Implement passive relics and six-family defense towers
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@@ -17,5 +17,91 @@ namespace BumpCombat.Constants
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[Range(0f, 1f)] public float RuptureSeedChance = 0.25f;
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[Range(0f, 1f)] public float RuptureExplosionMaxHealthFraction = 0.1f;
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[Min(0f)] public float RuptureExplosionPlayerBodyDiameters = 3f;
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[Header("Wave Nail")]
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[Range(0f, 1f)] public float WaveNailChance = 0.2f;
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[Range(0f, 1f)] public float WaveNailDamageFraction = 0.6f;
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[Min(0f)] public float WaveNailCooldownSeconds = 1.5f;
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[Header("Capacitor Ring")]
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[Range(0f, 1f)] public float CapacitorRingChance = 0.2f;
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[Range(0f, 1f)] public float CapacitorRingDamageFraction = 0.35f;
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[Min(0f)] public float CapacitorRingCooldownSeconds = 1.5f;
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[Min(0)] public int CapacitorRingMaxTargets = 3;
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[Header("Ember Wick")]
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[Range(0f, 1f)] public float EmberWickChance = 0.25f;
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[Header("Ember Carrier")]
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[Range(0f, 1f)] public float EmberCarrierChance = 0.3f;
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[Min(0f)] public float EmberCarrierCooldownSeconds = 0.5f;
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[Min(0)] public int EmberCarrierMaxTargets = 3;
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[Header("Rift Wedge")]
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[Min(1)] public int RiftWedgeRequiredHits = 3;
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[Min(0f)] public float RiftWedgeMaxHitGapSeconds = 4f;
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[Header("Executioner Sigil")]
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[Range(0f, 1f)] public float ExecutionerSigilChance = 0.25f;
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[Range(0f, 1f)] public float ExecutionerSigilHealthThreshold = 0.1f;
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[Header("Hunter Feather")]
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[Range(0f, 1f)] public float HunterFeatherChance = 0.2f;
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[Min(0f)] public float HunterFeatherDurationSeconds = 4f;
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[Range(0f, 1f)] public float HunterFeatherMoveSpeedIncrease = 0.2f;
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[Header("Blood Fang")]
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[Range(0f, 1f)] public float BloodFangChance = 0.2f;
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[Range(0f, 1f)] public float BloodFangHealMaxHealthFraction = 0.02f;
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[Min(0f)] public float BloodFangCooldownSeconds = 1f;
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[Header("Recovery Funnel")]
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[Range(0f, 1f)] public float RecoveryFunnelChance = 0.25f;
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[Range(0f, 1f)] public float RecoveryFunnelGaugeFraction = 0.05f;
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[Min(0f)] public float RecoveryFunnelCooldownSeconds = 1f;
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[Header("Trophy Mask")]
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[Min(0f)] public float TrophyMaskDurationSeconds = 8f;
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[Range(0f, 1f)] public float TrophyMaskBumpDamageIncrease = 0.2f;
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[Range(0f, 1f)] public float TrophyMaskMoveSpeedIncrease = 0.1f;
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[Header("Resonant Crystal")]
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[Range(0f, 1f)] public float ResonantCrystalChance = 0.2f;
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[Min(0f)] public float ResonantCrystalDelaySeconds = 0.5f;
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[Range(0f, 1f)] public float ResonantCrystalDamageFraction = 0.5f;
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[Min(0f)] public float ResonantCrystalCooldownSeconds = 6f;
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[Header("Backflow Heart")]
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[Range(0f, 1f)] public float BackflowHeartDamageThreshold = 0.25f;
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[Range(0f, 1f)] public float BackflowHeartShieldFraction = 0.15f;
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[Min(0f)] public float BackflowHeartShieldDurationSeconds = 4f;
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[Min(0f)] public float BackflowHeartCooldownSeconds = 12f;
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[Header("Counter Bell")]
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[Range(0f, 1f)] public float CounterBellChance = 0.2f;
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[Range(0f, 1f)] public float CounterBellSlowFraction = 0.3f;
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[Min(0f)] public float CounterBellSlowDurationSeconds = 2f;
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[Min(0f)] public float CounterBellCooldownSeconds = 4f;
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[Header("Sprint Wheel")]
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[Min(0f)] public float SprintWheelRequiredBodyDiameters = 8f;
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[Range(0f, 1f)] public float SprintWheelShockwaveDamageFraction = 0.8f;
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[Header("Battle Baton")]
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[Range(0f, 1f)] public float BattleBatonTowerDamageIncrease = 0.15f;
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[Min(0f)] public float BattleBatonDurationSeconds = 3f;
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[Min(0f)] public float BattleBatonCooldownSeconds = 6f;
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[Header("Bond Ledger")]
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[Min(0f)] public float BondLedgerBumpWindowSeconds = 3f;
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[Range(0f, 1f)] public float BondLedgerChance = 0.25f;
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[Min(0f)] public float BondLedgerCooldownSeconds = 1f;
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[Min(0)] public int BondLedgerCurrency = 1;
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[Header("Pilgrim Pouch")]
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[Range(0f, 1f)] public float PilgrimPouchChance = 0.05f;
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[Range(0f, 1f)] public float PilgrimPouchHealMaxHealthFraction = 0.1f;
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[Min(0f)] public float PilgrimPouchOrbLifetimeSeconds = 8f;
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[Min(0f)] public float PilgrimPouchCooldownSeconds = 15f;
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}
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}
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