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CatAClock 2025-04-15 11:55:58 -07:00
commit 37220d6462
83 changed files with 12106 additions and 0 deletions

8
.gitignore vendored Normal file
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# ---> Godot
# Godot 4+ specific ignores
.godot/
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg

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extends Node2D
var StartingTime = Time.get_datetime_dict_from_system()
var CurrentTime = Time.get_datetime_dict_from_system()
var SystemTime: int
func _ready():
if GlobalVars.BusyTimeUpgrades[0] == 1:
get_node("Seconds").modulate = Color(1, 0, 0, 1)
get_node("Seconds/Time").modulate = Color(1, 0, 0, 1)
if GlobalVars.BusyTimeUpgrades[1] == 1:
get_node("Minutes").modulate = Color(1, 1, 0, 1)
get_node("Minutes/Time").modulate = Color(1, 1, 0, 1)
if GlobalVars.BusyTimeUpgrades[2] == 1:
get_node("Hours").modulate = Color(0, 1, 0, 1)
get_node("Hours/Time").modulate = Color(0, 1, 0, 1)
if GlobalVars.BusyTimeUpgrades[3] == 1:
get_node("Days").modulate = Color(0, 1, 1, 1)
get_node("Days/Time").modulate = Color(0, 1, 1, 1)
if GlobalVars.BusyTimeUpgrades[4] == 1:
get_node("Months").modulate = Color(0, 0, 1, 1)
get_node("Months/Time").modulate = Color(0, 0, 1, 1)
if GlobalVars.BusyTimeUpgrades[5] == 1:
get_node("Years").modulate = Color(1, 0, 1, 1)
get_node("Years/Time").modulate = Color(1, 0, 1, 1)
func _process(_delta):
# Calculations to get current time.
CurrentTime = Time.get_datetime_dict_from_system()
SystemTime = int((CurrentTime["second"] - StartingTime["second"]) + ((CurrentTime["minute"] - StartingTime["minute"]) * 60) + ((CurrentTime["hour"] - StartingTime["hour"]) * 3600) + ((CurrentTime["day"] - StartingTime["day"]) * 86400) + ((CurrentTime["month"] - StartingTime["month"]) * 2592000) + ((CurrentTime["year"] - StartingTime["year"]) * 933120000))
# Ease-of-use variables
@warning_ignore("integer_division")
var Years = int(SystemTime / 933120000)
if Years > 0:
SystemTime = int(SystemTime % 933120000)
@warning_ignore("integer_division")
var Months = int(SystemTime / 2592000)
if Months > 0:
SystemTime = SystemTime % 2592000
@warning_ignore("integer_division")
var Days = int(SystemTime / 86400)
if Days > 0:
SystemTime = SystemTime % 86400
@warning_ignore("integer_division")
var Hours = int(SystemTime / 3600)
if Hours > 0:
SystemTime = SystemTime % 3600
@warning_ignore("integer_division")
var Minutes = int(SystemTime / 60)
if Minutes > 0:
SystemTime = SystemTime % 60
var Seconds = int(SystemTime)
# Now display everything
get_node("Seconds/Time").text = str(Seconds)
get_node("Minutes/Time").text = str(Minutes)
get_node("Hours/Time").text = str(Hours)
get_node("Days/Time").text = str(Days)
get_node("Months/Time").text = str(Months)
get_node("Years/Time").text = str(Years)
# Controls leaving of the game
func _on_done_pressed():
GlobalVars.Gold = GlobalVars.LoadSingle("user://Money")
SystemTime = int((CurrentTime["second"] - StartingTime["second"]) + ((CurrentTime["minute"] - StartingTime["minute"]) * 60) + ((CurrentTime["hour"] - StartingTime["hour"]) * 3600) + ((CurrentTime["day"] - StartingTime["day"]) * 86400) + ((CurrentTime["month"] - StartingTime["month"]) * 2592000) + ((CurrentTime["year"] - StartingTime["year"]) * 933120000))
@warning_ignore("integer_division")
GlobalVars.ChangeMoney(int(SystemTime / 100))
GlobalVars.SaveSingle(GlobalVars.Gold, "user://Money")
get_tree().change_scene_to_file("res://Menu Stuffs/Scene/Main Menu.tscn")

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[gd_scene load_steps=6 format=3 uid="uid://byj1hyj8n6mjo"]
[ext_resource type="Script" path="res://Busy Time Stuffs/busy_time.gd" id="1_vhr47"]
[ext_resource type="PackedScene" uid="uid://dw40u2fc4fhrc" path="res://ZGlobal/multi_music_player.tscn" id="2_dw64x"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_pk7iq"]
bg_color = Color(0.807843, 0, 0, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0nsyf"]
bg_color = Color(1, 0.231373, 0.176471, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_2oim1"]
bg_color = Color(0.603922, 0, 0, 1)
[node name="BusyTime" type="Node2D"]
script = ExtResource("1_vhr47")
[node name="ColorRect" type="ColorRect" parent="."]
offset_top = -1.0
offset_right = 960.0
offset_bottom = 600.0
color = Color(0, 0, 0, 1)
[node name="Seconds" type="Label" parent="."]
offset_left = 60.0
offset_top = 60.0
offset_right = 299.0
offset_bottom = 146.0
theme_override_font_sizes/font_size = 60
text = "Seconds"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Time" type="Label" parent="Seconds"]
layout_mode = 0
offset_left = 34.0
offset_top = 72.0
offset_right = 192.0
offset_bottom = 185.0
theme_override_font_sizes/font_size = 80
text = "00"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Minutes" type="Label" parent="."]
offset_left = 360.0
offset_top = 60.0
offset_right = 599.0
offset_bottom = 146.0
theme_override_font_sizes/font_size = 60
text = "Minutes"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Time" type="Label" parent="Minutes"]
layout_mode = 0
offset_left = 34.0
offset_top = 72.0
offset_right = 192.0
offset_bottom = 185.0
theme_override_font_sizes/font_size = 80
text = "00"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Hours" type="Label" parent="."]
offset_left = 660.0
offset_top = 60.0
offset_right = 899.0
offset_bottom = 146.0
theme_override_font_sizes/font_size = 60
text = "Hours"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Time" type="Label" parent="Hours"]
layout_mode = 0
offset_left = 34.0
offset_top = 72.0
offset_right = 192.0
offset_bottom = 185.0
theme_override_font_sizes/font_size = 80
text = "00"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Days" type="Label" parent="."]
offset_left = 60.0
offset_top = 310.0
offset_right = 299.0
offset_bottom = 396.0
theme_override_font_sizes/font_size = 60
text = "Days"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Time" type="Label" parent="Days"]
layout_mode = 0
offset_left = 34.0
offset_top = 72.0
offset_right = 192.0
offset_bottom = 185.0
theme_override_font_sizes/font_size = 80
text = "00"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Months" type="Label" parent="."]
offset_left = 360.0
offset_top = 310.0
offset_right = 599.0
offset_bottom = 396.0
theme_override_font_sizes/font_size = 60
text = "Months"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Time" type="Label" parent="Months"]
layout_mode = 0
offset_left = 34.0
offset_top = 72.0
offset_right = 192.0
offset_bottom = 185.0
theme_override_font_sizes/font_size = 80
text = "00"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Years" type="Label" parent="."]
offset_left = 660.0
offset_top = 310.0
offset_right = 899.0
offset_bottom = 396.0
theme_override_font_sizes/font_size = 60
text = "Years"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Time" type="Label" parent="Years"]
layout_mode = 0
offset_left = 34.0
offset_top = 72.0
offset_right = 192.0
offset_bottom = 185.0
theme_override_font_sizes/font_size = 80
text = "00"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Done" type="Button" parent="."]
offset_left = 328.0
offset_top = 506.0
offset_right = 607.0
offset_bottom = 569.0
theme_override_font_sizes/font_size = 40
theme_override_styles/normal = SubResource("StyleBoxFlat_pk7iq")
theme_override_styles/hover = SubResource("StyleBoxFlat_0nsyf")
theme_override_styles/pressed = SubResource("StyleBoxFlat_2oim1")
text = "Done Working"
[node name="Multi-Music Player" parent="." instance=ExtResource("2_dw64x")]
[connection signal="pressed" from="Done" to="." method="_on_done_pressed"]

