Clean up events, add weapon tag for weaker on swing
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@@ -54,4 +54,10 @@ public partial class SetItem : RigidBody3D
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{
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_stateMachine.Travel("timer");
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}
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public void OnExitTree()
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{
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ExplosionArea.AreaEntered -= ExplosionArea_AreaEntered;
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AnimationTree.AnimationFinished -= AnimationTree_AnimationFinished;
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}
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}
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@@ -127,4 +127,10 @@ public partial class ThrownItem : RigidBody3D, IThrownItem
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enemy.HealthComponent.Damage(damageDealt);
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}
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}
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public void OnExitTree()
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{
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BodyEntered -= ThrownItem_BodyEntered;
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Collision.AreaEntered -= Collision_AreaEntered;
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}
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}
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@@ -20,6 +20,9 @@ public partial class Weapon : EquipableItem
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public void OnReady()
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{
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_sprite.Texture = Stats.Texture;
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_bonusDamage = Stats.BonusAttack;
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_bonusDefense = Stats.BonusDefense;
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_bonusLuck = Stats.BonusLuck;
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}
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public override string ItemName => Stats.Name;
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@@ -51,11 +54,11 @@ public partial class Weapon : EquipableItem
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public void SetWeaponDefense(int newBonus) => _bonusDefense = newBonus;
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public override int BonusAttack { get => Stats.BonusAttack + _bonusDamage; }
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public override int BonusAttack { get => _bonusDamage; }
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public override int BonusDefense { get => Stats.BonusDefense + _bonusDefense; }
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public override int BonusDefense { get => _bonusDefense; }
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public override int BonusLuck { get => Stats.BonusLuck + _bonusLuck; }
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public override int BonusLuck { get => _bonusLuck; }
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[Save("weapon_bonus_damage")]
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private int _bonusDamage { get; set; } = 0;
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@@ -7,14 +7,15 @@
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script = ExtResource("2_vrork")
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AttackSpeed = 0.75
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WeaponElement = 0
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WeaponTag = 0
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WeaponTag = 8
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SelfDamage = 0
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SoundEffect = 23
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Name = "Shining Halberd"
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Description = "Weapon that gradually becomes weaker."
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SpawnRate = 0.3
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BonusAttack = 8
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BonusDefense = 0
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BonusLuck = 0.05
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BonusLuck = 5
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BonusHP = 0
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BonusVT = 0
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AeolicResistance = 0
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