diff --git a/GameModes/DoNotGetHit.tres b/GameModes/DoNotGetHit.tres index 60ce71b..9cabfd7 100644 --- a/GameModes/DoNotGetHit.tres +++ b/GameModes/DoNotGetHit.tres @@ -21,6 +21,7 @@ time_slowed_speed = 0.1 stamina_regen = false max_stamina = 100.0 stamina_drain = 20.0 +stamina_gain = 5.0 air_dash_max = 1 load_save = false money_multiplier = 1.0 diff --git a/GameModes/standard.tres b/GameModes/standard.tres index d11ceff..b2738d3 100644 --- a/GameModes/standard.tres +++ b/GameModes/standard.tres @@ -10,7 +10,7 @@ win_conditions = 0 survival_time = 160.0 max_number_of_chests = 3 money_lost_multiplier = 0.5 -weapon_penalty = 0 +weapon_penalty = 1 weapon_drop_percentage = 0.5 ammo_drop_percentage = 0.5 walk_speed = 12.0 diff --git a/GameModes/standard_stam_regen.tres b/GameModes/standard_stam_regen.tres index d5decc8..8aff47c 100644 --- a/GameModes/standard_stam_regen.tres +++ b/GameModes/standard_stam_regen.tres @@ -21,6 +21,7 @@ time_slowed_speed = 0.1 stamina_regen = true max_stamina = 100.0 stamina_drain = 20.0 +stamina_gain = 5.0 air_dash_max = 1 load_save = false money_multiplier = 1.0 diff --git a/gamemode.gd b/gamemode.gd index b016b1d..c308fb1 100644 --- a/gamemode.gd +++ b/gamemode.gd @@ -9,7 +9,7 @@ class_name gamemode @export_group("Rewards and Penalties") @export var max_number_of_chests : int = 3 @export var money_lost_multiplier : float = .5 -@export_enum("Drop All Weapons","Drop Random","Drop None") var weapon_penalty = 0 +@export_enum("Drop All Weapons","Drop Random","Drop None") var weapon_penalty = 1 @export var weapon_drop_percentage : float = .5 @export var ammo_drop_percentage : float = .5 @export_group("Player Movement") diff --git a/scripts/weapon_uberscript.gd b/scripts/weapon_uberscript.gd index fe19166..8eff4df 100644 --- a/scripts/weapon_uberscript.gd +++ b/scripts/weapon_uberscript.gd @@ -42,6 +42,9 @@ var cycle_count # Called when the node enters the scene tree for the first time. func _ready(): + if melee_collision_shape != null: + melee_collision_shape.disabled = true + if weapon_info.weapon_type != 1: casings_chamber_last = weapon_info.max_ammo