we're so close to working multiplayer
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@ -3,7 +3,7 @@ class_name ProjectileTower
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@export var projectile_scene : PackedScene
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var force := 2.0
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var force := 20.0
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var projectile_id := 0
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22
Scripts/Towers/status_applying_tower.gd
Normal file
22
Scripts/Towers/status_applying_tower.gd
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@ -0,0 +1,22 @@
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extends HitscanTower
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class_name StatusApplyingTower
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@export var status_stats : StatusStats
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func shoot():
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super.shoot()
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if targeted_enemy and is_instance_valid(targeted_enemy) and targeted_enemy.alive:
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targeted_enemy.damage(damage)
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targeted_enemy.status_manager.add_effect(build_status_object())
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func build_status_object() -> StatusEffect:
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var status = StatusEffect.new()
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status.stats = status_stats
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return status
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@rpc("reliable")
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func networked_shoot():
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super.networked_shoot()
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