class_name npcConstruct extends cCharacter var defaultRoom = 0 signal location_changed(ai, old_location, new_location) signal state_changed(ai, old_state, new_state) var state: int = 0 func advance_state() -> void: if state >= MAX_STATE: if reset_after_climax: state = 0 else: state += 1 func _ready(): super._ready() print("Construct Ready") Global.game.night.hour_changed.connect(_on_hour_changed) func _on_hour_changed(hour: int): if hour == 1: ai_level += 2 if hour == 3: ai_level += 5 func _process(delta: float) -> void: super._process(delta) match state: 0: pass # dormant 1: pass 2: pass 3: pass 4: pass 5: pass 6: pass advance_state() if (randi_range(1, 20) > 10): stunted = true