func on_map_load(root): # Add the mastery to The Charismatic. var collectable_prefab = preload("res://objects/nodes/collectable.tscn") var saver_prefab = preload("res://objects/nodes/saver.tscn") var usl_prefab = preload("res://objects/nodes/listeners/unlockSetterListener.tscn") var mastery = collectable_prefab.instantiate() mastery.name = "collectable" mastery.position = Vector3(-17, 2, -29) mastery.rotation_degrees = Vector3(0, 45, 0) mastery.unlock_type = "smiley" mastery.material_override = load("res://assets/materials/gold.material") root.get_node("/root/scene/Components/Collectables").add_child.call_deferred(mastery) var usl = usl_prefab.instantiate() usl.name = "unlockSetterListenerMastery" usl.key = "charismatic_mastery" usl.value = "unlocked" usl.senders.append(NodePath("/root/scene/Components/Collectables/collectable")) root.get_node("/root/scene/Components").add_child.call_deferred(usl) var saver = saver_prefab.instantiate() saver.name = "saver_collectables" saver.type = "collectables" saver.senderGroup.append(NodePath("/root/scene/Components/Collectables")) root.get_node("/root/scene").add_child.call_deferred(saver)