extends Node2D class_name WeaponBehavior @export var weapon: Weapon var critical := false func execute_attack() -> void: pass func get_damage() -> float: var damage := weapon.data.stats.damage + Global.player.stats.damage var crit_chance := weapon.data.stats.crit_chance if Global.get_chance_success(crit_chance): crit_chance = true damage = ceil(damage * weapon.data.stats.crit_damage) return damage # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass