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155 Commits

Author SHA1 Message Date
jonathan 1531ffbf8d Sleeping in bed now loads the new fight world scene 2025-11-11 12:49:38 +01:00
jonathan 74096f2c71 🐛Fixed sprite outline fallback 2025-11-11 12:44:36 +01:00
Jonathan 1c5d776a3a Merge pull request 'Fixed wrong dependency' (#26) from bug/scene_dependency into develop
Reviewed-on: #26
2025-11-11 11:19:54 +01:00
jonathan c814d7606d 🐛Fixed wrong dependency 2025-11-11 11:12:54 +01:00
Jonathan e1a61fb1e2 Merge pull request 'made dead fighters shrink to telegraph to the player that they are dead' (#25) from feature/dead_squash into develop
Reviewed-on: #25
2025-11-11 10:20:44 +01:00
jonathan edbd4a182b 🎨Removed comment 2025-11-11 10:19:37 +01:00
Jonathan a9446ec770 Merge pull request '🐛 Fixed fighters keep fighting at 0 hp' (#24) from bug/enemy_die into develop
Reviewed-on: #24
2025-11-11 10:14:19 +01:00
jonathan f51275ccc0 made dead fighters shrink to telegraph to the player that they are dead 2025-11-04 16:42:16 +01:00
jonathan 50b2c04cb4 🐛 Fixed fighters keep fighting at 0 hp 2025-11-04 13:55:37 +01:00
Jonathan e864c62a3a Merge pull request 'Fight rework premature merge' (#22) from feature/fight_rework into develop
Reviewed-on: #22
2025-11-04 10:25:12 +01:00
jonathan f27f69c15f 🐛 Rebase fixing 2025-11-04 10:07:29 +01:00
jonathan 21b361f9d7 🎨 Live review changes 2025-11-04 10:07:19 +01:00
jonathan 83dc6bfd56 ♻️ Implemented FightersFormation to keep track of the fight entered state of the fighters 2025-11-04 05:59:19 +01:00
jonathan 0de3bcae22 ♻️Code cleanup 2025-11-04 05:59:19 +01:00
jonathan 3326bde40c 🐛Exiting fight happening when one side wins 2025-11-04 05:59:19 +01:00
jonathan 83c9dfc945 Added theme-based region colors 2025-11-04 05:59:19 +01:00
jonathan cd235248c6 Added minigame label for each region 2025-11-04 05:59:19 +01:00
jonathan 8bb1c22549 Added minigame to attack action 2025-11-04 05:59:18 +01:00
jonathan 8624e2aea8 Added minigame 2025-11-04 05:59:18 +01:00
jonathan fef1bcc3b6 cap health at minimum 0 2025-11-04 05:59:18 +01:00
jonathan f4d8ed87e2 Added blob attack action 2025-11-04 05:59:18 +01:00
jonathan 1f227f70a7 Added basic health bar 2025-11-04 05:59:18 +01:00
jonathan 9bf25640f6 Added basic action animation 2025-11-04 05:59:18 +01:00
jonathan 0e315396c9 Made fight fightable 2025-11-04 05:59:18 +01:00
jonathan f27dd199b8 Fight happening base setup 2025-11-04 05:27:34 +01:00
jonathan fd0e631b1f Bootstrap fight system
- Fight World data structure
- Generating basic fight world
- Opening correct fight room
- Block paths in fight rooms
- Transition between rooms
2025-11-04 05:25:22 +01:00
kziolkowski 759933c1cd Merge pull request 'feature/detection_cross' (#21) from feature/detection_cross into develop
Reviewed-on: #21
2025-10-31 10:47:20 +01:00
kziolkowski af8807610d :bug increased interaction area size for fence gates 2025-10-29 16:25:31 +01:00
kziolkowski 02b6584e44 🐛 fixed ObjectDisposedException from the Inventory when switching scenes. 2025-10-29 16:03:36 +01:00
kziolkowski e202534c6b 🐛 Vesnas Namensschild sieht nicht richtig aus FIXED 2025-10-29 15:00:30 +01:00
kziolkowski 1f13f3ea51 Merge branch 'develop' into feature/detection_cross
# Conflicts:
#	addons/dialogic/vesna_style.tres
#	dialog/NPC_narrative.tres
#	scenes/Babushka_scene_indoor_vesnas_room.tscn
2025-10-29 14:01:55 +01:00
kziolkowski 8b7afbcab6 Merge remote-tracking branch 'origin/feature/detection_cross' into feature/detection_cross 2025-10-29 13:32:57 +01:00
Jonathan afce4ad0b9 Merge pull request 'feature/events' (#19) from feature/events into develop
Reviewed-on: #19
2025-10-28 21:12:45 +01:00
kziolkowski 32ac007256 🎨 Exchanged Quest post it with ui sprite 2025-10-28 17:32:18 +01:00
kziolkowski d45deeb7ed 🔧 adjusted seed pickup positions and indoor collider sizes 2025-10-28 17:32:18 +01:00
kziolkowski 9e21b07271 🍱 Adjusted colliders in farm_outside scene and reactivated ground collider on Vesna 2025-10-28 17:32:18 +01:00
kziolkowski f94c2d0a50 :memo::fire:🔨
- removed a lot of unnecessary code
- Made a minimal working version
- Added documentation
2025-10-28 17:32:18 +01:00
kziolkowski 84b8938d1f 🚧 WIP first setup completed (still buggy!) 2025-10-28 17:32:18 +01:00
kziolkowski 8d421b58ec Implemented dialogue box design as described in mockups 2025-10-28 17:32:18 +01:00
kziolkowski ebe99c5f22 💄 Added new fonts and increased textbox size. Also added border line. 2025-10-28 17:32:18 +01:00
kziolkowski b32b483d09 upgraded project to 4.5 2025-10-28 17:32:18 +01:00
kziolkowski c6e9bc9336 scene updates after undoing changes to interactionArea 2025-10-28 17:32:17 +01:00
kziolkowski 5b0fed7816 sound autoimports 2025-10-28 17:31:10 +01:00
Nao 3bdd5aa873 SFX for Wolf added + redone reverb of footsteps (but not sure it worked?! - possible new upload/replacement possible) 2025-10-28 17:30:48 +01:00
kziolkowski 3fe79f2fd8 Added VariableGetter functionality and some Variable setting components. Also added them to test scene. 2025-10-28 13:09:36 +01:00
kziolkowski 8c1157c26e 🔥 removed indexed RaiseEvent-Call from EventRaiser 2025-10-28 12:04:41 +01:00
kziolkowski c96e6da78e Separated events from variables and adjusted test scene 2025-10-28 11:57:36 +01:00
kziolkowski 0fc1760b70 Merge pull request 'feature/animations_update' (#17) from feature/animations_update into develop
Reviewed-on: #17
2025-10-28 10:59:32 +01:00
kziolkowski 90b8dda16a Merge branch 'feature/dialogic_style_rework' into feature/detection_cross 2025-10-28 10:56:22 +01:00
