Dev beta 1.2
* Ajout d'un tutoriel pour recommencer * Fix du Surchargeur de Talion qui ne fonctionnait pas * Suppression de flou sur beaucoup d'éléments visuels pour des raisons de performances * Augmentation du rayon de spawn du Talion * Fix léger de la météo (suppression du brouillard lors de la pluie)
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@@ -33,6 +33,7 @@ signal current_region_data_updated(p : RegionData)
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@export var game_mode : GameMode = GameMode.STORY
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@export var dialogs_done : Array[String] = [] #Chemin des dialogues terminés
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@export var tutorials_done : Array[String] = []
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func start_run() -> RunData:
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player_data.clear_inventory()
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@@ -32,27 +32,43 @@ func generate_next_run_points() -> Array[RunPoint]:
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next_run_points = []
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for i in range(story_step.get_run_point_number(level+1)):
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var last_modifiers : Array[String] = []
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if len(next_run_points):
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for m in next_run_points[0].region_parameter.modifiers:
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last_modifiers.append(m.modifier_name)
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next_run_points.append(
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generate_next_run_point()
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generate_next_run_point(last_modifiers)
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)
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return next_run_points
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func generate_next_run_point() -> RunPoint:
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func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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var region_parameter = RegionParameter.new()
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var next_level = level+1
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var challenge_modifiers = generate_challenge_modifiers().filter(
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func(m : RegionModifier): return not m.modifier_name in last_modifiers
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)
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var benefic_modifiers = generate_benefic_modifiers().filter(
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func(m : RegionModifier): return not m.modifier_name in last_modifiers
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)
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var normal_modifiers = generate_normal_modifiers().filter(
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func(m : RegionModifier): return not m.modifier_name in last_modifiers
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)
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if story_step.need_gameplay_modifier(next_level):
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var is_challenge = randf() < story_step.get_challenge_chance(next_level)
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if is_challenge:
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region_parameter.modifiers = [
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generate_challenge_modifiers().pick_random(),
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generate_benefic_modifiers().pick_random()
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challenge_modifiers.pick_random(),
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benefic_modifiers.pick_random()
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] as Array[RegionModifier]
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else:
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region_parameter.modifiers = [
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generate_normal_modifiers().pick_random()
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normal_modifiers.pick_random()
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] as Array[RegionModifier]
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