Implement Wizard Ability 1 (Firebolt) configuration parameters.
This commit is contained in:
parent
667be871bb
commit
13546015ce
@ -9,6 +9,8 @@ Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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Debug|x64 = Debug|x64
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Debug|x86 = Debug|x86
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Debug|x86 = Debug|x86
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Release Desktop|x64 = Release Desktop|x64
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Release Desktop|x86 = Release Desktop|x86
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Release|x64 = Release|x64
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Release|x64 = Release|x64
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Release|x86 = Release|x86
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Release|x86 = Release|x86
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EndGlobalSection
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EndGlobalSection
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@ -17,6 +19,10 @@ Global
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Debug|x64.Build.0 = Debug|x64
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Debug|x64.Build.0 = Debug|x64
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Debug|x86.ActiveCfg = Debug|Win32
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Debug|x86.ActiveCfg = Debug|Win32
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Debug|x86.Build.0 = Debug|Win32
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Debug|x86.Build.0 = Debug|Win32
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release Desktop|x64.ActiveCfg = Release Desktop|x64
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release Desktop|x64.Build.0 = Release Desktop|x64
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release Desktop|x86.ActiveCfg = Release Desktop|Win32
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release Desktop|x86.Build.0 = Release Desktop|Win32
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release|x64.ActiveCfg = Release|x64
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release|x64.ActiveCfg = Release|x64
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release|x64.Build.0 = Release|x64
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release|x64.Build.0 = Release|x64
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release|x86.ActiveCfg = Release|Win32
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{8E3067AF-CFE7-4B11-BC6B-B867C32753D7}.Release|x86.ActiveCfg = Release|Win32
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@ -13,6 +13,14 @@
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<Configuration>Emscripten</Configuration>
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<Configuration>Emscripten</Configuration>
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<Platform>x64</Platform>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release Desktop|Win32">
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<Configuration>Release Desktop</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release Desktop|x64">
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<Configuration>Release Desktop</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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<Platform>Win32</Platform>
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@ -47,6 +55,13 @@
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<UseDebugLibraries>true</UseDebugLibraries>
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@ -60,6 +75,13 @@
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Label="Configuration" Condition="'$(Configuration)|$(Platform)'=='Emscripten|Win32'">
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<PropertyGroup Label="Configuration" Condition="'$(Configuration)|$(Platform)'=='Emscripten|Win32'">
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<PlatformToolset>v143</PlatformToolset>
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<PlatformToolset>v143</PlatformToolset>
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</PropertyGroup>
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</PropertyGroup>
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@ -77,12 +99,18 @@
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|Win32'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Label="UserMacros" />
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<ClCompile>
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@ -118,6 +146,25 @@
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<Command>powershell.exe -ExecutionPolicy Bypass -NoProfile -NonInteractive -File update_version.ps1 "./version.h"</Command>
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<Command>powershell.exe -ExecutionPolicy Bypass -NoProfile -NonInteractive -File update_version.ps1 "./version.h"</Command>
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</PreBuildEvent>
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</PreBuildEvent>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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</Link>
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<PreBuildEvent>
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<Command>powershell.exe -ExecutionPolicy Bypass -NoProfile -NonInteractive -File update_version.ps1 "./version.h"</Command>
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</PreBuildEvent>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<WarningLevel>Level3</WarningLevel>
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@ -161,6 +208,30 @@
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<Command>powershell.exe -ExecutionPolicy Bypass -NoProfile -NonInteractive -File emscripten_build.ps1</Command>
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<Command>powershell.exe -ExecutionPolicy Bypass -NoProfile -NonInteractive -File emscripten_build.ps1</Command>
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</PostBuildEvent>
