generalized card vs item, cleaned up some headbob stuff, added the ability to refund a wall block
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@@ -38,19 +38,19 @@ func randomize_cards():
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cards[x].set_card(chosen_card)
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cards[x].view_tower()
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choice_buttons[x].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x].hover_text = "Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.title + "?"
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choice_buttons[x].hover_text = "Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.display_name + "?"
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for x in 2:
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var chosen_card = medium_cards.pick_random()
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cards[x+3].set_card(chosen_card)
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cards[x+3].view_tower()
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choice_buttons[x+3].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+3].hover_text = "Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.title + "?"
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choice_buttons[x+3].hover_text = "Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.display_name + "?"
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for x in 1:
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var chosen_card = pricey_cards.pick_random()
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cards[x+5].set_card(chosen_card)
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cards[x+5].view_tower()
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choice_buttons[x+5].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.title + "?"
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choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.display_name + "?"
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for x in choice_colliders:
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x.set_deferred("disabled", false)
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for x in choice_sprites:
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