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Stabilized new rise time system features.

Risetime {rise} {atk}
{rise} {atk} Rise and rise attack speed respectively. Positive numbers increase speed (less delay before performing), negative numbers reduce speed (longer delay). Obviously if {atk} has a longer delay then {rise}, the entity won't perform a rise attack.

staydown {rise} {atk}
Attack supplement. Adds (positive) or reduces (negative) delay before rise and rise attacks can be performed by defender after knockdown. Again, if the resulting delay for defender's rise attack exceeds end result for rise, rise attack is effectively disabled.

Still need to finalize script calls for both.

damon_caskey 2009-12-17

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