added some translation keys
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@@ -38,7 +38,6 @@ var cards: Array[Card]
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var card_selected: Card
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var temp_card: Card
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var cost: int = 0
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var check_button_pressed: bool = false
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func _ready() -> void:
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@@ -57,12 +56,12 @@ func set_money(money: int) -> void:
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func press_check_button(value: bool) -> void:
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check_button_pressed = value
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if check_button_pressed:
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switch_button.text = tr(SIDE_B_STR)
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else:
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switch_button.button_pressed = value
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if !value:
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switch_button.text = tr(SIDE_A_STR)
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card_desc.set_card(temp_card, !check_button_pressed)
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else:
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switch_button.text = tr(SIDE_B_STR)
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card_desc.set_card(temp_card, switch_button.button_pressed)
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func _process(_delta: float) -> void:
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@@ -98,11 +97,19 @@ func select_card(option: int) -> void:
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temp_card = card_selected.duplicate()
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temp_card.tower_stats = temp_card.tower_stats.get_duplicate()
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temp_card.weapon_stats = temp_card.weapon_stats.get_duplicate()
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press_check_button(check_button_pressed)
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press_check_button(switch_button.button_pressed)
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var x: int = 0
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for feature: Feature in temp_card.tower_stats.features:
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if x > 0:
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tower_prices[x - 1].visible = false
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add_feature(feature, 0, false)
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x += 1
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x = 0
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for feature: Feature in temp_card.weapon_stats.features:
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if x > 0:
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weapon_prices[x - 1].visible = false
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add_feature(feature, 1, false)
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x += 1
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func add_option(card_options: Array[Card]) -> void:
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@@ -186,7 +193,8 @@ func add_feature(feature: Feature, track: int, modify_resource: bool = true) ->
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tower_prices[tower_feature_uis.size() - 2].visible = false
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cost += Data.slot_prices[tower_feature_uis.size() - 2]
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price_label.text = tr(PRICE_STR) + str(cost)
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card_desc.set_card(temp_card, check_button_pressed)
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press_check_button(false)
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card_desc.set_card(temp_card, switch_button.button_pressed)
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if cost > hero.currency:
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confirm_button.disabled = true
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elif track == 1:
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@@ -202,7 +210,8 @@ func add_feature(feature: Feature, track: int, modify_resource: bool = true) ->
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weapon_prices[weapon_feature_uis.size() - 2].visible = false
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cost += Data.slot_prices[weapon_feature_uis.size() - 2]
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price_label.text = tr(PRICE_STR) + str(cost)
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card_desc.set_card(temp_card, check_button_pressed)
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press_check_button(true)
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card_desc.set_card(temp_card, switch_button.button_pressed)
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if cost > hero.currency:
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confirm_button.disabled = true
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@@ -215,7 +224,7 @@ func change_feature(existing_feature: FeatureUI, new_feature: Feature, track: in
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elif track == 1:
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var i: int = weapon_feature_uis.find(existing_feature)
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temp_card.weapon_stats.features[i] = new_feature
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card_desc.set_card(temp_card, check_button_pressed)
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card_desc.set_card(temp_card, switch_button.button_pressed)
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func attach_feat_to_mouse(feature: Feature) -> void:
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@@ -21,7 +21,7 @@ func hide_card_name() -> void:
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func set_card(new_card: Card, side: bool) -> void:
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card = new_card
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side_a = side
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side_a = !side
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card_name_label.text = tr(card.display_name)
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card_description_label.text = process_card_text(card.tower_stats.tower_features_applied()) if side_a else process_card_text(card.weapon_stats.weapon_features_applied())
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populate_features()
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