add essence and magic table
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+13
-3
@@ -1,9 +1,10 @@
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class_name Enemy
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extends CharacterBody3D
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const PICKUP_SCENE := preload("res://scenes/Pickup.tscn")
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const LEATHER_SCENE := preload("res://scenes/Leather.tscn")
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const IRON_SCENE := preload("res://scenes/Iron.tscn")
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const PICKUP_SCENE := preload("res://scenes/Pickup.tscn")
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const LEATHER_SCENE := preload("res://scenes/Leather.tscn")
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const IRON_SCENE := preload("res://scenes/Iron.tscn")
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const ESSENCE_SCENE := preload("res://scenes/Essence.tscn")
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signal died(points: int)
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signal merged(upgrade: bool)
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@@ -12,6 +13,7 @@ enum State { CHASING, FLYING, STUNNED, DEAD, MERGING }
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static var first_leather_spawned: bool = false
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static var first_iron_spawned: bool = false
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static var first_essence_spawned: bool = false
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var kickable_type: String = ""
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var tier: int = 1
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@@ -277,6 +279,14 @@ func _try_drop_pickup() -> void:
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get_parent().add_child(iron)
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iron.global_position = global_position
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if enemy_level == 3:
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var drop_essence := not first_essence_spawned or randf() < 0.20
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if drop_essence:
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first_essence_spawned = true
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var essence := ESSENCE_SCENE.instantiate() as Node3D
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get_parent().add_child(essence)
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essence.global_position = global_position
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var roll := randf()
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var p_type := ""
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var p_heal := 0
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