Fix sort bug, add to max hp on level up
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@@ -357,6 +357,10 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<ISaveChunk<Play
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public void LevelUp()
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{
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var hpIncrease = rng.RandiRange(3, 6);
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Stats.SetMaximumHP(Stats.MaximumHP.Value + hpIncrease);
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var nextLevel = Stats.CurrentLevel.Value + 1;
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var expToNextLevel = _expToNextLevel[nextLevel];
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var newCurrentExp = Mathf.Max(Stats.CurrentExp.Value - Stats.ExpToNextLevel.Value, 0);
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@@ -27,9 +27,9 @@ CurrentLevel = 1
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CurrentAttack = 8
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BonusAttack = 0
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MaxAttack = 8
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CurrentDefense = 12
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CurrentDefense = 1
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BonusDefense = 0
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MaxDefense = 12
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MaxDefense = 1
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Luck = 0.05
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_dw45s"]
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@@ -489,7 +489,7 @@ _defaultWeapon = ExtResource("3_es4xk")
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_defaultArmor = ExtResource("4_bj1ma")
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[node name="PlayerGeometryCollision" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.06447, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.06447, 0.536376)
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shape = SubResource("CapsuleShape3D_dw45s")
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[node name="HealthTimer" type="Timer" parent="."]
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