},
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Some(
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@ -702,7 +700,8 @@ impl Animation for ComboAnimation {
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next.control.position +=
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Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
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next.control.orientation.rotate_x(move1 * 1.0);
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next.control.orientation.rotate_z(move1 * -0.4);
|
||||
next.control.orientation.rotate_z(move1 * -0.5);
|
||||
next.control.orientation.rotate_y(move1 * -0.3);
|
||||
next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.25);
|
||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||
@ -713,22 +712,22 @@ impl Animation for ComboAnimation {
|
||||
next.shorts.orientation.rotate_z(move2 * 0.4);
|
||||
next.belt.orientation.rotate_z(move2 * 0.2);
|
||||
next.control.orientation.rotate_x(move2 * -1.9);
|
||||
next.control.orientation.rotate_z(move2 * 0.1);
|
||||
next.control.orientation.rotate_z(move2 * -0.4);
|
||||
next.control.position +=
|
||||
Vec3::new(move2 * 4.0, move2 * 2.0, move2 * -9.0);
|
||||
Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0);
|
||||
},
|
||||
1 => {
|
||||
next.control.position +=
|
||||
Vec3::new(move1 * 3.0, move1 * -2.0, move1 * 9.0);
|
||||
Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 9.0);
|
||||
next.control.orientation.rotate_x(move1 * 1.6);
|
||||
next.control.orientation.rotate_z(move1 * 0.9);
|
||||
next.control.orientation.rotate_z(move1 * 1.1);
|
||||
next.control.orientation.rotate_y(move1 * 0.6);
|
||||
|
||||
next.chest.orientation.rotate_z(move2 * 1.1);
|
||||
next.head.orientation.rotate_z(move2 * -0.6);
|
||||
next.shorts.orientation.rotate_z(move2 * -0.8);
|
||||
next.belt.orientation.rotate_z(move2 * -0.2);
|
||||
next.control.position += Vec3::new(move2 * -6.0, 0.0, move2 * -7.0);
|
||||
next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -7.0);
|
||||
next.control.orientation.rotate_x(move2 * -2.1);
|
||||
next.control.orientation.rotate_z(move2 * 0.4);
|
||||
},
|
||||
|
Loading…
Reference in New Issue
Block a user