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Rebalanced explosion strengths
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@ -3,7 +3,7 @@ BasicRanged(
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buildup_duration: 0.5,
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recover_duration: 0.35,
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projectile: Fireball(
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damage: 100.0,
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damage: 80.0,
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radius: 5.0,
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energy_regen: 50,
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),
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@ -3,7 +3,7 @@ BasicRanged(
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buildup_duration: 0.5,
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recover_duration: 0.35,
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projectile: Fireball(
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damage: 100.0,
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damage: 80.0,
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radius: 5.0,
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energy_regen: 50,
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),
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@ -3,7 +3,7 @@ BasicRanged(
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buildup_duration: 0.8,
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recover_duration: 0.35,
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projectile: Fireball(
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damage: 100.0,
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damage: 80.0,
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radius: 5.0,
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energy_regen: 0,
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),
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@ -3,7 +3,7 @@ BasicRanged(
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buildup_duration: 0.5,
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recover_duration: 0.35,
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projectile: Frostball(
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damage: 100.0,
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damage: 80.0,
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radius: 5.0,
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),
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projectile_body: Object(BoltFire), // TODO: Get ice projectile model
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@ -616,9 +616,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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// Compare both checks, take whichever gives weaker effect, sets minimum of 0 so
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// that explosions reach a max strength on edge of entity
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let strength = ((horiz_dist.max(vert_distance).max(0.0) / radius).min(1.0) - 1.0).powi(2);
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dbg!(strength);
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strength
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((horiz_dist.max(vert_distance).max(0.0) / radius).min(1.0) - 1.0).powi(2)
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}
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for effect in explosion.effects {
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@ -56,7 +56,7 @@ impl<'a> System<'a> for Sys {
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effects: vec![
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RadiusEffect::Entity(Effect::Damage(Damage {
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source: DamageSource::Explosion,
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value: 500.0,
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value: 400.0,
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})),
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RadiusEffect::Entity(Effect::PoiseChange(PoiseChange {
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source: PoiseSource::Explosion,
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