Merge branch 'master' of http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria
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commit
086e1e3f9c
@ -129,12 +129,12 @@ void MonsterData::InitializeMonsterData(){
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if(DATA["Monsters"][MonsterName]["4-Way Spritesheet"].GetBool()){
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hasFourWaySpriteSheet=true;
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for(int direction=0;direction<4;direction++){
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CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterImgName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style});
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CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style});
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animations.push_back(std::format("{}_{}",animationName,direction));
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}
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}else{
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CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterImgName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
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CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
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animations.push_back(animationName);
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_BUILD 9896
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#define VERSION_BUILD 9906
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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Load Diff
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Load Diff
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Load Diff
@ -520,7 +520,7 @@ Monsters
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}
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Boar Meat,20%,1,1
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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@ -564,7 +564,7 @@ Monsters
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}
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Broken Dagger,30%,1,1
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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@ -606,7 +606,7 @@ Monsters
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Broken Bow,30%,1,1
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}
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Goblin (Bombs)
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{
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@ -644,7 +644,7 @@ Monsters
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Blackpowder,30%,1,1
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}
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Goblin Boar Rider
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{
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@ -697,7 +697,7 @@ Monsters
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Boar Meat,20%,1,1
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}
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Hawk
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{
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@ -738,7 +738,7 @@ Monsters
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Walk Sound = Wing Flap
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Hawk Feather,30%,1,1
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}
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Stone Elemental
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{
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@ -781,7 +781,7 @@ Monsters
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Stone Heart,30%,1,1
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}
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Stone Pillar
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{
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@ -934,7 +934,7 @@ Monsters
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Walk Sound = Wing Flap
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Bird's Treasure,100%,1,1
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}
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Hawk_NOXP
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{ # A version of the Hawk that does not provide any XP. All other features remain identical.
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@ -1050,7 +1050,7 @@ Monsters
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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DROP[0] = Stone Ring,100%,1,1
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}
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Stone Golem Pillar
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{ # Has three lives and breaks once all three health is lost. Changes sprite based on health.
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@ -146,6 +146,24 @@ Levels
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Loot[0] = Berries, 1, 5, 100%
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}
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CAMPAIGN_2_6
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{
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Map File = 2_6.tmx
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Loot[0] = Berries, 1, 5, 100%
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}
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CAMPAIGN_2_7
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{
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Map File = 2_7.tmx
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Loot[0] = Berries, 1, 5, 100%
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}
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CAMPAIGN_2_8
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{
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Map File = 2_8.tmx
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Loot[0] = Berries, 1, 5, 100%
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}
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BOSS_2_B
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{
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Map File = Boss_2_B.tmx
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