first version of enitites damageables weapons item and effects workflow
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scripts/Items/Mech/Arms.gd
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scripts/Items/Mech/Arms.gd
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class_name Arms extends Equipment
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scripts/Items/Mech/Boots.gd
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scripts/Items/Mech/Boots.gd
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class_name Boots extends Equipment
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scripts/Items/Mech/Hydraulics.gd
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scripts/Items/Mech/Hydraulics.gd
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class_name Hydraulics extends Equipment
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scripts/Items/Mech/Mech.gd
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scripts/Items/Mech/Mech.gd
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extends Node3D
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class_name Mech
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var boots: Boots
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var arms: Arms
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var hydraulics: Hydraulics
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func init_mech(boots: Boots, arms: Arms, hydraulics: Hydraulics):
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self.boots = boots
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self.arms = arms
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self.hydraulics= hydraulics
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func get_max_health()-> int:
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return boots.get_max_health() +arms.get_max_health()+hydraulics.get_max_health()
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func get_armor()-> int:
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return boots.get_armor()+arms.get_armor()+hydraulics.get_armor()
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func get_max_shield()-> int:
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return boots.get_max_shield()+arms.get_max_shield()+hydraulics.get_max_shield()
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func get_damage()-> int:
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return boots.get_damage()+arms.get_damage()+hydraulics.get_damage()
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func get_movement_speed()-> int:
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return boots.get_evement_speed()+arms.get_evement_speed()+hydraulics.get_evement_speed()
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