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https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
Spell points are off now, as I think trainers will work better for this game. Made the spell book window handle it properly.
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@ -195,7 +195,6 @@ window/size/ui_scale_touch=1.0
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[ess]
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[ess]
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spells/use_spell_points=true
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level/auto_learn_spells=false
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level/auto_learn_spells=false
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data/ess_resource_db_path="res://data/resource_db.tres"
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data/ess_resource_db_path="res://data/resource_db.tres"
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data/ess_entity_spawner_path="res://player/bs_entity_spawner.tres"
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data/ess_entity_spawner_path="res://player/bs_entity_spawner.tres"
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@ -65,6 +65,9 @@ func _ready() -> void:
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_prev_button.connect("pressed", self, "dec_page")
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_prev_button.connect("pressed", self, "dec_page")
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_next_button.connect("pressed", self, "inc_page")
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_next_button.connect("pressed", self, "inc_page")
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if ESS.use_spell_points:
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_spell_points_label.text = ""
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connect("visibility_changed", self, "_visibility_changed")
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connect("visibility_changed", self, "_visibility_changed")
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func inc_page() -> void:
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func inc_page() -> void:
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@ -135,6 +138,7 @@ func refresh_all() -> void:
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if _page > _max_pages:
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if _page > _max_pages:
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_page = _max_pages
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_page = _max_pages
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if ESS.use_spell_points:
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_spell_points_label.text = "Free spell points: " + str(_player.getc_free_spell_points())
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_spell_points_label.text = "Free spell points: " + str(_player.getc_free_spell_points())
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refresh_entries()
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refresh_entries()
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@ -106,7 +106,8 @@ func spell_button_pressed() -> void:
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_popup.popup(Rect2(pos, _popup.rect_size))
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_popup.popup(Rect2(pos, _popup.rect_size))
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func update_spell_indicators():
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func update_spell_indicators():
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if _spell_known && ESS.use_spell_points:
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if ESS.use_spell_points:
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if _spell_known:
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get_node(known_label_path).show()
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get_node(known_label_path).show()
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get_node(learn_button_path).hide()
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get_node(learn_button_path).hide()
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@ -129,5 +130,21 @@ func update_spell_indicators():
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get_node(learn_button_path).show()
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get_node(learn_button_path).show()
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modulate = not_known_color
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modulate = not_known_color
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else:
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get_node(known_label_path).hide()
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get_node(learn_button_path).hide()
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if _spell_known:
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modulate = known_color
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else:
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if _spell != null:
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if _spell.training_required_spell:
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if not _player.spell_hasc(_spell.training_required_spell):
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modulate = unlearnable_color
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return
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modulate = not_known_color
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