diff --git a/Adventures in Lestoria/AdventuresInLestoria.cpp b/Adventures in Lestoria/AdventuresInLestoria.cpp index d9010c45..0adbf954 100644 --- a/Adventures in Lestoria/AdventuresInLestoria.cpp +++ b/Adventures in Lestoria/AdventuresInLestoria.cpp @@ -2727,7 +2727,6 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){ if(changeMusic==PLAY_LEVEL_MUSIC){ #pragma region Audio Preparation (Loading Phase 10) LoadingScreen::AddPhase([&](){ - Audio::SetAudioEvent("Default Volume"); game->audioEngine.fullyLoaded=true; //We assume there's no audio to load, so we just set the audio as fully loaded by default. if(MAP_DATA[GetCurrentLevel()].bgmSongName.length()>0){ Audio::PrepareBGM(MAP_DATA[GetCurrentLevel()].bgmSongName); diff --git a/Adventures in Lestoria/Version.h b/Adventures in Lestoria/Version.h index e0ce3f76..8c8b82fc 100644 --- a/Adventures in Lestoria/Version.h +++ b/Adventures in Lestoria/Version.h @@ -39,7 +39,7 @@ All rights reserved. #define VERSION_MAJOR 1 #define VERSION_MINOR 3 #define VERSION_PATCH 0 -#define VERSION_BUILD 11592 +#define VERSION_BUILD 11593 #define stringify(a) stringify_(a) #define stringify_(a) #a diff --git a/Adventures in Lestoria/assets/config/Monsters.txt b/Adventures in Lestoria/assets/config/Monsters.txt index 7fe42dba..0302b51e 100644 --- a/Adventures in Lestoria/assets/config/Monsters.txt +++ b/Adventures in Lestoria/assets/config/Monsters.txt @@ -1237,4 +1237,48 @@ Monsters # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # DROP[0] = Ring of the Bear,100%,1,1 } + Pirate + { + Health = 350 + Attack = 31 + + CollisionDmg = 10 + + MoveSpd = 110% + Size = 100% + + XP = 33 + + Strategy = Goblin Dagger + + # Wait time override for Run Towards strategy. + WaitTime = 0 + + #Size of each animation frame + SheetFrameSize = 36,36 + + # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST + 4-Way Spritesheet = True + + Animations + { + # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) + # Animations must be defined in the same order as they are in their sprite sheets + # The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator. + IDLE = 2, 0.6, Repeat + WALK = 4, 0.15, Repeat + STABBING = 4, 0.075, OneShot + DEATH = 4, 0.15, OneShot + SLASHING = 4, 0.075, OneShot + STAB = 1, 0.1, OneShot + SLASH = 1, 0.1, OneShot + } + + # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity + #DROP[0] = Broken Dagger,30%,1,1 + + Hurt Sound = Monster Hurt + Death Sound = Slime Dead + Walk Sound = Slime Walk + } } \ No newline at end of file diff --git a/Adventures in Lestoria/assets/gamepack.pak b/Adventures in Lestoria/assets/gamepack.pak index 4e9e870a..75c8ab13 100644 Binary files a/Adventures in Lestoria/assets/gamepack.pak and b/Adventures in Lestoria/assets/gamepack.pak differ diff --git a/x64/Release/Adventures in Lestoria.exe b/x64/Release/Adventures in Lestoria.exe index 0940e786..e6d9c7a8 100644 Binary files a/x64/Release/Adventures in Lestoria.exe and b/x64/Release/Adventures in Lestoria.exe differ