update
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@@ -40,10 +40,6 @@ func play_events(evs: Array, centers: Dictionary) -> void:
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"reveal":
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sfx("combo")
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popup(tr("Aufgedeckt!"), Style.GOLD, screen.target_center({"kind": "creature", "uid": ev.uid}), 0.0)
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"upgrade":
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sfx("heal")
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if ev.uid >= 0:
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popup("+" + tr(ev.keyword), Style.GREEN, screen.target_center({"kind": "creature", "uid": ev.uid}), 0.0)
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"fuse":
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sfx("combo")
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popup("Verschmolzen!", Style.PURPLE, screen.target_center({"kind": "player", "index": ev.player}), 0.0)
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@@ -661,21 +661,6 @@ func do_reveal(cr: Game.Creature) -> void:
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after_action()
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## Kauft eine Eigenschaft für eine Handkarte oder ein eigenes Wesen.
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func do_upgrade(target, keyword: String) -> void:
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clear_undo()
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if is_client():
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if target is Game.Creature:
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net.send_action({"type": "upgrade", "uid": target.uid, "keyword": keyword})
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else:
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net.send_action({"type": "upgrade", "hand": perspective.hand.find(target), "keyword": keyword})
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return
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var err := game.upgrade(perspective, target, keyword)
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if err != "":
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say(tr(err))
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after_action()
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## Kartenmenü neben einer Handkarte oder einem eigenen Wesen. full: auch verschmelzen anbieten
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## (Gamepad, das nicht ziehen kann).
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func open_menu(target, anchor: Rect2, full: bool = false) -> void:
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@@ -700,13 +685,9 @@ func open_menu(target, anchor: Rect2, full: bool = false) -> void:
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fuse_first = target
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say(tr("Ziel wählen"))
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refresh(), not partners.is_empty()])
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for kw in Cards.KEYWORDS:
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var k: String = kw
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var ok := game.can_upgrade(perspective, target, k)
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var text := "%s ◆ %d" % [tr(k), game.upgrade_cost(perspective, k)]
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if k in card.keywords:
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text = "%s ✓" % tr(k)
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entries.append([text, func(): do_upgrade(target, k), ok[0]])
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if entries.is_empty(): # offenes eigenes Wesen per Maus: nichts zu wählen
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close_menu()
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return
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var w := 230.0
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var h := 18.0 + entries.size() * 44 + 34
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var x := clampf(anchor.end.x + 8, 10, 1270 - w)
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@@ -81,7 +81,7 @@ func _draw() -> void:
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var by := Style.fs(fs) + 13
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draw_rect(Rect2(size.x - bw - 4, by, bw, 16), Color(0.05, 0.05, 0.08, 0.75))
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Style.text(self, badge, 10, Style.GREEN if creature.aura > 0 else Style.RED, Vector2(size.x - 4 - bw / 2, by + 8), "center", true)
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# Eigenschaften als Symbole: gekaufte weiß, die vom Elementpaar in der Elementfarbe
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# Eigenschaften als Symbole in der Farbe des Elements, das sie gibt
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var icon := 7.0 if small else 9.0
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var kws := creature.keywords()
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var avail := size.x - (bw + 8 if badge != "" else 0.0)
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@@ -89,10 +89,9 @@ func _draw() -> void:
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var y := Style.fs(fs) + 14 + icon
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for k in kws:
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var col := Color("f2f2f6")
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if not (k in creature.card.keywords):
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for e in creature.card.elements:
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if Cards.ELEMENT_KEYWORD.get(e, "") == k:
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col = Style.lighter(Cards.ELEMENT_COLORS[e], 0.45)
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for e in creature.card.elements:
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if Cards.ELEMENT_KEYWORD.get(e, "") == k:
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col = Style.lighter(Cards.ELEMENT_COLORS[e], 0.45)
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Style.keyword_icon(self, k, Vector2(x + icon, y), icon, col)
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x += icon * 2 + 6
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_draw_stats(15 if small else 17, 12.0 if small else 14.0)
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