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Weapon combat fixes:
- Modified energy and speed scaling of sword, axe, and hammer combo melees. - Nerfed bow basic attack knockback. Buffed bow damage and energy regen. - Corrected xp values for theropods. Removed unnecessary function for xp increase per level. - Guards no longer flee at low health. - Buffed sword spin. - Nerfed axe spin and sword dash moderately. - Dash now takes a little time to reach full speed. Sword M2 and hammer M1 damage values tweaked.
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@ -154,11 +154,20 @@ impl Agent {
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self
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}
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pub fn new(patrol_origin: Option<Vec3<f32>>, can_speak: bool, body: &Body) -> Self {
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pub fn new(
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patrol_origin: Option<Vec3<f32>>,
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can_speak: bool,
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body: &Body,
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no_flee: bool,
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) -> Self {
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Agent {
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patrol_origin,
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can_speak,
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psyche: Psyche::from(body),
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psyche: if no_flee {
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Psyche { aggro: 1.0 }
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} else {
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Psyche::from(body)
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},
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..Default::default()
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}
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}
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