update
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extends Node
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# Intentionen (Input → System)
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signal ability_use_requested(player, ability_index)
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signal auto_attack_tick(attacker)
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signal target_requested(player, target)
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signal enemy_detected(enemy, player)
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# Ergebnisse (System → Node)
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signal combat_state_changed(player, in_combat)
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signal enemy_state_changed(enemy, new_state)
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signal enemy_target_changed(enemy, target)
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# Kampf
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signal attack_executed(attacker, position, direction, damage)
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signal damage_dealt(attacker, target, damage)
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signal damage_requested(attacker, target, amount)
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signal heal_requested(healer, target, amount)
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# Entity
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signal entity_died(entity)
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signal health_changed(entity, current, max_val)
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signal shield_changed(entity, current, max_val)
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signal shield_broken(entity)
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signal shield_regenerated(entity)
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signal regeneration_changed(entity, current, max_val)
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# Spieler
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signal target_changed(player, target)
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signal player_respawned(player)
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signal role_changed(player, role_type)
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signal damage_requested(attacker, target, amount)
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signal health_changed(entity, current, max_val)
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signal shield_changed(entity, current, max_val)
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signal respawn_tick(timer)
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signal enemy_engaged(enemy, target)
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signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer)
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# Buff
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signal buff_changed(entity, stat, value)
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# Gegner
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signal enemy_engaged(enemy, target)
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# Portal
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signal portal_spawn(portal, enemies)
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signal heal_requested(healer, target, amount)
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signal portal_defeated(portal)
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# Dungeon
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signal dungeon_cleared()
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