Work on quest locations and the first, brokedown guildhall scene.

This commit is contained in:
2025-09-27 18:19:22 -04:00
parent 023e88b84e
commit 00ef506689
19 changed files with 854 additions and 121 deletions

View File

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