Initial stage of Dawnbringer_Project
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extends Node
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class_name CharacterStats
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var current_level:int
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var current_health:float
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var current_mana:float
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var max_health:int setget set_max_health
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var max_mana:int setget set_max_mana
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var attack:int
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var defense:int
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var dexterity:int
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var speed:int
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var vitality:int
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var wisdown:int
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var health_min_scale:int
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var mana_min_scale:int
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var attack_min_scale:int
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var defense_min_scale:int
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var dexterity_min_scale:int
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var speed_min_scale:int
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var vitality_min_scale:int
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var wisdown_min_scale:int
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var health_max_scale:int
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var mana_max_scale:int
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var attack_max_scale:int
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var defense_max_scale:int
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var dexterity_max_scale:int
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var speed_max_scale:int
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var vitality_max_scale:int
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var wisdown_max_scale:int
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var health_bonus_scale:int
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var mana_bonus_scale:int
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var attack_bonus_scale:int
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var defense_bonus_scale:int
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var dexterity_bonus_scale:int
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var speed_bonus_scale:int
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var vitality_bonus_scale:int
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var wisdown_bonus_scale:int
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var current_xp:int
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var next_level_xp:int
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var xp_scale:int = 100
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var regen_health:float
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var regen_mana:float
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var attack_multiplier:float
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var attack_speed:float
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var velocity:float
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func initialize(stats: CharacterBaseStats):
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max_health = stats.health
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max_mana = stats.mana
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attack = stats.attack
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defense = stats.defense
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dexterity = stats.dexterity
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speed = stats.speed
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vitality = stats.vitality
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wisdown = stats.wisdown
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health_min_scale = stats.health_min_scale
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mana_min_scale = stats.mana_min_scale
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attack_min_scale = stats.attack_min_scale
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defense_min_scale = stats.defense_min_scale
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dexterity_min_scale = stats.dexterity_min_scale
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speed_min_scale = stats.speed_min_scale
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vitality_min_scale = stats.vitality_min_scale
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wisdown_min_scale = stats.wisdown_min_scale
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health_max_scale = stats.health_max_scale
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mana_max_scale = stats.mana_max_scale
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attack_max_scale = stats.attack_max_scale
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defense_max_scale = stats.defense_max_scale
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dexterity_max_scale = stats.dexterity_max_scale
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speed_max_scale = stats.speed_max_scale
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vitality_max_scale = stats.vitality_max_scale
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wisdown_max_scale = stats.wisdown_max_scale
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health_bonus_scale = stats.health_bonus_scale
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mana_bonus_scale = stats.mana_bonus_scale
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attack_bonus_scale = stats.attack_bonus_scale
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defense_bonus_scale = stats.defense_bonus_scale
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dexterity_bonus_scale = stats.dexterity_bonus_scale
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speed_bonus_scale = stats.speed_bonus_scale
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vitality_bonus_scale = stats.vitality_bonus_scale
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wisdown_bonus_scale = stats.wisdown_bonus_scale
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yield(get_tree().create_timer(0.1), "timeout")
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stats_change()
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func gain_experience(amount: int):
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current_xp = amount
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while current_xp >= next_level_xp:
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current_xp -= next_level_xp
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level_up()
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func level_up():
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if (current_level % 5) == 0:
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max_health += health_bonus_scale
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max_mana += mana_bonus_scale
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attack += attack_bonus_scale
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defense += defense_bonus_scale
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dexterity += dexterity_bonus_scale
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speed += speed_bonus_scale
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vitality += vitality_bonus_scale
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wisdown += wisdown_bonus_scale
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else:
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max_health += int(rand_range(float(health_min_scale), float(health_max_scale)))
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max_mana += int(rand_range(float(mana_min_scale), float(mana_max_scale)))
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attack += int(rand_range(float(attack_min_scale), float(attack_max_scale)))
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defense += int(rand_range(float(defense_min_scale), float(defense_max_scale)))
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dexterity += int(rand_range(float(dexterity_min_scale), float(dexterity_max_scale)))
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speed += int(rand_range(float(speed_min_scale), float(speed_max_scale)))
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vitality += int(rand_range(float(vitality_min_scale), float(vitality_max_scale)))
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wisdown += int(rand_range(float(wisdown_min_scale), float(wisdown_max_scale)))
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stats_change()
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func stats_change():
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if current_level >= 20:
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return
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current_level += 1
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next_level_xp += xp_scale
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current_health = max_health
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current_mana = max_mana
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regen_health = 0.2 + 10 * (float(vitality) / 50)
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regen_mana = 0.2 + 5 * (float(wisdown) / 50)
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attack_multiplier = 0.75 + 1.5 *(float(attack) / 70)
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attack_speed = 1/(1 + 5 * (float(dexterity) / 70))
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velocity = 2 + 10 * (float(speed) / 50)
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GlobalSignals.emit_signal("health_changed", current_health)
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GlobalSignals.emit_signal("mana_changed", current_mana)
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GlobalSignals.emit_signal("attack_change", attack_multiplier)
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GlobalSignals.emit_signal("dexterity_change", attack_speed)
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GlobalSignals.emit_signal("velocity_change", velocity)
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func take_damage(amount: float):
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var damage
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var percent_damage := amount * 0.1
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if (amount - defense) >= percent_damage:
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damage = amount - defense
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current_health -= damage
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else:
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damage = percent_damage
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current_health -= damage
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current_health = clamp(current_health, 0, max_health)
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GlobalSignals.emit_signal("health_changed", current_health)
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GlobalSignals.emit_signal("damage_receive", damage)
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if current_health == 0:
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GlobalSignals.emit_signal("on_death")
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func heal(amount: float):
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current_health += amount
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current_health = clamp(current_health, 0, max_health)
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GlobalSignals.emit_signal("health_changed", current_health)
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GlobalSignals.emit_signal("health_recover", amount)
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func mana_heal(amount: float):
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current_mana += amount
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current_mana = clamp(current_mana, 0, max_mana)
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GlobalSignals.emit_signal("health_changed", current_mana)
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GlobalSignals.emit_signal("mana_recover", amount)
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func regen():
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current_health += regen_health
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current_mana += regen_mana
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current_health = clamp(current_health, 0, max_health)
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current_mana = clamp(current_mana, 0, max_mana)
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GlobalSignals.emit_signal("health_changed", current_health)
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GlobalSignals.emit_signal("mana_changed", current_mana)
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func set_max_health(value: int):
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max_health = max(0, value)
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func set_max_mana(value: int):
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max_mana = max(0, value)
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func _on_Regen_timeout():
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regen()
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