cooldowns, sword holstering, ability colors
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extends CPUParticles3D
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## One-shot blood spray. Add as a child of whatever bleeds, then call burst().
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func _ready() -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var sphere := SphereMesh.new()
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sphere.radius = 0.07
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sphere.height = 0.14
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sphere.radial_segments = 4
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sphere.rings = 2
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sphere.material = mat
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var ramp := Gradient.new()
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ramp.set_color(0, Color(1.0, 0.02, 0.02, 1.0))
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ramp.set_color(1, Color(0.25, 0.0, 0.0, 0.0))
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var scale_curve := Curve.new()
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scale_curve.add_point(Vector2(0.0, 1.0))
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scale_curve.add_point(Vector2(0.6, 0.5))
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scale_curve.add_point(Vector2(1.0, 0.0))
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mesh = sphere
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color_ramp = ramp
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scale_amount_curve = scale_curve
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one_shot = true
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explosiveness = 0.9
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amount = 25
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lifetime = 1.1
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randomness = 0.4
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local_coords = false
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spread = 80.0
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gravity = Vector3(0.0, -7.0, 0.0)
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initial_velocity_min = 4.0
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initial_velocity_max = 11.0
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scale_amount_min = 0.5
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scale_amount_max = 1.6
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emitting = false
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# Fire a burst at a world position, sprayed along dir (biased upward).
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func burst(at: Vector3, dir: Vector3) -> void:
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global_position = at
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direction = (dir * 0.6 + Vector3.UP * 0.4).normalized()
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restart()
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