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extends Node2D
@export var January: Array[PackedStringArray]
@export var Febuary: Array[PackedStringArray]
@export var March: Array[PackedStringArray]
@export var April: Array[PackedStringArray]
@export var May: Array[PackedStringArray]
@export var June: Array[PackedStringArray]
@export var July: Array[PackedStringArray]
@export var August: Array[PackedStringArray]
@export var September: Array[PackedStringArray]
@export var October: Array[PackedStringArray]
@export var November: Array[PackedStringArray]
@export var December: Array[PackedStringArray]
func _ready():
var Date = Time.get_date_dict_from_system()
var Tabs = get_node("TabContainer")
match Date.month:
2:
Tabs.current_tab = 1
3:
Tabs.current_tab = 2
4:
Tabs.current_tab = 3
5:
Tabs.current_tab = 4
6:
Tabs.current_tab = 5
7:
Tabs.current_tab = 6
8:
Tabs.current_tab = 7
9:
Tabs.current_tab = 8
10:
Tabs.current_tab = 9
11:
Tabs.current_tab = 10
12:
Tabs.current_tab = 11
# If you can find an easier way to make this shorter WITHOUT removing the decent
# variables at the very top, please contribute!!!
func Show_Info(Month: int, Day: int):
var Text: String
match Month:
1:
if January[Day - 1].size() != 0:
for i in January[Day - 1]:
Text = Text + "\n" + i
2:
if Febuary[Day - 1].size() != 0:
for i in Febuary[Day - 1]:
Text = Text + "\n" + i
3:
if March[Day - 1].size() != 0:
for i in March[Day - 1]:
Text = Text + "\n" + i
4:
if April[Day - 1].size() != 0:
for i in April[Day - 1]:
Text = Text + "\n" + i
5:
if May[Day - 1].size() != 0:
for i in May[Day - 1]:
Text = Text + "\n" + i
6:
if June[Day - 1].size() != 0:
for i in June[Day - 1]:
Text = Text + "\n" + i
7:
if July[Day - 1].size() != 0:
for i in July[Day - 1]:
Text = Text + "\n" + i
8:
if August[Day - 1].size() != 0:
for i in August[Day - 1]:
Text = Text + "\n" + i
9:
if September[Day - 1].size() != 0:
for i in September[Day - 1]:
Text = Text + "\n" + i
10:
if October[Day - 1].size() != 0:
for i in October[Day - 1]:
Text = Text + "\n" + i
11:
if November[Day - 1].size() != 0:
for i in November[Day - 1]:
Text = Text + "\n" + i
12:
if December[Day - 1].size() != 0:
for i in December[Day - 1]:
Text = Text + "\n" + i
# Do this in case that nothing shows up.
if Text == "":
Text = "Nothing\n\nSorry about that. Still making stuff for this app."
get_node("Info/Text").text = Text
get_node("Info").visible = true
func Hide_Info():
get_node("Info").visible = false
func _on_back_pressed():
get_tree().change_scene_to_file("res://Menu Stuffs/Scene/Main Menu.tscn")

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extends Node2D
var Pennies: int = 0
var Nickels: int = 0
var Dimes: int = 0
var Quarters: int = 0
var Half_Dollars: int = 0
var Dollar_Coins: int = 0
var Roll_P: int = 0
var Roll_N: int = 0
var Roll_D: int = 0
var Roll_Q: int = 0
var Roll_H: int = 0
var Roll_Do: int = 0
func _ready():
var stringies = GlobalVars.LoadList("user://Rolls")
if stringies.size() == 0:
return
Pennies = int(stringies[0])
Nickels = int(stringies[1])
Dimes = int(stringies[2])
Quarters = int(stringies[3])
Half_Dollars = int(stringies[4])
Dollar_Coins = int(stringies[5])
Roll_P = int(stringies[6])
Roll_N = int(stringies[7])
Roll_D = int(stringies[8])
Roll_Q = int(stringies[9])
Roll_H = int(stringies[10])
Roll_Do = int(stringies[11])
UpdateNumber()
func UpdateNumber():
get_node("Pennies").text = str(Pennies)
get_node("Nickels").text = str(Nickels)
get_node("Dimes").text = str(Dimes)
get_node("Quarters").text = str(Quarters)
get_node("Half Dollars").text = str(Half_Dollars)
get_node("Dollar Coins").text = str(Dollar_Coins)
get_node("Pennies/Rollies").text = str(Roll_P)
get_node("Nickels/Rollies").text = str(Roll_N)
get_node("Dimes/Rollies").text = str(Roll_D)
get_node("Quarters/Rollies").text = str(Roll_Q)
get_node("Half Dollars/Rollies").text = str(Roll_H)
get_node("Dollar Coins/Rollies").text = str(Roll_Do)
GlobalVars.SaveRolls(Pennies, Nickels, Dimes, Quarters, Half_Dollars, Dollar_Coins, Roll_P, Roll_N, Roll_D, Roll_Q, Roll_H, Roll_Do)
func Increase(thing: int):
match thing:
1:
Pennies = Pennies + 1
2:
Nickels = Nickels + 1
3:
Dimes = Dimes + 1
4:
Quarters = Quarters + 1
5:
Half_Dollars = Half_Dollars + 1
6:
Dollar_Coins = Dollar_Coins + 1
7:
Roll_P = Roll_P + 1
8:
Roll_N = Roll_N + 1
9:
Roll_D = Roll_D + 1
10:
Roll_Q = Roll_Q + 1
11:
Roll_H = Roll_H + 1
12:
Roll_Do = Roll_Do + 1
UpdateNumber()
func Decrease(thing: int):
match thing:
1:
Pennies = Pennies - 1
2:
Nickels = Nickels - 1
3:
Dimes = Dimes - 1
4:
Quarters = Quarters - 1
5:
Half_Dollars = Half_Dollars - 1
6:
Dollar_Coins = Dollar_Coins - 1
7:
Roll_P = Roll_P - 1
8:
Roll_N = Roll_N - 1
9:
Roll_D = Roll_D - 1
10:
Roll_Q = Roll_Q - 1
11:
Roll_H = Roll_H - 1
12:
Roll_Do = Roll_Do - 1
UpdateNumber()
func _on_back_pressed():
get_tree().change_scene_to_file("res://Menu Stuffs/Scene/Main Menu.tscn")

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[gd_scene load_steps=3 format=3 uid="uid://derbb83wolo1r"]
[ext_resource type="Script" path="res://Coin Counter/coin_counter.gd" id="1_bxerb"]
[ext_resource type="PackedScene" uid="uid://dw40u2fc4fhrc" path="res://ZGlobal/multi_music_player.tscn" id="2_jwfac"]
[node name="Coin Counter" type="Node2D"]
script = ExtResource("1_bxerb")
[node name="ColorRect" type="ColorRect" parent="."]
offset_right = 960.0
offset_bottom = 600.0
color = Color(0.0352941, 0.172549, 0.301961, 1)
[node name="ColorRect" type="ColorRect" parent="ColorRect"]
layout_mode = 0
offset_top = 281.0
offset_right = 960.0
offset_bottom = 283.0
color = Color(0.145098, 0, 0.490196, 1)
[node name="Label" type="Label" parent="."]
modulate = Color(0, 0.560784, 1, 1)
offset_left = 5.0
offset_top = 433.0
offset_right = 138.0
offset_bottom = 505.0
rotation = -1.5708
theme_override_font_sizes/font_size = 50
text = "Coins"
[node name="Label2" type="Label" parent="."]
modulate = Color(0, 0.560784, 1, 1)
offset_left = 4.0
offset_top = 267.0
offset_right = 137.0
offset_bottom = 339.0
rotation = -1.5708
theme_override_font_sizes/font_size = 50
text = "Rolls"
horizontal_alignment = 1
[node name="Pennies" type="Label" parent="."]
modulate = Color(0.721569, 0.45098, 0.2, 1)
offset_left = 80.0
offset_top = 340.0
offset_right = 152.0
offset_bottom = 385.0
theme_override_font_sizes/font_size = 30
text = "0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Increase" type="Button" parent="Pennies"]
layout_mode = 0
offset_left = 21.0
offset_top = -46.0
offset_right = 53.0
offset_bottom = 4.0
theme_override_font_sizes/font_size = 30
text = "/\\"
[node name="Decrease" type="Button" parent="Pennies"]
layout_mode = 0
offset_left = 21.0
offset_top = 42.0
offset_right = 53.0
offset_bottom = 92.0
theme_override_font_sizes/font_size = 30
text = "\\/"
[node name="Label" type="Label" parent="Pennies"]
layout_mode = 0
offset_left = -10.0
offset_top = -260.0
offset_right = 82.0
offset_bottom = -234.0
text = "Pennies"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Rollies" type="Label" parent="Pennies"]
layout_mode = 0
offset_top = -164.0
offset_right = 72.0
offset_bottom = -119.0
theme_override_font_sizes/font_size = 30
text = "0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Increase" type="Button" parent="Pennies/Rollies"]
layout_mode = 0
offset_left = 21.0
offset_top = -46.0
offset_right = 53.0
offset_bottom = 4.0
theme_override_font_sizes/font_size = 30
text = "/\\"
[node name="Decrease" type="Button" parent="Pennies/Rollies"]
layout_mode = 0
offset_left = 21.0
offset_top = 42.0
offset_right = 53.0
offset_bottom = 92.0
theme_override_font_sizes/font_size = 30
text = "\\/"
[node name="Nickels" type="Label" parent="."]
modulate = Color(0.72549, 0.72549, 0.72549, 1)
offset_left = 230.0
offset_top = 340.0
offset_right = 302.0
offset_bottom = 385.0
theme_override_font_sizes/font_size = 30
text = "0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Increase" type="Button" parent="Nickels"]
layout_mode = 0
offset_left = 21.0
offset_top = -46.0
offset_right = 53.0
offset_bottom = 4.0
theme_override_font_sizes/font_size = 30
text = "/\\"
[node name="Decrease" type="Button" parent="Nickels"]
layout_mode = 0
offset_left = 21.0
offset_top = 42.0
offset_right = 53.0
offset_bottom = 92.0
theme_override_font_sizes/font_size = 30
text = "\\/"
[node name="Label" type="Label" parent="Nickels"]
layout_mode = 0
offset_left = -10.0
offset_top = -260.0
offset_right = 82.0
offset_bottom = -234.0
text = "Nickels"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Rollies" type="Label" parent="Nickels"]
layout_mode = 0
offset_top = -164.0
offset_right = 72.0
offset_bottom = -119.0
theme_override_font_sizes/font_size = 30
text = "0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Increase" type="Button" parent="Nickels/Rollies"]
layout_mode = 0
offset_left = 21.0
offset_top = -46.0
offset_right = 53.0
offset_bottom = 4.0
theme_override_font_sizes/font_size = 30
text = "/\\"
[node name="Decrease" type="Button" parent="Nickels/Rollies"]
layout_mode = 0
offset_left = 21.0
offset_top = 42.0
offset_right = 53.0
offset_bottom = 92.0
theme_override_font_sizes/font_size = 30
text = "\\/"
[node name="Dimes" type="Label" parent="."]
modulate = Color(0.942823, 0.942823, 0.942823, 1)
offset_left = 380.0
offset_top = 340.0
offset_right = 452.0
offset_bottom = 385.0
theme_override_font_sizes/font_size = 30
text = "0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Increase" type="Button" parent="Dimes"]
layout_mode = 0
offset_left = 21.0
offset_top = -46.0
offset_right = 53.0
offset_bottom = 4.0
theme_override_font_sizes/font_size = 30
text = "/\\"
[node name="Decrease" type="Button" parent="Dimes"]
layout_mode = 0
offset_left = 21.0
offset_top = 42.0
offset_right = 53.0
offset_bottom = 92.0
theme_override_font_sizes/font_size = 30
text = "\\/"
[node name="Label" type="Label" parent="Dimes"]
layout_mode = 0
offset_left = -10.0
offset_top = -260.0
offset_right = 82.0
offset_bottom = -234.0
text = "Dimes"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Rollies" type="Label" parent="Dimes"]
layout_mode = 0
offset_top = -164.0
offset_right = 72.0
offset_bottom = -119.0
theme_override_font_sizes/font_size = 30
text = "0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Increase" type="Button" parent="Dimes/Rollies"]
layout_mode = 0
offset_left = 21.0
offset_top = -46.0
offset_right = 53.0
offset_bottom = 4.0
theme_override_font_sizes/font_size = 30
text = "/\\"
[node name="Decrease" type="Button" parent="Dimes/Rollies"]
layout_mode = 0
offset_left = 21.0
offset_top = 42.0
offset_right = 53.0
offset_bottom = 92.0
theme_override_font_sizes/font_size = 30
text = "\\/"
[node name="Quarters" type="Label" parent="."]
modulate = Color(0, 0.490196, 0.490196, 1)
offset_left = 530.0
offset_top = 340.0
offset_right = 602.0
offset_bottom = 385.0
theme_override_font_sizes/font_size = 30
text = "0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Increase" type="Button" parent="Quarters"]
layout_mode = 0
offset_left = 21.0
offset_top = -46.0
offset_right = 53.0
offset_bottom = 4.0
theme_override_font_sizes/font_size = 30
text = "/\\"
[node name="Decrease" type="Button" parent="Quarters"]
layout_mode = 0
offset_left = 21.0
offset_top = 42.0
offset_right = 53.0
offset_bottom = 92.0
theme_override_font_sizes/font_size = 30
text = "\\/"
[node name="Label" type="Label" parent="Quarters"]
layout_mode = 0
offset_left = -10.0
offset_top = -260.0
offset_right = 82.0
offset_bottom = -234.0
text = "Quarters"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Rollies" type="Label" parent="Quarters"]
layout_mode = 0
offset_top = -164.0
offset_right = 72.0
offset_bottom = -119.0
theme_override_font_sizes/font_size = 30
text = "0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Increase" type="Button" parent="Quarters/Rollies"]
layout_mode = 0
offset_left = 21.0
offset_top = -46.0
offset_right = 53.0
offset_bottom = 4.0
theme_override_font_sizes/font_size = 30
text = "/\\"
[node name="Decrease" type="Button" parent="Quarters/Rollies"]
layout_mode = 0
offset_left = 21.0
offset_top = 42.0
offset_right = 53.0
offset_bottom = 92.0
theme_override_font_sizes/font_size = 30
text = "\\/"
[node name="Half Dollars" type="Label" parent="."]
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extends Node2D
@export var No_Strings: PackedStringArray
@export var Probably_Not_Strings: PackedStringArray
@export var Maybe: PackedStringArray
@export var Probably_Strings: PackedStringArray
@export var Yes_Strings: PackedStringArray
@onready var Shake_Button = get_node("GBall/Label")
func _on_shake_button_pressed():
get_node("AnimationPlayer").play("Shake")
func Select_Thing():
randomize()
match randi_range(1, 5):
1:
Shake_Button.text = No_Strings[randi_range(0, No_Strings.size() - 1)]
2:
Shake_Button.text = Probably_Not_Strings[randi_range(0, No_Strings.size() - 1)]
3:
Shake_Button.text = Maybe[randi_range(0, No_Strings.size() - 1)]
4:
Shake_Button.text = Probably_Strings[randi_range(0, No_Strings.size() - 1)]
5:
Shake_Button.text = Yes_Strings[randi_range(0, No_Strings.size() - 1)]
func _on_back_pressed():
get_tree().change_scene_to_file("res://Menu Stuffs/Scene/Main Menu.tscn")

