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Binary file modified Classes/Relics/Assets/Relic_VinylRecord.png
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28 changes: 14 additions & 14 deletions Globals/Scribe.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ public partial class Scribe : Node
"Basic enemy note, deals damage to player.",
null,
null,
1,
4,
(director, note, timing) =>
{
int dmg = (3 - (int)timing) * note.GetBaseVal();
Expand All @@ -32,7 +32,7 @@ public partial class Scribe : Node
"Basic player note, deals damage to enemy.",
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerBasic.png"),
null,
1,
4,
(director, note, timing) =>
{
if (timing == Timing.Miss)
Expand All @@ -46,7 +46,7 @@ public partial class Scribe : Node
"Basic player note, deals double damage to enemy.",
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerDouble.png"),
null,
2,
8,
(director, note, timing) =>
{
if (timing == Timing.Miss)
Expand All @@ -60,7 +60,7 @@ public partial class Scribe : Node
"Basic player note, heals player.",
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerHeal.png"),
null,
1,
4,
(director, note, timing) =>
{
if (timing == Timing.Miss)
Expand All @@ -74,7 +74,7 @@ public partial class Scribe : Node
"Steals health from enemy.",
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerVampire.png"),
null,
1,
3,
(director, note, timing) =>
{
if (timing == Timing.Miss)
Expand All @@ -90,7 +90,7 @@ public partial class Scribe : Node
"Basic note at a quarter of the cost.",
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerQuarter.png"),
null,
1,
3,
(director, note, timing) =>
{
if (timing == Timing.Miss)
Expand Down Expand Up @@ -119,7 +119,7 @@ public partial class Scribe : Node
"Deals damage to all enemies.",
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerExplosive.png"),
null,
1,
4,
(director, note, timing) =>
{
if (timing == Timing.Miss)
Expand All @@ -135,13 +135,13 @@ public partial class Scribe : Node
"Deals more damage with each loop.",
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerEcho.png"),
null,
1,
4,
(director, note, timing) =>
{
if (timing == Timing.Miss)
return;
director.DealDamage(note, (int)timing * note.GetBaseVal(), director.Player);
note.SetBaseVal(note.GetBaseVal() + 1);
note.SetBaseVal(note.GetBaseVal() + 2);
}
),
new Note(
Expand Down Expand Up @@ -202,7 +202,7 @@ public partial class Scribe : Node
new RelicTemplate(
2,
"Auroboros",
"Bigger number, better person. Increases combo multiplier every riff.",
"Bigger number, better person. Increases combo multiplier every loop.",
Rarity.Common,
GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_Auroboros.png"),
new RelicEffect[]
Expand All @@ -221,7 +221,7 @@ public partial class Scribe : Node
new RelicTemplate(
3,
"Colorboros",
"Taste the rainbow. Charges the freestyle bar every riff.",
"Taste the rainbow. Charges the freestyle bar every loop.",
Rarity.Common,
GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_Colorboros.png"),
new RelicEffect[]
Expand Down Expand Up @@ -268,7 +268,7 @@ public partial class Scribe : Node
{
new RelicEffect(
BattleEffectTrigger.OnLoop,
5,
15,
(e, self, val) =>
{
e.BD.DealDamage(Targetting.First, val, null);
