bear max hp 30
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@@ -148,7 +148,7 @@ func _register_all() -> void:
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# Stops "sword's off to the side but I still died" — you're only gored when the
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# Stops "sword's off to the side but I still died" — you're only gored when the
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# blade is actually presented at you.
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# blade is actually presented at you.
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_reg_f("Matador", "mat_stab_arc", 55.0, 5.0, 180.0, 5.0)
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_reg_f("Matador", "mat_stab_arc", 55.0, 5.0, 180.0, 5.0)
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_reg_f("Matador", "mat_roll_chance", 1.5, 0.0, 1.0, 0.05)
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_reg_f("Matador", "mat_roll_chance", 0.8, 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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_reg_f("Matador", "mat_roll_duration", 0.45, 0.1, 1.5, 0.05)
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# Playback rate of the Draw_weapon clip used for both drawing and sheathing —
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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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# higher = snappier unholster/holster.
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@@ -192,7 +192,7 @@ 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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# 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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# 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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# tells and recovery (× bear_enrage_scale) and longer combo chains.
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_reg_f("Bear", "bear_max_hp", 20.0, 1.0, 100.0, 1.0)
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_reg_f("Bear", "bear_max_hp", 30.0, 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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# 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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# 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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_reg_f("Bear", "bear_enrage_frac", 0.4, 0.0, 1.0, 0.05)
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