Fix alpha colors not being applied to Effects. Move the Bear slam attack pattern to a separate phase within the second boss' cycle to avoid constantly rerolling and choose the stone toss attack. Make target indicator for the stone toss a different color from pillar casts. Release Build 9979.
m.I(A::ATTACK_COUNT)=m.I(A::BEAR_STOMP_COUNT);//Make sure the slams are now reset if necessary.
if(StoneThrowRollSucceeds){//The intent is one or the other attack is supposed to happen. We can't do the slam and a throw, rerolling repeatedly each tick is unncessary.
PrepareSafeAreas();//Recalculate safe areas if the shockwave attack is going off.
m.phase=SHOCKWAVE;
}elsem.F(A::SAFE_AREA_WAIT_TIMER)-=fElapsedTime;
};
}break;
caseBEAR_ATTACK:{
BEAR(m,fElapsedTime,"Bear");
//Extending the bear script's variables to read the state of it...
constboolSlamHasFinished=m.I(A::ATTACK_COUNT)!=m.I(A::BEAR_STOMP_COUNT);//The bear script uses the internal phase variable to determine the state of things.
if(SlamHasFinished){
m.phase=STANDARD;
m.I(A::ATTACK_COUNT)=m.I(A::BEAR_STOMP_COUNT);
}else
if(m.I(A::PHASE)==0){
//Walking towards... If 7 seconds or more occurs here, fallback to a different plan.