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</PostBuildEvent>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<LanguageStandard>stdcpp17</LanguageStandard>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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</Link>
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<PreBuildEvent>
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<Command>powershell.exe -ExecutionPolicy Bypass -NoProfile -NonInteractive -File update_version.ps1 "./version.h"</Command>
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</PreBuildEvent>
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<PostBuildEvent>
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<Command>
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</Command>
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</PostBuildEvent>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Emscripten|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Emscripten|Win32'">
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<Link>
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<Link>
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<SubSystem>Console</SubSystem>
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<SubSystem>Console</SubSystem>
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@ -14,7 +14,7 @@ void EnergyBolt::Update(float fElapsedTime){
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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if(lastParticleSpawn==0){
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if(lastParticleSpawn==0){
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lastParticleSpawn="Wizard.Auto Attack.ParticleFrequency"_F;
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lastParticleSpawn="Wizard.Auto Attack.ParticleFrequency"_F;
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game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Auto Attack.ParticleLifetimeRange"_FRange,AnimationState::ENERGY_PARTICLE,upperLevel,"Wizard.Auto Attack.ParticleSizeRange"_FRange,"Wizard.Auto Attack.ParticleFadeoutTime"_F,vf2d{"Wizard.Auto Attack.ParicleSpeedRange"_FRange,"Wizard.Auto Attack.ParicleSpeedRange"_FRange}));
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game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Auto Attack.ParticleLifetimeRange"_FRange,AnimationState::ENERGY_PARTICLE,upperLevel,"Wizard.Auto Attack.ParticleSizeRange"_FRange,"Wizard.Auto Attack.ParticleFadeoutTime"_F,vf2d{"Wizard.Auto Attack.ParticleSpeedRange"_FRange,"Wizard.Auto Attack.ParticleSpeedRange"_FRange}));
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}
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}
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}
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}
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@ -14,15 +14,15 @@ FireBolt::FireBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,boo
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void FireBolt::Update(float fElapsedTime){
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void FireBolt::Update(float fElapsedTime){
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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if(lastParticleSpawn==0){
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if(lastParticleSpawn==0){
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lastParticleSpawn=0.03;
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lastParticleSpawn="Wizard.Ability 1.ParticleFrequency"_F;
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game->AddEffect(std::make_unique<Effect>(pos,util::random(1),AnimationState::ENERGY_PARTICLE,upperLevel,util::random(2),0.3,vf2d{util::random(120)-60,-util::random(60)},Pixel{255,uint8_t(util::random(250)),0}));
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game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Ability 1.ParticleLifetimeRange"_FRange,AnimationState::ENERGY_PARTICLE,upperLevel,"Wizard.Ability 1.ParticleSizeRange"_FRange,"Wizard.Ability 1.ParticleFadeoutTime"_F,vf2d{"Wizard.Ability 1.ParticleXSpeedRange"_FRange,"Wizard.Ability 1.ParticleYSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.ParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.ParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.ParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.ParticleAlphaRange"_FRange)}));
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}
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}
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}
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}
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bool FireBolt::PlayerHit(Player*player)
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bool FireBolt::PlayerHit(Player*player)
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{
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{
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deactivated=true;
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deactivated=true;
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fadeOutTime=0.2f;
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fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,5,0.25,vf2d{},Pixel{240,120,60}));
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,5,0.25,vf2d{},Pixel{240,120,60}));
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return false;
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return false;
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}
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}
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@ -30,12 +30,12 @@ bool FireBolt::PlayerHit(Player*player)
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bool FireBolt::MonsterHit(Monster& monster)
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bool FireBolt::MonsterHit(Monster& monster)
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{
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{
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deactivated=true;
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deactivated=true;
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fadeOutTime=0.2f;
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fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
