cooldowns, sword holstering, ability colors
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+19
-5
@@ -115,14 +115,14 @@ func _register_all() -> void:
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_reg_f("Matador", "mat_attack_min_dist", 2.5, 0.5, 6.0, 0.1)
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_reg_f("Matador", "mat_roll_chance", 0.35, 0.0, 1.0, 0.05)
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_reg_f("Matador", "mat_roll_duration", 0.45, 0.1, 1.5, 0.05)
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# Draw the sword from the holster once the bull closes to within this range;
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# re-sheathe when it retreats well beyond it (hysteresis in _update_sword_carry).
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_reg_f("Matador", "mat_draw_range", 12.0, 2.0, 40.0)
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# Playback rate of the Draw_weapon clip used for both drawing and sheathing —
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# higher = snappier unholster/holster.
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_reg_f("Matador", "mat_draw_speed", 1.25, 0.25, 3.0, 0.05)
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# Cross-fade between matador animation clips — smooths Run/Attack/Taunt cuts.
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_reg_f("Matador", "mat_anim_blend", 0.12, 0.0, 0.5, 0.01)
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# ── Sword ─────────────────────────────────────────────────────────────────
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# Local seating of the sword on its weapon bones (hand grip + hip holster).
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# Defaults are identity — the bones are oriented in Blender to seat the sword
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# Local seating of the sword in the right hand (drawn / fighting).
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# Defaults are identity — the bone is oriented in Blender to seat the sword
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# directly; these exist to fine-tune in-game without re-exporting.
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_reg_f("Sword", "sword_pos_x", 0.0, -1.0, 1.0, 0.01)
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_reg_f("Sword", "sword_pos_y", 0.0, -1.0, 1.0, 0.01)
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@@ -130,6 +130,15 @@ func _register_all() -> void:
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_reg_f("Sword", "sword_rot_x", 0.0, -180.0, 180.0, 1.0)
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_reg_f("Sword", "sword_rot_y", 0.0, -180.0, 180.0, 1.0)
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_reg_f("Sword", "sword_rot_z", 0.0, -180.0, 180.0, 1.0)
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# Local seating of the sword in the hip holster (sheathed / wandering).
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# Independent of the hand grip so each pose can be tuned without affecting the
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# other. Defaults angle the blade down along the matador's side.
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_reg_f("Sword", "sword_rest_pos_x", 0.0, -1.0, 1.0, 0.01)
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_reg_f("Sword", "sword_rest_pos_y", 0.0, -1.0, 1.0, 0.01)
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_reg_f("Sword", "sword_rest_pos_z", 0.0, -1.0, 1.0, 0.01)
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_reg_f("Sword", "sword_rest_rot_x", -120.0, -180.0, 180.0, 1.0)
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_reg_f("Sword", "sword_rest_rot_y", 0.0, -180.0, 180.0, 1.0)
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_reg_f("Sword", "sword_rest_rot_z", 0.0, -180.0, 180.0, 1.0)
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# ── Sword throw (matador ranged attack) ──────────────────────────────────
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# Probability of committing to a throw each time the matador becomes eligible;
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# kept low so they favour closing in for a melee Attack over throwing.
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@@ -151,6 +160,11 @@ func _register_all() -> void:
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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_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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# Upward launch velocity (m/s) given to a slammed matador's ragdoll — pops them
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# skyward. ~7 ≈ a 2.5 m hop; 0 disables the launch.
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_reg_f("Abilities", "slam_launch_up", 7.0, 0.0, 15.0, 0.5)
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_reg_f("Abilities", "slam_range", 4.0, 1.0, 10.0, 0.1)
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_reg_f("Abilities", "slam_strength", 14.0, 1.0, 30.0)
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_reg_f("Abilities", "dash_cooldown", 2.0, 0.5, 10.0, 0.1)
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