Work on quest locations and the first, brokedown guildhall scene.
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@@ -1,11 +1,5 @@
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class_name Adventurer extends Node
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class Appearance extends Resource:
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var hair_color : String
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var hair_type : int
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var skin_color : String
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var eye_color : String
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var eye_type : int
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enum Gender{
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MASC,
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@@ -23,7 +17,7 @@ var max_energy : int = 1
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var level : int = 1
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var exp : int = 0
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var job : JobData
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var appearance : Appearance
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var appearance : Dictionary
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var stats : StatBlock
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var gold : int = 0
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var quest : Quest
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@@ -177,11 +171,24 @@ func move_item(from : Vector2, to: Vector2) -> void:
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func generate_appearance(features=null) -> void:
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if features == null:
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appearance = Appearance.new()
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appearance = {
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"hair":{
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"color":"",
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"type":""
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},
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"skin":{
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"color":"",
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"type":""
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},
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"eyes":{
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"color":"",
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"type":""
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}
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}
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#TODO: Handle different types of hair and eyes
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appearance.hair_color = AdventurerPortrait.random_color(ColorVariant.Types.HAIR)
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appearance.hair.color = AdventurerPortrait.random_color(ColorVariant.Types.HAIR)
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#appearance.hair_type = randi_range(0,len(job.portrait.hair_types) - 1)
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appearance.eye_color = AdventurerPortrait.random_color(ColorVariant.Types.EYES)
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appearance.eyes.color = AdventurerPortrait.random_color(ColorVariant.Types.EYES)
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#appearance.eye_type = randi_range(0,len(job.portrait.eye_types) - 1)
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appearance.skin_color = AdventurerPortrait.random_color(ColorVariant.Types.SKIN)
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appearance.skin.color = AdventurerPortrait.random_color(ColorVariant.Types.SKIN)
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changed.emit()
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