The pirate treasure: each player's own mound at their X, dug with a pickaxe; the drowned crew rise at night or when the chest comes up; the ship's compass, a spyglass, a cutlass and pirate gold; online too
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@@ -18,11 +18,12 @@ func display_name() -> String:
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func interact_prompt(p: Node) -> String:
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if is_dead():
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return "Bones [E] Search"
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var s := "Barrow guard"
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# (A barrow guard, or a drowned sailor at a treasure dig: treasure.gd.)
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var s: String = def.name
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match state:
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"rest": s = "Barrow guard (still... for now)"
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"charge": s = "Barrow guard (coming for you!)"
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"home": s = "Barrow guard (going back to its post)"
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"rest": s += " (still... for now)"
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"charge": s += " (coming for you!)"
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"home": s += " (going back to its post)"
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if not Actions.melee_stats(p).armed and not ItemDB.get_item(p.held_item_id()).has("bow"):
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s += " (you need a weapon: a club cracks bone)"
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return s
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@@ -46,7 +47,7 @@ func _think(dt: float) -> void:
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_goal_d = d
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if d < def.attack_range and _attack_cd <= 0.0 and _can_reach(player):
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_attack_cd = def.attack_cd
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player.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "a barrow guard")
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player.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "a %s" % String(def.name).to_lower())
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"home":
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if barrow.wakes_for(player) and barrow.center().distance_to(pp) < barrow.LEASH:
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state = "charge"
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