View file

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font_color = Color(0.121569, 0.121569, 0.121569, 1)
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tracks/0/enabled = true
tracks/0/path = NodePath("GBall/Label:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
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tracks/1/path = NodePath("GBall/Label:position")
tracks/1/interp = 1
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tracks/2/enabled = true
tracks/2/path = NodePath("GBall:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
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"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(471, 299)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("GBall/Label:scale")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
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"values": [Vector2(1, 1)]
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step = 0.01
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tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("GBall/Label:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
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"update": 0,
"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0), Color(1, 1, 1, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("GBall/Label:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.49, 0.5, 1),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 0,
"values": [Vector2(-433, -68), Vector2(-432.178, 50.1737), Vector2(-432.178, -71.8398), Vector2(-433, -68)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("GBall:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
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}
tracks/3/type = "method"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath(".")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0.5),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [],
"method": &"Select_Thing"
}]
}
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tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("GBall/Label:scale")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0, 0.49, 0.5, 1),
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"update": 0,
"values": [Vector2(1, 1), Vector2(1, 0.01), Vector2(1, 0.01), Vector2(1, 1)]
}
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"RESET": SubResource("Animation_v86un"),
"Shake": SubResource("Animation_6p6sj")
}
[node name="Magic Great Ball" type="Node2D"]
script = ExtResource("1_j3hdm")
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offset_bottom = 600.0
color = Color(0, 0, 0.443137, 1)
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position = Vector2(471, 299)
scale = Vector2(0.876953, 0.876953)
texture = ExtResource("2_ron2o")
[node name="Label" type="Label" parent="GBall"]
offset_left = -433.0
offset_top = -68.0
offset_right = 409.0
offset_bottom = 48.0001
theme_override_font_sizes/font_size = 20
text = "The Magic Great Ball™ is a very large 8ball, capable of having loads more responses than a regular 8 ball. Shake to your heart's desire."
horizontal_alignment = 1
vertical_alignment = 1
autowrap_mode = 2
[node name="G" type="Label" parent="GBall"]
offset_left = -55.8753
offset_top = -389.987
offset_right = 49.1247
offset_bottom = -189.987
text = "G"
label_settings = SubResource("LabelSettings_wy54x")
horizontal_alignment = 1
vertical_alignment = 1
justification_flags = 0
[node name="Shake Button" type="Button" parent="."]
offset_left = 212.0
offset_top = 480.0
offset_right = 752.0
offset_bottom = 571.0
theme_override_font_sizes/font_size = 60
text = "Shake Great Ball™"
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_g7f2u")
}
[node name="Back" type="Button" parent="."]
offset_left = 24.0
offset_top = 550.0
offset_right = 69.0
offset_bottom = 581.0
text = "Back"
[node name="Multi-Music Player" parent="." instance=ExtResource("3_slqbo")]
[connection signal="pressed" from="Shake Button" to="." method="_on_shake_button_pressed"]
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View file

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offset_bottom = 600.0
color = Color(0.709804, 0.121569, 0, 1)
[node name="Title" type="Label" parent="."]
layout_mode = 0
offset_right = 960.0
offset_bottom = 100.0
theme_override_font_sizes/font_size = 71
text = "Extas"
horizontal_alignment = 1
[node name="HFlowContainer" type="HFlowContainer" parent="."]
layout_mode = 0
offset_top = 83.0
offset_right = 960.0
offset_bottom = 600.0
[node name="Magic Great Ball" type="Button" parent="HFlowContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 32
text = "Magic Great Ball"
[node name="Busy Timer" type="Button" parent="HFlowContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 32
text = "Busy Timer"
[node name="Random Number" type="Button" parent="HFlowContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 32
text = "Random Numbers"
[node name="Coin Counter" type="Button" parent="HFlowContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 32
text = "Coin Counter"
[connection signal="pressed" from="HFlowContainer/Magic Great Ball" to="." method="_on_magic_great_ball_pressed"]
[connection signal="pressed" from="HFlowContainer/Busy Timer" to="." method="_on_busy_timer_pressed"]
[connection signal="pressed" from="HFlowContainer/Random Number" to="." method="_on_random_number_pressed"]
[connection signal="pressed" from="HFlowContainer/Coin Counter" to="." method="_on_coin_counter_pressed"]

View file

@ -0,0 +1,51 @@
[gd_scene load_steps=2 format=3 uid="uid://ch7j4gukv11tk"]
[ext_resource type="Script" path="res://Menu Stuffs/Script/ItemMenu.gd" id="1_yna82"]
[node name="ItemMenu" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_yna82")
[node name="ColorRect" type="ColorRect" parent="."]
layout_mode = 0
offset_right = 960.0
offset_bottom = 600.0
color = Color(0, 0, 1, 1)
[node name="ScrollContainer" type="ScrollContainer" parent="."]
layout_mode = 0
offset_right = 960.0
offset_bottom = 600.0
horizontal_scroll_mode = 0
vertical_scroll_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="ScrollContainer"]
custom_minimum_size = Vector2(950, 600)
layout_mode = 2
alignment = 1
[node name="Gold" type="Label" parent="ScrollContainer/VBoxContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 75
text = "GOLD:"
[node name="Number" type="Label" parent="ScrollContainer/VBoxContainer/Gold"]
layout_mode = 0
offset_left = 235.0
offset_top = 36.0
offset_right = 327.0
offset_bottom = 85.0
theme_override_font_sizes/font_size = 33
text = "0000"
[node name="Button" type="Button" parent="ScrollContainer/VBoxContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 28
text = "Reset Stats"
[connection signal="pressed" from="ScrollContainer/VBoxContainer/Button" to="." method="Reset_Stats"]

