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https://github.com/Relintai/broken_seals_roguelike.git
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Comment out a few methods in Aura, as they were implementing spell scaling over c++. Also update ESS so auras don't complain if the original caster is no more.
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@ -1 +1 @@
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{"engine": {"3.2": "07b24de868457c0a190c88771e99ff09e5451c3b"}, "world_generator": {"master": "9a4f9f9809cb4da6d0196a9b37ea480e3cd0c400"}, "entity_spell_system": {"master": "9839cb49721f2d9a37670d6040a4f56ce26001fe"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "texture_packer": {"master": "2993ed34f34cfa6a5e61b7913380231e9c55eda6"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "thread_pool": {"master": "93320fe864128d706bcc47fc7ed0731e6e9bcf69"}}
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{"engine": {"3.2": "07b24de868457c0a190c88771e99ff09e5451c3b"}, "world_generator": {"master": "9a4f9f9809cb4da6d0196a9b37ea480e3cd0c400"}, "entity_spell_system": {"master": "f6f125b92c05ad12fed573d5568b5384a548fea5"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "texture_packer": {"master": "2993ed34f34cfa6a5e61b7913380231e9c55eda6"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "thread_pool": {"master": "93320fe864128d706bcc47fc7ed0731e6e9bcf69"}}
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@ -21,69 +21,69 @@ class_name AuraGD
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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# SOFTWARE.
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#
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#func _handle_aura_damage(aura_data : AuraData, damage_info : SpellDamageInfo) -> void:
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# randomize()
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#
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# if damage_info.dealer == null:
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# printerr("_handle_aura_damage: damage_info.dealer is null! ")
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# return
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#
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# damage_info.damage = damage_min + (randi() % (damage_max - damage_min))
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#
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# if scale_with_level:
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# damage_info.damage *= int(float(damage_info.dealer.scharacter_level) / float(EntityEnums.MAX_CHARACTER_LEVEL))
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#
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# damage_info.damage_source_type = aura_data.aura.damage_type
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#
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# if (is_instance_valid(damage_info.dealer)):
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# damage_info.dealer.sdeal_damage_to(damage_info)
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#
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#func _handle_aura_heal(aura_data : AuraData, shi : SpellHealInfo) -> void:
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# randomize()
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#
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# shi.heal = heal_min + (randi() % (heal_max - heal_min))
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# shi.damage *= shi.dealer.scharacter_level / float(EntityEnums.MAX_CHARACTER_LEVEL)
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# shi.heal_source_type = aura_data.aura.aura_type
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#
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# shi.dealer.sdeal_heal_to(shi)
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#
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#func _sapply(info : AuraApplyInfo) -> void:
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## var add : bool = false
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# var ad : AuraData = info.target.aura_gets_by(info.caster, info.aura.id)
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#
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# if ad == null:
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## add = true
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# ad = AuraData.new()
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#
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# setup_aura_data(ad, info);
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#
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# for i in range(stat_attribute_get_count()):
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# info.target.stat_mod(id, stat_attribute_get_base_mod(i), stat_attribute_get_bonus_mod(i), stat_attribute_get_percent_mod(i))
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#
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# if states_add != 0:
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# for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
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# var t : int = 1 << i
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#
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# if states_add & t != 0:
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# info.target.adds_state_ref(i)
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#
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#
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# info.target.aura_adds(ad);
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# else:
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# ad.remaining_time = time
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#
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func _handle_aura_damage(aura_data : AuraData, damage_info : SpellDamageInfo) -> void:
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#func _sdeapply(data : AuraData) -> void:
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randomize()
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# for i in range(stat_attribute_get_count()):
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# data.owner.stat_mod(id, stat_attribute_get_base_mod(i), stat_attribute_get_bonus_mod(i), stat_attribute_get_percent_mod(i))
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if damage_info.dealer == null:
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#
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printerr("_handle_aura_damage: damage_info.dealer is null! ")
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# if states_add != 0:
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return
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# for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
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# var t : int = 1 << i
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damage_info.damage = damage_min + (randi() % (damage_max - damage_min))
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#
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# if states_add & t != 0:
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if scale_with_level:
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# data.owner.removes_state_ref(i)
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damage_info.damage *= int(float(damage_info.dealer.scharacter_level) / float(EntityEnums.MAX_CHARACTER_LEVEL))
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damage_info.damage_source_type = aura_data.aura.damage_type
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if (is_instance_valid(damage_info.dealer)):
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damage_info.dealer.sdeal_damage_to(damage_info)
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func _handle_aura_heal(aura_data : AuraData, shi : SpellHealInfo) -> void:
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randomize()
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shi.heal = heal_min + (randi() % (heal_max - heal_min))
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shi.damage *= shi.dealer.scharacter_level / float(EntityEnums.MAX_CHARACTER_LEVEL)
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shi.heal_source_type = aura_data.aura.aura_type
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shi.dealer.sdeal_heal_to(shi)
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func _sapply(info : AuraApplyInfo) -> void:
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# var add : bool = false
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var ad : AuraData = info.target.aura_gets_by(info.caster, info.aura.id)
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if ad == null:
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# add = true
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ad = AuraData.new()
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setup_aura_data(ad, info);
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for i in range(stat_attribute_get_count()):
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info.target.stat_mod(id, stat_attribute_get_base_mod(i), stat_attribute_get_bonus_mod(i), stat_attribute_get_percent_mod(i))
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if states_add != 0:
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for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
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var t : int = 1 << i
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if states_add & t != 0:
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info.target.adds_state_ref(i)
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info.target.aura_adds(ad);
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else:
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ad.remaining_time = time
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func _sdeapply(data : AuraData) -> void:
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for i in range(stat_attribute_get_count()):
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data.owner.stat_mod(id, stat_attribute_get_base_mod(i), stat_attribute_get_bonus_mod(i), stat_attribute_get_percent_mod(i))
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if states_add != 0:
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for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
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var t : int = 1 << i
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if states_add & t != 0:
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data.owner.removes_state_ref(i)
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func _con_aura_added(data : AuraData) -> void:
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func _con_aura_added(data : AuraData) -> void:
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if data.owner.get_character_skeleton() == null or data.owner.get_character_skeleton().root_attach_point == null:
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if data.owner.get_character_skeleton() == null or data.owner.get_character_skeleton().root_attach_point == null:
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