Throwable item rework, increase health on timer timeout, add boss 1 model
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@@ -113,13 +113,13 @@ public partial class Enemy : RigidBody3D, IEnemy, IProvide<IEnemyLogic>
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var roll = rng.Randf();
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if (roll <= EnemyStatResource.Luck)
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isCriticalHit = true;
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var damage = DamageCalculator.CalculateEnemyDamage(
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var damage = DamageCalculator.CalculateEnemyAttackDamage(
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GameRepo.PlayerData.CurrentDefense.Value + GameRepo.PlayerData.BonusDefense,
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EnemyStatResource,
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GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats,
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isCriticalHit);
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GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - Mathf.RoundToInt(damage));
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GD.Print($"Player hit for {Mathf.Abs(damage)} damage.");
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GD.Print($"Player hit for {damage} damage.");
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}
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}
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@@ -215,7 +215,7 @@ public partial class Enemy : RigidBody3D, IEnemy, IProvide<IEnemyLogic>
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var roll = rng.Randf();
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if (roll <= GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.Luck)
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isCriticalHit = true;
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var damage = DamageCalculator.CalculatePlayerDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack, EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
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var damage = DamageCalculator.CalculateWeaponAttackDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack, EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
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GD.Print($"Enemy Hit for {damage} damage.");
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EnemyLogic.Input(new EnemyLogic.Input.HitByPlayer(damage));
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}
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