forked from interstellar_development/freettrpg
JSON System Implemented
This commit is contained in:
parent
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20 changed files with 21 additions and 519 deletions
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openDND
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Character-informations
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STR=Strength
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DEX=Dexterity
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CON=Constitution
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INT=Itelligence
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WIS=Wisdom
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CHA=Charisma
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Skillchecks;
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1. Acrobatics (Dexterity)
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2. Animal Handling (Wisdom)
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3. Arcana (Intelligence)
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4. Athletics (Strength)
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5. Deception (Charisma)
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6. History (Intelligence)
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7. Insight (Wisdom)
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8. Intimidation (Charisma)
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9. Investigation (Intelligence)
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10. Medicine (Wisdom)
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11. Nature (Intelligence)
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12. Perception (Wisdom)
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13. Performance (Charisma)
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14. Persuasion (Charisma)
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15. Religion (Intelligence)
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16. Sleight of Hand (Dexterity)
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17. Stealth (Dexterity)
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18. Survival (Wisdom)
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Proficency Bonus{
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1-4: +2
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5-8: +3
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9-12: +4
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13-16: +5
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17-20: +6
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}
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Calculation Modifier=(stat-10)/2
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Armour Class{
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Base-AC 10 (can be modified by your class)
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Dexterity-bonus plus dex (can by limited by your armour)
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Armour-Bonus 0 (if not stated different in the item)
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Shield: +2
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}
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# Example Calculation 10+3+0+2=15 --> AC=15
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HP{
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Hit-dice (definied by class)
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Char-Level multiplier
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Con-modifier
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}
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#Calculation= level*(hitdice+con-modifier)
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# spellsave-dc-calculation = (10+level+magic-modifier)
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# Will be enbeded in an open source Dynamik online tool later on
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ToDo-List
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1. Create a test map
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1.1 Distance Manager
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1.2 Tile creation
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1.3 Limit walking per turn
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1.4 Dynamik Field
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2. Create test character 1-3
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2.1 Base Stats
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2.2 Race
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2.3 Class
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2.4 Background
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2.5 Skill Checks
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2.6 Saving throws
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2.7 Dynamic AC
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2.8 Dynamic HP
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2.9 Inventory
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2.10 pdf, odf, html export
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3. Simulation Dice (20, 12, 00, 10, 8, 6, 4, 2)
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3.1 20: For Attacks, Skill Checks, Saving Throws
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3.2 12: Heavy Weapon Damage*
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3.3 10: Two handed Weapon Damage*
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3.4 00: Combined with 10 1-100, for special effects and loot tables
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3.5 8: Weapon Damage*
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3.6 6: short weapon damage*
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3.7 4: Minor Weapon damage*
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3.8 2: Coinflips, Gambling in game etc.
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4. combat turns
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4.1 Initiative System
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4.2 Movement, Action, Bonus-action, reaction
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5. Enemies
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5.1 Stats
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5.2 Attacks
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5.3 HP
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5.4 AC
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5.5 Inventory
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6. To be continiued
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Charackter1{
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Name: Björn
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Race: Dwarf
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Class: Mage (Level 1)
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Stats{
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STR 8 -1
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DEX 12 +1
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CON 10 -0
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INT 16 +3
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WIS 14 +2
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CHA 12 +1
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}
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Proficency{Arcana, History, Nature}
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Movement: 30
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Action: Cast a spell (watch spelllist)
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Bonus-action:
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Dagger: +dex+prof 1d4 5
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Dodge: Damage-halved
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Reaction:
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Counterspell: Watch Spellist
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reduce-harm: Reduce damage taken by a ally by 1d10+level
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Race-feature{
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Dwarfen-resistance: Poison Damage halved
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Healing-Word ability
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reduce-harm
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}
