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Updated to include Michael's relic
Added 4 new relics: -Energy Drink: decreases max combo bar on pickup - Bandage: heals player after each combat - Medkit: heals player after each loop - Vinyl record: all loop effects trigger twice (excluding vinyl record)
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Globals/FunkEngineNameSpace.cs

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@@ -229,6 +229,8 @@ public enum BattleEffectTrigger
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SelfNoteHit,
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OnPickup,
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OnLoop,
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OnBattleStart,
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OnBattleEnd,
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}
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public enum Stages

Globals/Scribe.cs

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@@ -223,6 +223,82 @@ public partial class Scribe : Node
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),
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}
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),
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new RelicTemplate(
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6,
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"Energy Drink",
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"Take a chance to cool down and sip an energy drink to increase your max energy bar.",
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Rarity.Common,
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GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_EnergyDrink.png"),
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new RelicEffect[]
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{
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new RelicEffect(
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BattleEffectTrigger.OnPickup,
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10,
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(e, self, val) =>
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{
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StageProducer.PlayerStats.MaxComboBar -= val;
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}
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),
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}
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),
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new RelicTemplate(
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7,
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"Bandage",
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"A clean strip of cloth. Use it after a fight to patch up and feel better.",
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Rarity.Common,
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GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_Bandage.png"),
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new RelicEffect[]
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{
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new RelicEffect(
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BattleEffectTrigger.OnBattleEnd,
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10,
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(e, self, val) =>
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{
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StageProducer.PlayerStats.CurrentHealth += val;
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}
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),
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}
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),
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new RelicTemplate(
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8,
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"Medkit",
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"A small kit with medical supplies. Heals you a bit after each loop.",
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Rarity.Common,
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GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_Medkit.png"),
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new RelicEffect[]
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{
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new RelicEffect(
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BattleEffectTrigger.OnLoop,
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5,
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(e, self, val) =>
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{
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e.BD.Player.Heal(val);
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}
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),
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}
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),
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new RelicTemplate(
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9,
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"Vinyl Record",
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"Right round, right round. All loop effects trigger twice.",
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Rarity.Legendary,
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GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_VinylRecord.png"),
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new RelicEffect[]
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{
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new RelicEffect(
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BattleEffectTrigger.OnLoop,
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0,
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(e, self, val) =>
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{
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if (
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(e is BattleDirector.Harbinger.LoopEventArgs eLoop)
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&& !eLoop.ArtificialLoop
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)
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BattleDirector.Harbinger.Instance.InvokeChartLoop(eLoop.Loop);
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}
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),
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}
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),
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};
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public static readonly SongTemplate[] SongDictionary = new[]
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{
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availableRelics = availableRelics.Append(RelicDictionary[0].Clone()).ToArray();
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}
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return availableRelics;
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}
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