Win, lose screen. Game version info. Matador a lot more aggressive/wins easier (tweaks needed). No more score/combo/waves
This commit is contained in:
+61
-31
@@ -96,9 +96,17 @@ func _register_all() -> void:
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_reg_f("Camera", "cam_spring_length", 7.0, 1.0, 30.0)
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_reg_f("Camera", "cam_min_vert_angle", -60.0, -90.0, 0.0, 1.0)
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_reg_f("Camera", "cam_max_vert_angle", 45.0, 0.0, 90.0, 1.0)
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# Trailing "drag" camera: the focus point lags the bull and slides opposite to
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# its velocity, so the camera visibly drags behind during a fast charge.
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# cam_drag = metres of trail per m/s of bull speed (0 = rigid follow)
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# cam_drag_speed = how fast the trail offset eases toward its target
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# cam_follow_lerp = how tightly the focus point chases the bull (higher = snappier)
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_reg_f("Camera", "cam_drag", 0.12, 0.0, 1.0, 0.01)
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_reg_f("Camera", "cam_drag_speed", 3.5, 0.5, 20.0)
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_reg_f("Camera", "cam_follow_lerp", 10.0, 1.0, 40.0)
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# ── Matador ───────────────────────────────────────────────────────────────
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_reg_f("Matador", "mat_spawn_count", 1.0, 1.0, 30.0, 1.0)
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_reg_f("Matador", "mat_walk_speed", 4.0, 0.5, 10.0)
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_reg_f("Matador", "mat_walk_speed", 5.5, 0.5, 10.0)
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_reg_f("Matador", "mat_wander_radius", 22.0, 5.0, 50.0)
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_reg_f("Matador", "mat_idle_min", 0.5, 0.0, 5.0, 0.1)
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_reg_f("Matador", "mat_idle_max", 2.5, 0.5, 10.0, 0.1)
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@@ -110,33 +118,55 @@ func _register_all() -> void:
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_reg_f("Matador", "mat_joint_twist", 40.0, 0.0, 180.0, 1.0)
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_reg_f("Matador", "mat_ragdoll_damp", 1.5, 0.0, 10.0, 0.1)
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_reg_f("Matador", "mat_flee_range", 3.5, 2.0, 40.0)
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_reg_f("Matador", "mat_flee_speed", 5.5, 0.5, 12.0)
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_reg_f("Matador", "mat_flee_speed", 7.0, 0.5, 12.0)
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_reg_f("Matador", "mat_charge_speed", 10.0, 1.0, 30.0)
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_reg_f("Matador", "mat_brace_range", 5.0, 2.0, 20.0)
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_reg_f("Matador", "mat_brace_duration", 0.7, 0.05, 1.5, 0.05)
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_reg_f("Matador", "mat_commit_dist", 2.5, 0.5, 6.0, 0.1)
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_reg_f("Matador", "mat_step_speed", 3.5, 2.0, 20.0)
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_reg_f("Matador", "mat_step_speed", 6.5, 2.0, 20.0)
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_reg_f("Matador", "mat_step_duration", 0.35, 0.1, 1.0, 0.05)
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# How strongly the sidestep biases toward the bull so the blade sweeps through
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# its path during the pass (0 = pure lateral dodge, 1 = straight at the bull).
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_reg_f("Matador", "mat_pass_lunge", 0.35, 0.0, 1.0, 0.05)
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_reg_f("Matador", "mat_dodge_cooldown", 2.5, 0.5, 12.0, 0.25)
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_reg_f("Matador", "mat_dodge_chance", 0.55, 0.0, 1.0, 0.05)
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_reg_f("Matador", "mat_dodge_chance", 0.72, 0.0, 1.0, 0.05)
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_reg_f("Matador", "mat_attack_range", 8.0, 2.0, 20.0)
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_reg_f("Matador", "mat_attack_speed", 5.5, 1.0, 12.0)
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_reg_f("Matador", "mat_attack_speed", 7.5, 1.0, 12.0)
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_reg_f("Matador", "mat_attack_duration", 1.8, 0.5, 5.0, 0.1)
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_reg_f("Matador", "mat_attack_min_dist", 3.0, 0.5, 6.0, 0.1)
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_reg_f("Matador", "mat_attack_min_dist", 3.2, 0.5, 6.0, 0.1)
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# Forward drive during the opening of a melee swing — turns the stationary stab
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# into an estocada lunge so the blade covers ground toward the bull.