kziolkowski ecff43d5c3 Merge branch 'develop' into feature/detection_cross 2025-10-28 10:46:02 +01:00
Jonathan 40b8c022fe Merge pull request 'feature/showcase_bugfixing_kathi_partII' (#16) from feature/showcase_bugfixing_kathi_partII into develop
Reviewed-on: #16
2025-10-24 18:31:55 +02:00
kziolkowski e1b1a2f447 🔧 adjusted seed pickup positions and indoor collider sizes 2025-10-24 15:57:14 +02:00
kziolkowski 2d4e853ec8 🍱 Adjusted colliders in farm_outside scene and reactivated ground collider on Vesna 2025-10-24 15:45:10 +02:00
kziolkowski 8f097de476 :memo::fire:🔨
- removed a lot of unnecessary code
- Made a minimal working version
- Added documentation
2025-10-24 15:13:35 +02:00
kziolkowski 109573fb1b 🎨 Exchanged Quest post it with ui sprite 2025-10-24 13:43:13 +02:00
kziolkowski 0e55394699 🚧 WIP first setup completed (still buggy!) 2025-10-22 19:30:33 +02:00
kziolkowski b1335d4b00 Merge branch 'feature/dialogic_style_rework' into feature/detection_cross 2025-10-22 14:46:55 +02:00
kziolkowski 078e26e868 Implemented dialogue box design as described in mockups 2025-10-22 14:23:48 +02:00
kziolkowski ffebe10593 💄 Added new fonts and increased textbox size. Also added border line. 2025-10-21 13:41:43 +02:00
kziolkowski 4c8406ba97 upgraded project to 4.5 2025-10-21 12:59:29 +02:00
kziolkowski 080ebaae47 removed redundant import statement 2025-10-21 12:50:48 +02:00
kziolkowski 5cf250b295 Added randomizer class for certain types of EventResources 2025-10-21 12:39:17 +02:00
kziolkowski ef56f79d5c Added event payload and Valuechange-handling 2025-10-21 12:39:01 +02:00
kziolkowski 5bcbee8865 created test scene and removed event test elements from start scene 2025-10-21 12:38:15 +02:00
kziolkowski a74abe684b Godot upgrade to 4.5 2025-10-21 12:33:38 +02:00
kziolkowski a593be8273 📝 added documentation and improved event scope 2025-10-18 17:15:35 +02:00
kziolkowski 1e004b62b8 Implemented first version of EventResources 2025-10-13 09:57:49 +02:00
kziolkowski 5fc7b3d563 scene updates after undoing changes to interactionArea 2025-10-03 17:02:07 +02:00
kziolkowski d4892e1aa4 sound autoimports 2025-10-03 16:52:17 +02:00
kziolkowski e0ea5ef5be Merge branch 'feature/sounds_update' into feature/bugfixing_kathi_partIII 2025-10-03 16:45:30 +02:00
kziolkowski 02ff401273 Merge branch 'feature/animations_update' into feature/bugfixing_kathi_partIII 2025-10-03 16:45:14 +02:00
kziolkowski c3e78b5db2 Merge remote-tracking branch 'origin/Nao's-Sounds' into feature/sounds_update 2025-10-03 16:39:30 +02:00
kziolkowski 09b2baab0a Merge remote-tracking branch 'origin/Animations' into feature/animations_update
# Conflicts:
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0011.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0012.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0013.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0014.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0015.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0016.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0017.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0018.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0019.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0020.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0011.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0012.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0013.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0014.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0015.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0016.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0017.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0018.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0019.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B02-Walk/0020.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/B03-Interact/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0011.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0012.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0013.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0014.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0015.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0016.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0017.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0018.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0019.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D01-Idle/0020.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D03-Farming/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0011.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0012.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0013.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0014.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0015.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0016.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0017.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0018.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0019.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D05-Talk/0020.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D06-Harvesting/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0011.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0012.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0013.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0014.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0015.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0016.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0017.