Initial commit — Godot space roguelite source
- Touch controls: direct InputEventScreenTouch in shop_ui (bypass relay) - ItemDB: static preload list instead of DirAccess scan (export fix) - All 18 items with EN localisation (name_en, desc_en, category_en) - Ship playstyles: NOVA-1 shield, INFERNO ram, AURORA agile/tank - Quasar: SMBH visual, jet boost, merge, push, BH-eating - Atlas & UI text updated EN+DE Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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extends RefCounted
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class_name ItemDef
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# Base class for all Werkstatt items. Each item is its own .gd file in res://items/
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# that extends ItemDef and fills the fields in _init().
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# ItemDB auto-discovers all .gd files in res://items/ at first access.
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# ─── Pflichtfelder ────────────────────────────────────────────────────────────
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var id: String = ""
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var name: String = ""
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var name_en: String = ""
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var desc: String = ""
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var desc_en: String = ""
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var category: String = "" # "WAFFENMODUL" | "HÜLLENMOD" | "ANTRIEBSMOD" | "SPEZIAL"
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var category_en: String = "" # "WEAPON MOD" | "HULL MOD" | "DRIVE MOD" | "SPECIAL"
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var icon: String = "◈"
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var cost: int = 50
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var rarity: int = 0 # 0=Common, 1=Uncommon, 2=Rare, 3=Epic
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var effects: Dictionary = {} # ShipStats keys → multipliers/additives
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# ─── Visuelle Anhänge am Schiff ───────────────────────────────────────────────
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# Format: [[x_offset, y_offset, "color_key"], ...]
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# color_key muss ein Schlüssel in der Schiffs-Palette sein (nose, bright, mid,
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# dim, accent, edge, shadow) oder "white" / "red" / "yellow" / "green" als Fallback.
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var visual_pixels: Array = []
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# ─── Schiffswachstum ──────────────────────────────────────────────────────────
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# Nur Items mit hull_size_bonus > 0 vergrößern das Schiff.
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var hull_size_bonus: float = 0.0
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