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First Post Playtest Fixes and Tweaks
* Playtest Prep Bug Fixes Fix EventScene not correctly using event pool Fix ShopScene losing focus after buying note or relic Make Debug Kill ignore mitigation effects * Added Scoring English Translations * Fix Export Issues * Corrected file names and file existence check Rename Spider.ogg * Fix Enemy Scenes Turtle(s) fixed Status containers moved up to be visible * Added New City Background Also some tag along scene updates * Fix focus issues Make sure scenes can regain focus if lost Rework shop items to make refreshing easier, and to readd old solution for getting next focus Change reward select to show disabled accept button when no selection is made * Moderately Improve Title Screen load time * Adjust Cartographer Camera * Adjust Translations and Wordings Tutorial text reduced. Max bar decreases are changed to say the bar fills faster. Bandage reworded to better indicate it is used, not that it needs to be use. * Update Chinese Translation Should get checked over by native speaker before launch. * Add Level Transition BG * Update README.md *Added Bandit Event sprite
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Audio/Spider.ogg.import

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[remap]
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
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uid="uid://dw5w7swc7f3wm"
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path="res://.godot/imported/Spider.ogg-38620b0d976e425d22012e6c4fbbe76d.oggvorbisstr"
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[deps]
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source_file="res://Audio/Spider.ogg"
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dest_files=["res://.godot/imported/Spider.ogg-38620b0d976e425d22012e6c4fbbe76d.oggvorbisstr"]
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[params]
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loop=true
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loop_offset=0.0
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bpm=0.0
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beat_count=0
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bar_beats=4

Audio/spider.ogg.import

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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b5q4cwqf7rc4n"
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path="res://.godot/imported/Bandit_Event.png-6288df62bc6a82f737688f5cf0ebba45.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/Events/Assets/Bandit_Event.png"
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dest_files=["res://.godot/imported/Bandit_Event.png-6288df62bc6a82f737688f5cf0ebba45.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

Classes/Events/EventDatabase.cs

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public static readonly EventTemplate[] EventDictionary = new[]
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{
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new EventTemplate(
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1,
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0,
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"EVENT_EVENT1_DESC",
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["EVENT_EVENT1_OPTION1", "EVENT_EVENT1_OPTION2", "EVENT_EVENT1_OPTION3"],
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["EVENT_EVENT1_OUTCOME1", "EVENT_EVENT1_OUTCOME2", "EVENT_EVENT1_OUTCOME3"],
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StageProducer.PlayerStats.Money /= 2;
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},
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],
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null,
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GD.Load<Texture2D>("res://Classes/Events/Assets/Bandit_Event.png"),
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[
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() => StageProducer.PlayerStats.CurNotes.Length > 0,
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() => StageProducer.PlayerStats.CurRelics.Length > 0,

Classes/MapAreas/MapLevels.cs

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/// </summary>
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public float[] StageOdds = new float[5];
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/// <summary>
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/// The config to generate a map from.
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/// </summary>
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/// <param name="width">The maximum width of a map. Generally a max of ~12 is reasonable.</param>
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/// <param name="height">The maximum height of a map.</param>
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/// <param name="paths">The number of paths to draw through the mpa, this effects how many onnections there are.</param>
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/// <param name="odds">The odds for each room type.</param>
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public MapConfig(int width, int height, int paths, float[] odds)
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{
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Width = width;
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2,
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CityMapConfig,
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[7, 8, 10],
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[6],
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[6, 9],
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[14],
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[],
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-1,

