Nerfed bow M1 and M2, slightly buffed bow skillbar ability.

This commit is contained in:
Sam 2021-01-24 14:24:59 -05:00
parent 60ed87d70d
commit 6dd740feaa
4 changed files with 24 additions and 24 deletions

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@ -3,9 +3,9 @@ BasicRanged(
buildup_duration: 500, buildup_duration: 500,
recover_duration: 300, recover_duration: 300,
projectile: Arrow( projectile: Arrow(
damage: 80.0, damage: 70.0,
knockback: 5.0, knockback: 5.0,
energy_regen: 50, energy_regen: 40,
), ),
projectile_body: Object(Arrow), projectile_body: Object(Arrow),
projectile_light: None, projectile_light: None,

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@ -2,7 +2,7 @@ ChargedRanged(
energy_cost: 1, energy_cost: 1,
energy_drain: 300, energy_drain: 300,
initial_damage: 10, initial_damage: 10,
scaled_damage: 240, scaled_damage: 190,
initial_knockback: 10.0, initial_knockback: 10.0,
scaled_knockback: 10.0, scaled_knockback: 10.0,
speed: 1.0, speed: 1.0,

View File

@ -85,33 +85,33 @@
"hud.skill.st_explosion" : "When fire just isn't enough{SP}", "hud.skill.st_explosion" : "When fire just isn't enough{SP}",
// Bow // Bow
"hud.skill.bow_projectile_speed_title" : "Projectile Speed", "hud.skill.bow_projectile_speed_title" : "Projectile Speed",
"hud.skill.bow_projectile_speed" : "Allows you to shoot arrows further, faster, by 50%{SP}", "hud.skill.bow_projectile_speed" : "Allows you to shoot arrows further, faster, by 30%{SP}",
"hud.skill.bow_arrow_count_title" : "Arrow Count", "hud.skill.bow_arrow_count_title" : "Arrow Count",
"hud.skill.bow_arrow_count" : "shoot an additional arrow when you leap{SP}", "hud.skill.bow_arrow_count" : "shoot an additional arrow when you leap{SP}",
"hud.skill.bow_repeater_cost_title" : "Repeater Cost", "hud.skill.bow_repeater_cost_title" : "Repeater Cost",
"hud.skill.bow_repeater_cost" : "Decreases the energy cost to become a gliding repeater by 25%{SP}", "hud.skill.bow_repeater_cost" : "Decreases the energy cost to become a gliding repeater by 30%{SP}",
"hud.skill.bow_repeater_glide_title" : "Repeater Glide", "hud.skill.bow_repeater_glide_title" : "Repeater Glide",
"hud.skill.bow_repeater_glide" : "Glide further while repeating{SP}", "hud.skill.bow_repeater_glide" : "Glide further while repeating{SP}",
"hud.skill.bow_repeater_damage_title" : "Repeater Damage", "hud.skill.bow_repeater_damage_title" : "Repeater Damage",
"hud.skill.bow_repeater_damage" : "Increases the damage done by 30%{SP}", "hud.skill.bow_repeater_damage" : "Increases the damage done by 40%{SP}",
"hud.skill.bow_repeater_unlock_title" : "Repeater Unlock", "hud.skill.bow_repeater_unlock_title" : "Repeater Unlock",
"hud.skill.bow_repeater_unlock" : "Unlocks the ability to leap in the air and shoot a barrage of arrows{SP}", "hud.skill.bow_repeater_unlock" : "Unlocks the ability to leap in the air and shoot a barrage of arrows{SP}",
"hud.skill.bow_charged_knockback_title" : "Charged Knockback", "hud.skill.bow_charged_knockback_title" : "Charged Knockback",
"hud.skill.bow_charged_knockback" : "throw enemies further by 50%{SP}", "hud.skill.bow_charged_knockback" : "Knock enemies further back by 25%{SP}",
"hud.skill.bow_charged_move_speed_title" : "Charged Move Speed", "hud.skill.bow_charged_move_speed_title" : "Charged Move Speed",
"hud.skill.bow_charged_move_speed" : "Increases how fast you can shuffle while charging the attack by 25%{SP}", "hud.skill.bow_charged_move_speed" : "Increases how fast you can shuffle while charging the attack by 25%{SP}",
"hud.skill.bow_charged_speed_title" : "Charged Speed", "hud.skill.bow_charged_speed_title" : "Charged Speed",
"hud.skill.bow_charged_speed" : "Increases the rate that you charge the attack by 25%{SP}", "hud.skill.bow_charged_speed" : "Increases the rate that you charge the attack by 10%{SP}",
"hud.skill.bow_charged_projectile_speed_title" : "Charged Projectile Speed", "hud.skill.bow_charged_projectile_speed_title" : "Charged Projectile Speed",
"hud.skill.bow_charged_projectile_speed" : "Increases throw potential applied to arrow while charging by 20%{SP}", "hud.skill.bow_charged_projectile_speed" : "Projectile speed increased by an additional 20% while charging{SP}",
"hud.skill.bow_charged_drain_title" : "Charged Drain", "hud.skill.bow_charged_drain_title" : "Charged Drain",
"hud.skill.bow_charged_drain" : "Decreases the rate of stamina drain by 25%{SP}", "hud.skill.bow_charged_drain" : "Decreases the rate of stamina drain by 15%{SP}",
"hud.skill.bow_charged_damage_title" : "Charged Damage", "hud.skill.bow_charged_damage_title" : "Charged Damage",
"hud.skill.bow_charged_damage" : "Increases damage by 25%{SP}", "hud.skill.bow_charged_damage" : "Increases damage by 20%{SP}",
"hud.skill.bow_energy_regen_title" : "Energy Regen", "hud.skill.bow_energy_regen_title" : "Energy Regen",
"hud.skill.bow_energy_regen" : "Increases stamina gain by 50%{SP}", "hud.skill.bow_energy_regen" : "Increases stamina gain by 40%{SP}",
"hud.skill.bow_damage_title" : "Damage", "hud.skill.bow_damage_title" : "Damage",
"hud.skill.bow_damage" : "Increases damage by 30%{SP}", "hud.skill.bow_damage" : "Increases damage by 25%{SP}",
// Hammer // Hammer
"hud.skill.hmr_leap_radius_title" : "Leap Radius", "hud.skill.hmr_leap_radius_title" : "Leap Radius",
"hud.skill.hmr_leap_radius" : "Increases attack radius on ground slam by 1 meter{SP}", "hud.skill.hmr_leap_radius" : "Increases attack radius on ground slam by 1 meter{SP}",

