Feather bullet attack speed increased. Clarify why a stage overlay mask is not automatically created if attempting to use one prematurely. Adjusted level tiles, moving bonus boss to its proper tile. Release Build 9578.

mac-build
sigonasr2 6 months ago
parent f24cf38f85
commit 13b3e74591
  1. 2
      Adventures in Lestoria/StageMaskPolygon.cpp
  2. 9
      Adventures in Lestoria/StoneGolem.cpp
  3. 2
      Adventures in Lestoria/Version.h
  4. 2
      Adventures in Lestoria/Zephy.cpp
  5. 15
      Adventures in Lestoria/assets/Campaigns/World_Map.tmx
  6. 2
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  7. 6
      Adventures in Lestoria/assets/config/levels.txt
  8. BIN
      x64/Release/Adventures in Lestoria.exe

@ -89,7 +89,7 @@ const bool StageMaskPolygon::HasOverlay()const{
} }
void StageMaskPolygon::SetBlendColor(const Pixel overlayCol){ void StageMaskPolygon::SetBlendColor(const Pixel overlayCol){
if(!HasOverlay())ERR("WARNING! Trying to set the blend color when there is no overlay on this stage mask polygon! THIS IS NOT ALLOWED!"); if(!HasOverlay())ERR("WARNING! Trying to set the blend color when there is no overlay on this stage mask polygon! To enable the overlay, an overlay image argument must be provided in the constructor of the stage mask polygon.");
overlay.value().overlayCol=overlayCol; overlay.value().overlayCol=overlayCol;
} }

@ -38,7 +38,12 @@ All rights reserved.
#include "Monster.h" #include "Monster.h"
#include "MonsterStrategyHelpers.h" #include "MonsterStrategyHelpers.h"
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
INCLUDE_game
using A=Attribute;
void Monster::STRATEGY::STONE_GOLEM(Monster&m,float fElapsedTime,std::string strategy){ void Monster::STRATEGY::STONE_GOLEM(Monster&m,float fElapsedTime,std::string strategy){
enum PhaseName{ enum PhaseName{
@ -47,7 +52,9 @@ void Monster::STRATEGY::STONE_GOLEM(Monster&m,float fElapsedTime,std::string str
switch(m.phase){ switch(m.phase){
case INITIALIZE:{ case INITIALIZE:{
if(m.F(A::CASTING_TIMER)<=0.f){
m.PerformAnimation("STONE PILLAR CAST",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
}
}break; }break;
} }
} }

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1 #define VERSION_MAJOR 1
#define VERSION_MINOR 2 #define VERSION_MINOR 2
#define VERSION_PATCH 3 #define VERSION_PATCH 3
#define VERSION_BUILD 9576 #define VERSION_BUILD 9578
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -376,7 +376,7 @@ void Monster::STRATEGY::ZEPHY(Monster&m,float fElapsedTime,std::string strategy)
CreateBullet(Feather)(ConfigVec("Mid Phase.Large Tornado Position"),vf2d{ConfigPixels("Mid Phase.Feather Speed"),util::random(2*PI)}.cart(),ConfigFloat("Mid Phase.Feather Radius"),ConfigInt("Mid Phase.Feather Damage"),m.OnUpperLevel(),false,INFINITE,false,WHITE)EndBullet; CreateBullet(Feather)(ConfigVec("Mid Phase.Large Tornado Position"),vf2d{ConfigPixels("Mid Phase.Feather Speed"),util::random(2*PI)}.cart(),ConfigFloat("Mid Phase.Feather Radius"),ConfigInt("Mid Phase.Feather Damage"),m.OnUpperLevel(),false,INFINITE,false,WHITE)EndBullet;
m.F(A::SHOOT_TIMER)=GetHighestFeatherRateFromConfig(game->BossEncounterMobCount()); m.F(A::SHOOT_TIMER)=GetHighestFeatherRateFromConfig(game->BossEncounterMobCount()-1); //Subtract one because we aren't counting the boss as part of this.
} }
}break; }break;
} }

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="left-down" width="250" height="177" tilewidth="4" tileheight="4" infinite="0" nextlayerid="5" nextobjectid="30"> <map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="left-down" width="250" height="177" tilewidth="4" tileheight="4" infinite="0" nextlayerid="5" nextobjectid="31">
<properties> <properties>
<property name="Background Music" propertytype="BGM" value="overworld"/> <property name="Background Music" propertytype="BGM" value="overworld"/>
<property name="Level Type" propertytype="LevelType" value="World Map"/> <property name="Level Type" propertytype="LevelType" value="World Map"/>
@ -690,7 +690,7 @@
<property name="Connection 1 - North" type="object" value="21"/> <property name="Connection 1 - North" type="object" value="21"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/> <property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/> <property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/> <property name="Unlock Condition" propertytype="Level" value="STORY_1_3"/>
</properties> </properties>
</object> </object>
<object id="21" name="Stage II-II" type="StagePlate" x="217" y="205" width="42" height="14"> <object id="21" name="Stage II-II" type="StagePlate" x="217" y="205" width="42" height="14">
@ -755,7 +755,7 @@
<object id="28" name="Boss II" type="StagePlate" x="237" y="137" width="30" height="22"> <object id="28" name="Boss II" type="StagePlate" x="237" y="137" width="30" height="22">
<properties> <properties>
<property name="Connection 4 - West" type="object" value="29"/> <property name="Connection 4 - West" type="object" value="29"/>
<property name="Map" propertytype="Level" value="BOSS_2_B"/> <property name="Map" propertytype="Level" value="BOSS_2"/>
<property name="Type" propertytype="StageType" value="BOSS"/> <property name="Type" propertytype="StageType" value="BOSS"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/> <property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
</properties> </properties>
@ -767,5 +767,14 @@
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/> <property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
</properties> </properties>
</object> </object>
<object id="30" name="Boss B-II" type="StagePlate" x="289" y="49" width="30" height="22">
<properties>
<property name="Connection 3 - South" type="object" value="27"/>
<property name="Connection 4 - West" type="object" value="27"/>
<property name="Map" propertytype="Level" value="BOSS_2_B"/>
<property name="Type" propertytype="StageType" value="BOSS"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
</properties>
</object>
</objectgroup> </objectgroup>
</map> </map>

@ -891,7 +891,7 @@ MonsterStrategy
1 monster = 4.5/s 1 monster = 4.5/s
} }
Feather Speed = 150units/s Feather Speed = 300units/s
Feather Radius = 4px Feather Radius = 4px
Feather Damage = 10 Feather Damage = 10
} }

@ -147,6 +147,12 @@ Levels
# Loot[0] = Berries, 1, 5, 100% # Loot[0] = Berries, 1, 5, 100%
} }
BOSS_2_B BOSS_2_B
{
Map File = Boss_2_B.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
{ {
Map File = Boss_2.tmx Map File = Boss_2.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item. # Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.

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