Expand All @@ -279,7 +279,7 @@ public partial class Scribe : Node
new RelicTemplate(
6,
"Energy Drink",
"Take a chance to cool down and sip an energy drink to increase your max energy bar.",
"Take a chance to cool down and sip an energy drink to decrease energy costs.",
Rarity.Common,
GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_EnergyDrink.png"),
new RelicEffect[]
Expand Down Expand Up @@ -334,7 +334,7 @@ public partial class Scribe : Node
9,
"Vinyl Record",
"Right round, right round. All loop effects trigger twice.",
Rarity.Legendary,
Rarity.Epic,
GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_VinylRecord.png"),
new RelicEffect[]
{
Expand Down
30 changes: 15 additions & 15 deletions Globals/Translations/Translations.csv
Original file line number Diff line number Diff line change
Expand Up @@ -40,45 +40,45 @@ END_SCREEN_RESTART,Restart,重新开始
BATTLE_ROOM_SKIP_BUTTON,Skip,跳过
BATTLE_ROOM_ACCEPT_BUTTON,Accept,接受
NOTE_ENEMYBASE_NAME,EnemyBase,敌人基地
NOTE_ENEMYBASE_TOOLTIP,"Basic enemy note, deals damage to player.","基础敌人音符,对玩家造成伤害"
NOTE_ENEMYBASE_TOOLTIP,"Basic enemy note, deals damage to player.","基础敌人音符,对玩家造成伤害"
NOTE_PLAYERBASE_NAME,PlayerBase,玩家基地
NOTE_PLAYERBASE_TOOLTIP,"Basic player note, deals damage to enemy.","基础玩家音符,对敌人造成伤害"
NOTE_PLAYERBASE_TOOLTIP,"Basic player note, deals damage to enemy.","基础玩家音符,对敌人造成伤害"
NOTE_PLAYERDOUBLE_NAME,PlayerDouble,玩家双击
NOTE_PLAYERDOUBLE_TOOLTIP,"Basic player note, deals double damage to enemy.","基础玩家音符,对敌人造成双倍伤害"
NOTE_PLAYERDOUBLE_TOOLTIP,"Basic player note, deals double damage to enemy.","基础玩家音符,对敌人造成双倍伤害"
NOTE_PLAYERHEAL_NAME,PlayerHeal,玩家治愈
NOTE_PLAYERHEAL_TOOLTIP,"Basic player note, heals player.","基础玩家音符,治愈玩家"
NOTE_PLAYERHEAL_TOOLTIP,"Basic player note, heals player.","基础玩家音符,治愈玩家"
NOTE_PLAYERVAMPIRE_NAME,PlayerVampire,玩家吸血
NOTE_PLAYERVAMPIRE_TOOLTIP,"Steals health from enemy.","从敌人吸取生命值"
NOTE_PLAYERVAMPIRE_TOOLTIP,"Steals health from enemy.","从敌人吸取生命值"
NOTE_PLAYERQUARTER_NAME,PlayerQuarter,玩家一分之一
NOTE_PLAYERQUARTER_TOOLTIP,"Basic note at a quarter of the cost.","以四分之一的耗费时间量发出基础音符"
NOTE_PLAYERQUARTER_TOOLTIP,"Basic note at a quarter of the cost.","以四分之一的耗费时间量发出基础音符"
NOTE_PLAYERBLOCK_NAME,PlayerBlock,玩家格挡
NOTE_PLAYERBLOCK_TOOLTIP,"Gives player one charge of block.","给予玩家一层格挡充能。"
NOTE_PLAYEREXPLOSIVE_NAME,PlayerExplosive,玩家炸药
NOTE_PLAYEREXPLOSIVE_TOOLTIP,"Deals damage to all enemies.","对所有敌人造成伤害"
NOTE_PLAYEREXPLOSIVE_TOOLTIP,"Deals damage to all enemies.","对所有敌人造成伤害"
NOTE_PLAYERECHO_NAME,PlayerEcho,玩家回声
NOTE_PLAYERECHO_TOOLTIP,"Deals more damage with each loop.","每次循环造成更多伤害"
NOTE_PLAYERECHO_TOOLTIP,"Deals more damage with each loop.","每次循环造成更多伤害"
NOTE_PLAYERPOISON_NAME,PlayerPoison,玩家中毒
NOTE_PLAYERPOISON_TOOLTIP,"Applies stacks of poison based on timing.","根据时机施加中毒层数"
NOTE_PLAYERPOISON_TOOLTIP,"Applies stacks of poison based on timing.","根据时机施加中毒层数"
RELIC_BREAKFAST_NAME,Breakfast,早餐
RELIC_BREAKFAST_TOOLTIP,"Increases max hp.",提高最大生命值
RELIC_GOODVIBES_NAME,Good Vibes,良好消息
RELIC_GOODVIBES_TOOLTIP,"Heals the player whenever they place a note.","每开始一个音符时治愈玩家"
RELIC_AUROBOROS_NAME,Auroboros,无尾蛇
RELIC_AUROBOROS_TOOLTIP,"Bigger number, better person. Increases combo multiplier every riff.","进一步增加综合倍数,每次现场提升"
RELIC_AUROBOROS_TOOLTIP,"Bigger number, better person. Increases combo multiplier every loop.","更大的数字,更棒的人。每轮循环增加连击倍数。"
