Add final progression to tiny sword, fixes and tweeks required
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docs/gyms/tiny_sword/buildings/devil_idol/Castle.png
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docs/gyms/tiny_sword/buildings/devil_idol/Castle.png
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docs/gyms/tiny_sword/buildings/devil_idol/Castle.png.import
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docs/gyms/tiny_sword/buildings/devil_idol/Castle.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://rpedoq4102to"
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path="res://.godot/imported/Castle.png-abe84e074a7668619903091d591ffce7.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://docs/gyms/tiny_sword/buildings/devil_idol/Castle.png"
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dest_files=["res://.godot/imported/Castle.png-abe84e074a7668619903091d591ffce7.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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135
docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd
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docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd
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class_name DevilIdol
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extends Node2D
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const UNLOCK_GOAL_ID: StringName = &"gold_50M_food_5M_wood_5M"
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const SAVE_KEY: String = "devil_idol_state"
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const HP_KEY: String = "current_hp"
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## Emitted when the idol takes damage.
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signal idol_damaged(current_hp: BigNumber, max_hp: BigNumber)
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## Emitted when the idol is destroyed (one-time win condition).
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signal idol_destroyed()
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## Maximum HP mantissa.
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@export var max_hp_mantissa: float = 1.0
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## Maximum HP exponent (default 1e12 = 1 trillion).
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@export var max_hp_exponent: int = 12
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@onready var game_state: LevelGameState = find_parent("LevelGameState")
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@onready var _sprite: Sprite2D = $Sprite2D
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@onready var _area: Area2D = $Area2D
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@onready var _panel: PanelContainer = $IdolPanel
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@onready var _hp_value: Label = $IdolPanel/MarginContainer/VBoxContainer/HPValue
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@onready var _damage_button: Button = $IdolPanel/MarginContainer/VBoxContainer/DamageButton
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@onready var _victory_label: Label = $IdolPanel/MarginContainer/VBoxContainer/VictoryLabel
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var _max_hp: BigNumber
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var _current_hp: BigNumber
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var _is_targetable: bool = false
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var _is_destroyed: bool = false
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func _ready() -> void:
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assert(game_state != null, "DevilIdol: LevelGameState parent not found")
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_max_hp = BigNumber.new(max_hp_mantissa, max_hp_exponent)
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_current_hp = BigNumber.new(max_hp_mantissa, max_hp_exponent)
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# Load persisted HP from save data
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_load_state()
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# Panel hidden by default; shown on hover if unlocked
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_panel.visible = false
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_victory_label.visible = false
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_damage_button.pressed.connect(_on_damage_button_pressed)
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# Connect to goal completion for unlocking
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game_state.goal_completed.connect(_on_goal_completed)
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# If goal was already completed in a previous session, unlock immediately
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if game_state.is_goal_completed(UNLOCK_GOAL_ID):
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_unlock_idol()
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_update_ui()
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func _on_area_2d_mouse_entered() -> void:
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if _is_targetable and not _is_destroyed:
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_panel.visible = true
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func _on_area_2d_mouse_exited() -> void:
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_panel.visible = false
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func _on_goal_completed(goal_id: StringName) -> void:
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if goal_id == UNLOCK_GOAL_ID:
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_unlock_idol()
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func _unlock_idol() -> void:
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_is_targetable = true
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func _on_damage_button_pressed() -> void:
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if _is_destroyed:
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return
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var unit_balance: BigNumber = game_state.get_currency_amount_by_id(&"unit")
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if unit_balance.mantissa <= 0.0:
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return
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# Spend all available units as damage
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var damage: BigNumber = BigNumber.new(unit_balance.mantissa, unit_balance.exponent)
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if game_state.spend_currency_by_id(&"unit", damage):
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_current_hp = _current_hp.subtract(damage)
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if _current_hp.mantissa <= 0.0:
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_current_hp = BigNumber.new(0.0, 0)
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_is_destroyed = true
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idol_destroyed.emit()
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_victory_label.visible = true
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_panel.visible = true
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idol_damaged.emit(_current_hp, _max_hp)
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_save_state()
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_update_ui()
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func _update_ui() -> void:
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if _is_destroyed:
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_hp_value.text = "0 / %s — DESTROYED" % _max_hp.to_string_suffix(2)
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_damage_button.disabled = true
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_damage_button.text = "VICTORY!"
