extends Node2D var talk = load("res://levels/ui/talk.tscn").instance() var boss var player # Called when the node enters the scene tree for the first time. func _ready(): boss = $Kimberly player = $Player boss.add_to_group("boss") Global.cdialog = [[tr("DIALOG_CERES_L20_0"), true, 0, 0], [tr("DIALOG_CERES_L20_1"), false, 3], [tr("DIALOG_CERES_L20_2"), true, 0, 0]] Global.live = 0 call_deferred("_talk") if !Global.debug: Global.quest[0] = 1 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _physics_process(delta): if Global.debug: if Global.dstats[Global.dparty[0][0]][0] <= 0 && Global.live == 1: _winner() else: if Global.cstats[Global.party[0][0]][0] <= 0 && Global.live == 1: _winner() func _input(event): if Global.cdialog.size() != 0 && Global.live == 1: get_tree().root.remove_child(talk) Global.cdialog = [] func _winner(): Global.quest[0] = 3 Global.quest[1] = 1 Global.cdialog = [[tr("DIALOG_CERES_L20_3"), true, 0, 0], [tr("DIALOG_CERES_L20_4"), false, 3], [tr("DIALOG_CERES_L20_5"), true, 0, 0]] Global.live = 3 Global.ccutscene = 6 #talk.queue_free() talk = load("res://levels/ui/talk.tscn").instance() call_deferred("_talk") func _statrebase(): if Global.debug: for i in 4: if Global.dparty[i][0] != null: for j in 7: Global.mstats[Global.dparty[i][0]][j] = Global.basestats[Global.dparty[i][0]][j] * Global.dlevel[Global.dparty[i][0]] else: for i in 4: if Global.party[i][0] != null: for j in 7: Global.mstats[Global.party[i][0]][j] = Global.basestats[Global.party[i][0]][j] * Global.level[Global.dparty[i][0]] func _talk(): get_tree().root.add_child(talk)