Extensive work on VFX for the guild, assets for the world, and portrait variance. Work on quests. Extra work on User Flow completion and file saving.
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@@ -1,5 +1,6 @@
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[gd_resource type="Resource" script_class="JobData" load_steps=2 format=3 uid="uid://db4xces0v3het"]
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[gd_resource type="Resource" script_class="JobData" load_steps=3 format=3 uid="uid://db4xces0v3het"]
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[ext_resource type="PackedScene" uid="uid://doxmdg4dpnjp1" path="res://graphics/portraits/farmer.tscn" id="1_0iatm"]
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[ext_resource type="Script" uid="uid://byr5ai03cpa5s" path="res://data/jobs/job_data.gd" id="1_clwor"]
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[resource]
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@@ -12,4 +13,6 @@ max_INT = 3
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max_CHA = 2
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max_FAI = 2
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max_LUK = 2
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portrait = ExtResource("1_0iatm")
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equippable_weapons = ["Spear", "Fist", "Hammer"]
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metadata/_custom_type_script = "uid://byr5ai03cpa5s"
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21
data/jobs/guildleader.tres
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21
data/jobs/guildleader.tres
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@@ -0,0 +1,21 @@
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[gd_resource type="Resource" script_class="JobData" load_steps=2 format=3 uid="uid://bcbnt88ss6loi"]
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[ext_resource type="Script" uid="uid://byr5ai03cpa5s" path="res://data/jobs/job_data.gd" id="1_2ar68"]
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[resource]
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script = ExtResource("1_2ar68")
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name = "Guildleader"
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type = 1
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min_STR = null
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max_STR = null
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min_DEX = null
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max_DEX = null
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min_INT = null
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max_INT = null
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min_CHA = null
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max_CHA = null
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min_FAI = null
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max_FAI = null
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min_LUK = null
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max_LUK = null
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metadata/_custom_type_script = "uid://byr5ai03cpa5s"
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@@ -26,7 +26,11 @@ var test
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@export var portrait : PackedScene
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@export var equippable_weapons : Array[String] = []
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#TODO: Implement a more interesting tnl for different jobs
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func get_tnl(lvl : int) -> int:
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return lvl * 10
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func can_equip(item):
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return true
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