extends ReferenceRect onready var rect_frontrow := Rect2($ref0/ref_frontrow.rect_position, $ref0/ref_frontrow.rect_size) onready var rect_backrow := Rect2($ref0/ref_backrow.rect_position, $ref0/ref_backrow.rect_size) onready var row_rects := [rect_frontrow, rect_backrow] func update_labels(data: Dictionary, i: int): var c = data.characters[i] var character = c.character_id var job = c.current_job_id var cj_idx = character*22 + job $ref0/lbl_name.text = data.character_names_decoded[character] $ref0/lbl_lv_cur.text = '%d' % c.level $ref1/lbl_job.text = StringLoader.tables.job_names[job] $ref1/lbl_abp_lv_cur.text = '%d-' % c.current_job_level $ref1/lbl_abp_progress.text = '%d/' % c.current_job_abp $ref1/lbl_abp_next.text = '%d' % c.current_job_abp # Revisit $ref1/lbl_hp_cur.text = '%d/' % c.hp_current $ref1/lbl_hp_max.text = '%d' % c.hp_max $ref1/lbl_mp_cur.text = '%d/' % c.mp_current $ref1/lbl_mp_max.text = '%d' % c.mp_max $'ref_commands/1'.text = StringLoader.get_ability_name(c.ability_1) $'ref_commands/2'.text = StringLoader.get_ability_name(c.ability_2) $'ref_commands/3'.text = StringLoader.get_ability_name(c.ability_3) $'ref_commands/4'.text = StringLoader.get_ability_name(c.ability_4) # Draw character battle sprite in either ref_frontrow or ref_backrow $ref0/PC.position = row_rects[c.is_back_row].position $ref0/PC.material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[cj_idx]) $ref0/PC.texture = SpriteLoader.strip_textures[cj_idx] # Think about status icons # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta: float) -> void: # pass