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diff --git a/autoload/ActionTypeGroups.gd b/autoload/ActionTypeGroups.gd
new file mode 100644
index 0000000..d8223d8
--- /dev/null
+++ b/autoload/ActionTypeGroups.gd
@@ -0,0 +1,51 @@
+class_name ActionTypeGroups
+
+const ATTACK_ACTIONS: Array[String] = [
+ Scripts.ACTION_ATTACK,
+ Scripts.ACTION_ATTACK_GENERATOR,
+ Scripts.ACTION_DIRECT_DAMAGE
+]
+
+const DEFENSE_ACTIONS: Array[String] = [
+ Scripts.ACTION_BLOCK,
+ Scripts.ACTION_BLOCK_BY_STATUS
+]
+
+const HEAL_ACTIONS: Array[String] = [
+ Scripts.ACTION_ADD_HEALTH,
+ Scripts.ACTION_SET_HEALTH,
+ Scripts.ACTION_HEAL_PERCENT
+]
+
+const STATUS_ACTIONS: Array[String] = [
+ Scripts.ACTION_APPLY_STATUS,
+ Scripts.ACTION_DECAY_STATUS,
+ Scripts.ACTION_MULTIPLY_STATUS,
+ Scripts.ACTION_BLOCK_TO_STATUS
+]
+
+const ENERGY_ACTIONS: Array[String] = [
+ Scripts.ACTION_ADD_ENERGY,
+ Scripts.ACTION_RESET_ENERGY
+]
+
+const DRAW_ACTIONS: Array[String] = [
+ Scripts.ACTION_DRAW,
+ Scripts.ACTION_DRAW_GENERATOR
+]
+
+const FORGE_ACTIONS: Array[String] = [
+ Scripts.ACTION_ADD_TO_FORGE,
+ Scripts.ACTION_TAKE_FROM_FORGE,
+ Scripts.ACTION_CONSUME_FORGE_LOAD
+]
+
+const CARD_MANIPULATION_ACTIONS: Array[String] = [
+ Scripts.ACTION_DISCARD_CARDS,
+ Scripts.ACTION_EXHAUST_CARDS,
+ Scripts.ACTION_BANISH_CARDS,
+ Scripts.ACTION_MOVE_CARDS_TO_LIMBO,
+ Scripts.ACTION_TRANSFORM_CARDS,
+ Scripts.ACTION_UPGRADE_CARDS,
+ Scripts.ACTION_RETAIN_CARDS
+]
diff --git a/autoload/ActionTypeGroups.gd.uid b/autoload/ActionTypeGroups.gd.uid
new file mode 100644
index 0000000..e6aef9b
--- /dev/null
+++ b/autoload/ActionTypeGroups.gd.uid
@@ -0,0 +1 @@
+uid://css2v7c38l22g
diff --git a/autoload/FileLoader.gd b/autoload/FileLoader.gd
index 5a220e0..0a0639f 100644
--- a/autoload/FileLoader.gd
+++ b/autoload/FileLoader.gd
@@ -263,8 +263,11 @@ func load_read_only_data() -> void:
var old_script_path: String = mod_data.mod_script_file_paths[mod_script_file_path]
var new_script: Script = load(full_script_path)
- if old_script_path != "":
- new_script.take_over_path(old_script_path)
+ if new_script:
+ if old_script_path != "":
+ new_script.take_over_path(old_script_path)
+ else:
+ DebugLogger.log_line("FileLoader: Failed to load script at " + full_script_path, Color.RED, DebugLogger.Severities.ERROR)
# iterate over every subdirectory listed in mod info's folders
for mod_sub_directory: String in mod_data.mod_folder_to_load_data.keys():
@@ -375,7 +378,7 @@ func validate_enabled_mod_dependencies(mod_list: Array[String]) -> Array[String]
func _generate_mod_list_data(save_to_file: bool = true) -> ModListData:
var mod_list_data: ModListData = ModListData.new("mod_list")
mod_list_data.mod_load_data = {
- EXTERNAL_DIR_DATA_PATH: {
+ EXTERNAL_DIR_PATH: {
"enabled": true,
"load_priority": 0
}
@@ -391,6 +394,9 @@ func _generate_mod_list_data(save_to_file: bool = true) -> ModListData:
## save_to_file exports it which you'll typically want to do.
func _generate_base_mod_data(save_to_file: bool = true) -> ModData:
var mod_data: ModData = ModData.new("mod_data_base_game")
+ mod_data.mod_name = "Base Game"
+ mod_data.mod_author = "BZ Games Team"
+ mod_data.mod_description = "Base Game. This will load all data json objects in listed folder locations. You can disable this to safely prevent external files from overriding built-in data."
var mod_folder_to_load_data: Dictionary = {}
for schema_row: Array in Global.SCHEMA:
@@ -410,7 +416,7 @@ func _generate_base_mod_data(save_to_file: bool = true) -> ModData:
mod_data.mod_folder_to_load_data = mod_folder_to_load_data
if save_to_file:
- save_json(EXTERNAL_DIR_DATA_PATH, MOD_INFO_FILE_NAME, mod_data.get_serializable_properties_to_json_patch())
+ save_json(EXTERNAL_DIR_PATH, MOD_INFO_FILE_NAME, mod_data.get_serializable_properties_to_json_patch())
return mod_data
diff --git a/autoload/Global.gd b/autoload/Global.gd
index 7fd2a68..ae6c1c7 100644
--- a/autoload/Global.gd
+++ b/autoload/Global.gd
@@ -181,14 +181,14 @@ func _ready():
### 鐢熸垚鐢熶骇鐜鏁版嵁锛堢湡瀹炴父鎴忓唴瀹癸級
GlobalProdDataGenerator.generate_production_data()
-
+
### 鐢熸垚娴嬭瘯鐜鏁版嵁锛堢敤浜庡紑鍙戣皟璇曪級
#GlobalTestDataGenerator.generate_test_data()
-
+
### 娴嬭瘯涓撶敤鏍囪瘑/浣滃紛寮€鍏?- ProfileData.ENABLE_ALL_DIFFICULTIES = false
- ProfileData.UNLOCK_ALL_CARDS_IN_CODEX = false
- ProfileData.ENABLE_ONE_CLICK_BOSS = false
+ ProfileData.ENABLE_ALL_DIFFICULTIES = true
+ ProfileData.UNLOCK_ALL_CARDS_IN_CODEX = true
+ ProfileData.ENABLE_ONE_CLICK_BOSS = true
ProfileData.REQUIRE_BZ_GAMES_LAUNCH = false
StatsHandler.TRACK_RUN_HISTORY = true
diff --git a/autoload/GlobalProdArtifactsGenerator.gd b/autoload/GlobalProdArtifactsGenerator.gd
index d98dba6..d76f32f 100644
--- a/autoload/GlobalProdArtifactsGenerator.gd
+++ b/autoload/GlobalProdArtifactsGenerator.gd
@@ -576,12 +576,14 @@ static func add_artifacts() -> void:
artifact_debug_card_picker.artifact_script_path = "res://scripts/artifacts/BaseArtifact.gd"
artifact_debug_card_picker.artifact_right_click_actions = [
{
- "res://scripts/actions/card_actions/pick_card_actions/ActionDebugPickAnyCard.gd": {
+ Scripts.ACTION_DEBUG_PICK_ANY_CARD: {
"max_card_amount": 1,
"min_card_amount": 1,
"min_cards_are_required_for_action": true,
"random_selection": false,
"quick_pick": true,
+ "can_back_out": true,
+ "is_filter_enabled": true,
"card_pick_text": "閫夋嫨涓€寮犲崱鐗屽姞鍏ユ墜鐗?,
"action_data": [
{ Scripts.ACTION_ADD_CARDS_TO_HAND: { } }
diff --git a/autoload/GlobalProdDataGenerator.gd b/autoload/GlobalProdDataGenerator.gd
index b9d9a5c..cc4520d 100644
--- a/autoload/GlobalProdDataGenerator.gd
+++ b/autoload/GlobalProdDataGenerator.gd
@@ -31,7 +31,8 @@ func generate_production_data() -> void:
add_custom_signals()
GlobalProdArtifactsGenerator.generate_artifacts()
- add_card_decorators()
+ GlobalProdDecoratorsGenerator.generate_decorators()
+
add_cards()
add_card_packs()
add_consumable_packs()
@@ -394,80 +395,6 @@ func add_rest_actions() -> void:
Global.register_rod(rest_action_remove_cards)
- # enchant a selected card from your deck
- # randomly chooses an enchant
- # must have at least one card that can be decorated and enough money
- # NOTE: To add more random enchants, you must update the random selection, the pick validator, and the rest action deck validator
- var rest_action_enchant_cards: RestActionData = RestActionData.new("rest_action_enchant_cards")
- rest_action_enchant_cards.rest_action_name = "闄勯瓟鑴氭湰 (25)"
- rest_action_enchant_cards.rest_action_stat_name = "REST_ENCHANT_CARDS_COUNT"
- rest_action_enchant_cards.rest_action_cost_type = RestActionData.REST_ACTION_COST_TYPES.INCLUSIVE
- rest_action_enchant_cards.rest_action_auto_end = false
- rest_action_enchant_cards.rest_actions = [
- {
- Scripts.ACTION_PICK_CARDS: {
- "use_parent_card": false,
- "min_card_amount": 1,
- "max_card_amount": 1,
- "min_cards_are_required_for_action": true,
- "quick_pick": false,
- "can_back_out": true, # allows rest action to be canceled
- "random_selection": false,
- "card_pick_text": "閫夋嫨涓€涓剼鏈檮榄?,
- "card_pick_type": HandManager.DECK,
- # only decoratable cards allowed, must be able to slot one of the provided decorators
- "validator_data": [
- {
- Scripts.VALIDATOR_CARD_IS_DECORATABLE: {
- "card_decorator_ids": [
- "card_decorator_extra_draw",
- "card_decorator_block_on_play",
- ],
- },
- },
- ],
- "action_data": [
- # finish rest action
- { Scripts.ACTION_REST_ACTION_END: { "rest_action_id": "rest_action_enchant_cards" } },
- # remove money
- { Scripts.ACTION_ADD_MONEY: { "money_amount": -25 } },
- # randomly decorate the card
- {
- Scripts.ACTION_DECORATE_CARDS: {
- "decorate_parent_card": false, # already selecting the deck card
- "random_card_decorators": {
- "card_decorator_extra_draw": { },
- "card_decorator_block_on_play": { },
- },
- },
- },
- ],
- },
- },
- ]
- rest_action_enchant_cards.rest_action_validators = [
- {
- # must have enough money
- Scripts.VALIDATOR_MONEY: {
- "money_amount": 25,
- },
- },
- {
- # must have at least one card that can slot a decorator
- Scripts.VALIDATOR_DECK_HAS_DECORATABLE_CARD: {
- "card_pick_type": HandManager.DECK,
- "card_decorator_ids": [
- "card_decorator_extra_draw",
- "card_decorator_block_on_play",
- ],
- "card_types": CardData.CARD_TYPES.values(), # any card
- "invert_validation": false,
- },
- },
- ]
-
- Global.register_rod(rest_action_enchant_cards)
-
# add random consumable action
var rest_action_add_random_consumable: RestActionData = RestActionData.new("rest_action_add_random_consumable")
rest_action_add_random_consumable.rest_action_name = "闅忔満鐗╃悊鍒犻櫎鍝?
