Cow_Life_Sim_RPG/Skills/Appreciating/Appreciating.gd

54 lines
1.5 KiB
GDScript

extends Skill
class_name Appreciating
func _init():
skillName = "Experiencing"
skillIcon = load("res://Skills/Appreciating/AppreciatingIcon.png")
func experience_event(eventName:String, verb:String, xpEarned:int):
var timesDone = SaveManager.get_value_from_section(verb, eventName, 0)
if timesDone == 0:
LevelManager.add_XP("appreciating", xpEarned)
timesDone += 1
SaveManager.save_to_section(verb, eventName, timesDone)
func experience_item(item:Item, verb:String):
var itemName = item.get_name(false)
var timesDone = SaveManager.get_value_from_section(verb, itemName, 0)
if timesDone == 0:
var earnedXP = 10
if verb == "caramelized":
earnedXP += floor(item.get_value(false) * 0.2)
elif verb == "dammed":
earnedXP += floor(item.get_value(false) * 0.9)
elif verb == "washed away":
earnedXP += floor(item.get_value(false) * 1.1)
earnedXP += 15
else:
earnedXP += floor(item.get_value(false) * 0.5)
LevelManager.add_XP("appreciating", earnedXP)
timesDone += 1
SaveManager.save_to_section(verb, itemName, timesDone)
if verb == "ate" and itemName == "Wustard":
if timesDone >= 100:
AchievementManager.complete_achievement("Closer to Steve")
elif verb == "washed away":
var washedItemCount = 0
var config = SaveManager.get_save_config()
var washedItems = config.get_section_keys("washed away")
for washedItem in washedItems:
washedItemCount += SaveManager.get_value_from_section("washed away", washedItem, 0)
if washedItemCount >= 30:
AchievementManager.complete_achievement("From where we came")