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0018.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0019.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0020.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0021.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0022.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0023.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0024.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0025.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D08-Watering/0026.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0001.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0002.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0003.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0004.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0005.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0006.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0007.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0008.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0009.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0011.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0012.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0013.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0014.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0015.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0016.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0017.png.import
#	art/animation/Vesna2D/Vesna Anims Sequences/D10-Watercan/0018.png.import
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#	art/animation/Vesna2D/Vesna Anims Tools/F01-Idle-Gießkanne/0001.png.import
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#	art/animation/Vesna2D/Vesna Anims Tools/F01-Idle-Gießkanne/0004.png.import
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#	art/animation/Vesna2D/Vesna Anims Tools/F01-Idle-Gießkanne/0010.png.import
#	art/animation/Vesna2D/Vesna Anims Tools/F01-Idle-Gießkanne/0011.png.import
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#	art/animation/Vesna2D/Vesna Anims Tools/F01-Idle-Gießkanne/0013.png.import
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#	project.godot
2025-10-03 16:20:23 +02:00
kziolkowski d6a2b586e4 🐛 fixed ducks counting bug 2025-09-27 17:38:23 +02:00
kziolkowski 936983e14f 💄 updated dialogic style to make it clearer who is talking and have vesna always on the left side 2025-09-27 17:24:01 +02:00
kziolkowski e73f13d7d4 🎨 💄 Created art template for farm plants and reworked existing plant prefabs and inventory resources 2025-09-27 16:54:17 +02:00
kziolkowski 0713e334b3 Fixed InventoryInstance behaviour 2025-09-26 00:31:11 +02:00
kziolkowski c56f654751 Set up second garden with beetroot, built transition from yard and back 2025-09-17 17:58:28 +02:00
kziolkowski 1f88f9b4b5 Added beetroot as growable plant 2025-09-17 16:53:57 +02:00
kziolkowski 06fd80f762 grass layering fix 2025-09-17 15:10:29 +02:00
kziolkowski 2cb605261e Fixed Tomato farming (again) 2025-09-17 15:07:17 +02:00
kziolkowski 975dd45c94 fixed item repository bug 2025-09-10 15:06:49 +02:00
kziolkowski d1a8ff0cbf WIP reworking the item repository 2025-09-09 23:57:55 +02:00
Nao cba6c09ca0 SFX for Wolf added + redone reverb of footsteps (but not sure it worked?! - possible new upload/replacement possible) 2025-09-08 16:51:21 +02:00
Felix Paul da7cd2f6f2 Small update 2025-09-01 19:52:11 +02:00
kziolkowski 9f50e1d293 WIP trying to implement pickup sounds 2025-08-27 18:21:28 +02:00
kziolkowski 652cac4232 Added typing sounds to dialogic characters 2025-08-27 18:00:26 +02:00
kziolkowski e44e06bace Added Footsteps SFX 2025-08-27 17:12:12 +02:00
kziolkowski 89313fd484 Merge remote-tracking branch 'origin/Nao's-Sounds' into feature/showcase_bugfixing_kathi_partII 2025-08-27 15:19:47 +02:00
Nao 6f340b54a4 SFX Footstep Gravel Added 2025-08-25 19:15:38 +02:00
Nao 8f3be823a4 Added Single Footstep SFX, added folders and moved files for better organization 2025-08-21 17:46:53 +02:00
kziolkowski eeb56fd7ad Added possibility to deactivate an interactionarea if there is no more timelines to play 2025-08-20 00:48:12 +02:00
kziolkowski 871e1856f1 Tools get deactivated from animation when switching to an empty slot in the inventory. Also fixed layering (AGAIN) 2025-08-20 00:26:58 +02:00
kziolkowski 378bf45c49 Implemented PR feedback + made sure initial farming quests run smoothly 2025-08-19 23:02:14 +02:00
kziolkowski f6e0c4e615 minor scene fixes 2025-08-18 00:10:20 +02:00
kziolkowski 6ae877f2ab Implemented first version of an interactable area that reacts to inventory selection 2025-08-17 23:49:04 +02:00
kziolkowski 3913143892 Added Hotkey-Info to inventory prefab 2025-08-17 23:21:45 +02:00
kziolkowski 4734ae953c Added option to play pickup animation for non-inventory items 2025-08-17 23:13:39 +02:00
kziolkowski 5992c390ee Reinstated plantgrowing animation 2025-08-17 23:07:22 +02:00
kziolkowski 283caf282b Added interaction on mouse click 2025-08-17 22:50:28 +02:00
kziolkowski 7c03964d33 changed watering can display to slider 2025-08-17 22:42:12 +02:00
kziolkowski 36c948f116 re-added watering animation and vfx 2025-08-17 22:18:39 +02:00
kziolkowski d0ba4076b3 planting, growing and watering a little less dependent than before 2025-08-17 22:11:18 +02:00
kziolkowski 7fd26ffed3 Fixed tomato farming again 2025-08-17 21:57:57 +02:00
kziolkowski ce2d7eb773 WIP moving seed to plant matching into separate system, making fields independent of specific plants. 2025-08-15 18:42:26 +02:00
