feat: wretched now raise difficulty when killed
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					@ -5,12 +5,15 @@
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[sub_resource type="GDScript" id="GDScript_qot2n"]
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					[sub_resource type="GDScript" id="GDScript_qot2n"]
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script/source = "extends EnemyWretched
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					script/source = "extends EnemyWretched
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					@export var difficulty_weight : float = 0.25
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func _on_health_status_death() -> void:
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					func _on_health_status_death() -> void:
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	%StateMachine.process_mode = Node.PROCESS_MODE_DISABLED
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						%StateMachine.process_mode = Node.PROCESS_MODE_DISABLED
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	%NavigationAgent3D.process_mode = Node.PROCESS_MODE_DISABLED
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						%NavigationAgent3D.process_mode = Node.PROCESS_MODE_DISABLED
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	$wretched/AnimationPlayer.play(\"death\")
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						$wretched/AnimationPlayer.play(\"death\")
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	$CollisionShape3D.disabled = true
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						$CollisionShape3D.disabled = true
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	set_movement_direction(Vector2())
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						set_movement_direction(Vector2())
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						get_unit().region.raise_difficulty(difficulty_weight)
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"
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					"
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ng1ul"]
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					[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ng1ul"]
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