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Spellslots: 3x Longrest
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Spelllist{
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Level 0 (At Will Spells):
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Name Bonus to hit Damage Damagetype reach
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Firedagger +int+prof 1d10+int fire 120
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Icedagger +int+prof 1d10+int ice 120
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Mage-shield - 10 Temporary HP - self
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Level 1:
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Create-flame Dex-save 3d6 fire 80 / 20 radius
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Healing-word - 1d8 heal 30
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Counterspell If roll higher than enemy == enemy spells doesn't work 30
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}
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}
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Character2 {
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Name: Elara
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Race: Elf
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Class: Ranger (Level 1)
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Stats {
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STR 10 +0
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DEX 14 +2
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CON 12 +1
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INT 10 +0
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WIS 16 +3
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CHA 8 -1
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}
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Proficiency { Animal Handling, Stealth, Survival }
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Movement: 35
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Action: Shoot Longbow (watch weaponlist)
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Bonus-action:
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Dagger: +dex+prof 1d4+2
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Hide: Become invisible
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Reaction:
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Parry: Reduce damage taken by 1d6+level
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Race-feature {
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Elven-Agility: Advantage on DEX saves
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Trance: Elves don't need to sleep and meditate for 4 hours
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Fey-Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep
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}
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Spellslots: 2x Longrest
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Spelllist {
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Level 0 (At Will Spells):
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Name Bonus to hit Damage Damagetype reach
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Thornwhip +wis+prof 1d6+wis piercing 30
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Mage-hand - - - 30
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Guidance - 1d4 - touch
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Level 1:
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Goodberry - 1d4 heal 30
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Hunter's-Mark - 1d6 magic 90
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Entangle STR-save - Restrained 20 / 20 radius
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}
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}
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Character5 {
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Name: Gigachad
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Race: Human
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Class: Paladin (Level 20)
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Stats {
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STR 20 +5
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DEX 14 +2
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CON 18 +4
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INT 10 +0
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WIS 14 +2
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CHA 20 +5
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}
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Proficiency { Athletics, Intimidation, Persuasion, Religion }
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Movement: 30
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Action: Attack with Greatsword (watch weaponlist)
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Bonus-action:
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Divine Smite: Expend a spell slot to deal extra radiant damage
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Shield of Faith: +2 AC for 10 minutes
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Lay on Hands: Heal up to 100 HP (pool: level x 5)
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Reaction:
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Divine Sense: Detect celestial, fiend, or undead within 60 feet
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Aura of Protection: Allies within 10 feet add +cha to saving throws
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Race-feature {
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Human-Determination: Gain proficiency in one additional skill
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Versatility: Gain one extra feat at Level 1
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Resilience: Advantage on saving throws against being frightened
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}
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Feats:
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Great Weapon Master: Bonus attack on critical hit or kill, and can take a -5 penalty to hit for +10 damage
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Tough: +2 HP per level
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Inspiring Leader: Can spend 10 minutes inspiring allies, granting temporary HP equal to level + cha modifier
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Class Features:
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Divine Health: Immune to disease
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Aura of Courage: Allies within 10 feet are immune to being frightened
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Aura of Devotion: Allies within 10 feet are immune to being charmed
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Cleansing Touch: End one spell on yourself or an ally within touch range (5 times per long rest)
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Improved Divine Smite: +1d8 radiant damage on melee attacks
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Lay on Hands: Heal up to 100 HP per long rest
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Sacred Oath: Oath of Devotion, Oath Spells: (Protection from Evil and Good, Sanctuary, Lesser Restoration, Zone of Truth, Beacon of Hope, Dispel Magic, Freedom of Movement, Guardian of Faith, Commune, Flame Strike, Circle of Power, Holy Weapon)
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Spellslots: 4x 1st, 3x 2nd, 3x 3rd, 3x 4th, 2x 5th (per long rest)
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Spelllist {
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Level 1:
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Bless - - adv on attacks and saves 30
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Shield of Faith - +2 AC - 60
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Level 2:
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Lesser Restoration- - heal conditions touch
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Zone of Truth - - - 60
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Level 3:
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Dispel Magic - - - 120
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Beacon of Hope - - heal max 30
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Level 4:
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Guardian of Faith- 20 radiant - 30