View file

@ -0,0 +1,119 @@
[gd_scene load_steps=2 format=3 uid="uid://3va88dru3jlg"]
[ext_resource type="Script" path="res://Menu Stuffs/Script/upgrades.gd" id="1_i48qp"]
[node name="Upgrades" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_i48qp")
[node name="ColorRect" type="ColorRect" parent="."]
layout_mode = 0
offset_right = 960.0
offset_bottom = 600.0
color = Color(0.937255, 0.937255, 0, 1)
[node name="Label" type="Label" parent="."]
layout_mode = 0
offset_left = 385.0
offset_top = 180.0
offset_right = 570.0
offset_bottom = 266.0
rotation = 0.753578
theme_override_colors/font_color = Color(0, 0, 0, 1)
theme_override_font_sizes/font_size = 60
text = "STORE"
[node name="BusyTimeUpgrades" type="Control" parent="."]
anchors_preset = 0
offset_right = 40.0
offset_bottom = 40.0
[node name="Upgrade1" type="Button" parent="BusyTimeUpgrades"]
layout_mode = 0
offset_left = 20.0
offset_top = 37.0
offset_right = 225.0
offset_bottom = 68.0
text = "Buy better text color | 50"
[node name="Upgrade2" type="Button" parent="BusyTimeUpgrades"]
layout_mode = 0
offset_left = 228.0
offset_top = 37.0
offset_right = 433.0
offset_bottom = 68.0
text = "Buy better text color | 100"
[node name="Upgrade3" type="Button" parent="BusyTimeUpgrades"]
layout_mode = 0
offset_left = 20.0
offset_top = 75.0
offset_right = 225.0
offset_bottom = 106.0
text = "Buy better text color | 150"
[node name="Upgrade4" type="Button" parent="BusyTimeUpgrades"]
layout_mode = 0
offset_left = 236.0
offset_top = 75.0
offset_right = 448.0
offset_bottom = 106.0
text = "Buy better text color | 200"
[node name="Upgrade5" type="Button" parent="BusyTimeUpgrades"]
layout_mode = 0
offset_left = 20.0
offset_top = 113.0
offset_right = 225.0
offset_bottom = 144.0
text = "Buy better text color | 250"
[node name="Upgrade6" type="Button" parent="BusyTimeUpgrades"]
layout_mode = 0
offset_left = 238.0
offset_top = 112.0
offset_right = 443.0
offset_bottom = 143.0
text = "Buy better text color | 300"
[node name="Task Upgrades" type="Control" parent="."]
anchors_preset = 0
offset_right = 40.0
offset_bottom = 40.0
[node name="WeaponPurchase" type="Button" parent="Task Upgrades"]
layout_mode = 0
offset_left = 17.0
offset_top = 455.0
offset_right = 25.0
offset_bottom = 463.0
text = "Buy Random Weapon | 100"
[node name="HelmetPurchase" type="Button" parent="Task Upgrades"]
offset_left = 40.0
offset_top = 497.0
offset_right = 252.0
offset_bottom = 528.0
text = "Buy Random Helmet | 100"
[node name="ArmourPurchase" type="Button" parent="Task Upgrades"]
offset_left = 17.0
offset_top = 541.0
offset_right = 232.0
offset_bottom = 572.0
text = "Buy Random Armour | 100"
[connection signal="pressed" from="BusyTimeUpgrades/Upgrade1" to="." method="BusyTimeUpgrades" binds= [1]]
[connection signal="pressed" from="BusyTimeUpgrades/Upgrade2" to="." method="BusyTimeUpgrades" binds= [2]]
[connection signal="pressed" from="BusyTimeUpgrades/Upgrade3" to="." method="BusyTimeUpgrades" binds= [3]]
[connection signal="pressed" from="BusyTimeUpgrades/Upgrade4" to="." method="BusyTimeUpgrades" binds= [4]]
[connection signal="pressed" from="BusyTimeUpgrades/Upgrade5" to="." method="BusyTimeUpgrades" binds= [5]]
[connection signal="pressed" from="BusyTimeUpgrades/Upgrade6" to="." method="BusyTimeUpgrades" binds= [6]]
[connection signal="pressed" from="Task Upgrades/WeaponPurchase" to="." method="BuyWeapon"]
[connection signal="pressed" from="Task Upgrades/HelmetPurchase" to="." method="BuyHelmet"]
[connection signal="pressed" from="Task Upgrades/ArmourPurchase" to="." method="BuyArmour"]

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@ -0,0 +1,9 @@
extends Control
func _process(_delta):
GlobalVars.Gold = GlobalVars.LoadSingle("user://Money")
get_node("ScrollContainer/VBoxContainer/Gold/Number").text = str(GlobalVars.Gold)
func Reset_Stats():
GlobalVars.Reset_Everything()
get_node("ScrollContainer/VBoxContainer/Gold/Number").text = "0"

View file

@ -0,0 +1,53 @@
extends Node2D
@export var Task_Scene: PackedScene
@export var Calendar_Scene: PackedScene
@onready var Anim = get_node("Animation")
@onready var Whoosh = get_node("Whoosh")
func _ready():
if int(GlobalVars.LoadSingle("user://Date")) != Time.get_date_dict_from_system().day:
get_node("Tasks/InfoCircle").visible = true
# Main menu functions
func _on_tasks_pressed():
get_tree().change_scene_to_packed(Task_Scene)
func _on_quit_pressed():
get_tree().quit()
func _on_extras_pressed():
if !Anim.is_playing():
Anim.play("Show_Extras")
Whoosh.play()
func _on_items_pressed():
if !Anim.is_playing():
Anim.play("Show_Items")
Whoosh.play()
func _on_upgrades_pressed():
if !Anim.is_playing():
Anim.play("Show_Upgrades")
Whoosh.play()
func _on_calendar_pressed():
get_tree().change_scene_to_packed(Calendar_Scene)
# Extras functions
func _on_e_back_pressed():
if !Anim.is_playing():
Anim.play("Hide_Extras")
Whoosh.play()
# Item functions
func _on_Exclaim_back_pressed():
if !Anim.is_playing():
Anim.play("Hide_Items")
Whoosh.play()
# Shop functions
func _on_Dollar_back_pressed():
if !Anim.is_playing():
Anim.play("Hide_Upgrades")
Whoosh.play()

View file

@ -0,0 +1,18 @@
extends Control
@export var Magic_Great_Ball_Scene: PackedScene
@export var Busy_Time_Scene: PackedScene
@export var Random_Number_Scene: PackedScene
@export var Coin_Counter : PackedScene
func _on_magic_great_ball_pressed():
get_tree().change_scene_to_packed(Magic_Great_Ball_Scene)
func _on_busy_timer_pressed():
get_tree().change_scene_to_packed(Busy_Time_Scene)
func _on_random_number_pressed():
get_tree().change_scene_to_packed(Random_Number_Scene)
func _on_coin_counter_pressed():
get_tree().change_scene_to_packed(Coin_Counter)

View file

@ -0,0 +1,47 @@
extends Control
func _ready():
GlobalVars.BusyTimeUpgrades = GlobalVars.LoadList("user://BusyTimeUpgrades")
if GlobalVars.BusyTimeUpgrades[0] == str(1):
get_node("BusyTimeUpgrades/Upgrade1").text = "Bought"
if GlobalVars.BusyTimeUpgrades[1] == str(1):
get_node("BusyTimeUpgrades/Upgrade2").text = "Bought"
if GlobalVars.BusyTimeUpgrades[2] == str(1):
get_node("BusyTimeUpgrades/Upgrade3").text = "Bought"
if GlobalVars.BusyTimeUpgrades[3] == str(1):
get_node("BusyTimeUpgrades/Upgrade4").text = "Bought"
if GlobalVars.BusyTimeUpgrades[4] == str(1):
get_node("BusyTimeUpgrades/Upgrade5").text = "Bought"
if GlobalVars.BusyTimeUpgrades[5] == str(1):
get_node("BusyTimeUpgrades/Upgrade6").text = "Bought"
func BusyTimeUpgrades(number: int):
if GlobalVars.Gold >= (50 * number) && get_node("BusyTimeUpgrades/Upgrade" + str(number)).text != "Bought":
GlobalVars.ChangeMoney(-50 * number)
GlobalVars.BusyTimeUpgrades[number - 1] = 1
get_node("BusyTimeUpgrades/Upgrade" + str(number)).text = "Bought"
GlobalVars.SaveSingle(GlobalVars.Gold, "user://Money")
GlobalVars.SaveList(GlobalVars.BusyTimeUpgrades, "user://BusyTimeUpgrades")
func BuyHelmet():
if GlobalVars.Gold >= 100:
GlobalVars.HelmetOwned[randi_range(0, GlobalVars.HelmetOwned.size() - 1)] = 1
GlobalVars.ChangeMoney(-100)
GlobalVars.SaveSingle(GlobalVars.Gold, "user://Money")
GlobalVars.SaveItems()
func BuyWeapon():
if GlobalVars.Gold >= 100:
GlobalVars.WeaponsOwned[randi_range(0, GlobalVars.WeaponsOwned.size() - 1)] = 1
GlobalVars.ChangeMoney(-100)
GlobalVars.SaveSingle(GlobalVars.Gold, "user://Money")
GlobalVars.SaveItems()
func BuyArmour():
if GlobalVars.Gold >= 100:
GlobalVars.ArmourOwned[randi_range(0, GlobalVars.ArmourOwned.size() - 1)] = 1
GlobalVars.ChangeMoney(-100)
GlobalVars.SaveSingle(GlobalVars.Gold, "user://Money")
GlobalVars.SaveItems()