@@ -515,6 +442,50 @@ func add_status_effects() -> void:
status_effect_curiosity.status_effect_interceptor_ids = ["interceptor_card_play_reaction"]
Global.register_rod(status_effect_curiosity)
+ var status_effect_firewall_protocol: StatusEffectData = StatusEffectData.new("status_effect_firewall_protocol")
+ status_effect_firewall_protocol.status_effect_name = "銆愮郴缁熶笓鐢ㄣ€戦敾閫犲彴澶栬琚姩闃插尽鐩戝惉杩涚▼"
+ status_effect_firewall_protocol.status_effect_description = "涓撶敤浜庨敾閫犲彴澶栬绛夌浉鍏虫満鍒剁殑琚姩闃插尽鐩戝惉杩涚▼銆?
+ status_effect_firewall_protocol.status_effect_tooltip = "姣忓綋浣犳墦鍑?[card_name:card_forge_fusion] 鏃讹紝鑾峰緱 [color=yellow][charge_amount][/color] 鐐?闃茬伀澧欍€?
+ status_effect_firewall_protocol.status_effect_decay_rate = 0
+ status_effect_firewall_protocol.status_effect_type = StatusEffectData.STATUS_EFFECT_TYPES.NEUTRAL
+ status_effect_firewall_protocol.status_effect_is_visible = false
+ status_effect_firewall_protocol.status_effect_interceptor_ids = ["interceptor_firewall_protocol"]
+ status_effect_firewall_protocol.status_effect_player_actions = [
+ {
+ Scripts.ACTION_BLOCK: {
+ "custom_key_names": {"block": "invoking_status_effect_charges"},
+ "target_override": BaseAction.TARGET_OVERRIDES.PARENT,
+ "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP
+ }
+ }
+ ]
+ Global.register_rod(status_effect_firewall_protocol)
+
+ var status_effect_payload_turbine: StatusEffectData = StatusEffectData.new("status_effect_payload_turbine")
+ status_effect_payload_turbine.status_effect_name = "璐熻浇娑¤疆"
+ status_effect_payload_turbine.status_effect_description = "姣忓洖鍚堢涓€娆¤幏寰楄浇鑽锋椂锛岄澶栬幏寰楃瓑鍚屼簬灞傛暟鐨勮浇鑽枫€?
+ status_effect_payload_turbine.status_effect_tooltip = "姣忓洖鍚堢涓€娆¤幏寰楄浇鑽锋椂锛岄澶栬幏寰?[color=yellow][charge_amount][/color] 灞?杞借嵎銆?
+ status_effect_payload_turbine.status_effect_decay_rate = 0
+ status_effect_payload_turbine.status_effect_type = StatusEffectData.STATUS_EFFECT_TYPES.BUFF
+ status_effect_payload_turbine.status_effect_is_visible = true
+ status_effect_payload_turbine.status_effect_interceptor_ids = ["interceptor_payload_turbine"]
+ status_effect_payload_turbine.status_effect_action_process_times = [
+ StatusEffectData.STATUS_EFFECT_PROCESS_TIMES.PRE_DRAW_PLAYER_START_TURN
+ ]
+ status_effect_payload_turbine.status_effect_player_process_actions = [
+ {
+ Scripts.ACTION_APPLY_STATUS: {
+ "status_effect_object_id": "status_effect_payload_turbine",
+ "status_charge_amount": 0,
+ "status_secondary_charge_amount": 1,
+ "target_override": BaseAction.TARGET_OVERRIDES.PLAYER
+ }
+ }
+ ]
+ Global.register_rod(status_effect_payload_turbine)
+
+
+
var status_effect_overshield: StatusEffectData = StatusEffectData.new("status_effect_overshield")
status_effect_overshield.status_effect_name = "杩囪浇闃茬伀澧?
status_effect_overshield.status_effect_description = "鎶垫尅绛夊悓浜庡眰鏁扮殑浼ゅ锛屽彲璺ㄦ椂閽熷懆鏈熷瓨鍦ㄣ€?
@@ -534,7 +505,8 @@ func add_status_effects() -> void:
# Preserve Energy
var status_effect_preserve_energy: StatusEffectData = StatusEffectData.new("status_effect_preserve_energy")
- status_effect_preserve_energy.status_effect_name = "绠楀姏淇濈暀"
+ status_effect_preserve_energy.status_effect_name = "銆愮郴缁熶笓鐢ㄣ€戠畻鍔涗繚鐣欒法鍥炲悎缁存寔杩涚▼"
+ status_effect_preserve_energy.status_effect_description = "涓撶敤浜庤法鍥炲悎淇濈暀绠楀姏鐩稿叧鏈哄埗鐨勭郴缁熷簳灞傚悗鍙拌繘绋嬨€?
status_effect_preserve_energy.status_effect_charge_upper_bound = 1
status_effect_preserve_energy.status_effect_is_visible = false
status_effect_preserve_energy.status_effect_decay_rate = 0
@@ -1069,7 +1041,8 @@ func add_status_effects() -> void:
Global.register_rod(status_effect_block_on_special_discard)
var status_effect_high_latency: StatusEffectData = StatusEffectData.new("status_effect_high_latency")
- status_effect_high_latency.status_effect_name = "楂樺欢杩?
+ status_effect_high_latency.status_effect_name = "銆愮郴缁熶笓鐢ㄣ€戦珮寤惰繜寮傚父鐘舵€佹寕杞芥牳蹇冭繘绋?
+ status_effect_high_latency.status_effect_description = "涓撶敤浜庡鐞嗛珮寤惰繜debuff璁$畻鍙婁激瀹冲欢鍚庣粨绠楁満鍒剁殑绯荤粺搴曞眰杩涚▼銆?
status_effect_high_latency.status_effect_is_visible = false
status_effect_high_latency.status_effect_type = StatusEffectData.STATUS_EFFECT_TYPES.NEUTRAL
status_effect_high_latency.status_effect_decay_rate = 0
@@ -1078,7 +1051,8 @@ func add_status_effects() -> void:
Global.register_rod(status_effect_high_latency)
var status_effect_memory_leak: StatusEffectData = StatusEffectData.new("status_effect_memory_leak")
- status_effect_memory_leak.status_effect_name = "鍐呭瓨娉勬紡"
+ status_effect_memory_leak.status_effect_name = "銆愮郴缁熶笓鐢ㄣ€戝唴瀛樻硠婕忓欢杩熶激瀹崇粨绠楄繘绋?
+ status_effect_memory_leak.status_effect_description = "涓撶敤浜庡鐞嗗唴瀛樻硠婕忚Е鍙戠殑姣忓洖鍚堝欢杩熻嚜鎴戜激瀹宠绠楃殑绯荤粺搴曞眰杩涚▼銆?
status_effect_memory_leak.status_effect_is_visible = false
status_effect_memory_leak.status_effect_type = StatusEffectData.STATUS_EFFECT_TYPES.NEUTRAL
status_effect_memory_leak.status_effect_decay_rate = 0
@@ -1098,8 +1072,10 @@ func add_status_effects() -> void:
Global.register_rod(status_effect_memory_leak)
var status_effect_turn_forge_load: StatusEffectData = StatusEffectData.new("status_effect_turn_forge_load")
- status_effect_turn_forge_load.status_effect_name = "鏈洖鍚堥敾閫犺浇鑽?
