More work on portraits and on combat in quest views

This commit is contained in:
2025-10-02 15:42:16 -04:00
parent 00ef506689
commit aa9b0720d8
36 changed files with 236 additions and 90 deletions

View File

@@ -74,7 +74,7 @@ class Event:
quest.questview.set_questor_animation("idle")
for enemy in enemy_list:
quest.questview.pause_setting()
quest.questview.place_enemy(enemy)
quest.questview.place_enemy(enemy, true)
quest.questview.set_enemy_animation(enemy, "idle")
start_combat([quest.questor.quest_sprite], enemy_list)
@@ -169,6 +169,11 @@ class Event:
printerr("Tried to remove someone not in the turn queue")
func _on_combat_action_complete(requeue : bool, combatant : QuestSprite) -> void:
if combatant.position != combatant.reset_position:
combatant.position_reset()
combatant.arrived.connect(_on_combat_action_complete.bind(requeue, combatant), CONNECT_ONE_SHOT)
return
busy_list.erase(combatant)
if requeue:
add_to_turn_queue(combatant)
@@ -178,7 +183,8 @@ class Event:
#TODO: Come up with other options than just swinging at each other
var enemies : Array = get_enemy_list(combatant)
var target = enemies.pick_random()
execute_attack(combatant, target)
combatant.approach(target, combatant.melee_range)
combatant.arrived.connect(execute_attack.bind(combatant, target), CONNECT_ONE_SHOT)
func get_enemy_list(combatant) -> Array:
var lst = []