kziolkowski 41365fb5d4 Fixed tool animation 2025-08-15 17:19:22 +02:00
kziolkowski 96c7d35aa7 Added word wrapping to quest post it. 2025-08-15 17:19:13 +02:00
kziolkowski c2f5359d0c changes after develop merge 2025-08-15 17:03:18 +02:00
Jonathan 9bebe1a44d Merge pull request 'Implemented first demo quest line' (#15) from feature/implement_quests into develop
Reviewed-on: #15
2025-08-14 23:28:09 +02:00
jonathan 06a270e916 Renamed function to not sound like a unity signal 2025-08-14 23:27:15 +02:00
jonathan b621df5435 removed invisible character 2025-08-14 23:16:52 +02:00
jonathan 03dbc08293 quest status name refactoring 2025-08-14 21:54:18 +02:00
jonathan 8676bbb2f6 Fix spelling 2025-08-13 17:13:33 +02:00
jonathan 6e998810b6 Completed first demo quest line 2025-08-13 03:23:45 +02:00
jonathan c96be7467e Added Quest field 2025-08-11 19:15:12 +02:00
Jonathan 6aa7530502 Added speed hack for vesna 2025-08-06 21:25:28 +02:00
Jonathan d7ac1c6c22 Fixed retrigger yeli dialog 2025-08-06 20:04:24 +02:00
Jonathan 0170a53b5a Added more quest stuff including dialogic quest condition 2025-08-06 18:20:38 +02:00
cblech abc33fd06c Added first quests 2025-08-06 18:19:52 +02:00
cblech 2fbeb93018 Dialogic quest addition and plugin fix 2025-08-06 18:19:08 +02:00
Jonathan 9253a78a06 Merge pull request 'feature/showcase_bugfixing_kathi' (#14) from feature/showcase_bugfixing_kathi into develop
Reviewed-on: #14
2025-08-06 18:16:53 +02:00
kziolkowski 0008b16d48 Adjusted moving values and animations to make vesna not slide any more 2025-08-02 15:32:13 +02:00
kziolkowski 8e0dced918 Vesna can walk diagonally now 2025-08-02 15:08:38 +02:00
kziolkowski 2e21fb7e98 Made sure splash screen features logo 2025-08-02 13:55:11 +02:00
kziolkowski b69191e7f7 fixed pickup layering 2025-08-02 13:46:01 +02:00
kziolkowski 8f75b5b644 Added secondary outline mat and assigned it to inventory items 2025-08-02 13:38:07 +02:00
kziolkowski 6275bea52c MAde Vesna and Yeli disappear on dialogic start 2025-07-31 23:30:12 +02:00
kziolkowski 279cac22ee Fixed dialogic settings 2025-07-31 23:25:43 +02:00
kziolkowski e88ba2e1ef Updated interaction area setups to avoid nullrefs 2025-07-31 23:08:10 +02:00
kziolkowski f01143e887 cleaned up dialogue structure and removed vesna2 from dialogues 2025-07-31 22:09:37 +02:00
kziolkowski 18711776bb Fixed output error ERROR: Script class can only be set together with base class name 2025-07-31 21:45:22 +02:00
kziolkowski 0f246825fc Added Wellbehaviour and fixed door interaction to offer outlines 2025-07-31 20:36:17 +02:00
kziolkowski 19e30dd0b8 Removed disclaimer reference from bootstrap 2025-07-31 20:35:49 +02:00
kziolkowski 730c4999d7 Extracted FightAttack Enum in the hopes of fixing errors 2025-07-31 20:35:24 +02:00
kziolkowski cfe604d3b7 set duck body scale to 1,1 2025-07-31 18:55:06 +02:00
kziolkowski ad16b86171 wip exchanging interaction label with outline 2025-07-27 13:17:34 +02:00
kziolkowski 5ee295256b Fixed Yeli Layering issue in indoor scene 2025-07-26 17:05:17 +02:00
kziolkowski ab23d41496 Fixed ysorting on ducks and trash 2025-07-26 16:51:05 +02:00
Felix Paul 12842a37ff Rigged Chuga 2025-07-25 20:19:39 +02:00
Jonathan ae0944fe00 Merge pull request 'feature/showcase_kathi' (#12) from feature/showcase_kathi into develop
Reviewed-on: #12
2025-07-23 12:37:47 +02:00
kziolkowski 486cfb5546 WIP trying to fix the last plant stage bug on repeated farming rounds 2025-07-17 22:10:08 +02:00
kziolkowski b92eb909ad Removed no longer needed print statements 2025-07-17 20:47:34 +02:00
kziolkowski d2c7302ab2 Fixed farming (the way it was before) 2025-07-17 20:44:28 +02:00
kziolkowski 5affc48dc5 Added scene transitions between fighting scene, credits, and start 2025-07-11 04:12:42 +02:00
kziolkowski cdb6b83124 Merge remote-tracking branch 'origin/feature/fight_system' into feature/showcase_kathi 2025-07-11 03:55:56 +02:00
kziolkowski a4f9511892 WIP fixing farming mechanic again 2025-07-11 03:55:36 +02:00
kziolkowski 7a3e96d679 Merge remote-tracking branch 'origin/feature/fight_system' into feature/showcase_kathi 2025-07-11 03:13:08 +02:00
kziolkowski e38c391e1c Reworked flow to make it playable somehow 2025-07-11 03:12:29 +02:00
kziolkowski eaedf8c396 WIP Beetroot 2025-07-11 03:00:43 +02:00
kziolkowski ffa20bbdf8 Added trash to first outdoor scene 2025-07-11 00:56:51 +02:00
kziolkowski b77b6e3a52 Added second outdoor scene after tutorial 2025-07-11 00:17:31 +02:00
kziolkowski c7d56301fc Added counter script to count ducks (and other things) 2025-07-10 23:58:33 +02:00
Felix Paul ffc7ef2d61 Added Vesna and Yeli as 2D rigged chars, Chuga is still WIP 2025-07-06 20:22:12 +02:00
Felix Paul 20ed134628 Added Yeli Idle and Talk animations 2025-05-21 02:12:36 +02:00
Felix Paul 3eb35d4e7d Rerender Harvesting and added Watering animations 2025-05-18 21:22:27 +02:00
576 changed files with 26503 additions and 1891 deletions
-6
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="AndroidProjectSystem">
<option name="providerId" value="RiderAndroidProjectSystem" />
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extends Node
@export_node_path("Node2D")
var target_node_path = NodePath()
@export var flip_bend_direction = false
@export var joint_one_bone_index = -1
@export var joint_two_bone_index = -1
var _angle_a = 0.0
var _angle_b = 0.0
func _process(delta: float) -> void:
_update_two_bone_ik_angles()
func _update_two_bone_ik_angles():
assert(joint_one_bone_index != -1)
assert(joint_two_bone_index != -1)
if target_node_path.is_empty():
return
