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Turn Order Display, Global Status Effects, spells 1 by file merge lat…
#18
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SamuelRabreau
closed
1 month ago
SamuelRabreau
commented
1 month ago
Created a HUD/Turn Order Display scene, added ita s child of OW_HUD scene. Connected to CbDecideActionSTate (iirc)
Created a HUD/GlobalStatusEffects scene to display things like Waterbreathing Sentry OgreHide, added as a child of BRPanel.
Created a global_status_efefct Dictionary variable in GameGlobals, made its values decrease over time in GameGlobals.pass_time
in SaveRect, made it so this dict is saved/loaded as part of the save file and used to initialize GameGlobals on game load.
in Creature.gd, added a does_creature_knw_spell_named function
in InventoryRect, hid the Pay to Identify button when not in a shop
in InventoryRect, implemented Identify Object and Pay to Identify
Added a 'is_magical' property to items in stuff_book.json, made resource loader script load it.
in LootMenu, added a Detect button that highlights items with the is_magical property >0
Changed the test campaign script to display teh loot menu, else it didnt change to ExMenuState properly
in the Spell Cast menu, removed a call to ow_hud.show_battle_UI which caused a little glitch when casting from the field
Wrote several spells in their own .gd file, merge them in a spells.book.json later