cooldowns increase
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+2
-2
@@ -302,7 +302,7 @@ func _register_all() -> void:
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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_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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_reg_f("Sword", "mat_throw_elbow", 80.0,-180.0, 180.0, 1.0)
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# ── Abilities ─────────────────────────────────────────────────────────────
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# ── Abilities ─────────────────────────────────────────────────────────────
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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_cooldown", 2, 0.2, 600, 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_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", "kick_strength", 12.0, 1.0, 30.0)
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_reg_f("Abilities", "slam_cooldown", 12, 0.5, 600, 0.1)
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_reg_f("Abilities", "slam_cooldown", 12, 0.5, 600, 0.1)
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@@ -314,7 +314,7 @@ func _register_all() -> void:
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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_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_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", "slam_strength", 14.0, 1.0, 30.0)
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_reg_f("Abilities", "dash_cooldown", 0.5, 0.1, 10.0, 0.1)
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_reg_f("Abilities", "dash_cooldown", 3, 0.1, 600.0, 0.1)
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_reg_f("Abilities", "dash_speed", 66.0, 5.0, 200.0)
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_reg_f("Abilities", "dash_speed", 66.0, 5.0, 200.0)
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# Exponential rate the dash bleeds from dash_speed back to cruise (max_speed).
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# Exponential rate the dash bleeds from dash_speed back to cruise (max_speed).
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# Higher = a snappier bullet that dies off quicker; lower = a longer glide.
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# Higher = a snappier bullet that dies off quicker; lower = a longer glide.
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