fixed the parity between air and land enemies. +added a lot of new cards
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@ -1,44 +1,19 @@
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extends Node
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extends RefCounted
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class_name StatusEffect
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signal expired(effect : StatusEffect)
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var stats : StatusStats
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var affected :
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set(value):
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affected = value
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on_attached()
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var cooldown := 0.0
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var other_cooldown := 0.0
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var time_since_proc := 0.0
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var time_existed := 0.0
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func on_attached():
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func on_attached(affected, existing_effects):
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pass
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func on_removed():
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expired.emit(self)
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func proc():
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func on_removed(affected, existing_effects):
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pass
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func _ready():
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other_cooldown = 1.0 / stats.proc_frequency
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func _process(delta: float) -> void:
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time_existed += delta
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if time_existed >= stats.duration:
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on_removed()
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queue_free()
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return
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if stats.proc_frequency > 0.0:
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cooldown += delta
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if cooldown >= other_cooldown:
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cooldown -= other_cooldown
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proc()
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func proc(affected, stacks, existing_effects):
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pass
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