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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side.
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@ -112,9 +112,9 @@ func load_player(file_name : String, position : Vector3, network_owner : int) ->
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func spawn_player_for_menu(class_id : int, name : String, parent : Node) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = EntityDataManager.get_player_character_data(class_id)
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var class_profile : ClassProfile = ProfileManager.get_class_profile(class_id)
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var class_profile : ClassProfile = ProfileManager.getc_player_profile().get_class_profile(class_id)
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var level : int = class_profile.level
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var level : int = 1
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if default_level_override > 0:
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level = default_level_override
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@ -122,8 +122,8 @@ func spawn_player_for_menu(class_id : int, name : String, parent : Node) -> Enti
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createinfo.class_id = class_id
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createinfo.entity_data = cls
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createinfo.player_name = name
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createinfo.character_level = 1
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createinfo.class_level = level
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createinfo.character_level = level
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createinfo.class_level = class_profile.level
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createinfo.character_xp = 0
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createinfo.class_xp = class_profile.xp
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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@ -4,28 +4,80 @@
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character_level_1 = 22
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character_level_2 = 34
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character_level_3 = 43
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character_level_4 = 4345
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character_level_5 = 554
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character_level_6 = 545
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character_level_7 = 45
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character_level_8 = 45
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character_level_9 = 4
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character_level_10 = 45
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character_level_11 = 54
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character_level_12 = 56
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character_level_13 = 56
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character_level_14 = 56
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class_level_1 = 355
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class_level_2 = 5
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class_level_3 = 5
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class_level_4 = 5
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class_level_5 = 5555
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class_level_6 = 555
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class_level_7 = 555
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class_level_8 = 55
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class_level_9 = 55
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class_level_10 = 5
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class_level_11 = 5
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class_level_12 = 5
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class_level_13 = 5
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class_level_14 = 55
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character_level_4 = 200
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character_level_5 = 200
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character_level_6 = 200
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character_level_7 = 200
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character_level_8 = 200
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character_level_9 = 200
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character_level_10 = 200
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character_level_11 = 200
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character_level_12 = 200
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character_level_13 = 200
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character_level_14 = 200
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character_level_15 = 200
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character_level_16 = 200
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character_level_17 = 200
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character_level_18 = 200
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character_level_19 = 200
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character_level_20 = 200
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class_level_1 = 100
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class_level_2 = 200
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class_level_3 = 300
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class_level_4 = 400
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class_level_5 = 500
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class_level_6 = 600
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class_level_7 = 700
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class_level_8 = 800
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class_level_9 = 1000
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class_level_10 = 1000
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class_level_11 = 1000
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class_level_12 = 1000
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class_level_13 = 1000
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class_level_14 = 1000
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class_level_15 = 1000
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class_level_16 = 1000
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class_level_17 = 1000
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class_level_18 = 1000
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class_level_19 = 1000
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class_level_20 = 1000
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class_level_21 = 1000
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class_level_22 = 1000
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class_level_23 = 1000
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class_level_24 = 1000
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class_level_25 = 1000
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class_level_26 = 1000
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class_level_27 = 1000
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class_level_28 = 1000
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class_level_29 = 1000
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class_level_30 = 1000
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class_level_31 = 1000
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class_level_32 = 1000
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class_level_33 = 1000
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class_level_34 = 1000
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class_level_35 = 1000
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class_level_36 = 1000
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class_level_37 = 1000
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class_level_38 = 1000
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class_level_39 = 1000
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class_level_40 = 1000
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class_level_41 = 1000
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class_level_42 = 1000
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class_level_43 = 1000
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class_level_44 = 1000
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class_level_45 = 1000
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class_level_46 = 1000
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class_level_47 = 1000
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class_level_48 = 1000
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class_level_49 = 1000
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class_level_50 = 1000
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class_level_51 = 1000
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class_level_52 = 1000
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class_level_53 = 1000
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class_level_54 = 1000
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class_level_55 = 1000
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class_level_56 = 1000
