stage adjustments, damage VFX adjustments
This commit is contained in:
@@ -3887,14 +3887,14 @@ animation = &"Flame Damage"
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frame = 40
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[node name="Water Hit Layer 1 Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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||||
position = Vector2(400, 400)
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||||
position = Vector2(400, 389.89)
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||||
scale = Vector2(2.215, 2.215)
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||||
sprite_frames = SubResource("SpriteFrames_afod7")
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||||
animation = &"WATER DAMAGE"
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frame = 29
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||||
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[node name="Water Hit Layer 2Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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position = Vector2(385, 440)
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scale = Vector2(1.105, 0.895)
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sprite_frames = SubResource("SpriteFrames_dwhw7")
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animation = &"WATER"
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@@ -3902,13 +3902,13 @@ frame = 51
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[node name="Curse Hit Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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texture_filter = 1
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position = Vector2(400, 400)
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position = Vector2(410, 375)
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scale = Vector2(2.78, 2.78)
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sprite_frames = SubResource("SpriteFrames_qjloj")
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frame = 47
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[node name="Earth Hit Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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position = Vector2(395.285, 395.86)
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scale = Vector2(2.005, 2.005)
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sprite_frames = SubResource("SpriteFrames_afod7")
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animation = &"WATER DAMAGE"
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@@ -4373,7 +4373,7 @@ render_target_update_mode = 4
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[node name="AnimatedSprite" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport"]
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unique_name_in_owner = true
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texture_filter = 1
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texture_filter = 2
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texture_repeat = 1
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material = SubResource("ShaderMaterial_wey7h")
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sprite_frames = SubResource("SpriteFrames_v4v5p")
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@@ -4401,29 +4401,29 @@ sprite_frames = SubResource("SpriteFrames_qe6vs")
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frame = 50
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[node name="Flame Hit Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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scale = Vector2(3.445, 3.445)
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position = Vector2(400, 395.145)
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scale = Vector2(2.47, 2.47)
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sprite_frames = SubResource("SpriteFrames_k0kt8")
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animation = &"Flame Damage"
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frame = 40
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[node name="Water Hit Layer 1 Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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position = Vector2(403.59, 391.5)
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scale = Vector2(2.215, 2.215)
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sprite_frames = SubResource("SpriteFrames_kp6q4")
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animation = &"WATER DAMAGE"
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frame = 29
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[node name="Water Hit Layer 2Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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scale = Vector2(1.105, 0.895)
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texture_filter = 1
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position = Vector2(389.79, 434.625)
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sprite_frames = SubResource("SpriteFrames_3to5j")
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animation = &"WATER"
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frame = 51
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[node name="Curse Hit Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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texture_filter = 1
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position = Vector2(400, 400)
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position = Vector2(408.13, 380.23)
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scale = Vector2(2.78, 2.78)
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sprite_frames = SubResource("SpriteFrames_7x07v")
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frame = 47
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@@ -5024,7 +5024,7 @@ animation = &"idle_front"
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[node name="Rust Activation Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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scale = Vector2(1.54, 1.54)
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scale = Vector2(2.74, 2.74)
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sprite_frames = SubResource("SpriteFrames_s0t7i")
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frame = 88
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@@ -5036,7 +5036,7 @@ animation = &"HOLY"
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[node name="Wind Hit Layer Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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scale = Vector2(1.445, 1.445)
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scale = Vector2(1.8, 1.8)
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sprite_frames = SubResource("SpriteFrames_olmld")
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frame = 50
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@@ -5048,29 +5048,29 @@ animation = &"Flame Damage"
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frame = 40
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[node name="Water Hit Layer 1 Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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scale = Vector2(2.215, 2.215)