- status_effect_turn_forge_load.status_effect_is_visible = false
+ status_effect_turn_forge_load.status_effect_name = "杞借嵎"
+ status_effect_turn_forge_load.status_effect_description = "璁板綍鏈洖鍚堝唴琚姞鍏ラ敾閫犲彴鐨勬墍鏈変唬鐮佺殑鎬昏礋杞姐€?
+ status_effect_turn_forge_load.status_effect_texture_path = "sprites/status_effects/icon_turn_forge_load.png"
+ status_effect_turn_forge_load.status_effect_is_visible = true
status_effect_turn_forge_load.status_effect_type = StatusEffectData.STATUS_EFFECT_TYPES.NEUTRAL
status_effect_turn_forge_load.status_effect_action_process_times = [StatusEffectData.STATUS_EFFECT_PROCESS_TIMES.PRE_DRAW_PLAYER_START_TURN]
status_effect_turn_forge_load.status_effect_decay_type = StatusEffectData.STATUS_EFFECT_DECAY_TYPES.ZERO_OUT
@@ -1149,6 +1125,20 @@ func add_action_interceptors() -> void:
interceptor_card_play_reaction.action_intercepted_action_paths = [Scripts.ACTION_CARD_PLAY]
Global.register_rod(interceptor_card_play_reaction)
+ var interceptor_firewall_protocol: ActionInterceptorData = ActionInterceptorData.new("interceptor_firewall_protocol")
+ interceptor_firewall_protocol.action_interceptor_priority = 0
+ interceptor_firewall_protocol.action_interceptor_modifies_parent = true
+ interceptor_firewall_protocol.action_interceptor_script_path = Scripts.INTERCEPTOR_FIREWALL_PROTOCOL
+ interceptor_firewall_protocol.action_intercepted_action_paths = [Scripts.ACTION_CARD_PLAY]
+ Global.register_rod(interceptor_firewall_protocol)
+
+ var interceptor_payload_turbine: ActionInterceptorData = ActionInterceptorData.new("interceptor_payload_turbine")
+ interceptor_payload_turbine.action_interceptor_priority = 0
+ interceptor_payload_turbine.action_interceptor_modifies_parent = true
+ interceptor_payload_turbine.action_interceptor_script_path = "res://scripts/action_interceptors/InterceptorPayloadTurbine.gd"
+ interceptor_payload_turbine.action_intercepted_action_paths = [Scripts.ACTION_APPLY_STATUS]
+ Global.register_rod(interceptor_payload_turbine)
+
# increases damage done by attackers
var interceptor_damage_increase: ActionInterceptorData = ActionInterceptorData.new("interceptor_damage_increase")
interceptor_damage_increase.action_interceptor_priority = 10000
@@ -1522,10 +1512,10 @@ func add_characters() -> void:
character_green.character_starting_card_object_ids = [
"card_basic_attack_green",
"card_basic_attack_green",
- "card_basic_attack_green",
- "card_basic_attack_green",
+ "card_conclusion",
+ "card_conclusion",
+ "card_basic_block_green",
"card_basic_block_green",
- "card_basic_block_green",
"card_basic_block_green",
"card_basic_block_green",
"card_energy_next_turn"
@@ -1682,7 +1672,7 @@ func add_characters() -> void:
"card_basic_attack_orange",
"card_basic_attack_orange",
"card_basic_block_orange",
- "card_basic_block_orange",
+ "card_basic_block_orange",
"card_basic_block_orange",
"card_basic_block_orange",
"card_energy_next_turn"
@@ -1883,106 +1873,6 @@ func add_player_data() -> void:
#endregion
-#region Card Decorators
-func add_card_decorators() -> void:
- # decorator that changes card cost based on combat stats
- var card_decorator_dynamic_cost_modifier: CardDecoratorData = CardDecoratorData.new("card_decorator_dynamic_cost_modifier")
- card_decorator_dynamic_cost_modifier.card_decorator_script_path = Scripts.DECORATOR_DYNAMIC_COST_MODIFIER
-
- Global.register_rod(card_decorator_dynamic_cost_modifier)
-
- # decorator that modifies card_values based on combat stats
- var card_decorator_dynamic_value_modifier: CardDecoratorData = CardDecoratorData.new("card_decorator_dynamic_value_modifier")
- card_decorator_dynamic_value_modifier.card_decorator_script_path = Scripts.DECORATOR_DYNAMIC_VALUE_MODIFIER
-
- Global.register_rod(card_decorator_dynamic_value_modifier)
-
- # decorator that applies block on card play
- # applies a custom decorator value to the card and displays the number on the decorator
- var card_decorator_block_on_play: CardDecoratorData = CardDecoratorData.new("card_decorator_block_on_play")
- card_decorator_block_on_play.card_decorator_name = "闃插尽鍥哄寲"
- card_decorator_block_on_play.card_decorator_description = "鎵撳嚭鏃讹紝棰濆鎻愪緵 [decorator_value_block] 鐐归槻鐏銆?
- card_decorator_block_on_play.card_decorator_texture_path = "sprites/card-borders/purple_decorator.png"
- card_decorator_block_on_play.card_decorator_value_improvements = {
- "decorator_value_block": 5,
- }
- # Pre/post description replaced by card_decorator_description tooltip (see CardDecorator.gd)
- #card_decorator_block_on_play.card_decorator_pre_description = "[center][color=purple]Block [decorator_value_block][/color][/center]\n"
- card_decorator_block_on_play.card_decorator_label_value_name = "decorator_value_block"
- card_decorator_block_on_play.card_decorator_add_keyword_ids = ["keyword_block"]
- card_decorator_block_on_play.card_decorator_pre_play_actions = [
- {
- Scripts.ACTION_BLOCK: {
- # convert the decorator's block into actual block
- "custom_key_names": { "block": "decorator_value_block" },
- "time_delay": 0.5,
- "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP,
- "target_override": BaseAction.TARGET_OVERRIDES.PARENT,
- },
- },
- ]
- Global.register_rod(card_decorator_block_on_play)
-
- # decorator that removes exhaust from a card
- # should be combined with a validator to prevent it from being applied to a non exhausting card
- var card_decorator_remove_exhaust: CardDecoratorData = CardDecoratorData.new("card_decorator_remove_exhaust")
- card_decorator_remove_exhaust.card_decorator_name = "鎸佷箙杩愯"
- card_decorator_remove_exhaust.card_decorator_description = "澶卞幓鐗╃悊鍒犻櫎灞炴€э紝浣跨敤鍚庤繘鍏ュ洖鏀剁珯銆?
- card_decorator_remove_exhaust.card_decorator_texture_path = "sprites/card-borders/yellow_decorator.png"
- card_decorator_remove_exhaust.card_decorator_card_pack_id = "card_pack_exhaust_cards"
- card_decorator_remove_exhaust.card_decorator_property_changes = {
- "card_play_destination": HandManager.DISCARD_PILE,
- }
- Global.register_rod(card_decorator_remove_exhaust)
-
- # decorator that draws extra cards when the card is drawn the first time
- # applies a custom decorator value to the card and displays the number on the decorator
- var card_decorator_extra_draw: CardDecoratorData = CardDecoratorData.new("card_decorator_extra_draw")
- card_decorator_extra_draw.card_decorator_name = "鍒濆鍔犺浇"
- card_decorator_extra_draw.card_decorator_description = "鏈眬娓告垙涓娆℃娊鍒版鐗屾椂锛岄澶栨娊鍙?2 涓剼鏈€?
