Renamed assets, worked on the clock and map, started improving assets.
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@@ -6,6 +6,9 @@ enum Slots{
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ACCESSORY
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}
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var last_id : int = 1
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var id : int
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@export var image : Texture2D
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@export var name : StringName
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@export var brief : String
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@@ -15,6 +18,9 @@ enum Slots{
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@export var per : bool
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@export var grade : String = "F"
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func _init() -> void:
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last_id += 1
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id = last_id
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func item_type_name() -> String:
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return "Item"
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@@ -2,7 +2,7 @@ class_name Quest extends Resource
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#The list of available quests
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static var list : Array[Quest]
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static var last_id : int = 1
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enum Status{
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OPEN,
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@@ -32,6 +32,7 @@ class Event:
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VICTORY,
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DEFEAT
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}
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var hidden : bool = false
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var type : Type = Type.WAIT
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var enemies : Array[String] = []
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@@ -51,7 +52,7 @@ class Event:
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func setup() -> void:
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pass
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func save_dict() -> Dictionary:
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func save() -> Dictionary:
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var d : Dictionary = {}
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d.hidden = hidden
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d.type = type
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@@ -236,6 +237,7 @@ class Event:
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complete = true
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completed.emit()
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var id : int
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var base_name : String = ""
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var name : String = "A Basic Quest"
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var desc : String = "The default quest, with no special anything."
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@@ -259,6 +261,8 @@ var questor : Adventurer = null
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signal status_changed(status : Status)
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func _init() -> void:
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last_id += 1
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id = last_id
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pass
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func initiate(member : Adventurer) -> void:
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@@ -328,8 +332,9 @@ static func load_quest_list() -> void:
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static func generate(parameters : Dictionary) -> Quest:
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return null
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func save_dict() -> Dictionary:
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func save() -> Dictionary:
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var d : Dictionary = {}
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d.id = id
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d.name = name
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d.base_name = base_name
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d.desc = desc
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@@ -349,6 +354,6 @@ func save_dict() -> Dictionary:
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var lst : Array = []
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for evt in events:
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lst.append(evt.save_dict())
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lst.append(evt.save())
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d.events = lst
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return d
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