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position = Vector2(404.795, 390.395)
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scale = Vector2(2.66, 2.66)
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sprite_frames = SubResource("SpriteFrames_bsjfy")
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animation = &"WATER DAMAGE"
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frame = 29
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[node name="Water Hit Layer 2Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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scale = Vector2(1.105, 0.895)
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position = Vector2(400, 457.01)
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scale = Vector2(1.38, 1.38)
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sprite_frames = SubResource("SpriteFrames_cht2c")
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animation = &"WATER"
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frame = 51
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[node name="Curse Hit Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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texture_filter = 1
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position = Vector2(400, 400)
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scale = Vector2(2.78, 2.78)
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scale = Vector2(2.945, 2.945)
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sprite_frames = SubResource("SpriteFrames_v3crq")
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frame = 47
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[node name="Earth Hit Effect" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport/VFXSprites"]
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position = Vector2(400, 400)
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scale = Vector2(2.005, 2.005)
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scale = Vector2(2.605, 2.605)
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sprite_frames = SubResource("SpriteFrames_bsjfy")
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animation = &"WATER DAMAGE"
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@@ -1,4 +1,4 @@
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[ext_resource type="Texture2D" uid="uid://h4hyjwy3q1h3" path="res://src/map/assets/EX Assetts/1.png" id="2_tstta"]
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@@ -9,7 +9,7 @@
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emission_enabled = true
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emission = Color(0.470821, 1, 0, 1)
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emission_energy_multiplier = 3.3
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@@ -679,7 +679,7 @@ ambient_light_sky_contribution = 0.0
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ambient_light_energy = 0.0
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reflected_light_source = 1
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glow_enabled = true
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@@ -709,6 +709,164 @@ size = Vector2(3.785, 6.145)
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@@ -878,3 +1036,8 @@ transform = Transform3D(0.765, 0, 0, 0, 0.765, 0, 0, 0, 0.765, -0.364896, 2.9044
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|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=1
|
||||
gltf/embedded_image_handling=1
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 107 KiB |
@@ -0,0 +1,38 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://4acpnr07pmlg"
|
||||
path.bptc="res://.godot/imported/impalers_impalers.png-e04f7bc968b82d8e3a4538887e012744.bptc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "6c8d2b4b45fbc062971b845c248098cc"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/map/dungeon/models/Special Floors & Rooms/EX-River/impalers_impalers.png"
|
||||
dest_files=["res://.godot/imported/impalers_impalers.png-e04f7bc968b82d8e3a4538887e012744.bptc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=true
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
@@ -170,7 +170,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
|
||||
LuckComponent = new LuckComponent(InitialLuck);
|
||||
EquipmentComponent = new EquipmentComponent();
|
||||
StatusEffectComponent = new StatusEffectComponent(RustDuration);
|
||||
SigilComponent = new SigilComponent();
|
||||
SigilComponent = new SigilComponent();
|
||||
|
||||
_itemReroller = new ItemReroller(ItemDatabase.Instance);
|
||||
_playerEffectService = new PlayerEffectService(this);
|
||||
@@ -204,7 +204,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
|
||||
ExperiencePointsComponent.Reset();
|
||||
LuckComponent.Reset();
|
||||
EquipmentComponent.Reset();
|
||||
SigilComponent.Reset();
|
||||
SigilComponent.Reset();
|
||||
|
||||
HealthTimer.Timeout += OnHealthTimerTimeout;
|
||||
}
|
||||
@@ -297,7 +297,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
|
||||
|
||||
_camera3D.AddShake(1.0f);
|
||||
TakeDamageAnimationPlayer.Play("take_damage");
|
||||
var defense = TotalDefense * SigilComponent.Sigil.DefenseModifier;
|
||||
var defense = TotalDefense * SigilComponent.Sigil.DefenseModifier;
|
||||
var damageReceived = DamageCalculator.CalculateDamage(damage, defense, EquipmentComponent.ElementalResistance);
|
||||
HealthComponent.Damage(damageReceived, damage.ElementType);
|
||||
SfxDatabase.Instance.Play(SoundEffect.TakeDamage);
|
||||
@@ -311,7 +311,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
|
||||
|
||||
public void SetSigil(ISigil sigil)
|
||||
{
|
||||
SigilComponent.Sigil = sigil;
|
||||
SigilComponent.Sigil = sigil;
|
||||
}
|
||||
|
||||
public void Knockback(float impulse)
|
||||
@@ -910,12 +910,12 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
|
||||
var isCriticalHit = BattleExtensions.IsCriticalHit(TotalLuck);
|
||||
var totalDamage = TotalAttack;
|
||||
|
||||
if (SigilComponent.Sigil.ElementType == weapon.WeaponElement)
|
||||
totalDamage = Mathf.RoundToInt(totalDamage * 1.15f);
|
||||
if (SigilComponent.Sigil.ElementType == weapon.WeaponElement)
|
||||
totalDamage = Mathf.RoundToInt(totalDamage * 1.15f);
|
||||
|
||||
totalDamage = Mathf.RoundToInt(totalDamage * SigilComponent.Sigil.AttackModifier);
|
||||
totalDamage = Mathf.RoundToInt(totalDamage * SigilComponent.Sigil.AttackModifier);
|
||||
|
||||
if (isCriticalHit)
|
||||
if (isCriticalHit)
|
||||
{
|
||||
totalDamage += (int)(totalDamage * 0.5f);
|
||||
SfxDatabase.Instance.Play(SoundEffect.Crit);
|
||||
@@ -923,7 +923,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
|
||||
|
||||
var baseAttack = new AttackData(totalDamage, weapon.WeaponElement, weapon.WeaponTag == WeaponTag.IgnoreDefense, weapon.WeaponTag == WeaponTag.IgnoreAffinity);
|
||||
|
||||
var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, enemy.ElementalResistanceSet);
|
||||
var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, enemy.ElementalResistanceSet);
|
||||
enemy.HealthComponent.Damage(damageDealt, weapon.WeaponElement);
|
||||
|
||||
if (weapon.WeaponTag == WeaponTag.Knockback && enemy is IKnockbackable knockbackable)
|
||||
|
||||
Reference in New Issue
Block a user