- card_decorator_extra_draw.card_decorator_texture_path = "sprites/card-borders/green_decorator.png"
- card_decorator_extra_draw.card_decorator_value_changes = {
- # add a flag to the card used to check for first time
- "decorator_value_extra_draw": 2,
- }
- # Pre/post description replaced by card_decorator_description tooltip (see CardDecorator.gd)
- #card_decorator_extra_draw.card_decorator_post_description = "[center][color=green]棣栨鎶藉埌鏃讹紝鎶藉彇 2 涓剼鏈€俒/color][/center]\n"
- card_decorator_extra_draw.card_decorator_label_value_name = "decorator_value_extra_draw"
- card_decorator_extra_draw.card_decorator_post_draw_actions = [
- {
- # check flag when drawn
- Scripts.ACTION_VALIDATOR: {
- "validator_data": [
- {
- Scripts.VALIDATOR_CARD_VALUES: {
- "card_value_name": "decorator_value_extra_draw",
- "operator": ">",
- "comparison_value": 0,
- "invert_validation": false,
- },
- },
- ],
- # draw cards and change flag
- "passed_action_data": [
- {
- Scripts.ACTION_CHANGE_CARD_VALUES: {
- "pick_played_card": true,
- "modify_parent_card": false,
- "new_card_values": { "decorator_value_extra_draw": 0 },
- },
- },
- {
- Scripts.ACTION_DRAW_GENERATOR: {
- # alias the extra draw count
- "custom_key_names": { "draw_count": "decorator_value_extra_draw" },
- },
- },
- ],
- },
- },
- ]
- Global.register_rod(card_decorator_extra_draw)
-#endregion
#region Cards
diff --git a/autoload/GlobalTestDataGenerator.gd b/autoload/GlobalTestDataGenerator.gd
index 8d5608c..3a4d240 100644
--- a/autoload/GlobalTestDataGenerator.gd
+++ b/autoload/GlobalTestDataGenerator.gd
@@ -2616,7 +2616,7 @@ func add_test_enemies() -> void:
])
var enemy_act_1_boss_1_summon_actions: Array[Dictionary] = [
{
- Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1,2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_minion_1", "enemy_minion_2"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT}
+ Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1,2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_minion_1", "enemy_minion_2"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT, "is_minion": true}
}
]
enemy_act_1_boss_1.add_intent_state([
@@ -3193,7 +3193,7 @@ func add_test_cards() -> void:
card_reshuffle_draw.card_name = "閲嶆礂骞跺姞杞借剼鏈?
card_reshuffle_draw.card_color_id = "color_blue"
card_reshuffle_draw.card_texture_path = "external/sprites/cards/blue/card_blue.png"
- card_reshuffle_draw.card_description = "灏嗗洖鏀剁珯閲嶆柊鍒嗛厤鍏ュ唴瀛橀槦鍒椼€俓n璇诲彇 [draw_count] 涓剼鏈?
+ card_reshuffle_draw.card_description = "灏嗗洖鏀剁珯閲嶆柊鍒嗛厤鍏ュ唴瀛橀槦鍒椼€?璇诲彇 [draw_count] 涓剼鏈?
card_reshuffle_draw.card_type = CardData.CARD_TYPES.SKILL
card_reshuffle_draw.card_rarity = CardData.CARD_RARITIES.COMMON
card_reshuffle_draw.card_energy_cost = 0
@@ -3369,7 +3369,7 @@ func add_test_cards() -> void:
card_self_attaching_attack.card_name = "鑷檮鐫€鏀诲嚮"
card_self_attaching_attack.card_color_id = "color_blue"
card_self_attaching_attack.card_texture_path = "external/sprites/cards/blue/card_blue.png"
- card_self_attaching_attack.card_description = "鎴樻枟寮€濮嬫椂闄勭潃鍒颁竴涓殢鏈烘晫浜鸿韩涓奬n閫犳垚 [damage] 鐐逛激瀹?
+ card_self_attaching_attack.card_description = "鎴樻枟寮€濮嬫椂闄勭潃鍒颁竴涓殢鏈烘晫浜鸿韩涓?閫犳垚 [damage] 鐐逛激瀹?
card_self_attaching_attack.card_type = CardData.CARD_TYPES.ATTACK
card_self_attaching_attack.card_rarity = CardData.CARD_RARITIES.UNCOMMON
card_self_attaching_attack.card_energy_cost = 0
@@ -3988,7 +3988,7 @@ func add_test_cards() -> void:
card_right_click_transform_mode_a.card_name = "妯″紡 A"
card_right_click_transform_mode_a.card_color_id = "color_red"
card_right_click_transform_mode_a.card_texture_path = "external/sprites/cards/red/card_red.png"
- card_right_click_transform_mode_a.card_description = "閫犳垚 [damage] 鐐逛激瀹砛n鍙抽敭鐐瑰嚮杞崲涓?B 褰㈡€?
+ card_right_click_transform_mode_a.card_description = "閫犳垚 [damage] 鐐逛激瀹?鍙抽敭鐐瑰嚮杞崲涓?B 褰㈡€?
card_right_click_transform_mode_a.card_type = CardData.CARD_TYPES.ATTACK
card_right_click_transform_mode_a.card_rarity = CardData.CARD_RARITIES.COMMON
card_right_click_transform_mode_a.card_color_id = "color_red"
@@ -4014,7 +4014,7 @@ func add_test_cards() -> void:
card_right_click_transform_mode_b.card_name = "妯″紡 B"
card_right_click_transform_mode_b.card_color_id = "color_red"
card_right_click_transform_mode_b.card_texture_path = "external/sprites/cards/red/card_red.png"
- card_right_click_transform_mode_b.card_description = "鑾峰緱 [block] 鐐归槻鐏\n鍙抽敭鐐瑰嚮杞崲涓?A 褰㈡€?
+ card_right_click_transform_mode_b.card_description = "鑾峰緱 [block] 鐐归槻鐏 鍙抽敭鐐瑰嚮杞崲涓?A 褰㈡€?
card_right_click_transform_mode_b.card_type = CardData.CARD_TYPES.SKILL
card_right_click_transform_mode_b.card_rarity = CardData.CARD_RARITIES.COMMON
card_right_click_transform_mode_b.card_appears_in_card_packs = false
@@ -4707,7 +4707,7 @@ func add_test_cards() -> void:
card_draft_random_attack.card_name = "鍔犺浇鍙栨敾鍑昏剼鏈?
card_draft_random_attack.card_color_id = "color_green"
card_draft_random_attack.card_texture_path = "external/sprites/cards/green/card_green.png"
- card_draft_random_attack.card_description = "浠?3 涓敾鍑昏剼鏈腑閫夋嫨涓€涓姞鍏ュ綋鍓嶇嚎绋嬨€俓n鏈満鎴樻枟涓叾璐圭敤涓?0"
+ card_draft_random_attack.card_description = "浠?3 涓敾鍑昏剼鏈腑閫夋嫨涓€涓姞鍏ュ綋鍓嶇嚎绋嬨€?鏈満鎴樻枟涓叾璐圭敤涓?0"
card_draft_random_attack.card_type = CardData.CARD_TYPES.SKILL
card_draft_random_attack.card_rarity = CardData.CARD_RARITIES.UNCOMMON
card_draft_random_attack.card_requires_target = false
@@ -4747,7 +4747,7 @@ func add_test_cards() -> void:
card_draft_red_card.card_name = "鍔犺浇鐚╃孩鑴氭湰"
card_draft_red_card.card_color_id = "color_red"
card_draft_red_card.card_texture_path = "external/sprites/cards/red/card_red.png"
- card_draft_red_card.card_description = "浠?5 涓尒绾㈣剼鏈腑閫夋嫨涓€涓姞鍏ュ綋鍓嶇嚎绋嬨€俓n鏈満鎴樻枟涓叾璐圭敤涓?0"
+ card_draft_red_card.card_description = "浠?5 涓尒绾㈣剼鏈腑閫夋嫨涓€涓姞鍏ュ綋鍓嶇嚎绋嬨€?鏈満鎴樻枟涓叾璐圭敤涓?0"
card_draft_red_card.card_type = CardData.CARD_TYPES.SKILL
card_draft_red_card.card_rarity = CardData.CARD_RARITIES.UNCOMMON
card_draft_red_card.card_requires_target = false
diff --git a/autoload/HandManager.gd b/autoload/HandManager.gd
index a0072ff..d4c257c 100644
--- a/autoload/HandManager.gd
+++ b/autoload/HandManager.gd
@@ -55,6 +55,7 @@ const PILE_DISPLAY_NAMES: Dictionary = {
# magic strings for other "pile" selections in HandManager.get_pile()
const DECK: String = "DECK"
const UPGRADE_DECK: String = "UPGRADE_DECK"
+const ENCHANT_DECK: String = "ENCHANT_DECK"
const COMBAT_DECK: String = "COMBAT_DECK"
const PLAYED_THIS_TURN: String = "PLAYED_THIS_TURN"
const PLAYED_LAST_TURN: String = "PLAYED_LAST_TURN"
@@ -118,7 +119,7 @@ func _ready() -> void:
func generate_combat_deck() -> Array[CardData]:
var combat_deck: Array[CardData] = []
for card_data in Global.player_data.player_deck:
- var copied_card = card_data.duplicate(true)
+ var copied_card = card_data.get_prototype(true)
copied_card.parent_card = card_data
combat_deck.append(copied_card)
return combat_deck
@@ -251,7 +252,7 @@ func get_pile(pile_name: String) -> Array[CardData]:
# special "piles" that are derived rather than actual piles
match pile_name:
- HandManager.DECK, HandManager.UPGRADE_DECK:
+ HandManager.DECK, HandManager.UPGRADE_DECK, HandManager.ENCHANT_DECK:
return Global.player_data.player_deck
HandManager.COMBAT_DECK:
var combat_deck: Array[CardData] = []
@@ -659,9 +660,9 @@ func add_cards_to_hand(cards: Array[CardData], hand_card_count_max: int = HandMa
if not player_hand.has(card_data):
if len(HandManager.player_hand) < hand_card_count_max:
HandManager.move_card_to_limbo(card_data)
- var card: Card = hand.create_cards_in_hand([card_data])[0]
HandManager.player_hand.append(card_data)
-
+ var card: Card = hand.create_cards_in_hand([card_data])[0]
+
Signals.card_added_to_hand.emit(card_data)
else:
discarded_cards.append(card_data)