Globals/Translations/Translations.csv

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README.md

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## Team Members
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### Programmers
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- **Jarod Spanger**Project Lead
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- **Jarod Spanger**Producer / Lead Developer
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- Connor Lowe - Combat Designer
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- Raul Mojarro
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- Michael Quinn
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- Thomas Wessel - Tools / Engine Lead
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- Raul Mojarro - Programming Support
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- Michael Quinn - Design Support
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### Artists
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- **Evelyn Fu** - Art Lead
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### Music
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- **Title Screen**: [Crystal Cave – Cynicmusic](https://opengameart.org/content/crystal-cave-song18)
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- **Boss Song 1**: [gameMusic – Magntron](https://freesound.org/people/Magntron/sounds/335571/)
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- **Battle Song 1**: [Piano loops 181 – josefpres](https://freesound.org/people/josefpres/sounds/789998/)
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- **Battle Song 2**: [Dark loops 220 – josefpres](https://freesound.org/people/josefpres/sounds/620230/)
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- **Tutorial Song**: [Mute bass 002 – josefpres](https://freesound.org/people/josefpres/sounds/792389/)
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- **Turtle Boss**: [Echolane](https://echoln.bandcamp.com/)
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- **CyberFox Song** [We're Finally Landing - HOME](https://soundcloud.com/home-2001/home-before-the-night-01-were)
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- **Squirkel Song** [Bass Stories](https://pixabay.com/music/happy-childrens-tunes-bass-stories-15656/)
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- **Keythulu Song** [Resonance - HOME](https://open.spotify.com/track/1TuopWDIuDi1553081zvuU)
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- **Effigy Song**: "District Four" Kevin MacLeod ([incompetech.com](https://incompetech.com/))
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Licensed under Creative Commons: By Attribution 4.0 License
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[http://creativecommons.org/licenses/by/4.0/](http://creativecommons.org/licenses/by/4.0/)
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- **Parasifly Song**: [Piano loops 181 – josefpres](https://freesound.org/people/josefpres/sounds/789998/)
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- **Squirkel Song:** [Bass Stories](https://pixabay.com/music/happy-childrens-tunes-bass-stories-15656/)
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- **Weaver Song:** [Jungle-ish beat for video games](https://pixabay.com/music/video-games-jungle-ish-beat-for-video-games-314073/)
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- **GWS Song**: [Dark loops 220 – josefpres](https://freesound.org/people/josefpres/sounds/620230/)
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- **Elite Mushroom Song:** [Mysterious Ambience](https://opengameart.org/content/mysterious-ambience-song21)
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- **Boss Blood Song**: [gameMusic – Magntron](https://freesound.org/people/Magntron/sounds/335571/)
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- **Shape Dudes Song:** [Data - Karl Casey](https://karlcasey.bandcamp.com/track/data)
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- **Gobbler Song:** [Punk - Mere Notilde](https://notilde.bandcamp.com/track/punk)
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- **BoomFox Song:** [We're Finally Landing - HOME](https://soundcloud.com/home-2001/home-before-the-night-01-were)
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- **Mafioso Turtle Song**: [Echolane](https://echoln.bandcamp.com/)
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- **Keythulu Song:** [Resonance - HOME](https://open.spotify.com/track/1TuopWDIuDi1553081zvuU)
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- **LWS Song**: "Frost Waltz" Kevin MacLeod ([incompetech.com](https://incompetech.com/))
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Licensed under Creative Commons: By Attribution 4.0 License
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[http://creativecommons.org/licenses/by/4.0/](http://creativecommons.org/licenses/by/4.0/)
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- **Holograeme Song**: "There It Is" Kevin MacLeod ([incompetech.com](https://incompetech.com/))
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Licensed under Creative Commons: By Attribution 4.0 License
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[http://creativecommons.org/licenses/by/4.0/](http://creativecommons.org/licenses/by/4.0/)
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- **Effigy Song**: "District Four" Kevin MacLeod ([incompetech.com](https://incompetech.com/))
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Licensed under Creative Commons: By Attribution 4.0 License
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[http://creativecommons.org/licenses/by/4.0/](http://creativecommons.org/licenses/by/4.0/)
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### Images
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- **Input Buttons**: [inputKeys – Nicolae (Xelu) Berbece](https://thoseawesomeguys.com/prompts/)

Scenes/BattleDirector/Scripts/BattleDirector.cs

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public override void _Process(double delta)
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{
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if (FocusedButton != null && GetViewport().GuiGetFocusOwner() == null)
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FocusedButton.GrabFocus();
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if (_countdownTimer != null)
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_countdownLabel.Text = ((int)_countdownTimer.TimeLeft + 1).ToString();
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TimeKeeper.CurrentTime = Audio.GetPlaybackPosition();
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{
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foreach (EnemyPuppet enemy in _enemies)
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{
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enemy.TakeDamage(new DamageInstance(1000, null, enemy));
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enemy.TakeDamage(new DamageInstance(1000, null, null));
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}
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}
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