semi-idle-arpg/scripts/npc.gd

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class_name NPC
extends Character
enum npcDifficulties { MINION, NORMAL, ELITE, BOSS, ELITEBOSS, BBEG }
enum npcTiers { I, II, III, IV, V, VI, VII, VIII, IX, X }
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@export var npcDifficulty: npcDifficulties
@export var npcTier: npcTiers
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func _random_mod_health() -> void:
randomize()
# noise factor
var noise_factor = randf_range(7, 10)
self.maxHealth *= noise_factor
# difficulty factor
match self.npcDifficulty:
npcDifficulties.MINION:
self.maxHealth /= 2
npcDifficulties.ELITE:
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self.maxHealth *= 2
npcDifficulties.BOSS:
self.maxHealth *= 4
npcDifficulties.ELITEBOSS:
self.maxHealth *= 8
npcDifficulties.BBEG:
self.maxHealth *= 16
# npcTier factor
self.maxHealth *= exp(self.npcTier)
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# fun factor (just additional factor to tweak)
self.maxHealth *= 10
func _init(npcDifficulty: npcDifficulties = npcDifficulties.NORMAL,
npcTier: npcTiers = npcTiers.I) -> void:
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self.npcDifficulty = npcDifficulty
self.npcTier = npcTier
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_random_mod_health()