RELIC_COLORBOROS_NAME,Colorboros,彩蛇轮回
RELIC_COLORBOROS_TOOLTIP,"Taste the rainbow. Charges the freestyle bar every riff.","品尝临岛,每次现场充值自由格条"
RELIC_COLORBOROS_TOOLTIP,"Taste the rainbow. Charges the freestyle bar every loop.","品尝彩虹。每轮循环为风格条充能。"
RELIC_CHIPS_NAME,"Chips",薯片
RELIC_CHIPS_TOOLTIP,"Hitting a note deals a bit of damage.","击中音符会造成少量伤害。"
RELIC_PAPERCUT_NAME,Paper Cut,纸割伤
RELIC_PAPERCUT_TOOLTIP,"Deals damage each riff.","每轮造成伤害"
RELIC_PAPERCUT_TOOLTIP,"Deals damage each loop.","每轮造成伤害"
RELIC_ENERGYDRINK_NAME,Energy Drink,"能量饮料"
RELIC_ENERGYDRINK_TOOLTIP,"Take a chance to cool down and sip an energy drink to increase your max energy bar.","碰碰运气,喝一口能量饮料来冷静下来并增加你的最大能量条。"
RELIC_ENERGYDRINK_TOOLTIP,"Take a chance to cool down and sip an energy drink to decrease energy costs.","抓住机会冷静一下,喝一瓶能量饮料来降低能量消耗。"
RELIC_BANDAGE_NAME,Bandage,"绷带"
RELIC_BANDAGE_TOOLTIP,"A clean strip of cloth. Use it after a fight to patch up and feel better.","一块干净的布条,战斗后使用来包扎并恢复一些健康。"
RELIC_MEDKIT_NAME,Medkit,"急救包"
RELIC_MEDKIT_TOOLTIP,"A small kit with medical supplies. Heals you a bit after each riff.","包含一些医疗用品的小包,每次循环后恢复少量生命。"
RELIC_MEDKIT_TOOLTIP,"A small kit with medical supplies. Heals you a bit after each loop.","包含一些医疗用品的小包,每次循环后恢复少量生命。"
RELIC_VINYLRECORD_NAME,Vinyl Record,"黑胶唱片"
RELIC_VINYLRECORD_TOOLTIP,"Right round, right round. All riff effects trigger twice.","把我转起来,把我转起来。所有循环效果触发两次。"
RELIC_VINYLRECORD_TOOLTIP,"Right round, right round. All loop effects trigger twice.","把我转起来,把我转起来。所有循环效果触发两次。"
INVENTORY_TAB_NOTES,Notes,乐谱
INVENTORY_TAB_RELICS,Relics,遗物
OPTIONS_VOLUME_LABEL,Master Volume,最终音量设置
Expand Down
6 changes: 3 additions & 3 deletions Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,8 +8,8 @@ public partial class P_BossBlood : EnemyPuppet

public override void _Ready()
{
CurrentHealth = 100;
MaxHealth = 100;
MaxHealth = 225;
CurrentHealth = MaxHealth;
BaseMoney = 15;
base._Ready();
var enemTween = CreateTween();
Expand All @@ -25,7 +25,7 @@ public override void _Ready()
new EnemyEffect(
this,
BattleEffectTrigger.OnLoop,
5,
20,
(e, eff, val) =>
{
eff.Owner.Heal(val);
Expand Down
4 changes: 2 additions & 2 deletions Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,8 +8,8 @@ public partial class P_Parasifly : EnemyPuppet

public override void _Ready()
{
CurrentHealth = 50;
MaxHealth = 50;
MaxHealth = 100;
CurrentHealth = MaxHealth;
BaseMoney = 5;
base._Ready();
var enemTween = CreateTween();
Expand Down
4 changes: 2 additions & 2 deletions Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,8 +7,8 @@ public partial class P_TheGWS : EnemyPuppet

public override void _Ready()
{
CurrentHealth = 75;
MaxHealth = 75;
MaxHealth = 150;
CurrentHealth = MaxHealth;
BaseMoney = 10;
base._Ready();
var enemTween = CreateTween();
Expand Down
4 changes: 2 additions & 2 deletions Scenes/Puppets/Scripts/PlayerStats.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,8 +7,8 @@ public partial class PlayerStats : Resource
{
public int Money = 0;

public int MaxHealth = 100;
public int CurrentHealth = 100;
public int MaxHealth = 125;
public int CurrentHealth = 125;
public int MaxComboBar = 60;
public int MaxComboMult = 25;
public int NotesToIncreaseCombo = 4;
Expand Down