diff --git a/common/src/states/timed_combo.rs b/common/src/states/timed_combo.rs index 4467ce7173..f2969db1a5 100644 --- a/common/src/states/timed_combo.rs +++ b/common/src/states/timed_combo.rs @@ -42,7 +42,6 @@ impl CharacterBehavior for Data { if new_stage_time_active < self.buildup_duration { // If the player is pressing primary btn if data.inputs.primary.is_just_pressed() { - println!("Failed"); // They failed, go back to `Wielding` update.character = CharacterState::Wielding(wielding::Data { tool: self.tool }); } @@ -62,7 +61,7 @@ impl CharacterBehavior for Data { else if !self.stage_exhausted { // Swing hits data.updater.insert(data.entity, Attacking { - base_damage: self.tool.base_damage, + base_damage: self.tool.base_damage * (self.stage as u32 + 1), applied: false, hit_count: 0, }); @@ -85,7 +84,6 @@ impl CharacterBehavior for Data { { // Try to transition to next stage if data.inputs.primary.is_just_pressed() { - println!("Transition"); update.character = CharacterState::TimedCombo(Data { tool: self.tool, stage: self.stage + 1, @@ -98,7 +96,6 @@ impl CharacterBehavior for Data { // Player didn't click this frame else { // Update state - println!("Missed"); update.character = CharacterState::TimedCombo(Data { tool: self.tool, stage: self.stage, @@ -129,7 +126,6 @@ impl CharacterBehavior for Data { // Subtract energy on successful hit if let Some(attack) = data.attacking { if attack.applied && attack.hit_count > 0 { - println!("Hit"); data.updater.remove::(data.entity); update.energy.change_by(100, EnergySource::HitEnemy); }