diff --git a/scripts/Statemachine/EntityBase.gd b/scripts/Statemachine/EntityBase.gd index a4746ef..4975077 100644 --- a/scripts/Statemachine/EntityBase.gd +++ b/scripts/Statemachine/EntityBase.gd @@ -70,6 +70,7 @@ func _ready(): currentFocusedBoss = get_tree().get_nodes_in_group("players")[0] func _process(_delta): health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH)) + energy = clamp(energy, 0, INF) for i in inventory: inventory[i] = clamp(inventory[i], 0, inventoryMax[i]) func _physics_process(_delta: float) -> void: @@ -103,7 +104,7 @@ func takeDamage(bullet: BulletBase, crit: bool): damage = 0 else: playSound("hurt") - bullet.launcher.storeEnergy(damage * 0.15) + bullet.launcher.storeEnergy(damage * 0.05) storeEnergy(damage * -0.1) health -= damage DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))