Dev 0.2.0
* Equilibrage de la difficulté (suite) * Correction du timing des dialogues de Demeter * Dev de la base astra (avec les logs) * Fix de bug de duplication d'objets * Fix de la mutation ancien * Ajout d'une mention de la propagation des mutations dans le tuto
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@@ -32,7 +32,7 @@ func get_region_sequence_length(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 0.8
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return 0.6
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func is_run_point_dangerous(_level : int, _difficulty_setting : int) -> bool:
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return false
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@@ -47,7 +47,7 @@ func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
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return 0.
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func get_ship_dialog_path(level : int, difficulty_setting : int ,ship_in_space := true) -> String:
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if ship_in_space and level == get_cave_occurence(level, difficulty_setting):
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if ship_in_space and level + 1 == get_cave_occurence(level, difficulty_setting):
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return CAVE_DIALOG_PATH
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if ship_in_space and is_run_finished(level + 1, difficulty_setting):
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return MERCURY_ARRIVAL_DIALOG_PATH
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@@ -36,12 +36,12 @@ func get_region_sequence_length(_difficulty_setting : int) -> int:
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return 6
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func get_objective_multiplier() -> float:
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return 1
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return 0.8
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func get_ship_dialog_path(level : int, difficulty_setting : int, ship_in_space := true) -> String:
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if level == 0:
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return MERCURY_DEPARTURE_DIALOG_PATH
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if level == 2:
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if level == 1 and ship_in_space:
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return VENDING_MACHINE_DIALOG_PATH
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if ship_in_space and is_run_finished(level + 1, difficulty_setting):
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return VENUS_ARRIVAL_DIALOG_PATH
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@@ -26,7 +26,7 @@ func get_destination_scene() -> Scene:
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return BoreaScene.new()
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func get_objective_multiplier() -> float:
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return 1.2
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return 1.
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func get_player_max_energy(difficulty_setting := 1) -> int:
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if difficulty_setting == 0:
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@@ -34,7 +34,7 @@ func get_player_max_inventory(_difficulty_setting) -> int:
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return 4
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func get_objective_multiplier() -> float:
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return 1.4
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return 1.2
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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@@ -35,7 +35,7 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 1.6
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return 1.4
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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@@ -35,7 +35,7 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 1.8
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return 1.6
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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@@ -22,6 +22,9 @@ func get_logs() -> Array[Log]:
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func get_destination_text() -> String:
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return tr("ESTIA_BASE")
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func get_region_sequence_length(_difficulty_setting : int) -> int:
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return 10
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func get_destination_scene() -> Scene:
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return AstraScene.new(
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false
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