Improve crab attack telegraphing
Also, make the Armadillo explosions smaller and therefore closer to the visual explosion, but this should've been in the last commit already.
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@ -159,7 +159,9 @@ MonoBehaviour:
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- {fileID: 3847767376140256459, guid: ef8e91f8ee034b54187172730881ede2, type: 3}
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- {fileID: 3847767376140256459, guid: ef8e91f8ee034b54187172730881ede2, type: 3}
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- {fileID: 3847767376140256459, guid: 18cee0d8962f9124cbe00dcb3e6a009b, type: 3}
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- {fileID: 3847767376140256459, guid: 18cee0d8962f9124cbe00dcb3e6a009b, type: 3}
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DebugExplode: 0
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DebugExplode: 0
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KillOnZeroHealth: 1
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ParticlesPerBodypart: 70
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BodypartCountMultiplier: 1
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DebrisType: 0
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--- !u!114 &3362493323285318061
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--- !u!114 &3362493323285318061
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -220,7 +222,7 @@ MonoBehaviour:
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CurrentStatus:
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CurrentStatus:
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StartExplodingRadius: 3.5
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StartExplodingRadius: 3.5
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ExplodeOnImpactRadius: 1.5
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ExplodeOnImpactRadius: 1.5
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ExplosionRadius: 2.5
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ExplosionRadius: 1.5
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FuseDuration: 1.5
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FuseDuration: 1.5
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MinDamage: 7
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MinDamage: 7
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MaxDamage: 13
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MaxDamage: 13
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@ -45,19 +45,17 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
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CurrentStatus = "Cooldown";
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CurrentStatus = "Cooldown";
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CooldownProgress -= Time.deltaTime / CooldownLength;
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CooldownProgress -= Time.deltaTime / CooldownLength;
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}
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}
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Attacking = CooldownProgress < 0.4f && Follow.Target != null &&
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(Follow.Target.position - Enemy.transform.position).magnitude <= MeleeRange * 2f;
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}
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}
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public override bool CanBehave() {
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public override bool CanBehave() {
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bool CanBehave = Follow.Target != null && (Follow.Target.position - Enemy.transform.position).magnitude <= MeleeRange;
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bool CanBehave = Follow.Target != null && (Follow.Target.position - Enemy.transform.position).magnitude <= MeleeRange;
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if (!CanBehave) {
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Attacking = false;
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}
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return CanBehave;
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return CanBehave;
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}
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}
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public override void Execute() {
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public override void Execute() {
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if (CooldownProgress > 0) {
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if (CooldownProgress > 0) {
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Attacking = false;
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return;
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return;
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} else {
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} else {
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Attacking = true;
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Attacking = true;
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