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@ -0,0 +1,19 @@
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View file

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extends Node2D
@onready var Labal = get_node("Label")
func _ready():
randomize()
func DiceRoll(Text, End_Range):
var Final: int
var Number: int = 0
while Number != int(Text):
Final = Final + randi_range(1, End_Range)
Number = Number + 1
Labal.text = str(Final)
func _on_random_num_pressed():
var From: String = get_node("From").get_text()
var To: String = get_node("To").get_text()
Labal.text = str(randi_range(int(From), int(To)))
func _on_back_pressed():
get_tree().change_scene_to_file("res://Menu Stuffs/Scene/Main Menu.tscn")

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alignment = 1
[node name="Random Num" type="Button" parent="."]
offset_left = 201.0
offset_top = 150.0
offset_right = 349.0
offset_bottom = 181.0
text = "Get Random Num"
[node name="To" type="LineEdit" parent="."]
offset_left = 350.0
offset_top = 150.0
offset_right = 500.0
offset_bottom = 181.0
placeholder_text = "To"
alignment = 1
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offset_left = 430.0
offset_top = 500.0
offset_right = 740.0
offset_bottom = 572.0
theme_override_font_sizes/font_size = 50
text = "Final Answer"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Back" type="Button" parent="."]
offset_left = 20.0
offset_top = 497.0
offset_right = 144.0
offset_bottom = 574.0
theme_override_font_sizes/font_size = 50
text = "Back"
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extends Node3D
# used to switch between the fun stuff.
var Swapper = false
var HP: float = 400
var MaxHP: float = 400
var Attack: float = 9
var Heal: float = 3
var Level: int = 1
@export_node_path("Node3D") var PlayerPath
func EnemyTakeTurn():
var RandomThing = randf_range(0, 100)
if RandomThing < 75:
if Player.HP > 0:
get_tree().get_current_scene().get_node("Animator").play("EnemyAttack")
else:
HP = HP + (Heal * randf_range(4, 50))
if HP >= MaxHP:
HP = MaxHP
get_tree().get_current_scene().get_node("Animator").play("EnemyHeal")
func SpawnEnemy():
var Health = randf_range(250, 600)
HP = Health * Level
MaxHP = Health * Level
Attack = randi_range(5, 12) * Level
Heal = randi_range(2, 5) * Level
# This is an animation function, in EnemyAttack.
func DealPlayerDamage():
Player.HP = Player.HP - (Attack * randf_range(1, 7))
if Swapper == false:
get_node(PlayerPath).get_node("Damage").set("emitting", true)
else:
get_node(PlayerPath).get_node("Damage2").set("emitting", true)
Swapper = !Swapper

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extends Node3D
var Swapper = false
var HP: float = 100
var MaxHP: float = 100
var Attack: float = 10
var Heal: float = 2
var Level: int = 1
var Experience: float = 0
var PointsLeft: int = 0
@export_node_path("Node3D") var EnemyPath
@onready var InventoryWeapons = get_tree().get_current_scene().get_node("InventoryGUI/Weapons/HFlowContainer")
@onready var InventoryHelmets = get_tree().get_current_scene().get_node("InventoryGUI/Helmet/HFlowContainer")
@onready var InventoryArmours = get_tree().get_current_scene().get_node("InventoryGUI/Armor/HFlowContainer")
@export_node_path("Control") var InventoryGUI
@export_category("Equipment")
@export_node_path("Sprite3D") var Weapon
@export_node_path("Sprite3D") var Helmet
@export_node_path("Sprite3D") var Armour
@export var Weapons: Array[CompressedTexture2D]
@export var Helmets: Array[CompressedTexture2D]
@export var Armours: Array[CompressedTexture2D]
@export var WeaponRotation: Array[Vector3]
@export var WeaponPosition: Array[Vector3]
func _ready():
# stop from loading in the menu
if InventoryWeapons == null:
return
var stringies = GlobalVars.LoadList("user://Items")
var Number = 0
# stops a bug from happening
if stringies.size() == 0:
GlobalVars.SaveItems()
stringies = GlobalVars.LoadList("user://Items")
# loading the invenstory stuff
while Number != GlobalVars.HelmetOwned.size():
GlobalVars.HelmetOwned[Number] = int(stringies[0])
stringies.remove_at(0)
Number = Number + 1
Number = 0
while Number != GlobalVars.WeaponsOwned.size():
GlobalVars.WeaponsOwned[Number] = int(stringies[0])
stringies.remove_at(0)
Number = Number + 1
Number = 0
while Number != GlobalVars.ArmourOwned.size():
GlobalVars.ArmourOwned[Number] = int(stringies[0])
stringies.remove_at(0)
Number = Number + 1
# now, load the fun stuff.
Number = 0
var Children = InventoryHelmets.get_children()
Children.remove_at(0)
stringies = GlobalVars.LoadList("user://Items")
for i in GlobalVars.HelmetOwned:
if i == 0:
Children[0].visible = false
Children.remove_at(0)
Children = InventoryWeapons.get_children()
Children.remove_at(0)
for i in GlobalVars.WeaponsOwned:
if i == 0:
Children[0].visible = false
Children.remove_at(0)
Children = InventoryArmours.get_children()
Children.remove_at(0)
for i in GlobalVars.ArmourOwned:
if i == 0:
Children[0].visible = false
Children.remove_at(0)
# This function is a animation thing. Within Attack
func DealEnemyDamage():
Enemy.HP -= Attack * randf_range(1, 8)
if Swapper == false:
get_node(EnemyPath).get_node("Damage").set("emitting", true)
else:
get_node(EnemyPath).get_node("Damage2").set("emitting", true)
Swapper = !Swapper
# This is the place for inventory stuff!
func InventoryShow():
get_node(InventoryGUI).visible = true
func InventoryHide():
get_node(InventoryGUI).visible = false
func UpdateWeapon(Thing: int):
get_node(Weapon).texture = Weapons[Thing]
get_node(Weapon).rotation_degrees = WeaponRotation[Thing]
get_node(Weapon).position = WeaponPosition[Thing]
func UpdateHelmet(Thing: int):
get_node(Helmet).texture = Helmets[Thing]
func UpdateArmour(Thing: int):
get_node(Armour).texture = Armours[Thing]

