* Refactor skill points to support multiple types Reworked the skill point system to support multiple types (e.g., Memory, Blood) instead of a single experience cap. Added CP14SkillPointPrototype, updated skill storage and UI to handle per-type points, and adjusted related logic and prototypes. Updated localization and assets to reflect these changes. * oopsie * Update human.yml * Update CP14SkillUIController.cs * Refactor skill storage to use skillPoints config Replaced 'experienceMaxCap: 0' with 'skillPoints: Memory: max: 0' in Skeletons T1, T2, and undead mob prototypes. This change standardizes skill storage configuration and improves clarity.
21 lines
975 B
XML
21 lines
975 B
XML
<Control xmlns="https://spacestation14.io" HorizontalExpand="True">
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<BoxContainer Name="MainContainer"
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Orientation="Horizontal"
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HorizontalExpand="True">
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<Button Name="MainButton"
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HorizontalExpand="True"
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VerticalExpand="True"
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StyleClasses="OpenRight"
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Margin="0 0 -1 0">
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<BoxContainer Orientation="Horizontal" HorizontalExpand="True" HorizontalAlignment="Right">
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<TextureRect Name="SkillPointImage" VerticalAlignment="Center" Visible="False" HorizontalAlignment="Center" Margin="0 0 8 0" TextureScale="2, 2" Access="Public"/>
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<Label Name="SkillTreeLabel" Margin="-5 0 0 0"/>
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</BoxContainer>
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</Button>
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<PanelContainer Name="ColorPanel"
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VerticalExpand="True"
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SetWidth="7"
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Margin="0 1 0 0" />
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</BoxContainer>
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</Control>
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