debug_param_cooldown adjusts
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+3
-3
@@ -191,7 +191,7 @@ func _register_all() -> void:
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# routine (wind-up → active → recovery); each routine plays to the end (the recovery
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# is the player's punish window). Below bear_enrage_frac HP it enters phase 2: faster
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# tells and recovery (× bear_enrage_scale) and longer combo chains.
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_reg_f("Bear", "bear_max_hp", 10.0, 1.0, 40.0, 1.0)
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_reg_f("Bear", "bear_max_hp", 50.0, 1.0, 100.0, 1.0)
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# HP fraction at which phase 2 ("Fury") triggers, and how much it multiplies every
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# wind-up / recovery timer (lower = snappier, more dangerous).
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_reg_f("Bear", "bear_enrage_frac", 0.4, 0.0, 1.0, 0.05)
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@@ -305,7 +305,7 @@ func _register_all() -> void:
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_reg_f("Abilities", "kick_cooldown", 1.5, 0.2, 10.0, 0.1)
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_reg_f("Abilities", "kick_range", 6.0, 0.5, 8.0, 0.1)
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_reg_f("Abilities", "kick_strength", 12.0, 1.0, 30.0)
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_reg_f("Abilities", "slam_cooldown", 4.0, 0.5, 15.0, 0.1)
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_reg_f("Abilities", "slam_cooldown", 12, 0.5, 600, 0.1)
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_reg_f("Abilities", "slam_jump_velocity", 7.0, 2.0, 20.0)
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# Descent gravity multiplier — higher = faster crash, less airtime.
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_reg_f("Abilities", "slam_fall_mult", 3.0, 1.0, 8.0, 0.5)
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@@ -325,7 +325,7 @@ func _register_all() -> void:
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# closest matador; on slamming one the ball POPS it (launched skyward via
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# roll_knockup) then CHAINS to the next closest, up to roll_chain_count times.
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# roll_turn is the homing turn rate. When no chain targets remain, the roll ends.
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_reg_f("Roll", "roll_cooldown", 3.0, 0.5, 15.0, 0.1)
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_reg_f("Roll", "roll_cooldown", 20, 0.5, 600, 0.1)
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_reg_f("Roll", "roll_duration", 2.5, 0.5, 6.0, 0.1) # max roll time
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_reg_f("Roll", "roll_chain_count", 2.0, 0.0, 8.0, 1.0) # extra matadors chained after the first
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_reg_f("Roll", "roll_base_speed", 28.0, 5.0, 120.0) # speed at the start of the roll
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