balancing
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36844903ad
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@ -86,11 +86,13 @@ alignment = 1
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[node name="StatPanel" type="HBoxContainer" parent="UIRoot/ControlPanel"]
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[node name="StatPanel" type="HBoxContainer" parent="UIRoot/ControlPanel"]
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layout_mode = 2
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layout_mode = 2
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size_flags_horizontal = 3
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size_flags_horizontal = 3
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size_flags_stretch_ratio = 0.65
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mouse_filter = 2
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mouse_filter = 2
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[node name="Blud" type="Control" parent="UIRoot/ControlPanel/StatPanel"]
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[node name="Blud" type="Control" parent="UIRoot/ControlPanel/StatPanel"]
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layout_mode = 2
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layout_mode = 2
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size_flags_horizontal = 3
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size_flags_horizontal = 3
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size_flags_stretch_ratio = 0.75
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[node name="HBoxContainer" type="HBoxContainer" parent="UIRoot/ControlPanel/StatPanel/Blud"]
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[node name="HBoxContainer" type="HBoxContainer" parent="UIRoot/ControlPanel/StatPanel/Blud"]
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layout_mode = 1
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layout_mode = 1
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@ -143,7 +145,7 @@ vertical_alignment = 2
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[node name="Middle" type="VBoxContainer" parent="UIRoot/ControlPanel/StatPanel"]
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[node name="Middle" type="VBoxContainer" parent="UIRoot/ControlPanel/StatPanel"]
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layout_mode = 2
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layout_mode = 2
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size_flags_horizontal = 3
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size_flags_horizontal = 3
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size_flags_stretch_ratio = 0.8
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size_flags_stretch_ratio = 0.5
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[node name="Time" type="Control" parent="UIRoot/ControlPanel/StatPanel/Middle"]
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[node name="Time" type="Control" parent="UIRoot/ControlPanel/StatPanel/Middle"]
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layout_mode = 2
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layout_mode = 2
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@ -13,7 +13,7 @@ func _ready():
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return
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return
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var temp : TemplateSpawnable = spawnableScene.instantiate()
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var temp : TemplateSpawnable = spawnableScene.instantiate()
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label.text = str(temp.monsterName) + " (" + str(temp.cost) + ")"
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label.text = str(temp.monsterName) + "| " + str(temp.cost)
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generate_tooltip(temp)
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generate_tooltip(temp)
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temp.queue_free()
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temp.queue_free()
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@ -19,7 +19,7 @@ attackSpeed = 50.0
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speed = 4000.0
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speed = 4000.0
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damage = 1
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damage = 1
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priority = 1
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priority = 1
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expReward = 15
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expReward = 5
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BludGen = 0.5
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BludGen = 0.5
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cost = 20
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cost = 20
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minSpawnRange = 10.0
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minSpawnRange = 10.0
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@ -237,12 +237,12 @@ fill = 1
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fill_from = Vector2(0.5, 0.5)
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fill_from = Vector2(0.5, 0.5)
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[node name="NecromancerSpawnable" instance=ExtResource("1_scjiu")]
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[node name="NecromancerSpawnable" instance=ExtResource("1_scjiu")]
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maxHp = 25
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maxHp = 50
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speed = 2000.0
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speed = 2000.0
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priority = 10
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priority = 10
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expReward = 150
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expReward = 300
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BludGen = 7.0
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BludGen = 10.0
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cost = 200
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cost = 175
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canAttack = false
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canAttack = false
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monsterName = "Necromancer"
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monsterName = "Necromancer"
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monsterIcon = SubResource("AtlasTexture_ac0gw")
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monsterIcon = SubResource("AtlasTexture_ac0gw")
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@ -402,12 +402,12 @@ height = 56.0
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polygon = PackedVector2Array(3, -25, 3, -25, -7, -18, -8, -7, -7, 11, 0, 16, 7, 15, 12, 7, 10, -5, 8, -16)
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polygon = PackedVector2Array(3, -25, 3, -25, -7, -18, -8, -7, -7, 11, 0, 16, 7, 15, 12, 7, 10, -5, 8, -16)
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[node name="PitFiendSpawnable" instance=ExtResource("1_u8yit")]
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[node name="PitFiendSpawnable" instance=ExtResource("1_u8yit")]
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maxHp = 300
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maxHp = 200
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attackSpeed = 20.0
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attackSpeed = 15.0
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speed = 3000.0
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speed = 3000.0
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damage = 20
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damage = 20
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priority = 5
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priority = 5
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expReward = 1250
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expReward = 2500
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BludGen = 5.0
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BludGen = 5.0
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cost = 500
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cost = 500
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monsterName = "Pit Fiend"
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monsterName = "Pit Fiend"
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@ -341,12 +341,12 @@ height = 46.0
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polygon = PackedVector2Array(-11, -5, 10, -5, 12, 1, 4, 5, -13, 5, -18, 0)
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polygon = PackedVector2Array(-11, -5, 10, -5, 12, 1, 4, 5, -13, 5, -18, 0)
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[node name="WolfSpawnable" instance=ExtResource("1_t7ryl")]
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[node name="WolfSpawnable" instance=ExtResource("1_t7ryl")]
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maxHp = 14
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maxHp = 21
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attackSpeed = 70.0
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attackSpeed = 70.0
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speed = 10000.0
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speed = 10000.0
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damage = 3
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damage = 5
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priority = 3
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priority = 3
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expReward = 75
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expReward = 100
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BludGen = 0.25
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BludGen = 0.25
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cost = 50
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cost = 50
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monsterName = "Wolf"
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monsterName = "Wolf"
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@ -1,6 +1,9 @@
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class_name Fabio
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class_name Fabio
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extends CharacterBody2D
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extends CharacterBody2D
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const FREE_EXP_RATE = 12
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var freeXpStack = 0
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@onready var levelup = [300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000]
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@onready var levelup = [300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000]
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@onready var is_facing_left: bool = false
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@onready var is_facing_left: bool = false
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@ -96,7 +99,10 @@ func _process(delta):
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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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if freeXpStack >= 1:
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receive_exp(floor(freeXpStack))
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freeXpStack -= floor(freeXpStack)
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freeXpStack += FREE_EXP_RATE * level * delta
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move_and_slide()
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move_and_slide()
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@ -190,23 +196,26 @@ func setLevel(lvl):
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lvlsnd.play()
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lvlsnd.play()
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stop_attack()
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stop_attack()
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if level > 2:
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damage = 7
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if level > 3:
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if level > 3:
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atk = "Attack2"
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atk = "Attack2"
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atkL = atk2l
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atkL = atk2l
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atkR = atk2r
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atkR = atk2r
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damage = 7
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damage = 14
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if level > 4:
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if level > 4:
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cooldown.wait_time = 1
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cooldown.wait_time = 1
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if level > 5:
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if level > 5:
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damage = 12
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damage = 21
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if level > 7:
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if level > 7:
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maxAtks = 2
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maxAtks = 2
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maxhp += 5
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maxhp += 10
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hp += 5 * level + 5
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hp += 10 * level + 5
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if hp > maxhp:
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if hp > maxhp:
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hp = maxhp
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hp = maxhp
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