Fix cmake for emscripten, do not include discord files. Add in second boss config preparations
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@ -92,5 +92,6 @@
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"future": "cpp",
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"future": "cpp",
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"any": "cpp",
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"any": "cpp",
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"source_location": "cpp"
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"source_location": "cpp"
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}
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},
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"editor.suggest.insertMode": "replace"
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}
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}
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@ -18,6 +18,8 @@ January 31st
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============
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============
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Make new unlocked nodes more obvious, made neighboring nodes more obvious
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Make new unlocked nodes more obvious, made neighboring nodes more obvious
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When a boss dies, an exit ring should spawn at the death location.
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Implement Ursule, Mother of Bears Boss
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Implement Ursule, Mother of Bears Boss
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Story proofreading/correcting/storyboarding
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Story proofreading/correcting/storyboarding
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- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
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- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
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@ -227,4 +227,167 @@ MonsterStrategy
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# How long the duration of the knockup is.
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# How long the duration of the knockup is.
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Attack Knockup Duration = 0.7s
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Attack Knockup Duration = 0.7s
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}
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}
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# The Ursule, Mother of Bears Boss script
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Ursule
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{
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# Which phase to start on. Should be 1 most of the time.
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StartPhase = 1
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Wisp Pattern 0
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{
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Row[0] = .O...O..
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Row[1] = O...O...
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Row[2] = ...O...O
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Row[3] = ..O...O.
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Row[4] = .O...O..
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Row[5] = O...O...
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}
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Wisp Pattern 1
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{
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Row[0] = ........
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Row[1] = O.O.O.O.
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Row[2] = ........
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Row[3] = .O.O.O.O
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Row[4] = ........
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Row[5] = O.O.O.O.
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}
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Wisp Pattern 2
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{
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Row[0] = O......O
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Row[1] = ........
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Row[2] = ........
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Row[3] = ...OO...
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Row[4] = ..O..O..
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Row[5] = .O....O.
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}
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Wisp Pattern 3
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{
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Row[0] = .O....O.
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Row[1] = O......O
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Row[2] = ........
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Row[3] = ..O..O..
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Row[4] = ..O..O..
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Row[5] = ...OO...
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}
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Wisp Pattern 4
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{
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Row[0] = ........
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Row[1] = ......O.
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Row[2] = ..O.....
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Row[3] = .....O..
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Row[4] = .O......
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Row[5] = ........
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}
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Wisp Pattern 5
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{
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Row[0] = O.O.O.O.
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Row[1] = O.O.O.O.
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Row[2] = ........
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Row[3] = ........
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Row[4] = .O.O.O.O
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Row[5] = .O.O.O.O
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}
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Wisp Pattern 6
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{
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Row[0] = ........
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Row[1] = ........
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Row[2] = ........
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Row[3] = OOO..OOO
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Row[4] = ........
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Row[5] = ........
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}
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Wisp Pattern 7
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{
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Row[0] = .OO..OO.
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Row[1] = O......O
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Row[2] = ...O....
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Row[3] = ..O.....
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Row[4] = .O......
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Row[5] = O...OOOO
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}
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Wisp Pattern 8
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{
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Row[0] = ........
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Row[1] = ...OO...
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Row[2] = ..OOOO..
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Row[3] = ..OOOO..
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Row[4] = ...OO...
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Row[5] = ........
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}
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Phase 2
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{
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# Percentage of health to transition to Phase 2
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Change = 80%
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# Percentage of damage reduced on the bear while the barrier is active.
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Barrier Damage Reduction = 100%
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# Speed at which the wisp moves downwards.
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Wisp Speed = 100%
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# RGBA value of the wisp.
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Wisp Color = 247, 157, 0, 255
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# There are 6 rows of wisps and we want them to spawn outside the arena
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Wisp Pattern Spawn Y = -144
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# How much time (in seconds) to wait between each pattern spawn.
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# 100% speed means it takes 6 seconds for all the wisps to move entirely down.
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Wisp Pattern Spawn Wait Time = 6.0s
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# This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats.
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Wisp Pattern Random Selection = Bag
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# How many patterns to spawn before continuing to Phase 3.
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Wisp Pattern Spawn Count = 9
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# Wait for the wisp count to be at or below this value before proceeding to Phase 3.
