Kniggit used double attack!
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@ -6,7 +6,7 @@ extends CharacterBody2D
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@onready var is_attacking: bool = false
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@onready var is_attacking: bool = false
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@onready var is_dying: bool = false
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@onready var is_dying: bool = false
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@export var level: int = 7
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@export var level: int = 1
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@export var hp: int = 100
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@export var hp: int = 100
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@export var maxhp: int = 100
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@export var maxhp: int = 100
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@export var maxvel: float = 2
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@export var maxvel: float = 2
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@ -52,8 +52,8 @@ func _process(delta):
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# AI STUFF
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# AI STUFF
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#velocity += processAI(list,delta)
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#velocity += processAI(list,delta)
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velocity.x += delta
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velocity.x += delta * 4
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velocity.y += delta
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velocity.y += delta * 4
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if !hitanim.is_emitting():
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if !hitanim.is_emitting():
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anim.modulate.a = 1
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anim.modulate.a = 1
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@ -70,7 +70,7 @@ func processAI(objs, delta):
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func attack():
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func attack():
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is_attacking = true
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is_attacking = true
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if (level > 1):
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if (level > 3):
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setAnimState("Attack2")
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setAnimState("Attack2")
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if is_facing_left:
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if is_facing_left:
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atk2r.set_disabled(false)
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atk2r.set_disabled(false)
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@ -133,6 +133,9 @@ func setLevel(lvl):
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maxAtks = 2
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maxAtks = 2
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maxhp += 5
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maxhp += 5
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hp += maxhp / 2
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if hp > maxhp:
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hp = maxhp
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hp = maxhp
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@ -148,6 +151,8 @@ func _on_sprite_animation_looped():
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if currAtks > 0:
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if currAtks > 0:
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is_facing_left = !is_facing_left
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is_facing_left = !is_facing_left
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attack()
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attack()
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else:
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currAtks = maxAtks
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is_dying = false
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is_dying = false
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