Fix divers beta 1.4
* Changement du son de récupération d'objet * Ajout d'une couleur de rareté et suppression de la boucle sur la couleur de rareté * Changement de la mutation Prolifique : n'ajoute des graines que si mature * Changement de la mutation Rapide : réduction du debuff de temps de vie par 2 * Modification de la mutation Vivace : Augmentation des points ajoutés * Les graines données sur des plantes non mature ne mutent plus * Fix sur la plantation, on ne peut plus planter là où il y a de la roche * Fix visuel : les particule de vent ne s'affichent plus lorsqu'il pleut
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@@ -72,7 +72,7 @@ func set_announce_artefact(artefact := announce_artefact):
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if not visible:
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%AnimationPlayer.play("appear")
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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AudioManager.play_sfx("Reveal")
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AudioManager.play_sfx("Unlock_tool")
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elif artefact == null and visible:
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%AnimationPlayer.play_backwards("appear")
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@@ -68,7 +68,7 @@ func set_announce_mutation(mutation := announce_mutation):
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if not visible:
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%AnimationPlayer.play("appear")
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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AudioManager.play_sfx("Reveal")
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AudioManager.play_sfx("Unlock_tool")
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elif mutation == null and visible:
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%AnimationPlayer.play_backwards("appear")
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@@ -118,10 +118,11 @@ static func get_rarity_text(rarity) -> String:
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static func get_rarity_color(rarity: int) -> Color:
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var rarity_colors: Array[Color] = [
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Color("2364AA"),
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Color("25C147"),
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Color("8B2DFF"),
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Color("FF006E"),
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Color("FFA617"),
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]
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return rarity_colors[rarity%len(rarity_colors)]
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return rarity_colors[min(rarity, len(rarity_colors) - 1)]
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@@ -13,7 +13,9 @@ func get_mutation_description() -> String:
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"seeds_icon": Text.bbcode_icon(Plant.SEED_ICON)
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})
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func mutate_seed_number(_plant_data: PlantData, seed_number: int) -> int:
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func mutate_seed_number(data: PlantData, seed_number: int) -> int:
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if data.get_state() != PlantData.State.MATURE:
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return seed_number
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return get_seed_change() + seed_number
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func get_seed_change():
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@@ -33,4 +33,4 @@ func get_score_increase() -> int:
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return level * 2
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func get_lifetime_change() -> int:
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return -3
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return -2
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@@ -19,4 +19,4 @@ func mutate_score(data : PlantData, score : int) -> int:
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return score
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func get_score_change():
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return level * 2
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return level * 3
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@@ -27,7 +27,10 @@ static func generate_from_parent(plant_data : PlantData) -> Seed:
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mutations = mutate_mutations(plant_data.mutations)
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mutation_probability -= 1
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if randf() < GameInfo.game_data.current_run.plant_info.get_mutation_probability():
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if (
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plant_data.get_state() == PlantData.State.MATURE
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and randf() < GameInfo.game_data.current_run.plant_info.get_mutation_probability()
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):
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return Seed.new(
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plant_data.plant_name,
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mutate_mutations(mutations)
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