Closed rosskarchner closed 6 months ago
One more (sorry!), I don't see any mention of the changes to these functions, where the level up code modifies base_power or base_defense, instead of power or defense: https://github.com/SelinaDev/Godot-Roguelike-Tutorial/blob/main/part_13/src/Entities/Actors/Components/level_component.gd#L55-L68
Here's one more: the leveled_up
signal is never emitted in your code, which means the character attributes don't appear to change (even if they really do)
Updated to add: I had to add a xp_changed.emit
to increase_level()
in order for the XP display to be correct immediately after leveling up (this would fix itself the next time you gain XP)
No need to apologize, really! I'm really glad I have people like you helping to ensure the tutorial actually works. Thank you for all that info, I'll be sure to take a look at all of these problems when I get the time.
Glad it's helpful! One thing I experienced while playing, but haven't dug into how to fix yet: if you use the keyboard to activate an inventory item that happens to be assigned the "v" hotkey, that also triggers the "look" functionality(reticle). It seems like that shouldn't be the case, but maybe I'm missing something.
I'm still confused about why that was happening-- but I had v mapped to both "look" and "view history", and fixing "look" to match your version of the project fixed my issue, so ¯_(ツ)_/¯
Sorry it took me so long to get around to working on the tutorial again, but I finally went over your suggestions and added the missing parts to tutorial 13.
I'm done! Thanks again for the tutorial.
Here are two problems I found in part 13:
await _player.ready
fix inupdate_labels
needs to happen before you can create a new game.