test level
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dc061b2dea
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c207a8be65
10 changed files with 152 additions and 41 deletions
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@ -20,28 +20,47 @@ func _process(delta):
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func _physics_process(delta):
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pass
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func _on_body_entered(body):if !body.is_in_group(btype):
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if body.is_in_group("players") || body.is_in_group("boss") || body.is_in_group("enemies"):
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func _on_body_entered(body):
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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#elif body.is_in_group("enemies"):
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# Global.live = 3
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#elif body.is_in_group("boss"):
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# Global.live = 3
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#queue_free()
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queue_free()
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@ -34,22 +34,37 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype):
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if body.is_in_group("players"):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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elif body.is_in_group("boss") || body.is_in_group("enemies"):
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if body.weakness == speciality:
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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@ -27,22 +27,37 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype):
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if body.is_in_group("players"):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == 3:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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elif body.is_in_group("boss") || body.is_in_group("enemies"):
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if body.weakness == 3:
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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@ -27,21 +27,36 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players"):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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elif body.is_in_group("boss") || body.is_in_group("enemies"):
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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#if body.is_in_group("players"):
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