View File

@ -806,7 +806,7 @@ impl CharacterAbility {
.. ..
} => { } => {
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*projectile_speed *= 1.5_f32.powi(level.into()); *projectile_speed *= 1.3_f32.powi(level.into());
} }
let damage_level = skillset let damage_level = skillset
.skill_level(Bow(BDamage)) .skill_level(Bow(BDamage))
@ -816,8 +816,8 @@ impl CharacterAbility {
.skill_level(Bow(BRegen)) .skill_level(Bow(BRegen))
.unwrap_or(None) .unwrap_or(None)
.unwrap_or(0); .unwrap_or(0);
let power = 1.3_f32.powi(damage_level.into()); let power = 1.20_f32.powi(damage_level.into());
let regen = 1.5_f32.powi(regen_level.into()); let regen = 1.4_f32.powi(regen_level.into());
*projectile = projectile.modified_projectile(power, regen, 1_f32, 1_f32); *projectile = projectile.modified_projectile(power, regen, 1_f32, 1_f32);
}, },
ChargedRanged { ChargedRanged {
@ -831,24 +831,24 @@ impl CharacterAbility {
.. ..
} => { } => {
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*initial_projectile_speed *= 1.5_f32.powi(level.into()); *initial_projectile_speed *= 1.3_f32.powi(level.into());
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) {
*scaled_damage = *scaled_damage =
(*scaled_damage as f32 * 1.25_f32.powi(level.into())) as u32; (*scaled_damage as f32 * 1.2_f32.powi(level.into())) as u32;
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) {
*scaled_knockback *= 1.5_f32.powi(level.into()); *scaled_knockback *= 1.25_f32.powi(level.into());
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CProjSpeed)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CProjSpeed)) {
*scaled_projectile_speed *= 1.2_f32.powi(level.into()); *scaled_projectile_speed *= 1.2_f32.powi(level.into());
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CDrain)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CDrain)) {
*energy_drain = *energy_drain =
(*energy_drain as f32 * 0.75_f32.powi(level.into())) as u32; (*energy_drain as f32 * 0.85_f32.powi(level.into())) as u32;
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) {
*speed *= 1.25_f32.powi(level.into()); *speed *= 1.10_f32.powi(level.into());
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) {
*move_speed *= 1.25_f32.powi(level.into()); *move_speed *= 1.25_f32.powi(level.into());
@ -863,10 +863,10 @@ impl CharacterAbility {
.. ..
} => { } => {
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*projectile_speed *= 1.5_f32.powi(level.into()); *projectile_speed *= 1.3_f32.powi(level.into());
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) { if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) {
let power = 1.3_f32.powi(level.into()); let power = 1.4_f32.powi(level.into());
*projectile = *projectile =
projectile.modified_projectile(power, 1_f32, 1_f32, 1_f32); projectile.modified_projectile(power, 1_f32, 1_f32, 1_f32);
} }
@ -878,7 +878,7 @@ impl CharacterAbility {
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) { if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) {
*energy_cost = *energy_cost =
(*energy_cost as f32 * 0.75_f32.powi(level.into())) as u32; (*energy_cost as f32 * 0.70_f32.powi(level.into())) as u32;
} }
}, },
_ => {}, _ => {},