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@@ -8,7 +8,7 @@ const SAVE_VERSION := 6
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const SAVE_PATH := "user://spielstand.json"
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const BOOSTER_COST := 100
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const BOOSTER_SIZE := 5
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const RARITY_WEIGHTS := {"gewöhnlich": 70.0, "selten": 20.0, "episch": 7.5, "legendär": 2.0, "mythisch": 0.5}
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const RARITY_WEIGHTS := {"Common": 50.0, "Rare": 25.0, "Super Rare": 15.0, "Ultra Rare": 8.0, "Ultimate Rare": 2.0}
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const START_COINS := 150
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const REWARD_WIN := 100
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const REWARD_LOSS := 50
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@@ -19,12 +19,12 @@ const DIFFICULTIES := {
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"schwer": {"name": "Schwer", "life": 35, "reward": 1.5, "smart": true},
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}
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# Sammlung: eine Stufe abgeben bringt Staub, eine Stufe aufwerten kostet Staub.
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const DUST_DISMANTLE := {"gewöhnlich": 5, "selten": 20, "episch": 100, "legendär": 400, "mythisch": 1600}
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const DUST_UPGRADE := {"selten": 100, "episch": 400, "legendär": 1600, "mythisch": 3200}
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const DUST_DISMANTLE := {"Common": 50, "Rare": 100, "Super Rare": 200, "Ultra Rare": 500, "Ultimate Rare": 1000}
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const DUST_UPGRADE := {"Rare": 100, "Super Rare": 200, "Ultra Rare": 500, "Ultimate Rare": 1000}
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var coins := 0
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var dust := 0
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var collection := {} # id -> Seltenheitsstufe (Index in Cards.RARITIES), fehlend = gewöhnlich
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var collection := {} # id -> Seltenheitsstufe (Index in Cards.RARITIES), fehlend = Common
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var campaign_stage := 0 # Anzahl abgeschlossener Kampagnenstufen
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var settings := {"volume": 0.8, "music": 0.5, "ai_speed": 1.0, "animations": true, "language": "de", "difficulty": "normal", "big_font": false}
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var notices: Array[String] = [] # Meldungen für die Oberfläche (Kampagnenfortschritt)
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@@ -116,7 +116,7 @@ func looks() -> Dictionary:
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return out
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## Anzahl Karten über der gewöhnlichen Stufe.
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## Anzahl Karten über Common.
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func upgraded_count() -> int:
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var n := 0
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for cid in collection:
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@@ -142,7 +142,7 @@ func upgrade(cid: String) -> String:
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func dismantle(cid: String) -> String:
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var lvl := level(cid)
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if lvl == 0:
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return "Gewöhnliche Karten lassen sich nicht zerlegen"
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return "Common-Karten lassen sich nicht zerlegen"
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dust += DUST_DISMANTLE[Cards.RARITIES[lvl]]
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collection[cid] = lvl - 1
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return ""
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@@ -158,8 +158,8 @@ static func roll_booster(r: RandomNumberGenerator) -> Array:
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var out := []
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for i in BOOSTER_SIZE:
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var rar: String = rarities[r.rand_weighted(weights)]
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if i == BOOSTER_SIZE - 1 and out.all(func(x): return x.rarity == "gewöhnlich"):
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rar = "selten" # mindestens eine seltene Karte pro Booster
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if i == BOOSTER_SIZE - 1 and out.all(func(x): return x.rarity == "Common"):
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rar = "Rare" # mindestens eine Rare pro Booster
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out.append({"card": pool[r.randi_range(0, pool.size() - 1)], "rarity": rar})
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return out
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