diff --git a/autoload/Scripts.gd b/autoload/Scripts.gd
index b83877d..56cc6c5 100644
--- a/autoload/Scripts.gd
+++ b/autoload/Scripts.gd
@@ -103,6 +103,7 @@ const ACTION_PICK_CARDS: String = "res://scripts/actions/card_actions/pick_card_
const ACTION_PICK_UPGRADE_CARDS: String = "res://scripts/actions/card_actions/pick_card_actions/ActionPickUpgradeCards.gd"
const ACTION_PICK_DUPLICATE_CARDS: String = "res://scripts/actions/card_actions/pick_card_actions/ActionPickDuplicateCards.gd"
const ACTION_CREATE_CARDS: String = "res://scripts/actions/card_actions/pick_card_actions/ActionCreateCards.gd"
+const ACTION_DEBUG_PICK_ANY_CARD: String = "res://scripts/actions/card_actions/pick_card_actions/ActionDebugPickAnyCard.gd"
# cardset actions; these affect a list of picked cards
const ACTION_IMPROVE_CARD_VALUES: String = "res://scripts/actions/card_actions/cardset_actions/ActionImproveCardValues.gd"
const ACTION_CHANGE_CARD_VALUES: String = "res://scripts/actions/card_actions/cardset_actions/ActionChangeCardValues.gd"
@@ -246,6 +247,7 @@ const INTERCEPTOR_PRESERVE_OVERSHIELD: String = "res://scripts/action_intercepto
# boss mechanic interceptors
const INTERCEPTOR_DAMAGE_THRESHOLD: String = "res://scripts/action_interceptors/InterceptorDamageThreshold.gd"
const INTERCEPTOR_CARD_PLAY_REACTION: String = "res://scripts/action_interceptors/InterceptorCardPlayReaction.gd"
+const INTERCEPTOR_FIREWALL_PROTOCOL: String = "res://scripts/action_interceptors/InterceptorFirewallProtocol.gd"
# custom artifact interceptors
const INTERCEPTOR_BRUTE_FORCE_ATTACK: String = "res://scripts/action_interceptors/InterceptorBruteForceAttack.gd"
diff --git a/autoload/Signals.gd b/autoload/Signals.gd
index b479614..9d70cd5 100644
--- a/autoload/Signals.gd
+++ b/autoload/Signals.gd
@@ -127,7 +127,7 @@ signal enemy_killed(enemy: Enemy)
signal enemy_death_animation_finished(enemy: Enemy)
signal enemy_clicked(enemy: Enemy)
signal enemy_hovered(enemy: Enemy)
-signal enemy_spawn_requested(enemy_object_id: String, slot_id: int) # requests spawning an enemy in a slot
+signal enemy_spawn_requested(enemy_object_id: String, slot_id: int, is_minion: bool) # requests spawning an enemy in a slot
# artifacts
signal artifact_proc(artifact_data: ArtifactData) # an artifact's effect has been triggered
diff --git a/autoload/StatsHandler.gd b/autoload/StatsHandler.gd
index 04b2242..694ab4e 100644
--- a/autoload/StatsHandler.gd
+++ b/autoload/StatsHandler.gd
@@ -465,12 +465,13 @@ func _on_combatant_blocked(base_combatant: BaseCombatant, amount_blocked: int):
_add_to_combat_enum_stat(CombatStatsData.STATS.ENEMY_BLOCKED_COUNT, 1)
if base_combatant.is_in_group("players"):
_add_to_combat_enum_stat(CombatStatsData.STATS.PLAYER_BLOCKED_AMOUNT, amount_blocked)
- _add_to_combat_enum_stat(CombatStatsData.STATS.PLAYER_BLOCKED_AMOUNT, 1)
+ _add_to_combat_enum_stat(CombatStatsData.STATS.PLAYER_BLOCKED_COUNT, 1)
func _on_combatant_damaged(base_combatant: BaseCombatant, unblocked_damage: int, zero_capped_damage: int, overkill_damage: int):
if base_combatant.is_in_group("enemies"):
_add_to_combat_enum_stat(CombatStatsData.STATS.ENEMY_DAMAGED_AMOUNT, unblocked_damage)
_add_to_combat_enum_stat(CombatStatsData.STATS.ENEMY_DAMAGED_CAPPED_AMOUNT, zero_capped_damage)
_add_to_combat_enum_stat(CombatStatsData.STATS.ENEMY_DAMAGED_OVERKILL_AMOUNT, overkill_damage)
+ _add_to_combat_enum_stat(CombatStatsData.STATS.ENEMY_DAMAGED_COUNT, 1)
if base_combatant.is_in_group("players"):
# no need to track capped and overkill damage for player
_add_to_combat_enum_stat(CombatStatsData.STATS.PLAYER_DAMAGED_AMOUNT, unblocked_damage)
diff --git a/autoload/act/act_three.gd b/autoload/act/act_three.gd
index 8b117da..e148a41 100644
--- a/autoload/act/act_three.gd
+++ b/autoload/act/act_three.gd
@@ -266,12 +266,12 @@ static func add_enemies() -> void:
# 鍙敜锛? 鍙厫鍖栫▼搴? var boss_3_summon_actions: Array[Dictionary] = [
{
- Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_3_corruptor", "enemy_act_3_meltdown"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT},
+ Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_3_corruptor", "enemy_act_3_meltdown"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT, "is_minion": true},
},
]
var boss_3_summon_actions_d3: Array[Dictionary] = [
{
- Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_3_corruptor", "enemy_act_3_meltdown"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT},
+ Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_3_corruptor", "enemy_act_3_meltdown"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT, "is_minion": true},
},
{
Scripts.ACTION_APPLY_STATUS: {"status_effect_object_id": "status_effect_cap_damage", "status_charge_amount": 99, "status_secondary_charge_amount": 15, "time_delay": EnemyData.ENEMY_ATTACK_DELAY, "target_override": BaseAction.TARGET_OVERRIDES.PARENT}
@@ -279,7 +279,7 @@ static func add_enemies() -> void:
]
var boss_3_summon_actions_d5: Array[Dictionary] = [
{
- Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_3_corruptor", "enemy_act_3_meltdown"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT},
+ Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_3_corruptor", "enemy_act_3_meltdown"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT, "is_minion": true},
},
{
Scripts.ACTION_APPLY_STATUS: {"status_effect_object_id": "status_effect_damage_increase", "status_charge_amount": 3, "time_delay": EnemyData.ENEMY_ATTACK_DELAY, "target_override": BaseAction.TARGET_OVERRIDES.ALL_ENEMIES}
diff --git a/autoload/act/act_two.gd b/autoload/act/act_two.gd
index 7455616..3a0843d 100644
--- a/autoload/act/act_two.gd
+++ b/autoload/act/act_two.gd
@@ -245,12 +245,12 @@ static func add_enemies() -> void:
# 鍙敜 2 鍙槻鐏
var boss_2_summon_actions: Array[Dictionary] = [
{
- Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_2_firewall", "enemy_act_2_firewall"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT},
+ Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_2_firewall", "enemy_act_2_firewall"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT, "is_minion": true},
},
]
var boss_2_summon_actions_d5: Array[Dictionary] = [
{
- Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_2_firewall", "enemy_act_2_firewall"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT},
+ Scripts.ACTION_SUMMON_ENEMIES: {"number_of_spawns": 2, "spawn_slots": [1, 2], "time_delay": 0.5, "random_enemy_object_ids": ["enemy_act_2_firewall", "enemy_act_2_firewall"], "target_override": BaseAction.TARGET_OVERRIDES.PARENT, "is_minion": true},
},
{
Scripts.ACTION_APPLY_STATUS: {"status_effect_object_id": "status_effect_pointy", "status_charge_amount": 3, "time_delay": EnemyData.ENEMY_ATTACK_DELAY, "target_override": BaseAction.TARGET_OVERRIDES.ALL_ENEMIES}
diff --git a/autoload/card_generators/orange_cards.gd b/autoload/card_generators/orange_cards.gd
index ce829ba..af89ebb 100644
--- a/autoload/card_generators/orange_cards.gd
+++ b/autoload/card_generators/orange_cards.gd
@@ -8,7 +8,7 @@ static func add_cards_orange() -> void:
var card_short_circuit_strike: CardData = CardData.new("card_short_circuit_strike")
card_short_circuit_strike.card_name = "鐭矾鎵撳嚮"
card_short_circuit_strike.card_color_id = "color_{0}".format([color])
- card_short_circuit_strike.card_texture_path = "sprites/cards/card_basic_attack_{0}.png".format([color]) # Temp sprite
+ card_short_circuit_strike.card_texture_path = "sprites/card/orange/card_short_circuit_strike.png"
card_short_circuit_strike.card_description = "閫犳垚 [damage] 鐐逛激瀹炽€俒color=orange]鍚戦敾閫犲彴鍔犲叆銆岄€犳垚 [forge_damage] 鐐逛激瀹筹紝杞借嵎1銆峓/color]銆?