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return
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var progress_pct: float = 0.0
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if _max_hp.mantissa > 0.0:
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progress_pct = (1.0 - (_current_hp.mantissa / _max_hp.mantissa)) * pow(10.0, float(_current_hp.exponent - _max_hp.exponent))
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progress_pct = clampf(progress_pct * 100.0, 0.0, 100.0)
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_hp_value.text = "%s / %s (%.1f%%)" % [_current_hp.to_string_suffix(2), _max_hp.to_string_suffix(2), progress_pct]
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var unit_balance: BigNumber = game_state.get_currency_amount_by_id(&"unit")
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_damage_button.text = "Send Army (%s units)" % unit_balance.to_string_suffix(2)
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_damage_button.disabled = unit_balance.mantissa <= 0.0
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func _save_state() -> void:
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if game_state == null:
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return
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var payload: Dictionary = {HP_KEY: _current_hp.serialize()}
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game_state.set_external_save_data(SAVE_KEY, payload)
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func _load_state() -> void:
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if game_state == null:
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return
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var saved: Dictionary = game_state.get_external_save_data(SAVE_KEY)
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if saved.has(HP_KEY):
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var raw_hp: Variant = saved.get(HP_KEY)
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if raw_hp is Dictionary:
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_current_hp = BigNumber.deserialize(raw_hp)
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if _current_hp.mantissa <= 0.0:
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_current_hp = BigNumber.new(0.0, 0)
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_is_destroyed = true
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_victory_label.visible = true
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uid://blfof77kjp7x0
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57
docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.tscn
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57
docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.tscn
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[gd_scene format=3 uid="uid://d1cvlnd5vwjol"]
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[ext_resource type="Script" uid="uid://blfof77kjp7x0" path="res://docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd" id="1_script"]
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[ext_resource type="Texture2D" uid="uid://rpedoq4102to" path="res://docs/gyms/tiny_sword/buildings/devil_idol/Castle.png" id="2_g7pcm"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_idol"]
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size = Vector2(312, 198)
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[node name="DevilIdol" type="Node2D" unique_id=797117647]
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script = ExtResource("1_script")
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[node name="Sprite2D" type="Sprite2D" parent="." unique_id=661703335]
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texture = ExtResource("2_g7pcm")
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[node name="Area2D" type="Area2D" parent="." unique_id=1812195052]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=1492517397]
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position = Vector2(1, 22)
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shape = SubResource("RectangleShape2D_idol")
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[node name="IdolPanel" type="PanelContainer" parent="." unique_id=906038530]
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offset_left = -200.0
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offset_top = -120.0
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offset_right = 200.0
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offset_bottom = -10.0
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[node name="MarginContainer" type="MarginContainer" parent="IdolPanel" unique_id=1952977282]
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layout_mode = 2
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theme_override_constants/margin_left = 10
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 10
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theme_override_constants/margin_bottom = 10
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[node name="VBoxContainer" type="VBoxContainer" parent="IdolPanel/MarginContainer" unique_id=1214756176]
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layout_mode = 2
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theme_override_constants/separation = 8
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[node name="TitleLabel" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=1268978638]
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layout_mode = 2
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text = "Devil Idol"
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[node name="HPValue" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=529436307]
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layout_mode = 2
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text = "??? / ???"
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[node name="DamageButton" type="Button" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=1565608485]
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layout_mode = 2
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disabled = true
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text = "Send Army"
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[node name="VictoryLabel" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=169309796]
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layout_mode = 2
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text = "THE DEVIL IDOL HAS BEEN DESTROYED!"
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horizontal_alignment = 1
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[connection signal="mouse_entered" from="Area2D" to="." method="_on_area_2d_mouse_entered"]
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[connection signal="mouse_exited" from="Area2D" to="." method="_on_area_2d_mouse_exited"]
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