tempest is rainy
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@@ -28,7 +28,7 @@ func _ready():
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hide()
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hide()
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func _process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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if settings:
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if settings and is_node_ready():
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var window_mode := DisplayServer.window_get_mode()
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var window_mode := DisplayServer.window_get_mode()
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if window_mode != settings.window_mode:
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if window_mode != settings.window_mode:
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settings.window_mode = window_mode
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settings.window_mode = window_mode
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@@ -25,6 +25,9 @@ func get_icon() -> Texture:
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func get_card_section_color() -> Color:
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func get_card_section_color() -> Color:
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return DEFAULT_MODIFIER_COLOR
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return DEFAULT_MODIFIER_COLOR
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func get_possible_meteo_type() -> Array[Meteo.Type]:
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return [Meteo.Type.CALM, Meteo.Type.RAINY, Meteo.Type.FOGGY, Meteo.Type.WINDY]
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func region_ready(_region : Region) -> void:
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func region_ready(_region : Region) -> void:
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pass
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pass
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@@ -15,3 +15,6 @@ func get_card_section_color() -> Color:
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func modify_objective(objective : int) -> int:
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func modify_objective(objective : int) -> int:
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return roundi(objective * 2)
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return roundi(objective * 2)
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func get_possible_meteo_type() -> Array[Meteo.Type]:
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return [Meteo.Type.RAINY]
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@@ -31,6 +31,16 @@ func _init(meteo_seed : int = randi()):
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func(t : Type): return t != type
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func(t : Type): return t != type
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)
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)
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if (GameInfo.game_data
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and GameInfo.game_data.current_region_data
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):
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var possible_meteo : Array[Type]
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for modifier in GameInfo.game_data.current_region_data.modifiers:
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for possible_type in modifier.get_possible_meteo_type():
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if possible_meteo.find(possible_type) == -1:
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possible_meteo.append(possible_type)
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type = possible_meteo.pick_random()
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else:
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type = available_types[rng.randi_range(0, len(available_types) - 1)]
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type = available_types[rng.randi_range(0, len(available_types) - 1)]
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func generate():
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func generate():
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@@ -560,7 +560,6 @@ autoplay = &"arrive"
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[node name="Settings" parent="." unique_id=1832300574 instance=ExtResource("18_lwj2x")]
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[node name="Settings" parent="." unique_id=1832300574 instance=ExtResource("18_lwj2x")]
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unique_name_in_owner = true
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unique_name_in_owner = true
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visible = false
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z_index = 100
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z_index = 100
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mouse_filter = 2
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mouse_filter = 2
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@@ -383,7 +383,7 @@ VENDING_MACHINES_MODIFIER_DESC_TEXT,A room with old vending machine is in the ar
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CRISTAL_CAVE_MODIFIER_DESC_TEXT,An cave full of Talion can be found in the region,Une caverne remplie de Talion peut être trouvée dans cette région
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CRISTAL_CAVE_MODIFIER_DESC_TEXT,An cave full of Talion can be found in the region,Une caverne remplie de Talion peut être trouvée dans cette région
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RESONNANCE,Resonnance,Résonnance
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RESONNANCE,Resonnance,Résonnance
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RESONNANCE_MODIFIER_DESC_TEXT,Mutation level from [b]Talion Veins[/b] seeds is increased,Le niveau de mutation des graines issues de [b]Veine de Talion[/b] est augmenté
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RESONNANCE_MODIFIER_DESC_TEXT,Mutation level from [b]Talion Veins[/b] seeds is increased,Le niveau de mutation des graines issues de [b]Veine de Talion[/b] est augmenté
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INSTABLE,Instable,Instable
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INSTABLE,Unstable,Instable
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INSTABLE_MODIFIER_DESC_TEXT,Increase the seed mutation probability,Augmente les chance de mutation des graines
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INSTABLE_MODIFIER_DESC_TEXT,Increase the seed mutation probability,Augmente les chance de mutation des graines
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PASS_THE_MYSTERIOUS_DOOR,Go through the mysterious door,Franchissez la porte mystérieuse
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PASS_THE_MYSTERIOUS_DOOR,Go through the mysterious door,Franchissez la porte mystérieuse
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NEXT_STOP,Next Stop,Prochain arrêt
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NEXT_STOP,Next Stop,Prochain arrêt
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