var target = get_node(target_node_path) as Node2D
var bone_a = get_parent().get_bone(joint_one_bone_index)
var bone_b = get_parent().get_bone(joint_two_bone_index)
var bone_a_len = bone_a.get_length()
var bone_b_len = bone_b.get_length()
var sin_angle2 = 0.0
var cos_angle2 = 1.0
_angle_b = 0.0
var cos_angle2_denom = 2.0 * bone_a_len * bone_b_len
if not is_zero_approx(cos_angle2_denom):
var target_len_sqr = _distance_squared_between(bone_a, target)
var bone_a_len_sqr = bone_a_len * bone_a_len
var bone_b_len_sqr = bone_b_len * bone_b_len
cos_angle2 = (target_len_sqr - bone_a_len_sqr - bone_b_len_sqr) / cos_angle2_denom
cos_angle2 = clamp(cos_angle2, -1.0, 1.0);
_angle_b = acos(cos_angle2)
if flip_bend_direction:
_angle_b = -_angle_b
sin_angle2 = sin(_angle_b)
var tri_adjacent = bone_a_len + bone_b_len * cos_angle2
var tri_opposite = bone_b_len * sin_angle2
var xform_inv = bone_a.get_parent().global_transform.affine_inverse()
var target_pos = xform_inv * target.global_position - bone_a.position
var tan_y = target_pos.y * tri_adjacent - target_pos.x * tri_opposite
var tan_x = target_pos.x * tri_adjacent + target_pos.y * tri_opposite
_angle_a = atan2(tan_y, tan_x)
var bone_a_angle = bone_a.get_bone_angle()
var bone_b_angle = bone_b.get_bone_angle()
bone_a.rotation = _angle_a - bone_a_angle
bone_b.rotation = _angle_b - angle_difference(bone_a_angle, bone_b_angle)
func _distance_squared_between(node_a: Node2D, node_b: Node2D) -> float:
return node_a.global_position.distance_squared_to(node_b.global_position)
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uid://p5wxvjx24brs
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<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
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<Folder Include="prefabs\UI\Inventory\" />
<Folder Include="scripts\CSharp\Low Code\Randomizer\" />
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[gd_resource type="Resource" script_class="DialogicStyle" load_steps=18 format=3 uid="uid://b2fmyjrydbg57"]
[ext_resource type="Script" uid="uid://dfx2htp24tuvm" path="res://addons/dialogic/Resources/dialogic_style_layer.gd" id="1_hr3vo"]
[ext_resource type="PackedScene" uid="uid://c1k5m0w3r40xf" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_FullBackground/full_background_layer.tscn" id="2_cpmol"]
[ext_resource type="PackedScene" uid="uid://cn674foxwedqu" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_Input/full_advance_input_layer.tscn" id="3_12uyf"]
[ext_resource type="PackedScene" uid="uid://by6waso0mjpjp" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_SpeakerPortraitTextbox/textbox_with_speaker_portrait.tscn" id="4_ncyk4"]
[ext_resource type="PackedScene" uid="uid://dsbwnp5hegnu3" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_Glossary/glossary_popup_layer.tscn" id="5_qg2g4"]
[ext_resource type="PackedScene" uid="uid://dhk6j6eb6e3q" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_VN_Choices/vn_choice_layer.tscn" id="6_c5ex4"]
[ext_resource type="PackedScene" uid="uid://cvgf4c6gg0tsy" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_TextInput/text_input_layer.tscn" id="7_bopa1"]
[ext_resource type="PackedScene" uid="uid://lx24i8fl6uo" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_History/history_layer.tscn" id="8_oycnw"]
[ext_resource type="Script" uid="uid://b14h380mah4av" path="res://addons/dialogic/Resources/dialogic_style.gd" id="9_i6i1n"]
[sub_resource type="Resource" id="Resource_w535h"]
script = ExtResource("1_hr3vo")
[sub_resource type="Resource" id="Resource_j3dy5"]
script = ExtResource("1_hr3vo")
scene = ExtResource("2_cpmol")
[sub_resource type="Resource" id="Resource_d5o1r"]
script = ExtResource("1_hr3vo")
scene = ExtResource("3_12uyf")
[sub_resource type="Resource" id="Resource_g7mor"]
script = ExtResource("1_hr3vo")
scene = ExtResource("4_ncyk4")
[sub_resource type="Resource" id="Resource_wgjgg"]
script = ExtResource("1_hr3vo")
scene = ExtResource("5_qg2g4")
[sub_resource type="Resource" id="Resource_45hxc"]
script = ExtResource("1_hr3vo")
scene = ExtResource("6_c5ex4")
[sub_resource type="Resource" id="Resource_c53vn"]
script = ExtResource("1_hr3vo")
scene = ExtResource("7_bopa1")
[sub_resource type="Resource" id="Resource_n6k7j"]
script = ExtResource("1_hr3vo")
scene = ExtResource("8_oycnw")
[resource]
script = ExtResource("9_i6i1n")
name = "babushka_dialogue_style"
layer_list = Array[String](["10", "11", "12", "13", "14", "15", "16"])
layer_info = {
"": SubResource("Resource_w535h"),
"10": SubResource("Resource_j3dy5"),
"11": SubResource("Resource_d5o1r"),
"12": SubResource("Resource_g7mor"),
"13": SubResource("Resource_wgjgg"),
"14": SubResource("Resource_45hxc"),
"15": SubResource("Resource_c53vn"),
"16": SubResource("Resource_n6k7j")
}
metadata/_latest_layer = ""
+22
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@@ -0,0 +1,22 @@
@tool
extends EditorPlugin
func _enter_tree() -> void:
if !ProjectSettings.has_setting("babushka/hacks/speed_hack"):
ProjectSettings.set_setting("babushka/hacks/speed_hack",-1)
var property_info = {
"name": "babushka/hacks/speed_hack",
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "-1,20,0.5"
}
ProjectSettings.add_property_info(property_info)
ProjectSettings.set_initial_value("babushka/hacks/speed_hack",-1)
func _exit_tree() -> void:
# Clean-up of the plugin goes here.
pass
@@ -0,0 +1 @@
uid://buwfplh0xji8q
+7
View File
@@ -0,0 +1,7 @@
[plugin]
name="BabushkaHelpers"
description=""
author="Cozy Raven"
version=""
script="babushkahelpers.gd"
Binary file not shown.

