oh man i fixed that status effect bug
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Classes
Scenes
CardPrinter
Menus
Scripts
Towers
Flamethrower
Reactor
Refrigerator
Worlds
GreenPlanet
TestingRange
@ -21,11 +21,11 @@ func _ready() -> void:
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load_stats(Data.save_data)
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bg_level.a_star_graph_3d.make_grid()
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bg_level.a_star_graph_3d.find_path()
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bg_level.a_star_graph_3d.build_random_maze(50)
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bg_level.a_star_graph_3d.place_random_towers(20)
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bg_level.a_star_graph_3d.build_random_maze(70)
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bg_level.a_star_graph_3d.place_random_towers(30)
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bg_level.a_star_graph_3d.disable_all_tower_frames()
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Game.level = bg_level
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WaveManager.generate_wave(1000, bg_level.enemy_pool, bg_level.enemy_spawns)
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WaveManager.generate_wave(WaveManager.calculate_spawn_power(50, 4), bg_level.enemy_pool, bg_level.enemy_spawns)
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for spawn: EnemySpawner in bg_level.enemy_spawns:
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spawn.enemy_died_callback = enemy_died
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spawn.enemy_reached_goal_callback = damage_goal
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