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@ -9,6 +9,7 @@ attackSpeed = 50.0
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speed = 4000.0
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damage = 1
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priority = 1
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expReward = 50
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[node name="AnimatedSprite2D" parent="." index="1"]
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frame_progress = 0.482614
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@ -22,8 +22,8 @@ extends CharacterBody2D
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@onready var lvlanim: Node = get_node("LvlUp")
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@onready var lvlsnd: Node = get_node("LvlUpSnd")
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@onready var hitanim: Node = get_node("Hit")
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@onready var atk1l: Node = get_node("AttackArea/Attack1CollisionL")
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@onready var atk1r: Node = get_node("AttackArea/Attack1CollisionR")
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@onready var atk1l: Node = get_node("AttackArea/Attack1CollisionR")
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@onready var atk1r: Node = get_node("AttackArea/Attack1CollisionL")
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@onready var atk2l: Node = get_node("AttackArea/Attack2CollisionR")
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@onready var atk2r: Node = get_node("AttackArea/Attack2CollisionL")
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@ -43,7 +43,7 @@ func remove_foe(foe):
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# Called when the node enters the scene tree for the first time.
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func _ready():
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setLevel(4)
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setLevel(2)
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atk1l.set_disabled(true)
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atk1r.set_disabled(true)
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atk2l.set_disabled(true)
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@ -126,6 +126,7 @@ func processAI(objs):
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if velocity.length() < 95 && objs.size() > 1:
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vec.y += 10
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vec.x += 5
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return vec.normalized() * 100
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@ -170,6 +171,7 @@ func setLevel(lvl):
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level = lvl
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lvlanim.restart()
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lvlsnd.play()
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stop_attack()
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if level > 3:
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atk = "Attack2"
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