After

Width:  |  Height:  |  Size: 885 B

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cyfjhl5qp3lpj"
path="res://.godot/imported/next-indicator-dialogic-2.png-738692064a5e64a28dcba134b029afb9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/dialogic/Example Assets/next-indicator/next-indicator-dialogic-2.png"
dest_files=["res://.godot/imported/next-indicator-dialogic-2.png-738692064a5e64a28dcba134b029afb9.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -1,11 +1,16 @@
[gd_resource type="StyleBoxFlat" format=3 uid="uid://dkv1pl1c1dq6"]
[resource]
content_margin_left = 15.0
content_margin_top = 15.0
content_margin_right = 15.0
content_margin_bottom = 15.0
content_margin_left = 100.0
content_margin_top = 80.0
content_margin_right = 100.0
content_margin_bottom = 30.0
bg_color = Color(1, 1, 1, 1)
border_width_left = 1
border_width_top = 1
border_width_right = 1
border_width_bottom = 1
border_color = Color(0.14509805, 0.09411765, 0.07058824, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
+2
View File
@@ -95,6 +95,8 @@ func _make_visible(visible:bool) -> void:
func _save_external_data() -> void:
if _editor_view_and_manager_exist():
editor_view.editors_manager.save_current_resource()
DialogicResourceUtil.update_directory('.tres')
func _get_unsaved_status(for_scene:String) -> String:
+105
View File
@@ -0,0 +1,105 @@
[gd_resource type="Resource" script_class="DialogicStyle" load_steps=20 format=3 uid="uid://benfqi2myyn58"]
[ext_resource type="Script" uid="uid://dfx2htp24tuvm" path="res://addons/dialogic/Resources/dialogic_style_layer.gd" id="1_kc0s3"]
[ext_resource type="PackedScene" uid="uid://c1k5m0w3r40xf" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_FullBackground/full_background_layer.tscn" id="2_wjopr"]
[ext_resource type="PackedScene" uid="uid://cy1y14inwkplb" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_VN_Portraits/vn_portrait_layer.tscn" id="3_depsi"]
[ext_resource type="PackedScene" uid="uid://cn674foxwedqu" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_Input/full_advance_input_layer.tscn" id="4_wy5ku"]
[ext_resource type="PackedScene" uid="uid://bquja8jyk8kbr" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_VN_Textbox/vn_textbox_layer.tscn" id="5_6srh5"]
[ext_resource type="PackedScene" uid="uid://dsbwnp5hegnu3" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_Glossary/glossary_popup_layer.tscn" id="6_iipq0"]
[ext_resource type="PackedScene" uid="uid://dhk6j6eb6e3q" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_VN_Choices/vn_choice_layer.tscn" id="7_jxwbe"]
[ext_resource type="PackedScene" uid="uid://cvgf4c6gg0tsy" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_TextInput/text_input_layer.tscn" id="8_4ig6v"]
[ext_resource type="PackedScene" uid="uid://lx24i8fl6uo" path="res://addons/dialogic/Modules/DefaultLayoutParts/Layer_History/history_layer.tscn" id="9_gni8k"]
[ext_resource type="Script" uid="uid://b14h380mah4av" path="res://addons/dialogic/Resources/dialogic_style.gd" id="10_l174f"]
[sub_resource type="Resource" id="Resource_qnla8"]
script = ExtResource("1_kc0s3")
overrides = {
"global_bg_color": "Color(0.898039, 0.917647, 0.835294, 1)",
"global_font": "\"res://fonts/ShantellSans/static/ShantellSans-Regular.ttf\"",
"global_font_color": "Color(0.258824, 0.12549, 0.054902, 1)",
"global_font_size": "45.0"
}
[sub_resource type="Resource" id="Resource_awdqn"]
script = ExtResource("1_kc0s3")
scene = ExtResource("2_wjopr")
[sub_resource type="Resource" id="Resource_5pou4"]
script = ExtResource("1_kc0s3")
scene = ExtResource("3_depsi")
overrides = {
"portrait_size_mode": "0"
}
[sub_resource type="Resource" id="Resource_6xrvb"]
script = ExtResource("1_kc0s3")
scene = ExtResource("4_wy5ku")
[sub_resource type="Resource" id="Resource_k1327"]
script = ExtResource("1_kc0s3")
scene = ExtResource("5_6srh5")
overrides = {
"bold_font": "\"res://fonts/ShantellSans/static/ShantellSans-Bold.ttf\"",
"bold_italics_font": "\"res://fonts/ShantellSans/static/ShantellSans-BoldItalic.ttf\"",
"box_animation_in": "1",
"box_animation_out": "1",
"box_color_custom": "Color(0.88, 0.6688, 0.73568, 1)",
"box_color_use_global": "false",
"box_panel": "\"vn_textbox_default_panel.tres\"",
"box_size": "Vector2(1920, 300)",
"italics_font": "\"res://fonts/ShantellSans/static/ShantellSans-Italic.ttf\"",
"name_label_box_modulate": "Color(1, 1, 1, 1)",
"name_label_box_offset": "Vector2(200, 0)",
"name_label_box_panel": "\"res://dialog/Babushka_NPC_Namebox_background.tres\"",
"name_label_custom_font_size": "40.0",
"name_label_font": "\"res://fonts/HomemadeApple/HomemadeApple-Regular.ttf\"",
"name_label_use_global_color": "false",
"name_label_use_global_font": "false",
"next_indicator_texture": "\"res://addons/dialogic/Example Assets/next-indicator/next-indicator-dialogic-2.png\"",
"normal_font": "\"res://fonts/ShantellSans/static/ShantellSans-Regular.ttf\"",
"text_alignment": "1",
"text_size": "40.0",
"typing_sounds_end_sound": "\"res://audio/sfx/UI/Dialog/SFX_Dialog_Open_01.wav\"",
"typing_sounds_sounds_folder": "\"res://audio/sfx/typing\""
}
[sub_resource type="Resource" id="Resource_qtijl"]
script = ExtResource("1_kc0s3")
scene = ExtResource("6_iipq0")
[sub_resource type="Resource" id="Resource_nalij"]
script = ExtResource("1_kc0s3")
scene = ExtResource("7_jxwbe")
overrides = {
"font_size_custom": "30.0",
"text_color_disabled": "Color(0.605469, 0.605469, 0.605469, 1)",
"text_color_focused": "Color(1, 0.628906, 0.628906, 1)",
"text_color_hovered": "Color(0.882353, 0.572549, 0.572549, 1)",
"text_color_pressed": "Color(1, 0.882812, 0.53125, 1)",
"text_color_use_global": "false"
}
[sub_resource type="Resource" id="Resource_ymn1b"]
script = ExtResource("1_kc0s3")
scene = ExtResource("8_4ig6v")
[sub_resource type="Resource" id="Resource_8j3qh"]
script = ExtResource("1_kc0s3")
scene = ExtResource("9_gni8k")
[resource]
script = ExtResource("10_l174f")
name = "vesna_style"
layer_list = Array[String](["10", "11", "12", "13", "14", "15", "16", "17"])
layer_info = {
"": SubResource("Resource_qnla8"),