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extends Node3D
# These next few functions are supposed to help with MAP stuff.
var MapNumber: int = 0
@onready var MapGUI = get_node("GUI/Map")
@export var AliveEnemies: Array
# These are... other
@export var Current: Texture
@export var UnCurrent: Texture
var Activities: Array
@export var DoActivities: bool
func _process(_delta):
get_node("GUI/PlayerStats/Attack").text = str(Player.Attack)
get_node("GUI/PlayerStats/Defence").text = str(Player.Heal)
get_node("GUI/PlayerStats/Level").text = str(Player.Level)
get_node("GUI/PlayerStats/Health").size.x = 300 * (Player.HP / Player.MaxHP)
get_node("GUI/EnemyStats/Attack").text = str(Enemy.Attack)
get_node("GUI/EnemyStats/Defence").text = str(Enemy.Heal)
get_node("GUI/EnemyStats/Level").text = str(Enemy.Level)
get_node("GUI/EnemyStats/Health").size.x = 300 * (Enemy.HP / Enemy.MaxHP)
get_node("Add Points/Points Left").text = str(Player.PointsLeft)
# Do the activities as soon as you leave :D
if DoActivities == true && get_node("GUI/Map").visible == false:
if Activities.size() == 0:
DoActivities = false
return
if !get_node("Animator").is_playing() && Activities[0] == "Attack":
get_node("Animator").play("Attack")
Activities.remove_at(0)
if !get_node("Animator").is_playing() && Activities[0] == "Heal":
get_node("Animator").play("Heal")
Player.HP = Player.HP + (Player.Heal * randf_range(1, 8))
if Player.HP >= Player.MaxHP:
Player.HP = Player.MaxHP
Activities.remove_at(0)
if !get_node("Animator").is_playing() && Activities[0] == "Enemy":
Enemy.EnemyTakeTurn()
Activities.remove_at(0)
func _ready():
randomize()
# Load the tasks
var List = GlobalVars.LoadList("user://Tasks")
while List.size() != 0:
var text = List[0]
List.remove_at(0)
var difficulty = List[0]
List.remove_at(0)
SummonLabel(1, text, int(difficulty), "Task GUI/ScrollContainer/Task List")
# Load the dailies
List = GlobalVars.LoadList("user://Daily")
var List2 = GlobalVars.LoadList("user://DoneDaily")
GlobalVars.Date = GlobalVars.LoadSingle("user://Date")
if GlobalVars.Date != Time.get_date_dict_from_system().day:
GlobalVars.SaveSingle(Time.get_date_dict_from_system().day, "user://Date")
Activities.append("Enemy")
List.append_array(List2)
List2 = []
while List.size() != 0:
var text = List[0]
List.remove_at(0)
var difficulty = List[0]
List.remove_at(0)
SummonLabel(2, text, int(difficulty), "Task GUI/ScrollContainer2/Daily List")
while List2.size() != 0:
var text = List2[0]
List2.remove_at(0)
var difficulty = List2[0]
List2.remove_at(0)
var node = SLabel.instantiate()
node.set("Type", 2)
node.set("Difficulty", difficulty)
get_node("Task GUI/ScrollContainer2/Daily List").add_child(node)
node.get_node("Number").text = str(difficulty)
node.text = text
node.get_node("Check").text = "[X]"
# Stat stuff next
var Things: Array = GlobalVars.LoadList("user://Stats")
# this stops a wierd bug from happening
if Things.size() == 0:
Enemy.SpawnEnemy()
GlobalVars.SaveStats(AliveEnemies, Player.HP, Player.MaxHP, Player.Attack, Player.Heal, Player.Level, Enemy.HP, Enemy.MaxHP, Enemy.Attack, Enemy.Heal, Enemy.Level, Player.Experience, Player.PointsLeft)
Things = GlobalVars.LoadList("user://Stats")
AliveEnemies[0] = int(Things[0])
AliveEnemies[1] = int(Things[1])
AliveEnemies[2] = int(Things[2])
AliveEnemies[3] = int(Things[3])
AliveEnemies[4] = int(Things[4])
AliveEnemies[5] = int(Things[5])
Player.HP = float(Things[6])
Player.MaxHP = float(Things[7])
Player.Attack = float(Things[8])
Player.Heal = float(Things[9])
Player.Level = int(Things[10])
Enemy.HP = float(Things[11])
Enemy.MaxHP = float(Things[12])
Enemy.Attack = float(Things[13])
Enemy.Heal = float(Things[14])
Enemy.Level = int(Things[15])
Player.Experience = int(Things[16])
Player.PointsLeft = int(Things[17])
if Player.PointsLeft != 0:
get_node("GUI/Points").visible = true
ChangeMap(0)
DoActivities = true
func SummonLabel(Type: int, Text: String, Difficulty: int, ChildNode: NodePath):
var node = SLabel.instantiate()
node.set("Type", Type)
node.set("Difficulty", Difficulty)
get_node(ChildNode).add_child(node)
node.text = Text
node.get_node("Number").text = str(Difficulty)
func ChangeMap(MapThing: int):
# we need to make sure that these
if MapThing == MapNumber + 1 || MapThing == MapNumber - 1:
get_node("GUI/Map/Map0" + str(MapThing)).texture_normal = Current
get_node("GUI/Map/Map0" + str(MapNumber)).texture_normal = UnCurrent
MapNumber = MapThing
if AliveEnemies[MapNumber] == 1:
get_node("Enemy").visible = true
MapGUI.visible = false
# Spawning enemies
if Enemy.HP <= 0:
Enemy.SpawnEnemy()
GlobalVars.SaveStats(AliveEnemies, Player.HP, Player.MaxHP, Player.Attack, Player.Heal, Player.Level, Enemy.HP, Enemy.MaxHP, Enemy.Attack, Enemy.Heal, Enemy.Level, Player.Experience, Player.PointsLeft)
else:
get_node("Enemy").visible = false
MapGUI.visible = true
# This is an animation function, made at the end of the round to calculate damage.
func FinalizeRound():
GlobalVars.SaveStats(AliveEnemies, Player.HP, Player.MaxHP, Player.Attack, Player.Heal, Player.Level, Enemy.HP, Enemy.MaxHP, Enemy.Attack, Enemy.Heal, Enemy.Level, Player.Experience, Player.PointsLeft)
if Enemy.HP <= 0:
get_node("Enemy").visible = false
MapGUI.visible = true
AliveEnemies[MapNumber] = 0
Player.Experience = Player.Experience + (10 * Enemy.Level)
print("player experience")
# Give points
while Player.Experience >= 10:
Player.Experience = Player.Experience - 10
Player.PointsLeft = Player.PointsLeft + 100
get_node("GUI/Points").visible = true
GlobalVars.SaveStats(AliveEnemies, Player.HP, Player.MaxHP, Player.Attack, Player.Heal, Player.Level, Enemy.HP, Enemy.MaxHP, Enemy.Attack, Enemy.Heal, Enemy.Level, Player.Experience, Player.PointsLeft)
# Once we are done, be done with it!
if MapNumber == 5:
AliveEnemies[0] = 1
AliveEnemies[1] = 1
AliveEnemies[2] = 1
AliveEnemies[3] = 1
AliveEnemies[4] = 1
AliveEnemies[5] = 1
# Temporary stuff so that way it works.
Player.HP = Player.MaxHP
Enemy.HP = Enemy.MaxHP
GlobalVars.SaveStats(AliveEnemies, Player.HP, Player.MaxHP, Player.Attack, Player.Heal, Player.Level, Enemy.HP, Enemy.MaxHP, Enemy.Attack, Enemy.Heal, Enemy.Level, Player.Experience, Player.PointsLeft)
get_tree().change_scene_to_file("res://Menu Stuffs/Main Menu.tscn")
# Death of player
if Player.HP <= 0:
AliveEnemies[0] = 1
AliveEnemies[1] = 1
AliveEnemies[2] = 1
AliveEnemies[3] = 1
AliveEnemies[4] = 1
AliveEnemies[5] = 1
# Temporary stuff so that way it works.
Player.HP = Player.MaxHP
Enemy.HP = Enemy.MaxHP
GlobalVars.SaveStats(AliveEnemies, Player.HP, Player.MaxHP, Player.Attack, Player.Heal, Player.Level, Enemy.HP, Enemy.MaxHP, Enemy.Attack, Enemy.Heal, Enemy.Level, Player.Experience, Player.PointsLeft)
get_tree().change_scene_to_file("res://Menu Stuffs/Main Menu.tscn")
# These next functions are related to the tasks.
# It is usually a lot of button pushing.
var SLabel = preload("res://Tasks Stuffs/Task/s_label.tscn")
func _on_task_opener_pressed():
if !get_node("Animator").is_playing():
get_node("Animator").play("Task Show")
func _on_task_closer_pressed():
if !get_node("Animator").is_playing():
get_node("Animator").play("Task Hide")
# Save everything in the task area
var children = get_node("Task GUI/ScrollContainer/Task List").get_children()
var stringies: PackedStringArray = []
for i in children:
stringies.append(i.text)
stringies.append(str(i.get("Difficulty")))
GlobalVars.SaveList(stringies, "user://Tasks")
# Save everything in the dailies area
children = get_node("Task GUI/ScrollContainer2/Daily List").get_children()
stringies = []
var stringies2: PackedStringArray = []
for i in children:
if i.get_node("Check").text == "[X]":
stringies2.append(i.text)
stringies2.append(str(i.get("Difficulty")))
else:
stringies.append(i.text)
stringies.append(str(i.get("Difficulty")))
GlobalVars.SaveList(stringies, "user://Daily", stringies2, "user://DoneDaily")
_on_task_close_requested()
_on_daily_window_close_requested()
func _on_add_task_pressed():
get_node("Task GUI/Task Window").popup()
func _on_del_task_pressed():
var children = get_node("Task GUI/ScrollContainer/Task List").get_children()
if get_node("Task GUI/Add Task/Del Task").button_pressed == true:
for i in children:
i.get_node("Delete").visible = true
else:
for i in children:
i.get_node("Delete").visible = false
func _on_add_daily_pressed():
get_node("Task GUI/Daily Window").popup()
func _on_del_daily_pressed():
var children = get_node("Task GUI/ScrollContainer2/Daily List").get_children()
if get_node("Task GUI/Add Daily/Del Daily").button_pressed == true:
for i in children:
i.get_node("Delete").visible = true
else:
for i in children:
i.get_node("Delete").visible = false
func _on_back_pressed():
get_tree().change_scene_to_file("res://Menu Stuffs/Scene/Main Menu.tscn")
# Stuff about the windows.
func _on_task_close_requested():
get_node("Task GUI/Task Window").visible = false
get_node("Task GUI/Task Window/TaskEdit").text = ""
get_node("Task GUI/Task Window/HSlider").value = 0
func Confirm1():
var text = get_node("Task GUI/Task Window/TaskEdit").text
var difficulty = get_node("Task GUI/Task Window/HSlider").value
if text != "":
SummonLabel(1, text, int(difficulty), "Task GUI/ScrollContainer/Task List")
_on_task_close_requested()
func _on_daily_window_close_requested():
get_node("Task GUI/Daily Window").visible = false
get_node("Task GUI/Daily Window/DailyEdit").text = ""
get_node("Task GUI/Daily Window/HSlider").value = 0
func Confirm2():
var text = get_node("Task GUI/Daily Window/DailyEdit").text
var difficulty = get_node("Task GUI/Daily Window/HSlider").value
if text != "":
SummonLabel(2, text, int(difficulty), "Task GUI/ScrollContainer2/Daily List")
_on_daily_window_close_requested()
# Add points screen
func _on_points_pressed():
get_node("Add Points").visible = true
func _on_strength_pressed():
Player.Attack = Player.Attack + 1
PointsOut()
func _on_heal_pressed():
Player.Heal = Player.Heal + 1
PointsOut()
func _on_health_pressed():
Player.MaxHP = Player.MaxHP + 10
PointsOut()
func PointsOut():
Player.PointsLeft = Player.PointsLeft - 1
if Player.PointsLeft == 0:
get_node("Add Points").visible = false
get_node("GUI/Points").visible = false
GlobalVars.SaveStats(AliveEnemies, Player.HP, Player.MaxHP, Player.Attack, Player.Heal, Player.Level, Enemy.HP, Enemy.MaxHP, Enemy.Attack, Enemy.Heal, Enemy.Level, Player.Experience, Player.PointsLeft)

