Tune the Snippest down to a 2x lobster - 5x had too much reach and launched players skyward

This commit is contained in:
2026-07-02 22:48:24 +01:00
parent 8f28304d0f
commit 4d2b177f7b
+6 -7
View File
@@ -1,20 +1,19 @@
extends BasicEnemy
class_name BossLobster
## The Snippest itself: a lobster five times the size with five times the stats.
## The Snippest itself: the basic lobster, scaled up in size and stats.
## Spawned by the EnemySpawner on boss milestone waves.
const BOSS_MULTIPLIER := 5.0
const BOSS_MULTIPLIER := 2.0
func _ready():
# 5x combat stats - applied BEFORE super._ready() so the hitbox
# Scaled combat stats - applied BEFORE super._ready() so the hitbox
# picks them up via set_stats(attack_damage, attack_knockback)
max_health *= BOSS_MULTIPLIER
attack_damage *= BOSS_MULTIPLIER
attack_knockback *= BOSS_MULTIPLIER
attack_range *= BOSS_MULTIPLIER # A 5x lobster has 5x reach
attack_range *= BOSS_MULTIPLIER # A bigger lobster has longer reach
# Deliberately NOT 5x: movement (17.5 speed would be inescapable).
# Big things lumber. Tune here if the boss should be faster.
# Movement deliberately stays near normal - big things lumber
move_speed *= 1.2
# Boss rewards: jackpot gold, guaranteed health orb
@@ -25,7 +24,7 @@ func _ready():
_apply_boss_scale()
## Uniformly scale the visual and collision children 5x around the root.
## Uniformly scale the visual and collision children around the root.
## Child-node scaling (not root CharacterBody3D scale, not shared shape
## resources) keeps physics sane and other lobsters unaffected.
func _apply_boss_scale():