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class_level_57 = 1000
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class_level_58 = 1000
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class_level_59 = 1000
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class_level_60 = 1000
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@ -26,16 +26,20 @@ export(NodePath) var level_label_path : NodePath
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var id : int
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var file_name : String
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var name_label : Label
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var class_label : Label
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var level_label : Label
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var entity : Entity
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var class_profile : ClassProfile
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func _ready():
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name_label = get_node(name_label_path) as Label
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class_label = get_node(class_label_path) as Label
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level_label = get_node(level_label_path) as Label
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connect("visibility_changed", self, "on_visibility_changed")
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func setup(pfile_name : String, name : String, cls_name : String, level : int, class_level : int, pentity : Entity) -> void:
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file_name = pfile_name
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@ -44,6 +48,12 @@ func setup(pfile_name : String, name : String, cls_name : String, level : int, c
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level_label.text = str(level)
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entity = pentity
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func set_class_name(name : String, level : int) -> void:
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func set_class_name(name : String, level : int, pclass_profile : ClassProfile) -> void:
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name_label.text = name
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level_label.text = str(level)
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class_profile = pclass_profile
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func on_visibility_changed():
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if visible and class_profile != null:
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level_label.text = str(class_profile.level)
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@ -360,6 +360,8 @@ enabled=PoolStringArray( "ess_data" )
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[ess]
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spells/allow_class_spell_learning=true
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spells/allow_class_recipe_learning=true
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level/use_class_xp=true
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data/xp_data_path="res://data/xp/xp_data.tres"
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data/entity_resources_folder="res://data/entity_resources"
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@ -50,7 +50,8 @@ func _ready():
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ce.owner = container
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ce.id = d.id
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ce.set_class_name(d.entity_class_data.text_name, profile.get_class_profile(d.id).class_id)
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var class_profile : ClassProfile = profile.get_class_profile(d.id)
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ce.set_class_name(d.entity_class_data.text_name, class_profile.level, class_profile)
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ce.group = character_creation_button_group
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if fb != null:
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@ -110,12 +110,29 @@ func clear() -> void:
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for e in player_display_container_node.get_children():
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e.queue_free()
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func delete_character() -> void:
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func retire_character() -> void:
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var b : BaseButton = character_button_group.get_pressed_button()
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if b == null:
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return
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var class_profile : ClassProfile = ProfileManager.getc_player_profile().get_class_profile(b.entity.characterclass_id)
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var xp_data : XPData = EntityDataManager.get_xp_data()
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if xp_data.can_class_level_up(class_profile.level):
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class_profile.xp += b.entity.sclass_xp
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var xpr : int = xp_data.get_class_xp(class_profile.level)
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while xp_data.can_class_level_up(class_profile.level) and class_profile.xp >= xpr:
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class_profile.level += 1
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class_profile.xp -= xpr
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xpr = xp_data.get_class_xp(class_profile.level)
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ProfileManager.save()
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var file_name : String = "user://" + character_folder + "/" + b.file_name
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var f : File = File.new()
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@ -161,3 +178,4 @@ func character_selection_changed() -> void:
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e.get_body().hide()
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b.entity.get_body().show()
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@ -164,12 +164,12 @@ margin_top = 526.0
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margin_right = 261.0
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margin_bottom = 552.0
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[node name="Delete" type="Button" parent="CharacterSelectorMenu/CharacterSelector/CharacterSelector/VBoxContainer/HBoxContainer"]
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[node name="Retire" type="Button" parent="CharacterSelectorMenu/CharacterSelector/CharacterSelector/VBoxContainer/HBoxContainer"]
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margin_right = 128.0
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margin_bottom = 26.269
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size_flags_horizontal = 3
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size_flags_vertical = 3
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text = "Delete"
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text = "Retire"
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[node name="Create" type="Button" parent="CharacterSelectorMenu/CharacterSelector/CharacterSelector/VBoxContainer/HBoxContainer"]
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margin_left = 132.0
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@ -589,7 +589,7 @@ light_specular = 0.65
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shadow_bias = 0.07
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script = ExtResource( 19 )
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[connection signal="pressed" from="CharacterSelectorMenu/CharacterSelector/CharacterSelector/VBoxContainer/Load" to="CharacterSelectorMenu" method="load_character"]
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[connection signal="pressed" from="CharacterSelectorMenu/CharacterSelector/CharacterSelector/VBoxContainer/HBoxContainer/Delete" to="CharacterSelectorMenu" method="delete_character"]
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[connection signal="pressed" from="CharacterSelectorMenu/CharacterSelector/CharacterSelector/VBoxContainer/HBoxContainer/Retire" to="CharacterSelectorMenu" method="retire_character"]
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[connection signal="pressed" from="CharacterSelectorMenu/CharacterSelector/CharacterSelector/VBoxContainer/HBoxContainer/Create" to="." method="switch_to_menu" binds= [ 1 ]]
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[connection signal="pressed" from="CharacterCreationMenu/CharacterSelector2/CharacterSelector/VBoxContainer/PanelContainer/VBoxContainer/Create" to="CharacterCreationMenu" method="create"]
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[connection signal="pressed" from="CharacterCreationMenu/CharacterSelector2/CharacterSelector/VBoxContainer/PanelContainer/VBoxContainer/Back" to="." method="switch_to_menu" binds= [ 0 ]]
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@ -116,8 +116,6 @@ func refresh_all() -> void:
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if _player == null:
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return
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if _character_class == null:
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return
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