Stamina tweak.
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@ -120,14 +120,13 @@ func use_primary_item() -> String:
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if state_to_item_map.has(_item_name):
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if state_to_item_map.has(_item_name):
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var state_name = state_to_item_map[_item_name]
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var state_name = state_to_item_map[_item_name]
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## This item state has a cost associated with it.
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## This item state has a cost associated with it.
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if state_stamina_cost.has(state_name):
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if enough_stamina_for(state_name):
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if state_stamina_cost[state_name] <= stamina_component.stamina:
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#print("Yup: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
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#print("Yup: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
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player_inventory.remove_from_inventory(player_inventory.primary_selection)
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player_inventory.remove_from_inventory(player_inventory.primary_selection)
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return state_to_item_map[_item_name]
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return state_to_item_map[_item_name]
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else:
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else:
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## TODO: maybe some sort of 'fail' animation state
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## TODO: maybe some sort of 'fail' animation state
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print("Nope: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
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#print("Nope: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
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return '' ## you can't use this
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return '' ## you can't use this
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player_inventory.remove_from_inventory(player_inventory.primary_selection)
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player_inventory.remove_from_inventory(player_inventory.primary_selection)
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return state_to_item_map[_item_name]
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return state_to_item_map[_item_name]
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@ -138,7 +138,7 @@ max_health = 100
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[node name="Stamina_Component" parent="." index="9" instance=ExtResource( 29 )]
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[node name="Stamina_Component" parent="." index="9" instance=ExtResource( 29 )]
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unique_name_in_owner = true
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unique_name_in_owner = true
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max_stamina = 50
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max_stamina = 50
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recovery_rate = 5
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recovery_rate = 12
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[node name="Hurtbox_Component" parent="." index="10" instance=ExtResource( 16 )]
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[node name="Hurtbox_Component" parent="." index="10" instance=ExtResource( 16 )]
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collision_layer = 16
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collision_layer = 16
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