update
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@@ -12,7 +12,7 @@ var node_buttons: Array = []
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func _ready() -> void:
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var p: Profile = app.profile
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chapter = mini(Campaign.chapter(p.campaign_stage), Campaign.CHAPTER_ELEMENTS.size())
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chapter = mini(Campaign.chapter(p.campaign_stage), Campaign.chapters())
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selected = mini(p.campaign_stage, Campaign.total() - 1)
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build()
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@@ -24,16 +24,18 @@ func build() -> void:
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Style.header(self, "Kampagne", func(): app.show_screen(MenuScreen.new()))
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var n := Campaign.STAGES_PER_CHAPTER
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var x := 40
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for c in Campaign.CHAPTER_ELEMENTS.size():
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var b := Style.button(self, "Kapitel %d" % (c + 1), Rect2(x, 88, 130, 38), set_chapter.bind(c + 1), Style.PRIMARY if chapter == c + 1 else null)
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for c in Campaign.chapters():
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var b := Style.button(self, "Kapitel %d" % (c + 1), Rect2(x, 88, 96, 38), set_chapter.bind(c + 1), Style.PRIMARY if chapter == c + 1 else null)
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b.add_theme_font_size_override("font_size", 14)
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b.disabled = p.campaign_stage < c * n
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x += 138
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x += 104
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var element := Campaign.element_of(chapter)
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Style.label(self, tr(element), 20, Cards.ELEMENT_COLORS[element], Rect2(0, 136, 1280, 30), "center", true)
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var round_text := tr(element) if chapter <= Campaign.CHAPTER_ELEMENTS.size() else tr("%s mit Effektkarten") % tr(element)
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Style.label(self, round_text, 20, Cards.ELEMENT_COLORS[element], Rect2(0, 136, 700, 30), "center", true)
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if p.perk_unlocked():
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Style.label(self, "Dein Merkmal:", 15, Style.MUTED, Rect2(740, 96, 150, 24), "right")
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Style.label(self, "Dein Merkmal:", 15, Style.MUTED, Rect2(740, 140, 150, 24), "right")
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perk_box = OptionButton.new()
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perk_box.position = Vector2(900, 88)
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perk_box.position = Vector2(900, 132)
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perk_box.size = Vector2(340, 38)
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perk_box.add_item("keins")
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var keys: Array = Game.PERKS.keys()
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