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Freedom of Movement- - - touch
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Level 5:
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Circle of Power - - adv on saves self (30 radius)
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Holy Weapon - 2d8 radiant - 30
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}
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Weaponlist {
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Greatsword: +str+prof 2d6+5 slashing
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Warhammer: +str+prof 1d8+5 bludgeoning (versatile 1d10)
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Javelin: +str+prof 1d6+5 piercing (range 30/120)
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}
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}
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Character4 {
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Name: Lyra
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Race: Tiefling
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Class: Bard (Level 1)
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Stats {
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STR 8 -1
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DEX 14 +2
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CON 12 +1
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INT 12 +1
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WIS 10 +0
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CHA 16 +3
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}
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Proficiency { Performance, Persuasion, Deception }
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Movement: 30
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Action: Cast a spell (watch spelllist)
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Bonus-action:
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Inspiration: Grant a d6 to an ally's ability check, attack roll, or saving throw
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Dagger: +dex+prof 1d4+2
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Healing Word: Restore 1d4+cha HP to an ally within 60 feet
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Reaction:
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Cutting Words: Use a Bardic Inspiration die to subtract from an enemy's attack roll, ability check, or damage roll
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Race-feature {
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Hellish Resistance: Resistance to fire damage
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Infernal Legacy: Can cast Thaumaturgy cantrip; at 3rd level, can cast Hellish Rebuke once per long rest
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Darkvision: See in darkness within 60 feet
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}
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Spellslots: 2x Longrest
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Spelllist {
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Level 0 (At Will Spells):
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Name Bonus to hit Damage Damagetype reach
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Vicious Mockery - 1d4 psychic 60
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Mending - - - touch
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Prestidigitation- - - 10
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Level 1:
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Healing Word - 1d4+cha heal 60
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Faerie Fire Dex-save - adv on attacks 20 ft cube
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Charm Person Wis-save - charmed 30
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}
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}
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Character3 {
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Name: Tharok
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Race: Human
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Class: Fighter (Level 1)
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Stats {
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STR 16 +3
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DEX 12 +1
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CON 14 +2
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INT 10 +0
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WIS 12 +1
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CHA 10 +0
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}
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Proficiency { Athletics, Intimidation, Perception }
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Movement: 30
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Action: Attack with Longsword (watch weaponlist)
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Bonus-action:
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Second Wind: Regain 1d10+level HP
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Dagger: +dex+prof 1d4+1
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Reaction:
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Parry: Reduce damage taken by 1d6+level
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Race-feature {
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Human-Determination: Gain proficiency in one additional skill
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Versatility: Gain one extra feat at Level 1
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Resilience: Advantage on saving throws against being frightened
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}
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Feats:
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Great Weapon Fighting: Reroll 1s and 2s on damage dice with melee weapons wielded in two hands
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Combat Skills:
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Second Wind: Once per short rest, you can use a bonus action to regain 1d10+level HP
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Action Surge: Once per short rest, take one additional action on your turn
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Weaponlist {
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Longsword: +str+prof 1d8+3 slashing
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Greatsword: +str+prof 2d6+3 slashing
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Dagger: +dex+prof 1d4+1 piercing
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}
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}
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@ -1,34 +0,0 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bgdgd23qgi52x"
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path="res://.godot/imported/grass.png-bb6d7e2a4e3a4ad0eb76f57232766d96.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://assets/test/grass.png"
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dest_files=["res://.godot/imported/grass.png-bb6d7e2a4e3a4ad0eb76f57232766d96.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
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Binary file not shown.
Before Width: | Height: | Size: 461 B |
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@ -1,34 +0,0 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dheqglouhkis6"
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path="res://.godot/imported/player.png-40bc1da34d1da22b834e701c7257e718.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://assets/test/player.png"
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|
||||||
dest_files=["res://.godot/imported/player.png-40bc1da34d1da22b834e701c7257e718.ctex"]
|
|
||||||
|
|
||||||
[params]
|
|
||||||
|
|
||||||
compress/mode=0
|
|
||||||
compress/high_quality=false
|
|
||||||
compress/lossy_quality=0.7
|
|
||||||
compress/hdr_compression=1
|
|
||||||
compress/normal_map=0
|
|
||||||
compress/channel_pack=0
|
|
||||||
mipmaps/generate=false
|
|
||||||
mipmaps/limit=-1
|
|
||||||
roughness/mode=0
|
|
||||||
roughness/src_normal=""
|
|
||||||
process/fix_alpha_border=true
|
|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
|
|
||||||
detect_3d/compress_to=1
|
|
Binary file not shown.
Before Width: | Height: | Size: 540 B |
Binary file not shown.