card_short_circuit_strike.card_type = CardData.CARD_TYPES.ATTACK
card_short_circuit_strike.card_rarity = CardData.CARD_RARITIES.COMMON
@@ -18,7 +18,7 @@ static func add_cards_orange() -> void:
card_short_circuit_strike.card_upgrade_value_improvements = {"damage": 2, "forge_damage": 2}
card_short_circuit_strike.card_play_actions = [
{Scripts.ACTION_DIRECT_DAMAGE: {}},
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "forge_damage"}}, "forge_action_load": 1}}
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "forge_damage", "time_delay": 0.2}}, "forge_action_load": 1}}
]
Global.register_rod(card_short_circuit_strike)
@@ -26,7 +26,7 @@ static func add_cards_orange() -> void:
var card_structural_defense: CardData = CardData.new("card_structural_defense")
card_structural_defense.card_name = "缁撴瀯闃插尽"
card_structural_defense.card_color_id = "color_{0}".format([color])
- card_structural_defense.card_texture_path = "sprites/cards/card_basic_defense_{0}.png".format([color]) # Temp sprite
+ card_structural_defense.card_texture_path = "sprites/card/orange/card_structural_defense.png"
card_structural_defense.card_description = "鑾峰緱 [block] 鐐归槻鐏銆俒color=orange]鍚戦敾閫犲彴鍔犲叆銆岃幏寰?[forge_block] 鐐归槻鐏锛岃浇鑽?銆峓/color]銆?
card_structural_defense.card_type = CardData.CARD_TYPES.SKILL
card_structural_defense.card_rarity = CardData.CARD_RARITIES.COMMON
@@ -36,7 +36,7 @@ static func add_cards_orange() -> void:
card_structural_defense.card_upgrade_value_improvements = {"block": 2, "forge_block": 2}
card_structural_defense.card_play_actions = [
{Scripts.ACTION_BLOCK: {"target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP}},
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_BLOCK: {"block": "forge_block", "target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP}}, "forge_action_load": 1}}
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_BLOCK: {"block": "forge_block", "target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP, "time_delay": 0.2}}, "forge_action_load": 1}}
]
Global.register_rod(card_structural_defense)
@@ -44,7 +44,7 @@ static func add_cards_orange() -> void:
var card_punch_hole_instruction: CardData = CardData.new("card_punch_hole_instruction")
card_punch_hole_instruction.card_name = "绌垮瓟鎸囦护"
card_punch_hole_instruction.card_color_id = "color_{0}".format([color])
- card_punch_hole_instruction.card_texture_path = "sprites/cards/card_basic_attack_{0}.png".format([color]) # Temp sprite
+ card_punch_hole_instruction.card_texture_path = "sprites/card/orange/card_punch_hole_instruction.png"
card_punch_hole_instruction.card_description = "閫犳垚 [damage] 鐐逛激瀹炽€俒color=orange]鍚戦敾閫犲彴鍔犲叆銆岄€犳垚 [forge_damage] 鐐逛激瀹筹紝杞借嵎2銆峓/color]銆?
card_punch_hole_instruction.card_type = CardData.CARD_TYPES.ATTACK
card_punch_hole_instruction.card_rarity = CardData.CARD_RARITIES.COMMON
@@ -54,7 +54,7 @@ static func add_cards_orange() -> void:
card_punch_hole_instruction.card_upgrade_value_improvements = {"damage": 2, "forge_damage": 2}
card_punch_hole_instruction.card_play_actions = [
{Scripts.ACTION_DIRECT_DAMAGE: {}},
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "forge_damage"}}, "forge_action_load": 2}}
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "forge_damage", "time_delay": 0.2}}, "forge_action_load": 2}}
]
Global.register_rod(card_punch_hole_instruction)
@@ -62,7 +62,7 @@ static func add_cards_orange() -> void:
var card_heavy_framework: CardData = CardData.new("card_heavy_framework")
card_heavy_framework.card_name = "鍘氶噸妗嗘灦"
card_heavy_framework.card_color_id = "color_{0}".format([color])
- card_heavy_framework.card_texture_path = "sprites/cards/card_basic_defense_{0}.png".format([color]) # Temp sprite
+ card_heavy_framework.card_texture_path = "sprites/card/orange/card_heavy_framework.png"
card_heavy_framework.card_description = "鑾峰緱 [block] 鐐归槻鐏銆俒color=orange]鍚戦敾閫犲彴鍔犲叆銆岃幏寰?[forge_block] 鐐归槻鐏锛岃浇鑽?銆峓/color]銆?
card_heavy_framework.card_type = CardData.CARD_TYPES.SKILL
card_heavy_framework.card_rarity = CardData.CARD_RARITIES.COMMON
@@ -72,7 +72,7 @@ static func add_cards_orange() -> void:
card_heavy_framework.card_upgrade_value_improvements = {"block": 2, "forge_block": 2}
card_heavy_framework.card_play_actions = [
{Scripts.ACTION_BLOCK: {"target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP}},
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_BLOCK: {"block": "forge_block", "target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP}}, "forge_action_load": 1}}
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_BLOCK: {"block": "forge_block", "target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP, "time_delay": 0.2}}, "forge_action_load": 1}}
]
Global.register_rod(card_heavy_framework)
@@ -80,7 +80,7 @@ static func add_cards_orange() -> void:
var card_defense_script: CardData = CardData.new("card_defense_script")
card_defense_script.card_name = "闃插尽鑴氭湰"
card_defense_script.card_color_id = "color_{0}".format([color])
- card_defense_script.card_texture_path = "sprites/cards/card_basic_defense_{0}.png".format([color]) # Temp sprite
+ card_defense_script.card_texture_path = "sprites/card/orange/card_defense_script.png"
card_defense_script.card_description = "鑾峰緱 [block] 鐐归槻鐏銆俒color=orange]鍚戦敾閫犲彴鍔犲叆銆岃幏寰?[forge_block] 鐐归槻鐏锛岃浇鑽?銆峓/color]銆?
card_defense_script.card_type = CardData.CARD_TYPES.SKILL
card_defense_script.card_rarity = CardData.CARD_RARITIES.COMMON
@@ -90,7 +90,7 @@ static func add_cards_orange() -> void:
card_defense_script.card_upgrade_value_improvements = {"block": 1, "forge_block": 3}
card_defense_script.card_play_actions = [
{Scripts.ACTION_BLOCK: {"target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP}},
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_BLOCK: {"block": "forge_block", "target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP}}, "forge_action_load": 2}}
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_BLOCK: {"block": "forge_block", "target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP, "time_delay": 0.2}}, "forge_action_load": 2}}
]
Global.register_rod(card_defense_script)
@@ -98,7 +98,7 @@ static func add_cards_orange() -> void:
var card_chain_ballistics: CardData = CardData.new("card_chain_ballistics")
card_chain_ballistics.card_name = "杩為攣寮归亾"
card_chain_ballistics.card_color_id = "color_{0}".format([color])
- card_chain_ballistics.card_texture_path = "sprites/cards/card_basic_attack_{0}.png".format([color]) # Temp sprite
+ card_chain_ballistics.card_texture_path = "sprites/card/orange/card_chain_ballistics.png"
card_chain_ballistics.card_description = "[color=orange]鍚戦敾閫犲彴鍔犲叆銆岄€犳垚 [forge_damage] 鐐逛激瀹?[forge_amount] 娆★紝杞借嵎3銆峓/color]銆傝幏寰?[block] 鐐归槻鐏銆?
card_chain_ballistics.card_type = CardData.CARD_TYPES.ATTACK
card_chain_ballistics.card_rarity = CardData.CARD_RARITIES.COMMON
@@ -107,7 +107,7 @@ static func add_cards_orange() -> void:
card_chain_ballistics.card_values = {"block": 3, "forge_damage": 3, "forge_amount": 3}
card_chain_ballistics.card_upgrade_value_improvements = {"forge_damage": 1}
card_chain_ballistics.card_play_actions = [
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK_GENERATOR: {"damage": "forge_damage", "number_of_attacks": "forge_amount"}}, "forge_action_load": 3}},
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK_GENERATOR: {"damage": "forge_damage", "number_of_attacks": "forge_amount", "time_delay": 0.2}}, "forge_action_load": 3}},
{Scripts.ACTION_BLOCK: {"target_override": BaseAction.TARGET_OVERRIDES.PLAYER}}
]
Global.register_rod(card_chain_ballistics)
@@ -116,17 +116,17 @@ static func add_cards_orange() -> void:
var card_weakness_mark: CardData = CardData.new("card_weakness_mark")
card_weakness_mark.card_name = "寮辩偣鏍囪"
card_weakness_mark.card_color_id = "color_{0}".format([color])
- card_weakness_mark.card_texture_path = "sprites/cards/card_basic_skill_{0}.png".format([color]) # Temp sprite
+ card_weakness_mark.card_texture_path = "sprites/card/orange/card_weakness_mark.png"
card_weakness_mark.card_description = "缁欎簣鐩爣 [status_charge_amount] 灞?[status_icon:status_effect_vulnerable]銆俒color=orange]鍚戦敾閫犲彴鍔犲叆銆岄€犳垚 [forge_damage] 鐐逛激瀹筹紝杞借嵎1銆峓/color]銆?