"10": SubResource("Resource_awdqn"),
"11": SubResource("Resource_5pou4"),
"12": SubResource("Resource_6xrvb"),
"13": SubResource("Resource_k1327"),
"14": SubResource("Resource_qtijl"),
"15": SubResource("Resource_nalij"),
"16": SubResource("Resource_ymn1b"),
"17": SubResource("Resource_8j3qh")
}
metadata/_latest_layer = "13"
@@ -0,0 +1,55 @@
@tool
extends DialogicEvent
class_name DialogicQuestActivateEvent
# Define properties of the event here
var quest_resource: String
func _execute() -> void:
var resource = ResourceLoader.load(quest_resource)
QuestManager.ChangeQuestStatus(resource,QuestEventUtils.QuestStatus.AVAILABLE)
QuestManager.SetActiveQuest(resource)
finish() # called to continue with the next event
#region INITIALIZE
################################################################################
# Set fixed settings of this event
func _init() -> void:
event_name = "Activate Quest"
event_category = "Quest"
#endregion
#region SAVING/LOADING
################################################################################
func get_shortcode() -> String:
return "quest_activate"
func get_shortcode_parameters() -> Dictionary:
return {
#param_name : property_info
"quest_resource" : {"property": "quest_resource", "default": ""},
}
# You can alternatively overwrite these 3 functions: to_text(), from_text(), is_valid_event()
#endregion
#region EDITOR REPRESENTATION
################################################################################
func build_event_editor() -> void:
add_header_label("Activate Quest")
add_header_edit(
"quest_resource",
ValueType.DYNAMIC_OPTIONS,
{
"mode":2,
"suggestions_func":QuestEventUtils.quest_resource_suggestrions
})
#endregion
@@ -0,0 +1 @@
uid://br3a7napsjmg3
@@ -0,0 +1,55 @@
@tool
extends DialogicEvent
class_name DialogicQuestCompleteEvent
# Define properties of the event here
var quest_resource: String
func _execute() -> void:
var resource = ResourceLoader.load(quest_resource)
QuestManager.ChangeQuestStatus(resource,QuestEventUtils.QuestStatus.DONE)
QuestManager.SetActiveQuest(null)
finish() # called to continue with the next event
#region INITIALIZE
################################################################################
# Set fixed settings of this event
func _init() -> void:
event_name = "Complete Quest"
event_category = "Quest"
#endregion
#region SAVING/LOADING
################################################################################
func get_shortcode() -> String:
return "quest_complete"
func get_shortcode_parameters() -> Dictionary:
return {
#param_name : property_info
"quest_resource" : {"property": "quest_resource", "default": ""},
}
# You can alternatively overwrite these 3 functions: to_text(), from_text(), is_valid_event()
#endregion
#region EDITOR REPRESENTATION
################################################################################
func build_event_editor() -> void:
add_header_label("Complete Quest")
add_header_edit(
"quest_resource",
ValueType.DYNAMIC_OPTIONS,
{
"mode":2,
"suggestions_func":QuestEventUtils.quest_resource_suggestrions
})
#endregion
@@ -0,0 +1 @@
uid://c8mtjwpe7c0h
@@ -0,0 +1,163 @@
@tool
extends DialogicEvent
class_name DialogicQuestConditionEvent
## Event that allows branching a timeline based on a condition.
#enum ConditionTypes {IF, ELIF, ELSE}
### Settings
## condition type (see [ConditionTypes]). Defaults to if.
#var condition_type := ConditionTypes.IF
## The condition as a string. Will be executed as an Expression.
#var condition := ""
var quest_resource: String
var compare_status: QuestEventUtils.QuestStatusOrActive
################################################################################
## EXECUTE
################################################################################
func _execute() -> void:
var resource = ResourceLoader.load(quest_resource)
var result: bool
if compare_status == QuestEventUtils.QuestStatusOrActive.ACTIVE:
result = QuestManager.GetActiveQuest() == resource
elif compare_status == QuestEventUtils.QuestStatusOrActive.NOT_ACTIVE:
result = QuestManager.GetActiveQuest() != resource
else:
result = QuestManager.GetQuestStatus(resource).status == compare_status
if not result:
var idx: int = dialogic.current_event_idx
var ignore := 1
while true:
idx += 1
if not dialogic.current_timeline.get_event(idx) or ignore == 0:
break
elif dialogic.current_timeline.get_event(idx).can_contain_events:
ignore += 1
elif dialogic.current_timeline.get_event(idx) is DialogicEndBranchEvent:
ignore -= 1
dialogic.current_event_idx = idx-1
finish()
## only called if the previous event was an end-branch event
## return true if this event should be executed if the previous event was an end-branch event
func should_execute_this_branch() -> bool:
return true
################################################################################
## INITIALIZE
################################################################################
func _init() -> void:
event_name = "Quest Condition"
set_default_color('Color3')
event_category = "Quest"
event_sorting_index = 1
can_contain_events = true
# return a control node that should show on the END BRANCH node
func get_end_branch_control() -> Control:
return load(get_script().resource_path.get_base_dir().path_join('ui_quest_condition_end.tscn')).instantiate()
################################################################################
## SAVING/LOADING
################################################################################
func to_text() -> String:
return 'ifquest ' + quest_resource + ', ' + str(compare_status) + ':'
func from_text(string:String) -> void:
#if string.strip_edges().begins_with('if'):
# condition = string.strip_edges().trim_prefix('if ').trim_suffix(':').strip_edges()
# condition_type = ConditionTypes.IF
var strings:Array[String]
strings.assign(string.strip_edges().trim_prefix('ifquest ').trim_suffix(':').strip_edges().split(','))
quest_resource = strings[0].strip_edges()
var compare_string: String = strings[1].strip_edges()
if compare_string.is_valid_int():
compare_status = compare_string.to_int()
