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Lesson Q&A

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  • Damage Parametersheartfelt-wormFantastic work as always! If we wanted the mobs to react differently to different damage types/amounts (maybe even depending on the damager node itself!) would that be best simply by accessing the Mob’s hurtbox in the stagger state code to do something like if mob.hurtbox.damage_type, mob.hurtbox.damage_amount and mob.hurtbox.damager to make a variety of hit reactions and such? 2 0 May. 25, 2025
  • exported Max health stays the same when is changed in the editorsamyIf I am not missing something... Suggested solution: in mob_3d.gd script: ```javascript @export_category("Base Stats") @export var max_health := 3 var health # change here ``` and in mob_bee.gd in func _ready() -> void: ```javascript state_machine.activate(idle) state_machine.is_debugging = true health = max_health # change here hurt_box.took_hit.connect(func (hit_box: HitBox3D) -> void: health -= hit_box.damage if health <= 0: state_machine.trigger_event(AI.Events.HEALTH_DEPLETED) else: state_machine.trigger_event(AI.Events.TOOK_DAMAGE) ) ``` 2 0 Dec. 04, 2024
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