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_reg_f("Matador", "mat_lunge_speed", 9.0, 0.0, 20.0)
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_reg_f("Matador", "mat_lunge_time", 0.18, 0.0, 0.6, 0.01)
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_reg_f("Matador", "mat_lunge_speed", 13.0, 0.0, 20.0)
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_reg_f("Matador", "mat_lunge_time", 0.22, 0.0, 0.6, 0.01)
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# Reach of the reach-based stab (the reliable melee hit) and its re-strike gap.
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# The bull dies if it comes inside mat_stab_reach of a matador that's attacking,
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# bracing, or passing with a drawn blade — closing in is genuinely deadly.
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_reg_f("Matador", "mat_stab_reach", 1.7, 0.5, 4.0, 0.1)
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_reg_f("Matador", "mat_stab_cooldown", 0.6, 0.1, 3.0, 0.1)
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# Half-angle (deg) the matador must be facing the bull within for a stab to land.
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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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_reg_f("Matador", "mat_stab_arc", 55.0, 5.0, 180.0, 5.0)
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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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# 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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_reg_f("Matador", "mat_draw_speed", 1.9, 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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# ── Matador heuristics (utility AI) ───────────────────────────────────────
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# Every mat_decide_interval seconds the matador scores its options — dodge the
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# pass, close for a strike, retreat, throw the blade, or strut/taunt — and picks
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# the highest. These weights bias the personality: crank aggression for a reckless
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# bullfighter, caution for a slippery one. mat_w_commit is a stickiness bonus for
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# the current choice so it doesn't dither between two near-tied options.
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_reg_f("Matador", "mat_decide_interval", 0.2, 0.05, 1.0, 0.05)
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_reg_f("Matador", "mat_w_aggression", 1.4, 0.0, 3.0, 0.05)
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_reg_f("Matador", "mat_w_caution", 1.0, 0.0, 3.0, 0.05)
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_reg_f("Matador", "mat_w_flee", 0.8, 0.0, 3.0, 0.05)
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_reg_f("Matador", "mat_w_showmanship", 1.0, 0.0, 3.0, 0.05)
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# Small so it smooths dithering without locking the matador into idling.
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_reg_f("Matador", "mat_w_commit", 0.15, 0.0, 2.0, 0.05)
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# ── 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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@@ -157,17 +187,20 @@ func _register_all() -> void:
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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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_reg_f("Sword", "mat_throw_chance", 0.15, 0.0, 1.0, 0.05)
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# Delay before a fresh sword appears in the holster after one is thrown.
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_reg_f("Sword", "mat_resword_delay", 2.0, 0.0, 10.0, 0.5)
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_reg_f("Sword", "mat_throw_range", 18.0, 5.0, 40.0)
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_reg_f("Sword", "mat_throw_min_dist", 5.0, 2.0, 15.0, 0.1)
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_reg_f("Sword", "mat_throw_windup", 0.7, 0.2, 2.0, 0.05)
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_reg_f("Sword", "mat_throw_windup", 0.5, 0.2, 2.0, 0.05)
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_reg_f("Sword", "mat_throw_release", 0.55, 0.1, 0.95, 0.01)
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_reg_f("Sword", "mat_throw_speed", 18.0, 5.0, 60.0)
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_reg_f("Sword", "mat_throw_speed", 24.0, 5.0, 60.0)
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_reg_f("Sword", "mat_throw_spin", 14.0, 0.0, 40.0)
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# Gravity scale on the thrown blade (low = flies straight to the aim point) and
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# the vertical aim offset from the bull origin down onto its low collision body.