else:
compare_status = QuestEventUtils.QuestStatusOrActive.get(compare_string)
func is_valid_event(string:String) -> bool:
if string.strip_edges().begins_with('ifquest '):
return true
return false
################################################################################
## EDITOR REPRESENTATION
################################################################################
func build_event_editor() -> void:
add_header_label("IF")
add_header_edit(
"quest_resource",
ValueType.DYNAMIC_OPTIONS,
{
"mode":2,
"suggestions_func":QuestEventUtils.quest_resource_suggestrions
})
add_header_label("IS")
add_header_edit("compare_status",ValueType.FIXED_OPTIONS,{
'options': [
{
'label': 'HIDDEN',
'value': QuestEventUtils.QuestStatusOrActive.HIDDEN,
},
{
'label': 'AVAILABLE',
'value': QuestEventUtils.QuestStatusOrActive.AVAILABLE,
},
{
'label': 'DONE',
'value': QuestEventUtils.QuestStatusOrActive.DONE,
},
{
'label': 'CANCLED',
'value': QuestEventUtils.QuestStatusOrActive.CANCLED,
},
{
'label': 'ACTIVE',
'value': QuestEventUtils.QuestStatusOrActive.ACTIVE,
},
{
'label': 'NOT_ACTIVE',
'value': QuestEventUtils.QuestStatusOrActive.NOT_ACTIVE,
}
]})
func _get_icon() -> Resource:
return load("res://addons/dialogic/Modules/Condition/icon.svg")
####################### CODE COMPLETION ########################################
################################################################################
func _get_code_completion(CodeCompletionHelper:Node, TextNode:TextEdit, line:String, _word:String, symbol:String) -> void:
pass
func _get_start_code_completion(_CodeCompletionHelper:Node, TextNode:TextEdit) -> void:
TextNode.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, 'ifquest', 'ifquest ', TextNode.syntax_highlighter.code_flow_color)
#################### SYNTAX HIGHLIGHTING #######################################
################################################################################
func _get_syntax_highlighting(Highlighter:SyntaxHighlighter, dict:Dictionary, line:String) -> Dictionary:
var word := line.get_slice(' ', 0)
dict[line.find(word)] = {"color":Highlighter.code_flow_color}
dict[line.find(word)+len(word)] = {"color":Highlighter.normal_color}
dict = Highlighter.color_condition(dict, line)
return dict
@@ -0,0 +1 @@
uid://b2ggc2f5kh61j
@@ -0,0 +1,43 @@
@tool
class_name QuestEventUtils
enum QuestStatus{
HIDDEN = 0,
AVAILABLE = 1,
DONE = 2,
CANCLED = 3
}
enum QuestStatusOrActive{
HIDDEN = 0,
AVAILABLE = 1,
DONE = 2,
CANCLED = 3,
ACTIVE = 4,
NOT_ACTIVE = 5
}
static func quest_resource_suggestrions(search_text:String) -> Dictionary:
var ret_val = {}
var quest_paths = get_all_file_paths("res://resources/quests")
for path in quest_paths:
var res = ResourceLoader.load(path)
ret_val[res.id]= {"value":path, "tooltip":res.title + "\n\n" + res.description}
return ret_val
static func get_all_file_paths(path: String) -> Array[String]:
var file_paths: Array[String] = []
var dir = DirAccess.open(path)
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
var file_path = path + "/" + file_name
if dir.current_is_dir():
file_paths += get_all_file_paths(file_path)
else:
file_paths.append(file_path)
file_name = dir.get_next()
return file_paths
@@ -0,0 +1 @@
uid://d1x2343wpkdku
+9
View File
@@ -0,0 +1,9 @@
@tool
extends DialogicIndexer
func _get_events() -> Array:
return [
this_folder.path_join('event_quest_activate.gd'),
this_folder.path_join('event_quest_complete.gd'),
this_folder.path_join('event_quest_condition.gd')
]
@@ -0,0 +1 @@
uid://wup1fvm05rqv
@@ -0,0 +1,51 @@
@tool
extends HBoxContainer
var parent_resource: DialogicEvent = null
func _ready() -> void:
$AddElif.button_up.connect(add_elif)
$AddElse.button_up.connect(add_else)
func refresh() -> void:
if parent_resource is DialogicQuestConditionEvent:
# hide add elif and add else button on ELSE event
$AddElif.visible = false# parent_resource.condition_type != DialogicConditionEvent.ConditionTypes.ELSE
$AddElse.visible = true# parent_resource.condition_type != DialogicConditionEvent.ConditionTypes.ELSE
$Label.text = "End of If Quest" #"End of "+["IF", "ELIF", "ELSE"][parent_resource.condition_type]+" ("+parent_resource.condition+")"
# hide add add else button if followed by ELIF or ELSE event
var timeline_editor := find_parent('VisualEditor')
if timeline_editor:
var next_event: DialogicEvent = null
if timeline_editor.get_block_below(get_parent()):
next_event = timeline_editor.get_block_below(get_parent()).resource
if next_event is DialogicConditionEvent:
if next_event.condition_type != DialogicConditionEvent.ConditionTypes.IF:
$AddElse.hide()
#if parent_resource.condition_type == DialogicConditionEvent.ConditionTypes.ELSE:
# $Label.text = "End of ELSE"
else:
hide()
func add_elif() -> void:
var timeline := find_parent('VisualEditor')
if timeline:
var resource := DialogicConditionEvent.new()
resource.condition_type = DialogicConditionEvent.ConditionTypes.ELIF
timeline.add_event_undoable(resource, get_parent().get_index()+1)
timeline.indent_events()
timeline.something_changed()
func add_else() -> void:
var timeline := find_parent('VisualEditor')
if timeline:
var resource := DialogicConditionEvent.new()
resource.condition_type = DialogicConditionEvent.ConditionTypes.ELSE
timeline.add_event_undoable(resource, get_parent().get_index()+1)
timeline.indent_events()
timeline.something_changed()
@@ -0,0 +1 @@
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@@ -0,0 +1,20 @@
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[ext_resource type="Script" uid="uid://dlrnhnnonum4o" path="res://addons/dialogic_additions/Quest/ui_condition_end.gd" id="1_f3miq"]
[node name="Condition_End" type="HBoxContainer"]
offset_right = 90.0
offset_bottom = 23.0
script = ExtResource("1_f3miq")
[node name="Label" type="Label" parent="."]
layout_mode = 2
text = "End of condition X"
[node name="AddElif" type="Button" parent="."]
layout_mode = 2
text = "Add Elif"
[node name="AddElse" type="Button" parent="."]
layout_mode = 2
text = "Add Else"
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