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Reorder rocksnapper abilities
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64eac74258
commit
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@ -536,10 +536,10 @@
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abilities: [],
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),
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Custom("Rocksnapper"): (
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primary: Simple(None, "common.abilities.custom.rocksnapper.dash"),
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secondary: Simple(None, "common.abilities.custom.rocksnapper.leapshockwave"),
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primary: Simple(None, "common.abilities.custom.rocksnapper.triplestrike"),
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secondary: Simple(None, "common.abilities.custom.rocksnapper.dash"),
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abilities: [
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Simple(None, "common.abilities.custom.rocksnapper.triplestrike"),
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Simple(None, "common.abilities.custom.rocksnapper.leapshockwave"),
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],
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),
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Custom("Quad Low Beam"): (
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@ -4596,7 +4596,6 @@ impl<'a> AgentData<'a> {
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TimerRocksnapperDash = 0,
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TimerRocksnapperLeap = 1,
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}
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agent.combat_state.timers[ActionStateTimers::TimerRocksnapperDash as usize] +=
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read_data.dt.0;
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agent.combat_state.timers[ActionStateTimers::TimerRocksnapperLeap as usize] +=
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@ -4604,13 +4603,13 @@ impl<'a> AgentData<'a> {
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if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
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{
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// If already charging, keep charging if not in recover
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controller.push_basic_input(InputKind::Primary);
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// If already dashing, keep dashing if not in recover stage
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controller.push_basic_input(InputKind::Secondary);
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} else if agent.combat_state.timers[ActionStateTimers::TimerRocksnapperDash as usize]
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> DASH_TIMER
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{
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// Use dash if timer has gone for long enough
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controller.push_basic_input(InputKind::Primary);
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controller.push_basic_input(InputKind::Secondary);
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if matches!(self.char_state, CharacterState::DashMelee(_)) {
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// Resets action counter when using dash
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@ -4621,20 +4620,20 @@ impl<'a> AgentData<'a> {
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> LEAP_TIMER
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{
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// Use shockwave if timer has gone for long enough
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controller.push_basic_input(InputKind::Secondary);
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controller.push_basic_input(InputKind::Ability(0));
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if matches!(self.char_state, CharacterState::LeapShockwave(_)) {
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// Resets action counter when using leap shockwave
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// Resets action timer when using leap shockwave
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agent.combat_state.timers[ActionStateTimers::TimerRocksnapperLeap as usize] =
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0.0;
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}
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} else if attack_data.dist_sqrd < MELEE_RANGE.powi(2) {
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// Basic attack if in melee range
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controller.push_basic_input(InputKind::Ability(0));
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controller.push_basic_input(InputKind::Primary);
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}
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} else if attack_data.dist_sqrd < MELEE_RANGE.powi(2) && attack_data.angle < 135.0 {
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// Basic attack if in melee range
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controller.push_basic_input(InputKind::Ability(0));
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controller.push_basic_input(InputKind::Primary);
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}
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// Always attempt to path towards target
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