Work on item display windows and variant coloring for portraits and sprites.
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@@ -1 +1,5 @@
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class_name Accessory extends Equipment
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func item_type_name() -> String:
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return "Accessory"
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@@ -1 +1,5 @@
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class_name Armor extends Equipment
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func item_type_name() -> String:
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return "Armor"
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#TODO: Add different armor classes
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@@ -1 +1,5 @@
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extends Item
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class_name Blueprint extends Item
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func item_type_name() -> String:
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return "Blueprint"
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@@ -1 +1,4 @@
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class_name Consumable extends Item
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func item_type_name() -> String:
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return "Consumable"
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@@ -1 +1,4 @@
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class_name Equipment extends Item
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func item_type_name() -> String:
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return "Equipment"
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@@ -8,3 +8,7 @@ class_name Item extends Resource
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@export var max_quantity : int = 1
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@export var varies : bool
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@export var per : bool
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@export var grade : String = "F"
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func item_type_name() -> String:
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return "Item"
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@@ -7,6 +7,7 @@
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script = ExtResource("1_qoils")
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min_damage = 1
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max_damage = 2
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type = 2
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image = ExtResource("1_fpnr6")
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brief = "A humble weapon for a humble beginning."
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metadata/_custom_type_script = "uid://bgn8ipx38g28o"
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@@ -1 +1,5 @@
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extends Item
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class_name Recipe extends Item
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func item_type_name() -> String:
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return "Recipe"
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@@ -1 +1,6 @@
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extends Item
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class_name ResourceItem extends Item
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func item_type_name() -> String:
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return "Resource"
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#TODO: Come up with a list of possible resource types
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@@ -1,4 +1,32 @@
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class_name Weapon extends Equipment
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enum Type{
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FIST,
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SWORD,
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SPEAR,
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STAFF,
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DAGGER,
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HAMMER,
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WHIP,
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}
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@export var min_damage : int
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@export var max_damage : int
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@export var type : Type
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func item_type_name() -> String:
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return "Weapon (%s)" % weapon_type_name()
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func primary_stat() -> String:
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return "Deals %d-%d base damage." % [min_damage, max_damage]
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func weapon_type_name() -> String:
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match(type):
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Type.FIST: return "Fist"
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Type.SWORD: return "Sword"
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Type.SPEAR: return "Spear"
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Type.STAFF: return ""
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Type.DAGGER: return ""
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Type.HAMMER: return ""
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Type.WHIP: return ""
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return "Unknown"
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