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Made bow leap more graceful and set energy costs and removed jitter for no leap
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ae4b259250
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9ebda3c353
@ -233,12 +233,10 @@ impl Tool {
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recover_duration: Duration::from_millis(600),
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base_damage: (160.0 * self.base_power()) as u32,
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range: 3.5,
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max_angle: 120.0,
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max_angle: 100.0,
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knockback: 15.0,
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//leap_speed: 20.0,
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leap_speed: 16.0,
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leap_vert_speed: 6.0,
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//leap_vert_speed: 16.0,
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},
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],
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Hammer(_) => vec![
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@ -274,9 +272,7 @@ impl Tool {
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max_angle: 360.0,
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knockback: 25.0,
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leap_speed: 24.0,
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//leap_speed: 24.0,
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leap_vert_speed: 4.0,
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//leap_vert_speed: 8.0,
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},
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],
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Farming(_) => vec![BasicMelee {
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@ -328,7 +324,7 @@ impl Tool {
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max_projectile_speed: 500.0,
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},
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RepeaterRanged {
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energy_cost: 10,
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energy_cost: 450,
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holdable: true,
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movement_duration: Duration::from_millis(200),
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prepare_duration: Duration::from_millis(50),
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@ -85,8 +85,10 @@ impl CharacterBehavior for Data {
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leap: self.leap,
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});
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} else if self.recover_duration != Duration::default() {
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// Hover
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update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], 0.0);
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if self.leap {
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// Hover
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update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], data.vel.0[2] + 0.5);
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}
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// Recovery
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update.character = CharacterState::RepeaterRanged(Data {
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@ -107,8 +109,10 @@ impl CharacterBehavior for Data {
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leap: self.leap,
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});
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} else if self.reps_remaining > 0 {
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// Hover
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update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], 0.0);
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if self.leap {
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// Hover
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update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], data.vel.0[2] + 0.5);
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}
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// Fire
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let mut projectile = self.projectile.clone();
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@ -140,7 +140,7 @@ impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
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),
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HotbarImage::BowJumpBurst => (
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image_key,
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(energy.current() < 200).then_some(Color::Rgba(0.3, 0.3, 0.3, 0.8)),
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(energy.current() < 450).then_some(Color::Rgba(0.3, 0.3, 0.3, 0.8)),
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),
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_ => (
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image_key,
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