This commit is contained in:
Quapsel 2024-07-03 05:47:32 +02:00
commit 086e1e3f9c
8 changed files with 2825 additions and 14664 deletions

View File

@ -129,12 +129,12 @@ void MonsterData::InitializeMonsterData(){
if(DATA["Monsters"][MonsterName]["4-Way Spritesheet"].GetBool()){
hasFourWaySpriteSheet=true;
for(int direction=0;direction<4;direction++){
CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterImgName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style});
CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style});
animations.push_back(std::format("{}_{}",animationName,direction));
}
}else{
CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterImgName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
animations.push_back(animationName);
}

View File

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 3
#define VERSION_BUILD 9896
#define VERSION_BUILD 9906
#define stringify(a) stringify_(a)
#define stringify_(a) #a

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -520,7 +520,7 @@ Monsters
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Boar Meat,20%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
@ -564,7 +564,7 @@ Monsters
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Broken Dagger,30%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
@ -606,7 +606,7 @@ Monsters
Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Broken Bow,30%,1,1
}
Goblin (Bombs)
{
@ -644,7 +644,7 @@ Monsters
Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Blackpowder,30%,1,1
}
Goblin Boar Rider
{
@ -697,7 +697,7 @@ Monsters
Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Boar Meat,20%,1,1
}
Hawk
{
@ -738,7 +738,7 @@ Monsters
Walk Sound = Wing Flap
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Hawk Feather,30%,1,1
}
Stone Elemental
{
@ -781,7 +781,7 @@ Monsters
Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Stone Heart,30%,1,1
}
Stone Pillar
{
@ -934,7 +934,7 @@ Monsters
Walk Sound = Wing Flap
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Bird's Treasure,100%,1,1
}
Hawk_NOXP
{ # A version of the Hawk that does not provide any XP. All other features remain identical.
@ -1050,7 +1050,7 @@ Monsters
Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
DROP[0] = Stone Ring,100%,1,1
}
Stone Golem Pillar
{ # Has three lives and breaks once all three health is lost. Changes sprite based on health.

View File

@ -146,6 +146,24 @@ Levels
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
CAMPAIGN_2_6
{
Map File = 2_6.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
CAMPAIGN_2_7
{
Map File = 2_7.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
CAMPAIGN_2_8
{
Map File = 2_8.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
BOSS_2_B
{
Map File = Boss_2_B.tmx