Before Width: | Height: | Size: 2.6 KiB |
|
@ -1,34 +0,0 @@
|
||||||
[remap]
|
|
||||||
|
|
||||||
importer="texture"
|
|
||||||
type="CompressedTexture2D"
|
|
||||||
uid="uid://chgkgpiiy1yui"
|
|
||||||
path="res://.godot/imported/water.png-294f741d71b412e0a6039d5110937f78.ctex"
|
|
||||||
metadata={
|
|
||||||
"vram_texture": false
|
|
||||||
}
|
|
||||||
|
|
||||||
[deps]
|
|
||||||
|
|
||||||
source_file="res://assets/test/water.png"
|
|
||||||
dest_files=["res://.godot/imported/water.png-294f741d71b412e0a6039d5110937f78.ctex"]
|
|
||||||
|
|
||||||
[params]
|
|
||||||
|
|
||||||
compress/mode=0
|
|
||||||
compress/high_quality=false
|
|
||||||
compress/lossy_quality=0.7
|
|
||||||
compress/hdr_compression=1
|
|
||||||
compress/normal_map=0
|
|
||||||
compress/channel_pack=0
|
|
||||||
mipmaps/generate=false
|
|
||||||
mipmaps/limit=-1
|
|
||||||
roughness/mode=0
|
|
||||||
roughness/src_normal=""
|
|
||||||
process/fix_alpha_border=true
|
|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
|
|
||||||
detect_3d/compress_to=1
|
|
|
@ -2,13 +2,14 @@
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/menu.gd" id="1_xc6y7"]
|
[ext_resource type="Script" path="res://scripts/menu.gd" id="1_xc6y7"]
|
||||||
|
|
||||||
[node name="Control" type="Control"]
|
[node name="main_menu" type="Control"]
|
||||||
layout_mode = 3
|
layout_mode = 3
|
||||||
anchors_preset = 15
|
anchors_preset = 15
|
||||||
anchor_right = 1.0
|
anchor_right = 1.0
|
||||||
anchor_bottom = 1.0
|
anchor_bottom = 1.0
|
||||||
grow_horizontal = 2
|
grow_horizontal = 2
|
||||||
grow_vertical = 2
|
grow_vertical = 2
|
||||||
|
script = ExtResource("1_xc6y7")
|
||||||
|
|
||||||
[node name="Button" type="Button" parent="."]
|
[node name="Button" type="Button" parent="."]
|
||||||
layout_mode = 0
|
layout_mode = 0
|
||||||
|
@ -18,6 +19,14 @@ offset_right = 90.0
|
||||||
offset_bottom = 32.0
|
offset_bottom = 32.0
|
||||||
scale = Vector2(5, 5)
|
scale = Vector2(5, 5)
|
||||||
text = "Test"
|
text = "Test"
|
||||||
script = ExtResource("1_xc6y7")
|
|
||||||
|
|
||||||
[connection signal="pressed" from="Button" to="Button" method="_on_pressed"]
|
[node name="Button2" type="Button" parent="."]
|
||||||
|
layout_mode = 0
|
||||||
|
offset_top = 192.0
|
||||||
|
offset_right = 90.0
|
||||||
|
offset_bottom = 224.0
|
||||||
|
scale = Vector2(5, 5)
|
||||||
|
text = "Test2"
|
||||||
|
|
||||||
|
[connection signal="pressed" from="Button" to="." method="_on_button_pressed"]
|
||||||
|
[connection signal="pressed" from="Button2" to="." method="_on_button_2_pressed"]
|
||||||
|
|
File diff suppressed because one or more lines are too long
|
@ -1,19 +0,0 @@
|
||||||
[gd_scene load_steps=4 format=3 uid="uid://dv67vdgb4h44q"]
|
|
||||||
|
|
||||||
[ext_resource type="Texture2D" uid="uid://dheqglouhkis6" path="res://assets/test/player.png" id="1_cujcj"]
|
|
||||||
[ext_resource type="Script" path="res://scripts/player.gd" id="1_oik63"]
|
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_kf6qt"]
|
|
||||||
size = Vector2(20, 18)
|
|
||||||
|
|
||||||
[node name="player" type="CharacterBody2D"]
|
|
||||||
script = ExtResource("1_oik63")
|
|
||||||
|
|
||||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
|
||||||
texture = ExtResource("1_cujcj")
|
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
|
||||||
shape = SubResource("RectangleShape2D_kf6qt")
|
|
||||||
|
|
||||||
[node name="camera" type="Camera2D" parent="."]
|
|
||||||
enabled = false
|
|
|
@ -1,4 +1,10 @@
|
||||||
extends Node
|
extends Node
|
||||||
|
|
||||||
func _on_pressed():
|
|
||||||
get_tree().change_scene_to_file("res://scenes/test/map.tscn")
|
|
||||||
|
func _on_button_pressed():
|
||||||
|
get_tree().change_scene_to_file("res://testing/test/map.tscn")
|
||||||
|
|
||||||
|
|
||||||
|
func _on_button_2_pressed():
|
||||||
|
get_tree().change_scene_to_file("res://scenes/menu/create.tscn")
|
||||||
|
|
|
@ -24,3 +24,4 @@ func start():
|
||||||
$camera.enabled = true
|
$camera.enabled = true
|
||||||
active = true
|
active = true
|
||||||
toCalculate = position
|
toCalculate = position
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue