Tune the Snippest down to a 2x lobster - 5x had too much reach and launched players skyward
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@@ -1,20 +1,19 @@
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extends BasicEnemy
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extends BasicEnemy
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class_name BossLobster
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class_name BossLobster
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## The Snippest itself: a lobster five times the size with five times the stats.
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## The Snippest itself: the basic lobster, scaled up in size and stats.
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## Spawned by the EnemySpawner on boss milestone waves.
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## Spawned by the EnemySpawner on boss milestone waves.
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const BOSS_MULTIPLIER := 5.0
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const BOSS_MULTIPLIER := 2.0
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func _ready():
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func _ready():
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# 5x combat stats - applied BEFORE super._ready() so the hitbox
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# Scaled combat stats - applied BEFORE super._ready() so the hitbox
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# picks them up via set_stats(attack_damage, attack_knockback)
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# picks them up via set_stats(attack_damage, attack_knockback)
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max_health *= BOSS_MULTIPLIER
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max_health *= BOSS_MULTIPLIER
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attack_damage *= BOSS_MULTIPLIER
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attack_damage *= BOSS_MULTIPLIER
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attack_knockback *= BOSS_MULTIPLIER
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attack_knockback *= BOSS_MULTIPLIER
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attack_range *= BOSS_MULTIPLIER # A 5x lobster has 5x reach
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attack_range *= BOSS_MULTIPLIER # A bigger lobster has longer reach
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# Deliberately NOT 5x: movement (17.5 speed would be inescapable).
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# Movement deliberately stays near normal - big things lumber
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# Big things lumber. Tune here if the boss should be faster.
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move_speed *= 1.2
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move_speed *= 1.2
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# Boss rewards: jackpot gold, guaranteed health orb
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# Boss rewards: jackpot gold, guaranteed health orb
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@@ -25,7 +24,7 @@ func _ready():
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_apply_boss_scale()
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_apply_boss_scale()
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## Uniformly scale the visual and collision children 5x around the root.
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## Uniformly scale the visual and collision children around the root.
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## Child-node scaling (not root CharacterBody3D scale, not shared shape
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## Child-node scaling (not root CharacterBody3D scale, not shared shape
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## resources) keeps physics sane and other lobsters unaffected.
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## resources) keeps physics sane and other lobsters unaffected.
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func _apply_boss_scale():
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func _apply_boss_scale():
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