added selling cards and made shop items cheaper
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@ -7,12 +7,14 @@ class_name ShopStand extends Node3D
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@export var item_card_scene: PackedScene
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var price_dict: Dictionary = {
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Data.Rarity.UNCOMMON : 30,
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Data.Rarity.RARE : 50,
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Data.Rarity.EPIC : 75,
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Data.Rarity.LEGENDARY : 100,
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Data.Rarity.UNCOMMON : 25,
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Data.Rarity.RARE : 40,
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Data.Rarity.EPIC : 60,
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Data.Rarity.LEGENDARY : 85,
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}
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var cards_generated: int = 0
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func close() -> void:
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for x: CollisionShape3D in choice_colliders:
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@ -34,19 +36,22 @@ func randomize_cards() -> void:
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pricey_cards.append(card)
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for x: int in 3:
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var chosen_card: Card = cheap_cards.pick_random()
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var chosen_card: Card = cheap_cards[Game.randi_in_range(12 * cards_generated, 0, cheap_cards.size() - 1)]
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cards_generated += 1
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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.display_name + "?"
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for x: int in 2:
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var chosen_card: Card = medium_cards.pick_random()
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var chosen_card: Card = medium_cards[Game.randi_in_range(9 * cards_generated, 0, medium_cards.size() - 1)]
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cards_generated += 1
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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.display_name + "?"
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for x: int in 1:
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var chosen_card: Card = pricey_cards.pick_random()
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var chosen_card: Card = pricey_cards[Game.randi_in_range(50 * cards_generated, 0, pricey_cards.size() - 1)]
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cards_generated += 1
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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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