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for(int i=0;i<72;i++){
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for(int i=0;i<"Wizard.Ability 1.BulletHitExplosionParticleCount"_I;i++){
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),util::random(0.5),AnimationState::DOT_PARTICLE,upperLevel,util::random(2),util::random(0.4),vf2d{util::random(300)-150,util::random(300)-150},Pixel{255,uint8_t(util::random(190)+60),60}));
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),"Wizard.Ability 1.BulletHitExplosionParticleLifetimeRange"_FRange,AnimationState::DOT_PARTICLE,upperLevel,"Wizard.Ability 1.BulletHitExplosionParticleSizeRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.BulletHitExplosionParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleAlphaRange"_FRange)}));
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}
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}
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game->SetupWorldShake(0.25);
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game->SetupWorldShake("Wizard.Ability 1.WorldShakeTime"_F);
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game->HurtEnemies(monster.GetPos(),2.5*24,3*damage,OnUpperLevel());
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game->HurtEnemies(monster.GetPos(),"Wizard.Ability 1.BulletHitExplosionRange"_F/100*12,"Wizard.Ability 1.BulletHitExplosionDamageMult"_F*damage,OnUpperLevel());
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,5,0.25,vf2d{},Pixel{240,120,60}));
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,"Wizard.Ability 1.BulletHitExplosionRange"_F/100*2,"Wizard.Ability 1.BulletHitExplosionFadeoutTime"_F,vf2d{},"Wizard.Ability 1.BulletHitExplosionColor"_Pixel));
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return false;
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return false;
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}
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}
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 908
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#define VERSION_BUILD 913
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -81,6 +81,45 @@ Wizard
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#Coloring of the bullet.
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#Coloring of the bullet.
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BulletColor = 240, 120, 60, 255
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BulletColor = 240, 120, 60, 255
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# When bullet makes contact, how fast the bullet will fade out.
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BulletHitFadeoutTime = 0.2
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WorldShakeTime = 0.25
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BulletHitExplosionRange = 250
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# WARNING! This is how much damage multipled from the original damage of a fire bolt, not the base damage of the player.
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BulletHitExplosionDamageMult = 3
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BulletHitExplosionFadeoutTime = 0.25
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BulletHitExplosionColor = 240, 120, 60, 255
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# The number of particles that spawn when a fire bolt explodes on contact.
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BulletHitExplosionParticleCount = 72
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BulletHitExplosionParticleLifetimeRange = 0,0.5
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BulletHitExplosionParticleSizeRange = 0,2
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BulletHitExplosionParticleFadeoutTimeRange = 0,0.4
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BulletHitExplosionParticleSpeedRange = -150,150
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# Specific color randomization ranges for the explosion particles.
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BulletHitExplosionParticleRedRange = 255,255
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BulletHitExplosionParticleGreenRange = 60,250
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BulletHitExplosionParticleBlueRange = 60,60
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BulletHitExplosionParticleAlphaRange = 255,255
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# How much time passes before another particle spawns from the bullet.
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ParticleFrequency = 0.03
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# Specify a minimum and maximum range
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ParticleLifetimeRange = 0,1
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ParticleSizeRange = 0,2
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ParticleFadeoutTime = 0.3
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ParticleXSpeedRange = -60,60
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ParticleYSpeedRange = -60,-60
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# Specific color randomization ranges for the fire bolt particles.
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ParticleRedRange = 255,255
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ParticleGreenRange = 0,250
|
||||||
|
ParticleBlueRange = 0,0
|
||||||
|
ParticleAlphaRange = 255,255
|
||||||
}
|
}
|
||||||
Ability 2
|
Ability 2
|
||||||
{
|
{
|
||||||
|
@ -16,4 +16,4 @@ class_directory = classes/
|
|||||||
class_list = Warrior, Thief, Ranger, Trapper, Wizard, Witch
|
class_list = Warrior, Thief, Ranger, Trapper, Wizard, Witch
|
||||||
|
|
||||||
# Whether or not to show individual data accesses from config data structure.
|
# Whether or not to show individual data accesses from config data structure.
|
||||||
debug_access_options = 0
|
debug_access_options = 1
|
BIN
x64/Release Desktop/Crawler.exe
Normal file
BIN
x64/Release Desktop/Crawler.exe
Normal file
Binary file not shown.
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Reference in New Issue
Block a user