# Attack.gd # Ressource für Angriffe — Schaden, Reichweite und Cooldown kommen von der ausgerüsteten Waffe extends Resource class_name Attack enum DamageType { PHYSICAL, FIRE, ICE, LIGHTNING, POISON } @export var name: String = "Unbenannt" @export var damage_type: DamageType = DamageType.PHYSICAL @export var icon: Texture2D = null # Schaden berechnen — ohne Waffe = 1 func get_damage(weapon: Weapon) -> int: if weapon == null or weapon.weapon_type == Weapon.WeaponType.UNARMED: return 1 return randi_range(weapon.min_damage, weapon.max_damage) # Reichweite — ohne Waffe = 1.5 func get_range(weapon: Weapon) -> float: if weapon == null or weapon.weapon_type == Weapon.WeaponType.UNARMED: return 1.5 return weapon.range # Cooldown — ohne Waffe = 1.5s func get_cooldown(weapon: Weapon) -> float: if weapon == null or weapon.weapon_type == Weapon.WeaponType.UNARMED: return 1.5 return weapon.attack_speed