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_reg_f("Sword", "mat_throw_gravity", 0.25, 0.0, 1.0, 0.05)
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_reg_f("Sword", "mat_throw_aim_y", -0.45,-1.5, 0.5, 0.05)
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# Aim scatter (± degrees) so thrown blades can be read and dodged on the move.
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_reg_f("Sword", "mat_throw_spread", 11.0, 0.0, 30.0, 0.5)
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_reg_f("Sword", "mat_throw_arm_cock", 70.0,-180.0, 180.0, 1.0)
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_reg_f("Sword", "mat_throw_arm_release", -90.0,-180.0, 180.0, 1.0)
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_reg_f("Sword", "mat_throw_elbow", 80.0,-180.0, 180.0, 1.0)
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@@ -186,23 +219,20 @@ func _register_all() -> void:
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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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_reg_f("Abilities", "dash_speed", 66.0, 5.0, 200.0)
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# ── Roll (boulder charge) ─────────────────────────────────────────────────
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# A held-momentum roll: inherits your current charge, ramps toward roll_max_speed,
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# and RICOCHETS off walls with a speed boost (bank shots build ludicrous speed).
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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_duration", 2.5, 0.5, 6.0, 0.1)
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_reg_f("Roll", "roll_min_speed", 30.0, 5.0, 120.0) # launch floor (combines charge)
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_reg_f("Roll", "roll_max_speed", 95.0, 10.0, 200.0) # natural top from acceleration
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_reg_f("Roll", "roll_accel", 55.0, 0.0, 300.0)
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# Per-second speed retained above roll_max_speed — low friction so wall-boosted
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# momentum bleeds off slowly rather than snapping back to the cruise speed.
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_reg_f("Roll", "roll_momentum", 0.9, 0.1, 0.99, 0.01)
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_reg_f("Roll", "roll_turn", 3.5, 0.2, 20.0) # steer rate (sluggish = momentum feel)
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_reg_f("Roll", "roll_wall_boost", 1.25, 1.0, 2.0, 0.05) # speed × on each ricochet
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_reg_f("Roll", "roll_wall_cap", 150.0, 10.0, 300.0) # ceiling reachable via boosts
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_reg_f("Roll", "roll_hit_radius", 2.4, 0.5, 6.0, 0.1)
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_reg_f("Roll", "roll_hit_strength", 22.0, 1.0, 40.0)
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_reg_f("Roll", "roll_hit_up", 4.5, 0.0, 15.0)
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# ── Roll (Rammus Powerball) ───────────────────────────────────────────────
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# The bull curls into a ball and ACCELERATES the longer it rolls, from
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# roll_base_speed up to roll_max_speed over roll_rampup_time. Turning is wide
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# (momentum steering via roll_turn). On slamming into a matador the ball POPS:
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# the target is launched skyward (roll_knockup) and 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_duration", 2.5, 0.5, 6.0, 0.1) # max roll time
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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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_reg_f("Roll", "roll_max_speed", 95.0, 10.0, 200.0) # top speed once fully ramped
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_reg_f("Roll", "roll_rampup_time", 2.0, 0.2, 6.0, 0.1) # time to reach top speed
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_reg_f("Roll", "roll_turn", 3.5, 0.2, 20.0) # steer rate (low = wide momentum turns)
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_reg_f("Roll", "roll_hit_radius", 2.4, 0.5, 6.0, 0.1) # contact radius that pops the ball
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_reg_f("Roll", "roll_hit_strength", 22.0, 1.0, 40.0) # horizontal launch on the pop
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_reg_f("Roll", "roll_knockup", 11.0, 0.0, 25.0) # vertical knock-up on the pop
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# ── Debug overlays (see debug_draw.gd) ───────────────────────────────────
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_reg_b("Debug", "show_collisions", false)
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_reg_b("Debug", "show_hitboxes", false)
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