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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://b4ftkewyp44dx"
path="res://.godot/imported/healpop.mp3-32652f1d88168bc95f515a047c10f90d.mp3str"
[deps]
source_file="res://Tasks Stuffs/Sounds/healpop.mp3"
dest_files=["res://.godot/imported/healpop.mp3-32652f1d88168bc95f515a047c10f90d.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://b5cmnbu2e6cuu"
path="res://.godot/imported/punch boxing.mp3-a665b644085752ddd9b79814cb55808d.mp3str"
[deps]
source_file="res://Tasks Stuffs/Sounds/punch boxing.mp3"
dest_files=["res://.godot/imported/punch boxing.mp3-a665b644085752ddd9b79814cb55808d.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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extends Label
## 1 = Task
## 2 = Daily
var Type: int = 1
## 0 = Freebie
## 1 = Trivial
## 2 = Baby Task
## 3 = Simple
## 4 = Below Average
## 5 = Average
## 6 = Above Average
## 7 = Hardened
## 8 = "My Father's Judging Me" Difficulty
## 9 = Extreme
## 10 = Massive Undertaking
var Difficulty: int = 0
func _on_delete_pressed():
queue_free()
func _on_check_pressed():
match Type:
1:
RewardPlayer()
queue_free()
2:
if get_node("Check").text == "[X]":
return
RewardPlayer()
get_node("Check").text = "[X]"
func RewardPlayer():
# This mess was because I am to lazy to do any good code.
if Type == 1:
get_parent().get_parent().get_parent().get_parent().Activities.append("Attack")
if Type == 2:
get_parent().get_parent().get_parent().get_parent().Activities.append("Heal")
match Difficulty:
1:
GlobalVars.ChangeMoney(randi_range(0, 1))
2:
GlobalVars.ChangeMoney(randi_range(0, 2))
3:
GlobalVars.ChangeMoney(randi_range(0, 3))
4:
GlobalVars.ChangeMoney(randi_range(1, 5))
5:
GlobalVars.ChangeMoney(randi_range(1, 7))
6:
GlobalVars.ChangeMoney(randi_range(2, 11))
7:
GlobalVars.ChangeMoney(randi_range(4, 17))
8:
GlobalVars.ChangeMoney(randi_range(6, 25))
9:
GlobalVars.ChangeMoney(randi_range(9, 38))
10:
GlobalVars.ChangeMoney(randi_range(14, 57))

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[gd_scene load_steps=2 format=3 uid="uid://br7difdyn7qqs"]
[ext_resource type="Script" path="res://Tasks Stuffs/Task/s_label.gd" id="1_1el7d"]
[node name="SLabel" type="Label"]
custom_minimum_size = Vector2(315, 72)
offset_right = 300.0
offset_bottom = 72.0
autowrap_mode = 3
script = ExtResource("1_1el7d")
[node name="Check" type="Button" parent="."]
layout_mode = 0
offset_left = 315.0
offset_right = 354.0
offset_bottom = 72.0
theme_override_font_sizes/font_size = 25
text = "[ ]"
[node name="Delete" type="Button" parent="."]
visible = false
layout_mode = 0
offset_left = 355.0
offset_right = 415.0
offset_bottom = 72.0
text = "Delete"
[node name="Number" type="Label" parent="."]
layout_mode = 0
offset_left = 325.0
offset_right = 344.0
offset_bottom = 26.0
text = "10"
horizontal_alignment = 1
[connection signal="pressed" from="Check" to="." method="_on_check_pressed"]
[connection signal="pressed" from="Delete" to="." method="_on_delete_pressed"]

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extends AudioStreamPlayer
@export var Sound: Array[AudioStreamMP3]
func _ready():
randomize()
stream = Sound[randi_range(0, Sound.size() - 1)]
self.play()
func _process(_delta):
if !self.playing:
_ready()

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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://dov18fvhxs334"
path="res://.godot/imported/ambient classical guitar.mp3-70ab0560b2bd4a6a2e91374559d3394d.mp3str"
[deps]
source_file="res://ZGlobal/Sounds/ambient classical guitar.mp3"
dest_files=["res://.godot/imported/ambient classical guitar.mp3-70ab0560b2bd4a6a2e91374559d3394d.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://dii70y0y4hv3t"
path="res://.godot/imported/deep water adventure ambient underwater music.mp3-1dec5b794b1536e9fa396d61f1364c2d.mp3str"
[deps]
source_file="res://ZGlobal/Sounds/deep water adventure ambient underwater music.mp3"
dest_files=["res://.godot/imported/deep water adventure ambient underwater music.mp3-1dec5b794b1536e9fa396d61f1364c2d.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://cs2j0am8d8wr8"
path="res://.godot/imported/dreamy emotional ambient piano dreamy sky.mp3-67f362c2cc2d0d4b31c9c462e72d4230.mp3str"
[deps]
source_file="res://ZGlobal/Sounds/dreamy emotional ambient piano dreamy sky.mp3"
dest_files=["res://.godot/imported/dreamy emotional ambient piano dreamy sky.mp3-67f362c2cc2d0d4b31c9c462e72d4230.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://dieeofvdh35yt"
path="res://.godot/imported/morning garden acoustic chill.mp3-68bb42b60467eee9facd38e1f9b4a65c.mp3str"
[deps]
source_file="res://ZGlobal/Sounds/morning garden acoustic chill.mp3"
dest_files=["res://.godot/imported/morning garden acoustic chill.mp3-68bb42b60467eee9facd38e1f9b4a65c.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://b4g7eg5kymocq"
path="res://.godot/imported/reflected light.mp3-a2db49d1e46994f6b49e5a8e2b77ea68.mp3str"
[deps]
source_file="res://ZGlobal/Sounds/reflected light.mp3"
dest_files=["res://.godot/imported/reflected light.mp3-a2db49d1e46994f6b49e5a8e2b77ea68.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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extends Node
var Date: int = 0
var Gold: int
var BusyTimeUpgrades: Array = [0, 0, 0, 0, 0, 0]
var HelmetOwned: PackedInt64Array = [0]
var WeaponsOwned: PackedInt64Array = [0, 0]
var ArmourOwned: PackedInt64Array = [0]
# ItemsPath = "user://Items"
# MoneyPath: String = "user://Money"
# BusyTimeUpgradesPath: String = "user://BusyTimeUpgrades"
# DailyPath: String = "user://Daily"
# DailyDonePath: String = "user://DoneDaily"
# DatePath: String = "user://Date"
var ItemsPath: String = "user://Items"
var StatsPath: String = "user://Stats"
var CoinRollsPath: String = "user://Rolls"
func _ready():
# Fuck this.
if !FileAccess.file_exists("user://Money"):
var file = FileAccess.open("user://Money", FileAccess.WRITE_READ)
file.close()
if !FileAccess.file_exists("user://BusyTimeUpgrades"):
SaveList(BusyTimeUpgrades, "user://BusyTimeUpgrades")
if !FileAccess.file_exists("user://Daily"):
var file = FileAccess.open("user://Daily", FileAccess.WRITE_READ)
file.close()
if !FileAccess.file_exists("user://DoneDaily"):
var file = FileAccess.open("user://DoneDaily", FileAccess.WRITE_READ)
file.close()
if !FileAccess.file_exists("user://Stats"):
pass # There isn't any reason
if !FileAccess.file_exists("user://Rolls"):
var file = FileAccess.open("user://Rolls", FileAccess.WRITE_READ)
file.close()
if !FileAccess.file_exists("user://Date"):
var file = FileAccess.open("user://Date", FileAccess.WRITE_READ)
file.close()
if !FileAccess.file_exists("user://Items"):
SaveItems()
# Rolls isn't here because of a weird bug. I don't know how to fix it.
# Port some task stuff to here.
func SaveList(PrimaryList: Array, PrimaryPath: String, SecondaryList: Array = [], SecondaryPath: String = ""):
var FileList = FileAccess.open(PrimaryPath, FileAccess.WRITE)
var FileList2 = FileAccess.open(SecondaryPath, FileAccess.WRITE)
for i in PrimaryList:
FileList.store_line(str(i))
if SecondaryPath != "":
for i in SecondaryList:
FileList2.store_line(str(i))
FileList.close()
if SecondaryPath != "":
FileList2.close()
func LoadList(PrimaryPath: String):
if !FileAccess.file_exists(PrimaryPath):
return []
var FileList = FileAccess.open(PrimaryPath, FileAccess.READ)
var stringie = FileList.get_line()
var List: PackedStringArray = []
while stringie != "":
List.append(stringie)
stringie = FileList.get_line()
return List
func SaveSingle(PrimarySingle, PrimaryPath: String):
var file = FileAccess.open(PrimaryPath, FileAccess.WRITE)
file.store_line(str(PrimarySingle))
file.close()
func LoadSingle(PrimaryPath: String):
if !FileAccess.file_exists(PrimaryPath):
return
var file = FileAccess.open(PrimaryPath, FileAccess.READ)
return file.get_line()
# Other things go here. These don't fit into the List or Single format.
func SaveItems():
var file = FileAccess.open("user://Items", FileAccess.WRITE)
for i in HelmetOwned:
file.store_line(str(i))
for i in WeaponsOwned:
file.store_line(str(i))
for i in ArmourOwned:
file.store_line(str(i))
file.close()
func ChangeMoney(cash: int):
Gold = Gold + cash
SaveSingle(Gold, "user://Money")
func Reset_Everything():
Gold = 0
BusyTimeUpgrades = [0]
SaveList(GlobalVars.BusyTimeUpgrades, "user://BusyTimeUpgrades")
SaveSingle(Gold, "user://Money")
func SaveStats(Enemies: Array, Php, Pmaxhp, Pattack, PHeal, Plevel, Ehp, Emaxhp, Eattack, EHeal, Elevel, Exp, Points):
var File = FileAccess.open(StatsPath, FileAccess.WRITE)
File.store_line(str(Enemies[0]))
File.store_line(str(Enemies[1]))
File.store_line(str(Enemies[2]))
File.store_line(str(Enemies[3]))
File.store_line(str(Enemies[4]))
File.store_line(str(Enemies[5]))
File.store_line(str(Php))
File.store_line(str(Pmaxhp))
File.store_line(str(Pattack))
File.store_line(str(PHeal))
File.store_line(str(Plevel))
File.store_line(str(Ehp))
File.store_line(str(Emaxhp))
File.store_line(str(Eattack))
File.store_line(str(EHeal))
File.store_line(str(Elevel))
File.store_line(str(Exp))
File.store_line(str(Points))
File.close()
func SaveRolls(P: int, N: int, D: int, Q: int, H: int, Do: int, RP: int, RN: int, RD: int, RQ: int, RH: int, RDo: int):
var File = FileAccess.open(CoinRollsPath, FileAccess.WRITE)
File.store_line(str(P))
File.store_line(str(N))
File.store_line(str(D))
File.store_line(str(Q))
File.store_line(str(H))
File.store_line(str(Do))
File.store_line(str(RP))
File.store_line(str(RN))
File.store_line(str(RD))
File.store_line(str(RQ))
File.store_line(str(RH))
File.store_line(str(RDo))
File.close()