card_weakness_mark.card_type = CardData.CARD_TYPES.SKILL
card_weakness_mark.card_rarity = CardData.CARD_RARITIES.COMMON
card_weakness_mark.card_requires_target = true
card_weakness_mark.card_energy_cost = 1
- card_weakness_mark.card_values = {"status_charge_amount": 1, "forge_damage": 6}
+ card_weakness_mark.card_values = {"status_charge_amount": 2, "forge_damage": 6}
card_weakness_mark.card_upgrade_value_improvements = {"forge_damage": 2}
card_weakness_mark.card_play_actions = [
{Scripts.ACTION_APPLY_STATUS: {"status_effect_object_id": "status_effect_vulnerable"}},
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "forge_damage"}}, "forge_action_load": 1}}
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "forge_damage", "time_delay": 0.2}}, "forge_action_load": 1}}
]
Global.register_rod(card_weakness_mark)
@@ -134,8 +134,8 @@ static func add_cards_orange() -> void:
var card_overheat_shot: CardData = CardData.new("card_overheat_shot")
card_overheat_shot.card_name = "杩囩儹灏勫嚮"
card_overheat_shot.card_color_id = "color_{0}".format([color])
- card_overheat_shot.card_texture_path = "sprites/cards/card_basic_attack_{0}.png".format([color]) # Temp sprite
- card_overheat_shot.card_description = "閫犳垚 [damage] 鐐逛激瀹炽€傛湰鍥炲悎姣忔湁2鐐硅浇鑽凤紝棰濆閫犳垚 [additional_damage] 鐐逛激瀹炽€?
+ card_overheat_shot.card_texture_path = "sprites/card/orange/card_overheat_shot.png"
+ card_overheat_shot.card_description = "閫犳垚 [damage] 鐐逛激瀹炽€傛瘡鏈?2 灞?[status_icon:status_effect_turn_forge_load]锛岄澶栭€犳垚 [additional_damage] 鐐逛激瀹炽€?
card_overheat_shot.card_type = CardData.CARD_TYPES.ATTACK
card_overheat_shot.card_rarity = CardData.CARD_RARITIES.COMMON
card_overheat_shot.card_requires_target = true
@@ -178,8 +178,8 @@ static func add_cards_orange() -> void:
var card_pressure_shield: CardData = CardData.new("card_pressure_shield")
card_pressure_shield.card_name = "鍘嬪姏鎶ょ浘"
card_pressure_shield.card_color_id = "color_{0}".format([color])
- card_pressure_shield.card_texture_path = "sprites/cards/card_basic_block_{0}.png".format([color]) # Temp sprite
- card_pressure_shield.card_description = "鑾峰緱 [block] 鐐规牸鎸°€傛湰鍥炲悎姣忔湁2鐐硅浇鑽凤紝棰濆鑾峰緱 [additional_block] 鐐规牸鎸°€?
+ card_pressure_shield.card_texture_path = "sprites/card/orange/card_pressure_shield.png"
+ card_pressure_shield.card_description = "鑾峰緱 [block] 鐐规牸鎸°€傛瘡鏈?2 灞?[status_icon:status_effect_turn_forge_load]锛岄澶栬幏寰?[additional_block] 鐐规牸鎸°€?
card_pressure_shield.card_type = CardData.CARD_TYPES.SKILL
card_pressure_shield.card_rarity = CardData.CARD_RARITIES.COMMON
card_pressure_shield.card_requires_target = false
@@ -222,8 +222,8 @@ static func add_cards_orange() -> void:
var card_emergency_barrier: CardData = CardData.new("card_emergency_barrier")
card_emergency_barrier.card_name = "搴旀€ュ睆闅?
card_emergency_barrier.card_color_id = "color_{0}".format([color])
- card_emergency_barrier.card_texture_path = "sprites/cards/card_basic_block_{0}.png".format([color]) # Temp sprite
- card_emergency_barrier.card_description = "娑堣€楄嚦澶?鐐硅浇鑽枫€傛瘡娑堣€?鐐硅浇鑽凤紝鑾峰緱 [block_per_load] 鐐规牸鎸°€傛秷鑰椼€?
+ card_emergency_barrier.card_texture_path = "sprites/card/orange/card_emergency_barrier.png"
+ card_emergency_barrier.card_description = "娑堣€楄嚦澶?3 灞?[status_icon:status_effect_turn_forge_load]銆傛瘡娑堣€?1 灞?[status_icon:status_effect_turn_forge_load]锛岃幏寰?[block_per_load] 鐐规牸鎸°€傛秷鑰椼€?
card_emergency_barrier.card_type = CardData.CARD_TYPES.SKILL
card_emergency_barrier.card_rarity = CardData.CARD_RARITIES.COMMON
card_emergency_barrier.card_requires_target = false
@@ -312,13 +312,13 @@ static func add_cards_orange() -> void:
var card_trial_run: CardData = CardData.new("card_trial_run")
card_trial_run.card_name = "璇曡繍琛?
card_trial_run.card_color_id = "color_{0}".format([color])
- card_trial_run.card_texture_path = "sprites/cards/card_basic_skill_{0}.png".format([color])
- card_trial_run.card_description = "灏嗛敾閫犲彴涓殑鏈€鍚庝竴娈典唬鐮佹灏佽涓轰竴寮犺瀺鍚堢墝鍔犲叆鎵嬬墝锛屼笉绉婚櫎浠g爜娈点€俓n濡傛灉閿婚€犲彴涓虹┖锛屾娊1寮犵墝銆?
+ card_trial_run.card_texture_path = "sprites/card/orange/card_trial_run.png"
+ card_trial_run.card_description = "灏嗛敾閫犲彴涓殑鏈€鍚庝竴娈典唬鐮佹灏佽涓轰竴寮犺瀺鍚堢墝鍔犲叆鎵嬬墝锛屼笉绉婚櫎浠g爜娈点€?濡傛灉閿婚€犲彴涓虹┖锛屾娊1寮犵墝銆?
card_trial_run.card_type = CardData.CARD_TYPES.SKILL
card_trial_run.card_rarity = CardData.CARD_RARITIES.COMMON
card_trial_run.card_requires_target = false
card_trial_run.card_energy_cost = 1
- card_trial_run.card_first_upgrade_property_changes = {"card_energy_cost": 0, "card_description": "灏嗛敾閫犲彴涓殑鏈€鍚庝竴娈典唬鐮佹灏佽涓轰竴寮犺瀺鍚堢墝鍔犲叆鎵嬬墝锛屼笉绉婚櫎浠g爜娈点€俓n濡傛灉閿婚€犲彴涓虹┖锛屾娊1寮犵墝銆?}
+ card_trial_run.card_first_upgrade_property_changes = {"card_energy_cost": 0, "card_description": "灏嗛敾閫犲彴涓殑鏈€鍚庝竴娈典唬鐮佹灏佽涓轰竴寮犺瀺鍚堢墝鍔犲叆鎵嬬墝锛屼笉绉婚櫎浠g爜娈点€?濡傛灉閿婚€犲彴涓虹┖锛屾娊1寮犵墝銆?}
card_trial_run.card_play_actions = [
{
Scripts.ACTION_TAKE_FROM_FORGE: {
@@ -338,8 +338,8 @@ static func add_cards_orange() -> void:
var card_snippet_extraction: CardData = CardData.new("card_snippet_extraction")
card_snippet_extraction.card_name = "鐗囨鎻愬彇"
card_snippet_extraction.card_color_id = "color_{0}".format([color])
- card_snippet_extraction.card_texture_path = "sprites/cards/card_basic_attack_{0}.png".format([color])
- card_snippet_extraction.card_description = "閫犳垚 [damage] 鐐逛激瀹炽€俓n鎵ц閿婚€犲彴涓殑绗竴娈典唬鐮佹锛岀劧鍚庣Щ闄や唬鐮佹銆?
+ card_snippet_extraction.card_texture_path = "sprites/card/orange/card_snippet_extraction.png"
+ card_snippet_extraction.card_description = "閫犳垚 [damage] 鐐逛激瀹炽€傛墽琛岄敾閫犲彴涓殑绗竴娈典唬鐮佹锛岀劧鍚庣Щ闄や唬鐮佹銆?
card_snippet_extraction.card_type = CardData.CARD_TYPES.ATTACK
card_snippet_extraction.card_rarity = CardData.CARD_RARITIES.COMMON
card_snippet_extraction.card_requires_target = true
@@ -363,8 +363,8 @@ static func add_cards_orange() -> void:
var card_data_backflow: CardData = CardData.new("card_data_backflow")
card_data_backflow.card_name = "鏁版嵁鍥炴祦"
card_data_backflow.card_color_id = "color_{0}".format([color])
- card_data_backflow.card_texture_path = "sprites/cards/card_basic_skill_{0}.png".format([color])
- card_data_backflow.card_description = "娑堣€?鐐硅浇鑽枫€俓n鎶?寮犵墝銆俓n濡傛灉杞借嵎涓嶈冻锛屾娊1寮犵墝銆?
