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Smaller damage and health numbers
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b9f61d4e7a
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@ -46,23 +46,23 @@ impl ToolData {
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BasicMelee {
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(500),
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base_damage: 60,
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base_damage: 6,
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},
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DashMelee {
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buildup_duration: Duration::from_millis(500),
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recover_duration: Duration::from_millis(500),
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base_damage: 200,
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base_damage: 20,
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},
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],
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Axe => vec![BasicMelee {
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buildup_duration: Duration::from_millis(700),
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recover_duration: Duration::from_millis(100),
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base_damage: 80,
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base_damage: 8,
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}],
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Hammer => vec![BasicMelee {
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buildup_duration: Duration::from_millis(700),
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recover_duration: Duration::from_millis(300),
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base_damage: 100,
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base_damage: 10,
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}],
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Bow => vec![BasicRanged {
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projectile: Projectile {
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@ -85,12 +85,12 @@ impl ToolData {
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Dagger => vec![BasicMelee {
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(400),
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base_damage: 50,
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base_damage: 5,
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}],
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Staff => vec![BasicMelee {
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buildup_duration: Duration::from_millis(400),
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recover_duration: Duration::from_millis(300),
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base_damage: 70,
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base_damage: 7,
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}],
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Shield => vec![BasicBlock],
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Debug(kind) => match kind {
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@ -134,7 +134,7 @@ impl Stats {
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}
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// TODO: Delete this once stat points will be a thing
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pub fn update_max_hp(&mut self) { self.health.set_maximum(200 + 47 * self.level.amount); }
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pub fn update_max_hp(&mut self) { self.health.set_maximum(21 + 3 * self.level.amount); }
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}
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impl Stats {
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