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Wisp Count Phase Change Wait = 0
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}
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Phase 3
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{
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# Minimum range the bear will decide to charge the player.
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Charge Range = 700
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# Amount of time the bear spends preparing to charge.
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Charge Cast Time = 0.6s
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# Amount of speed to gain during the charge attack.
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Charge Speed Boost = 60%
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# Cooldown time of the charge attack.
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Charge Attack Cooldown = 15.0s
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# Amount of damage to deal on impact during a charge attack.
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Charge Attack Damage = 30
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# Amount of knockback to cause to the player when hit by the charging attack.
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Charge Attack Knockback Strength = 2.5
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}
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Phase 4
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{
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# Percentage of health to transition to Phase 4
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Change = 50%
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# Percentage of damage reduced on the bear while the barrier is active.
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Barrier Damage Reduction = 100%
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# Speed at which the wisp moves downwards.
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Wisp Speed = 130%
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# RGBA value of the wisp.
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Wisp Color = 247, 95, 0, 255
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# There are 6 rows of wisps and we want them to spawn outside the arena
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Wisp Pattern Spawn Y = -144
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# How much time (in seconds) to wait between each pattern spawn.
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# 130% speed means it takes 4.61 seconds for all the wisps to move entirely down.
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Wisp Pattern Spawn Wait Time = 4.61s
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# This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats.
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Wisp Pattern Random Selection = Random
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}
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}
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}
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}
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@ -328,4 +328,61 @@ Monsters
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# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
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# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
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ANIMATION[0] = 4, 0.2, OneShot
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ANIMATION[0] = 4, 0.2, OneShot
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}
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}
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Ursule, Mother of Bears
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{
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Health = 5000
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Attack = 30
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CollisionDmg = 10
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MoveSpd = 95%
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Size = 800%
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XP = 200
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Strategy = Ursule
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# vvvvv Bear script overrides vvvvv
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# How close the bear has to get to begin its attack.
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Attack Range = 500
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# How large the range of the attack is.
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Smash Attack Diameter = 640
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# How long the bear charges up its attack.
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Chargeup Time = 0.8s
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# How long to wait in animation time before the attack hits.
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Attack Animation Wait Time = 0.3s
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# How long the duration of the knockup is.
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Attack Knockup Duration = 0.4s
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# ^^^^^ End Bear script overrides ^^^^^
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
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IdleAnimation = 4, 0.3, Repeat
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JumpAnimation = 5, 0.2, Repeat
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ShootAnimation = 3, 0.2, OneShot
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DeathAnimation = 3, 0.15, OneShot
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Bear Blood,10%,1,2
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DROP[1] = Bear Claw,30%,1,1
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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#Additional custom animations go down below. Start with ANIMATION[0] Order is:
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# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
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# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
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ANIMATION[0] = 4, 0.1, OneShot
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}
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}
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}
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Binary file not shown.
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After Width: | Height: | Size: 14 KiB |
@ -35,7 +35,7 @@ var Module = {
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})(),
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})(),
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};
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};
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</script>
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</script>
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<script async type="text/javascript" src="pge.js"></script>
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<script async type="text/javascript" src="AdventuresInLestoria.js"></script>
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<script type="text/javascript">
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<script type="text/javascript">
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Module.canvas.addEventListener("resize", (e) => {
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Module.canvas.addEventListener("resize", (e) => {
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@ -86,10 +86,12 @@ file(
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GLOB SOURCE_CXX_FILES
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GLOB SOURCE_CXX_FILES
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"${SOURCE_CXX_SRC_DIR}/*.cpp"
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"${SOURCE_CXX_SRC_DIR}/*.cpp"
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)
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)
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file(
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if (NOT EMSCRIPTEN)
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GLOB SOURCE_CXX_FILES2
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file(
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"${SOURCE_CXX_SRC_DIR}/discord-files/*.cpp"
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GLOB SOURCE_CXX_FILES2
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)
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"${SOURCE_CXX_SRC_DIR}/discord-files/*.cpp"
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)
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endif()
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list(APPEND SOURCE_CXX_FILES ${SOURCE_CXX_FILES2})
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list(APPEND SOURCE_CXX_FILES ${SOURCE_CXX_FILES2})
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