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2
Scripts/Characters/NPC/npcAkers.gd
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2
Scripts/Characters/NPC/npcAkers.gd
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class_name npcAkers
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extends cCharacter
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1
Scripts/Characters/NPC/npcAkers.gd.uid
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1
Scripts/Characters/NPC/npcAkers.gd.uid
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uid://bfo4bx2r2j3cw
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39
Scripts/Characters/NPC/npcConstruct.gd
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39
Scripts/Characters/NPC/npcConstruct.gd
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class_name npcConstruct
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extends cCharacter
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signal location_changed(ai, old_location, new_location)
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signal state_changed(ai, old_state, new_state)
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var state: int = 0
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func advance_state() -> void:
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if state >= MAX_STATE:
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if reset_after_climax:
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state = 0
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else:
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state += 1
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func _ready():
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super._ready()
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print("Construct Ready")
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Global.game.night.hour_changed.connect(_on_hour_changed)
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func _on_hour_changed(hour: int):
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if hour == 1:
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ai_level += 2
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if hour == 3:
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ai_level += 5
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func _process(delta: float) -> void:
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super._process(delta)
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match state:
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0: pass # dormant
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1: pass
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2: pass
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3: pass
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4: pass
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5: pass
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6: pass
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advance_state()
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if (randi_range(1, 20) > 10):
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stunted = true
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1
Scripts/Characters/NPC/npcConstruct.gd.uid
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1
Scripts/Characters/NPC/npcConstruct.gd.uid
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@@ -0,0 +1 @@
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uid://qp1x4i2r65hr
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11
Scripts/Characters/NPC/npcFlesher.gd
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11
Scripts/Characters/NPC/npcFlesher.gd
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class_name npcFlesher
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extends cCharacter
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signal location_changed(ai, old_location, new_location)
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signal state_changed(ai, old_state, new_state)
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enum state {
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IDLE,
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MOVE,
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SEEN,
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HIDDEN
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}
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1
Scripts/Characters/NPC/npcFlesher.gd.uid
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1
Scripts/Characters/NPC/npcFlesher.gd.uid
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@@ -0,0 +1 @@
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uid://d3y7qtu4ox1dv
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2
Scripts/Characters/NPC/npcYoshida.gd
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2
Scripts/Characters/NPC/npcYoshida.gd
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class_name npcYoshida
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extends cCharacter
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1
Scripts/Characters/NPC/npcYoshida.gd.uid
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1
Scripts/Characters/NPC/npcYoshida.gd.uid
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@@ -0,0 +1 @@
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uid://dguqfb6ddsehj
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