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Added broken drumstick
- need to make damage scale with what act the player is on
1 parent 8a1d841 commit 2120a10

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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c8j841tqqkqeb"
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path="res://.godot/imported/Relic_BrokenDrumstick.png-94c905ef353da245ad24e71cbd686e66.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Classes/Relics/Assets/Relic_BrokenDrumstick.png"
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dest_files=["res://.godot/imported/Relic_BrokenDrumstick.png-94c905ef353da245ad24e71cbd686e66.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1

Globals/Scribe.cs

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@@ -426,6 +426,24 @@ e is BattleDirector.Harbinger.OnDamageInstanceArgs dmgArgs
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),
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}
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),
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new RelicTemplate(
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15,
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"Broken Drumstick",
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Rarity.Uncommon,
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GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_BrokenDrumstick.png"),
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new RelicEffect[]
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{
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new RelicEffect(
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BattleEffectTrigger.OnBattleStart,
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10,
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(e, self, val) =>
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{
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//TODO: make damage scale with current act
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e.BD.DealDamage(Targetting.All, val, e.BD.Player);
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}
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),
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}
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),
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};
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public static readonly SongTemplate[] SongDictionary = new[] //Generalize and make pools for areas/room types

Globals/Translations/Translations.csv

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@@ -90,6 +90,8 @@ RELIC_SHORTCUT_NAME,Shortcut,捷径
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RELIC_SHORTCUT_TOOLTIP,"Can choose any path regardless of connections, but only once.","可无视路径连接选择任意路线,但仅限一次。"
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RELIC_SECONDPICK_NAME,Second Pick,备用拨片
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RELIC_SECONDPICK_TOOLTIP,"Placing a note has a 20% chance to instantly refill the combo bar.","每次演奏音符时,有20%的几率立即填满连击槽。"
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RELIC_BROKENDRUMSTICK_NAME,Broken Drumstick,破碎的鼓棒
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RELIC_BROKENDRUMSTICK_TOOLTIP,"Enemies start combat damaged.","敌人在战斗开始时受到伤害。"
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INVENTORY_TAB_NOTES,Notes,乐谱
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INVENTORY_TAB_RELICS,Relics,遗物
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OPTIONS_VOLUME_LABEL,Master Volume,最终音量设置

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