Weighted character selection
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@@ -26,7 +26,7 @@ func create_boss_button(boss: Dictionary) -> TextureButton:
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func _on_button_hovered(button: TextureButton, boss: Dictionary):
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#current_member = member
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#Generates the hovered tooltips
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#The backslash \ allows you to continue to the next line while concatenating the string
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var tooltip_text = "" + str(boss["name"]) + "\n" + "" + str(boss["description"]) + "\n" + "Total Health: " + str(boss["totalHealth"]) + "\n" + \
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"Minimum DPS Required: " + str(boss["minDPS"])
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@@ -38,7 +38,18 @@ func _on_button_exited(button: TextureButton):
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func _on_button_pressed(button: TextureButton, boss: Dictionary):
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#var character_manager = get_node("/root/Root/UI/CharacterRoll")
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#character_manager.roll_character()
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$CharacterRoll.roll_character()
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#Checks you have the prerquisites, deducts damage
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if Global.globalDamagePerClick >= int(boss["minClickDmg"]):
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if Global.globalDamagePerSec >= int(boss["minDPS"]):
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if Global.globalDamage >= int(boss["totalHealth"]):
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var damageCost = int(boss["totalHealth"])
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var bossTier = boss["bossTier"]
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Global.globalDamage -= damageCost
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$CharacterRoll.roll_character(bossTier)
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else:
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print("Not enough Total Damage!")
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else:
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print("Not enough DPS!")
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else:
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print("Not enough Damage per Click!")
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