+ card_data_backflow.card_texture_path = "sprites/card/orange/card_data_backflow.png"
+ card_data_backflow.card_description = "娑堣€?2 灞?[status_icon:status_effect_turn_forge_load]銆?鎶?寮犵墝銆?濡傛灉 [status_icon:status_effect_turn_forge_load] 涓嶈冻锛屾娊1寮犵墝銆?
card_data_backflow.card_type = CardData.CARD_TYPES.SKILL
card_data_backflow.card_rarity = CardData.CARD_RARITIES.COMMON
card_data_backflow.card_requires_target = false
@@ -392,7 +392,7 @@ static func add_cards_orange() -> void:
var card_lightweight_statement: CardData = CardData.new("card_lightweight_statement")
card_lightweight_statement.card_name = "杞婚噺璇彞"
card_lightweight_statement.card_color_id = "color_{0}".format([color])
- card_lightweight_statement.card_texture_path = "sprites/cards/card_basic_skill_{0}.png".format([color]) # Temp sprite
+ card_lightweight_statement.card_texture_path = "sprites/card/orange/card_lightweight_statement.png"
card_lightweight_statement.card_description = "[color=orange]鍚戦敾閫犲彴鍔犲叆銆岄€犳垚 [forge_damage] 鐐逛激瀹筹紝杞借嵎1銆峓/color]銆?
card_lightweight_statement.card_type = CardData.CARD_TYPES.SKILL
card_lightweight_statement.card_rarity = CardData.CARD_RARITIES.COMMON
@@ -402,7 +402,7 @@ static func add_cards_orange() -> void:
card_lightweight_statement.card_values = {"forge_damage": 3}
card_lightweight_statement.card_upgrade_value_improvements = {"forge_damage": 2}
card_lightweight_statement.card_play_actions = [
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "forge_damage"}}, "forge_action_load": 1}}
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "forge_damage", "time_delay": 0.2}}, "forge_action_load": 1}}
]
Global.register_rod(card_lightweight_statement)
@@ -410,7 +410,7 @@ static func add_cards_orange() -> void:
var card_lightweight_shield: CardData = CardData.new("card_lightweight_shield")
card_lightweight_shield.card_name = "杞婚噺鎶ょ浘"
card_lightweight_shield.card_color_id = "color_{0}".format([color])
- card_lightweight_shield.card_texture_path = "sprites/cards/card_basic_skill_{0}.png".format([color]) # Temp sprite
+ card_lightweight_shield.card_texture_path = "sprites/card/orange/card_lightweight_shield.png"
card_lightweight_shield.card_description = "[color=orange]鍚戦敾閫犲彴鍔犲叆銆岃幏寰?[forge_block] 鐐归槻鐏锛岃浇鑽?銆峓/color]銆?
card_lightweight_shield.card_type = CardData.CARD_TYPES.SKILL
card_lightweight_shield.card_rarity = CardData.CARD_RARITIES.COMMON
@@ -420,7 +420,7 @@ static func add_cards_orange() -> void:
card_lightweight_shield.card_values = {"forge_block": 4}
card_lightweight_shield.card_upgrade_value_improvements = {"forge_block": 2}
card_lightweight_shield.card_play_actions = [
- {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_BLOCK: {"block": "forge_block", "target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP}}, "forge_action_load": 1}}
+ {Scripts.ACTION_ADD_TO_FORGE: {"forge_action_data": {Scripts.ACTION_BLOCK: {"block": "forge_block", "target_override": BaseAction.TARGET_OVERRIDES.PLAYER, "audio_path": AudioConstants.SFX_GROUP_SHIELD_UP, "time_delay": 0.2}}, "forge_action_load": 1}}
]
Global.register_rod(card_lightweight_shield)
@@ -428,8 +428,8 @@ static func add_cards_orange() -> void:
var card_residual_heat_armor: CardData = CardData.new("card_residual_heat_armor")
card_residual_heat_armor.card_name = "浣欑儹鎶ょ敳"
card_residual_heat_armor.card_color_id = "color_{0}".format([color])
- card_residual_heat_armor.card_texture_path = "sprites/cards/card_basic_skill_{0}.png".format([color]) # Temp sprite
- card_residual_heat_armor.card_description = "鑾峰緱 [block] 鐐归槻鐏銆俓n濡傛灉鏈洖鍚堣浇鑽蜂负4鎴栨洿楂橈紝棰濆鑾峰緱 [additional_block] 鐐归槻鐏銆?
+ card_residual_heat_armor.card_texture_path = "sprites/card/orange/card_residual_heat_armor.png"
+ card_residual_heat_armor.card_description = "鑾峰緱 [block] 鐐归槻鐏銆?濡傛灉 [status_icon:status_effect_turn_forge_load] 涓?灞傛垨鏇撮珮锛岄澶栬幏寰?[additional_block] 鐐归槻鐏銆?
card_residual_heat_armor.card_type = CardData.CARD_TYPES.SKILL
card_residual_heat_armor.card_rarity = CardData.CARD_RARITIES.COMMON
card_residual_heat_armor.card_requires_target = false
@@ -459,8 +459,8 @@ static func add_cards_orange() -> void:
var card_preset_warhead: CardData = CardData.new("card_preset_warhead")
card_preset_warhead.card_name = "棰勭疆寮瑰ご"
card_preset_warhead.card_color_id = "color_{0}".format([color])
- card_preset_warhead.card_texture_path = "sprites/cards/card_basic_attack_{0}.png".format([color]) # Temp sprite
- card_preset_warhead.card_description = "閫犳垚 [damage] 鐐逛激瀹炽€俓n濡傛灉閿婚€犲彴涓凡鏈夋敾鍑讳唬鐮侊紝[color=orange]鍚戦敾閫犲彴鍔犲叆銆岄€犳垚 [bonus_damage] 鐐逛激瀹筹紝璐熻浇2銆峓/color]銆?
+ card_preset_warhead.card_texture_path = "sprites/card/orange/card_preset_warhead.png"
+ card_preset_warhead.card_description = "閫犳垚 [damage] 鐐逛激瀹炽€?濡傛灉閿婚€犲彴涓凡鏈夋敾鍑讳唬鐮侊紝[color=orange]鍚戦敾閫犲彴鍔犲叆銆岄€犳垚 [bonus_damage] 鐐逛激瀹筹紝杞借嵎2銆峓/color]銆?
card_preset_warhead.card_type = CardData.CARD_TYPES.ATTACK
card_preset_warhead.card_rarity = CardData.CARD_RARITIES.COMMON
card_preset_warhead.card_requires_target = true
@@ -473,14 +473,14 @@ static func add_cards_orange() -> void:
Scripts.ACTION_VALIDATOR: {
"validator_data": [
{Scripts.VALIDATOR_FORGE_HAS_ACTION_TYPE: {
- "action_types": [Scripts.ACTION_ATTACK, Scripts.ACTION_ATTACK_GENERATOR, Scripts.ACTION_DIRECT_DAMAGE],
+ "action_types": ActionTypeGroups.ATTACK_ACTIONS,
}},
],
"passed_action_data": [
{Scripts.ACTION_ADD_TO_FORGE: {
- "forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "bonus_damage"}},
+ "forge_action_data": {Scripts.ACTION_ATTACK: {"damage": "bonus_damage", "time_delay": 0.2}},
"forge_action_load": 2,
- "forge_action_description": "閫犳垚 [damage] 鐐逛激瀹?
+ "forge_action_description": "閫犳垚 [bonus_damage] 鐐逛激瀹?
}}
]
}
@@ -492,8 +492,8 @@ static func add_cards_orange() -> void:
var card_solid_structure: CardData = CardData.new("card_solid_structure")
card_solid_structure.card_name = "绋冲浐缁撴瀯"
card_solid_structure.card_color_id = "color_{0}".format([color])
- card_solid_structure.card_texture_path = "sprites/cards/card_basic_skill_{0}.png".format([color]) # Temp sprite
- card_solid_structure.card_description = "鑾峰緱 [block] 鐐归槻鐏銆俓n濡傛灉閿婚€犲彴涓凡鏈夐槻寰′唬鐮侊紝[color=orange]鍚戦敾閫犲彴鍔犲叆銆岃幏寰?[bonus_block] 鐐归槻鐏锛岃礋杞?銆峓/color]銆?
+ card_solid_structure.card_texture_path = "sprites/card/orange/card_solid_structure.png"
+ card_solid_structure.card_description = "鑾峰緱 [block] 鐐归槻鐏銆?濡傛灉閿婚€犲彴涓凡鏈夐槻寰′唬鐮侊紝[color=orange]鍚戦敾閫犲彴鍔犲叆銆岃幏寰?[bonus_block] 鐐归槻鐏锛岃浇鑽?銆峓/color]銆?
card_solid_structure.card_type = CardData.CARD_TYPES.SKILL
card_solid_structure.card_rarity = CardData.CARD_RARITIES.COMMON
card_solid_structure.card_requires_target = false
@@ -506,14 +506,14 @@ static func add_cards_orange() -> void:
Scripts.ACTION_VALIDATOR: {
"validator_data": [
{Scripts.VALIDATOR_FORGE_HAS_ACTION_TYPE: {
- "action_types": [Scripts.ACTION_BLOCK, Scripts.ACTION_BLOCK_BY_STATUS],
+ "action_types": ActionTypeGroups.DEFENSE_ACTIONS,
}},
],