chore: gdformat bleed changes
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@@ -25,9 +25,11 @@ enum WeaponTag {
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var _player: Player
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func _ready() -> void:
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_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
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func _on_attack_cd_timer_timeout() -> void:
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do_attack()
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@@ -87,15 +89,18 @@ func has_property(key: String) -> bool:
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return true
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return false
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func did_crit() -> bool:
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var weapon_crit = get_calculated("attack_crit_chance")
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var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers)
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return randf() >= 1 - weapon_crit + player_crit
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func did_bleed() -> bool:
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return randf() >= 1 - bleed_chance
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func base_damage() -> Array[Variant]:
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var damage = get_calculated("attack_damage")
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var is_crit := did_crit()
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@@ -9,8 +9,6 @@ const WEAPON_SWORD_PROJECTILE = preload("res://scenes/weapons/weapon_sword_proje
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signal projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase)
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func _ready() -> void:
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bleed_chance = 0.2
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targeting_range_shape.shape.radius = attack_range
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@@ -48,7 +46,7 @@ func deal_damage(enemy: EnemyBase, damage_mult: float):
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var damage_and_crit = base_damage()
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# TODO: Fix crit value
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enemy.take_damage(damage_and_crit[0], damage_and_crit[1])
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if did_bleed():
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var bleed = EnemyEffectBleed.new(enemy, damage_and_crit[0], bleed_duration)
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bleed.apply(enemy)
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