Use generated gold reward chip
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@@ -10917,7 +10917,7 @@ func _rebuild_result_reward_strip() -> void:
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elif bool(battle_result_summary.get("rewards_applied", false)):
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var gold_reward := int(battle_result_summary.get("gold", 0))
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if gold_reward > 0:
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result_reward_strip.add_child(_make_result_reward_text_chip("냥", "군자금 +%d냥" % gold_reward))
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result_reward_strip.add_child(_make_result_reward_gold_chip(gold_reward))
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var item_counts := _result_item_counts(battle_result_summary.get("items", []))
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var item_ids := item_counts.keys()
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item_ids.sort()
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@@ -10962,6 +10962,39 @@ func _make_result_reward_text_chip(label_text: String, tooltip_text: String) ->
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return panel
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func _make_result_reward_gold_chip(amount: int) -> PanelContainer:
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var tooltip := "군자금 +%d냥" % amount
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var panel := _make_result_reward_chip_shell(tooltip)
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panel.name = "ResultRewardGoldChip"
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var stack := Control.new()
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stack.set_anchors_preset(Control.PRESET_FULL_RECT)
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stack.tooltip_text = tooltip
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panel.add_child(stack)
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var icon_rect := TextureRect.new()
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icon_rect.name = "ResultRewardGoldIcon"
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icon_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
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icon_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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icon_rect.texture = _load_map_badge_texture("gold")
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icon_rect.visible = icon_rect.texture != null
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icon_rect.tooltip_text = tooltip
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stack.add_child(icon_rect)
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var fallback_label := Label.new()
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fallback_label.set_anchors_preset(Control.PRESET_FULL_RECT)
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fallback_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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fallback_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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fallback_label.text = "냥"
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fallback_label.visible = icon_rect.texture == null
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fallback_label.tooltip_text = tooltip
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_apply_label_style(fallback_label, UI_PARCHMENT_TEXT, 16)
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stack.add_child(fallback_label)
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stack.add_child(_make_result_reward_corner_badge("+", tooltip))
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return panel
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func _make_result_reward_item_chip(item_id: String, count: int) -> PanelContainer:
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var item := state.get_item_def(item_id)
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var display_name := _item_inventory_display_name(item_id)
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