Throwable item rework, increase health on timer timeout, add boss 1 model

This commit is contained in:
2024-09-22 23:05:33 -07:00
parent f490a390aa
commit 59390c04bf
44 changed files with 3373 additions and 101 deletions

View File

@@ -244,7 +244,10 @@ namespace GameJamDungeon
private void OnHealthTimerTimeout()
{
if (PlayerData.CurrentVT.Value > 0)
{
PlayerData.SetCurrentVT(PlayerData.CurrentVT.Value - 1);
PlayerData.SetCurrentHP(PlayerData.CurrentHP.Value + 1);
}
else
PlayerData.SetCurrentHP(PlayerData.CurrentHP.Value - 1);
}
@@ -278,7 +281,7 @@ namespace GameJamDungeon
var roll = rng.Randf();
if (roll <= enemy.EnemyStatResource.Luck)
isCriticalHit = true;
var damage = DamageCalculator.CalculateEnemyDamage(PlayerData.CurrentDefense.Value + PlayerData.BonusDefense, enemy.EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats, isCriticalHit);
var damage = DamageCalculator.CalculateEnemyAttackDamage(PlayerData.CurrentDefense.Value + PlayerData.BonusDefense, enemy.EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats, isCriticalHit);
PlayerData.SetCurrentHP(PlayerData.CurrentHP.Value - Mathf.RoundToInt(damage));
GD.Print($"Player hit for {damage} damage.");
}