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Adjust Yeti difficulty
Frost breath: - ori_rate reduced from 0.6 to 0.1 - time of breath increased from 1 second to 2 seconds - buildup increased from 0.4 to 0.8 - make it more gentle, with less damage per tick, but faster tick rate (50 * 1 to 10 * 5) - make Frozen debuff strength smoler, 1.5 to 0.5 and make it chance to apply debuff. - make him use it when closer range (10 and not 15) Ice spikes: - increase recovery_duration from 0.3 to 1.0 - make him slower while doing ice spikes, make ice spikes move slower - make him use it when closer range (15 and not 20) Snowball: - increase recover_duration from 0.4 to 0.9 Strike: - increase buildup_duration fron 0.6 to 0.8 - increase recover_duration from 0.5 to 1.0 - increase knockback from 40.0 to 70.0
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@ -28,6 +28,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Harvester boss now has new abilities and AI
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- Death particles and SFX
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- Default keybindings were made more consistent
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- Adjust Yeti difficulty
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### Removed
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@ -1,20 +1,20 @@
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BasicBeam(
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buildup_duration: 0.4,
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buildup_duration: 0.8,
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recover_duration: 0.25,
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beam_duration: 0.25,
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damage: 50,
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tick_rate: 1.0,
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damage: 10,
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tick_rate: 5.0,
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range: 15.0,
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max_angle: 30.0,
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damage_effect: Some(Buff((
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kind: Frozen,
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dur_secs: 3.0,
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strength: Value(1.5),
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chance: 1.0,
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strength: Value(0.5),
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chance: 0.2,
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))),
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energy_regen: 0,
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energy_drain: 0,
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orientation_behavior: Normal,
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ori_rate: 0.6,
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orientation_behavior: FromOri,
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ori_rate: 0.1,
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specifier: Frost,
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)
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@ -1,17 +1,17 @@
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Shockwave(
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energy_cost: 0,
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buildup_duration: 0.6,
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swing_duration: 0.12,
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recover_duration: 0.3,
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swing_duration: 0.15,
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recover_duration: 1.0,
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damage: 100,
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poise_damage: 10,
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knockback: (strength: 25.0, direction: Up),
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shockwave_angle: 90.0,
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shockwave_vertical_angle: 15.0,
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shockwave_speed: 50.0,
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shockwave_duration: 0.5,
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shockwave_speed: 15.0,
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shockwave_duration: 3.0,
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requires_ground: true,
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move_efficiency: 0.5,
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move_efficiency: 0.2,
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damage_kind: Piercing,
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specifier: IceSpikes,
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)
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)
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@ -1,7 +1,7 @@
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BasicRanged(
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energy_cost: 0,
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buildup_duration: 0.5,
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recover_duration: 0.4,
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recover_duration: 0.9,
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projectile: Snowball(
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damage: 200.0,
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radius: 5.0,
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@ -1,11 +1,11 @@
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BasicMelee(
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energy_cost: 0,
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buildup_duration: 0.6,
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buildup_duration: 0.8,
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swing_duration: 0.1,
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recover_duration: 0.5,
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recover_duration: 1.0,
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base_damage: 100,
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base_poise_damage: 50,
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knockback: ( strength: 40.0, direction: Away),
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knockback: ( strength: 70.0, direction: Away),
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range: 4.0,
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max_angle: 20.0,
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damage_effect: None,
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@ -3659,17 +3659,17 @@ impl<'a> AgentData<'a> {
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tgt_data: &TargetData,
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read_data: &ReadData,
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) {
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const ICE_SPIKES_RANGE: f32 = 20.0;
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const ICE_BREATH_RANGE: f32 = 15.0;
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const ICE_SPIKES_RANGE: f32 = 15.0;
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const ICE_BREATH_RANGE: f32 = 10.0;
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const ICE_BREATH_TIMER: f32 = 10.0;
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const SNOWBALL_MAX_RANGE: f32 = 50.0;
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agent.action_state.counter += read_data.dt.0;
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if attack_data.dist_sqrd < ICE_BREATH_RANGE.powi(2) && attack_data.angle < 60.0 {
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(1))
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if attack_data.dist_sqrd < ICE_BREATH_RANGE.powi(2) {
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(2))
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{
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// Keep using ice breath until a second has passed
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// Keep using ice breath for 2 second
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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