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[gd_scene load_steps=7 format=3 uid="uid://dw40u2fc4fhrc"]
[ext_resource type="Script" path="res://ZGlobal/Multi-Music Player.gd" id="1_f15ix"]
[ext_resource type="AudioStream" uid="uid://dov18fvhxs334" path="res://ZGlobal/Sounds/ambient classical guitar.mp3" id="2_w6kyo"]
[ext_resource type="AudioStream" uid="uid://dii70y0y4hv3t" path="res://ZGlobal/Sounds/deep water adventure ambient underwater music.mp3" id="3_gr7jp"]
[ext_resource type="AudioStream" uid="uid://cs2j0am8d8wr8" path="res://ZGlobal/Sounds/dreamy emotional ambient piano dreamy sky.mp3" id="4_ge0gm"]
[ext_resource type="AudioStream" uid="uid://dieeofvdh35yt" path="res://ZGlobal/Sounds/morning garden acoustic chill.mp3" id="5_7xgrt"]
[ext_resource type="AudioStream" uid="uid://b4g7eg5kymocq" path="res://ZGlobal/Sounds/reflected light.mp3" id="6_21mt0"]
[node name="Multi-Music Player" type="AudioStreamPlayer"]
volume_db = -5.0
script = ExtResource("1_f15ix")
Sound = Array[AudioStreamMP3]([ExtResource("2_w6kyo"), ExtResource("3_gr7jp"), ExtResource("4_ge0gm"), ExtResource("5_7xgrt"), ExtResource("6_21mt0")])

38
Gamify Life/project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Gamify Life"
run/main_scene="res://Menu Stuffs/Scene/Main Menu.tscn"
config/features=PackedStringArray("4.1", "Mobile")
boot_splash/bg_color=Color(0.141176, 0.141176, 0.141176, 1)
[autoload]
GlobalVars="*res://ZGlobal/global_vars.gd"
Player="*res://Tasks Stuffs/Scripts/Player.gd"
Enemy="*res://Tasks Stuffs/Scripts/Enemy.gd"
[display]
window/size/viewport_width=960
window/size/viewport_height=600
window/stretch/mode="viewport"
[filesystem]
import/blender/enabled=false
import/fbx/enabled=false
[rendering]
renderer/rendering_method="mobile"
textures/vram_compression/import_etc2_astc=true

232
LICENSE.md Normal file
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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified versions of the software inside them, although the manufacturer can do so. This is fundamentally incompatible with the aim of protecting users' freedom to change the software. The systematic pattern of such abuse occurs in the area of products for individuals to use, which is precisely where it is most unacceptable. Therefore, we have designed this version of the GPL to prohibit the practice for those products. If such problems arise substantially in other domains, we stand ready to extend this provision to those domains in future versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS
0. Definitions.
“This License” refers to version 3 of the GNU General Public License.
“Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks.
“The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations.
To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. The resulting work is called a “modified version” of the earlier work or a work “based on” the earlier work.
A “covered work” means either the unmodified Program or a work based on the Program.
To “propagate” a work means to do anything with it that, without permission, would make you directly or secondarily liable for infringement under applicable copyright law, except executing it on a computer or modifying a private copy. Propagation includes copying, distribution (with or without modification), making available to the public, and in some countries other activities as well.
To “convey” a work means any kind of propagation that enables other parties to make or receive copies. Mere interaction with a user through a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays “Appropriate Legal Notices” to the extent that it includes a convenient and prominently visible feature that (1) displays an appropriate copyright notice, and (2) tells the user that there is no warranty for the work (except to the extent that warranties are provided), that licensees may convey the work under this License, and how to view a copy of this License. If the interface presents a list of user commands or options, such as a menu, a prominent item in the list meets this criterion.
1. Source Code.
The “source code” for a work means the preferred form of the work for making modifications to it. “Object code” means any non-source form of a work.
A “Standard Interface” means an interface that either is an official standard defined by a recognized standards body, or, in the case of interfaces specified for a particular programming language, one that is widely used among developers working in that language.
The “System Libraries” of an executable work include anything, other than the work as a whole, that (a) is included in the normal form of packaging a Major Component, but which is not part of that Major Component, and (b) serves only to enable use of the work with that Major Component, or to implement a Standard Interface for which an implementation is available to the public in source code form. A “Major Component”, in this context, means a major essential component (kernel, window system, and so on) of the specific operating system (if any) on which the executable work runs, or a compiler used to produce the work, or an object code interpreter used to run it.
The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work. For example, Corresponding Source includes interface definition files associated with source files for the work, and the source code for shared libraries and dynamically linked subprograms that the work is specifically designed to require, such as by intimate data communication or control flow between those subprograms and other parts of the work.
The Corresponding Source need not include anything that users can regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of copyright on the Program, and are irrevocable provided the stated conditions are met. This License explicitly affirms your unlimited permission to run the unmodified Program. The output from running a covered work is covered by this License only if the output, given its content, constitutes a covered work. This License acknowledges your rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey, without conditions so long as your license otherwise remains in force. You may convey covered works to others for the sole purpose of having them make modifications exclusively for you, or provide you with facilities for running those works, provided that you comply with the terms of this License in conveying all material for which you do not control copyright. Those thus making or running the covered works for you must do so exclusively on your behalf, under your direction and control, on terms that prohibit them from making any copies of your copyrighted material outside their relationship with you.
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When you convey a covered work, you waive any legal power to forbid circumvention of technological measures to the extent such circumvention is effected by exercising rights under this License with respect to the covered work, and you disclaim any intention to limit operation or modification of the work as a means of enforcing, against the work's users, your or third parties' legal rights to forbid circumvention of technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.
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You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License, in one of these ways:
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A “User Product” is either (1) a “consumer product”, which means any tangible personal property which is normally used for personal, family, or household purposes, or (2) anything designed or sold for incorporation into a dwelling. In determining whether a product is a consumer product, doubtful cases shall be resolved in favor of coverage. For a particular product received by a particular user, “normally used” refers to a typical or common use of that class of product, regardless of the status of the particular user or of the way in which the particular user actually uses, or expects or is expected to use, the product. A product is a consumer product regardless of whether the product has substantial commercial, industrial or non-consumer uses, unless such uses represent the only significant mode of use of the product.
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If you convey an object code work under this section in, or with, or specifically for use in, a User Product, and the conveying occurs as part of a transaction in which the right of possession and use of the User Product is transferred to the recipient in perpetuity or for a fixed term (regardless of how the transaction is characterized), the Corresponding Source conveyed under this section must be accompanied by the Installation Information. But this requirement does not apply if neither you nor any third party retains the ability to install modified object code on the User Product (for example, the work has been installed in ROM).
The requirement to provide Installation Information does not include a requirement to continue to provide support service, warranty, or updates for a work that has been modified or installed by the recipient, or for the User Product in which it has been modified or installed. Access to a network may be denied when the modification itself materially and adversely affects the operation of the network or violates the rules and protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided, in accord with this section must be in a format that is publicly documented (and with an implementation available to the public in source code form), and must require no special password or key for unpacking, reading or copying.
7. Additional Terms.
“Additional permissions” are terms that supplement the terms of this License by making exceptions from one or more of its conditions. Additional permissions that are applicable to the entire Program shall be treated as though they were included in this License, to the extent that they are valid under applicable law. If additional permissions apply only to part of the Program, that part may be used separately under those permissions, but the entire Program remains governed by this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it. (Additional permissions may be written to require their own removal in certain cases when you modify the work.) You may place additional permissions on material, added by you to a covered work, for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you add to a covered work, you may (if authorized by the copyright holders of that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or author attributions in that material or in the Appropriate Legal Notices displayed by works containing it; or
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All other non-permissive additional terms are considered “further restrictions” within the meaning of section 10. If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice.
Termination of your rights under this section does not terminate the licenses of parties who have received copies or rights from you under this License. If your rights have been terminated and not permanently reinstated, you do not qualify to receive new licenses for the same material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License.
An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it.
11. Patents.
A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”.
A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version.
In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it.
A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
Gamify-Life
Copyright (C) 2023 CatAClock
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
Gamify-Life Copyright (C) 2023 CatAClock
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.

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# Gamify-Life
Want to kick a** and get through life? YOU DO! here ya go.
## All music provided by Pixabay. Please share your support by visiting their site and donating :D
## Reason for archival
I decided to archive this because the scope of the project got to big. I didn't put any polish into it. I believe this is why I am good at making templates but not games in general. I am going to change that. Also this is a replacement to the other Gamify project.