damage calculation (wip)
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parent
02ab2a38e9
commit
dc061b2dea
9 changed files with 122 additions and 34 deletions
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@ -3,6 +3,8 @@ var velocity: Vector2 = Vector2()
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var direction
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var speciality
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var btype
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var attack
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var crit
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if is_in_group("players"):
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@ -22,6 +24,17 @@ 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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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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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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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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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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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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@ -5,6 +5,8 @@ var speciality
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var speed = 100
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var btype
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var isvisible
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var attack
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var crit
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if is_in_group("players"):
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@ -36,8 +38,16 @@ func _on_body_entered(body):
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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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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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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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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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print("weakness")
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@ -4,6 +4,8 @@ var direction
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var speed = 100
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var btype
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var isvisible
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var attack
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var crit
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# Called when the node enters the scene tree for the first time.
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func _ready():
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isvisible = $VisibleOnScreenNotifier2D
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@ -29,8 +31,16 @@ func _on_body_entered(body):
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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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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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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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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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print("weakness")
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@ -4,6 +4,8 @@ var direction
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var speed = 100
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var btype
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var isvisible
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var attack
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var crit
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# Called when the node enters the scene tree for the first time.
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func _ready():
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isvisible = $VisibleOnScreenNotifier2D
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@ -29,8 +31,16 @@ func _on_body_entered(body):
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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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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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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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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 == 0:
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print("weakness")
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@ -11,9 +11,13 @@ var vangle = 2
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var weakness = 1
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var movex = 0
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var movey = 0
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var attack = 59
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var crit = 5
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func _ready():
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if Global.isboss:
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Global.cboss = ["Kimberly Arch",0,0]
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var stimer = $Speed
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stimer.start(0.05)
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@ -86,6 +90,8 @@ func shoot(angle):
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new_bullet.position = Vector2(position.x, position.y)
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new_bullet.direction = get_vector(angle)
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new_bullet.btype = "boss"
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new_bullet.attack = attack
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new_bullet.crit = crit
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get_parent().call_deferred("add_child",new_bullet)
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@ -12,9 +12,13 @@ var weakness = 2
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var player
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var movex = 0
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var movey = 0
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var attack = 87
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var crit = 7
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func _ready():
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if Global.isboss:
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Global.cboss = ["Natasha Dostoyevsky",20520,20520]
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var stimer = $Speed
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stimer.start(0.05)
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#player = get_parent().root.get_node("Player")
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@ -88,6 +92,8 @@ func shoot(angle):
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new_bullet.position = Vector2(position.x, position.y)
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new_bullet.direction = get_vector(angle)
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new_bullet.btype = "boss"
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new_bullet.attack = attack
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new_bullet.crit = crit
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get_parent().call_deferred("add_child",new_bullet)
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