Adjusted audio events for earlier camp unlocks. Removed bass line for earlier versions of the camp song, reintroduce after chapter 2 is completed. Added placeholder Artificer sprite. Added Artificer dialog. Updated world map with a chapter 2 base location for convenience. Connect new connection points between map locations correctly. Adjust connection point unlock conditions and layer unlock conditions to their new chapter 2 levels. Release Build 10399.
This commit is contained in:
parent
7100bec234
commit
14bad7cf69
@ -268,7 +268,8 @@
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"CAMPAIGN_2_B1",
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"CAMPAIGN_2_B1",
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"BOSS_2",
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"BOSS_2",
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"BOSS_2_B",
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"BOSS_2_B",
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"STORY_2_1"
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"STORY_2_1",
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"STORY_2_2"
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],
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],
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"valuesAsFlags": false
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"valuesAsFlags": false
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},
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},
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@ -472,7 +473,8 @@
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"None",
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"None",
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"Blacksmith",
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"Blacksmith",
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"PotionCrafting",
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"PotionCrafting",
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"TravelingMerchant"
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"TravelingMerchant",
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"Artificer"
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],
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],
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"valuesAsFlags": false
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"valuesAsFlags": false
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},
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},
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@ -1154,6 +1154,9 @@
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<ClCompile Include="PoisonBottle.cpp">
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<ClCompile Include="PoisonBottle.cpp">
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<Filter>Source Files\Bullet Types</Filter>
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<Filter>Source Files\Bullet Types</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="Chapter 2.txt">
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<Filter>Configurations\Story</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="cpp.hint" />
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<None Include="cpp.hint" />
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@ -335,7 +335,7 @@ bool AiL::OnUserCreate(){
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GameSettings::Initialize();
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GameSettings::Initialize();
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#endif
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#endif
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State_OverworldMap::SetStageMarker("starting_map_name"_S);
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State_OverworldMap::SetStageMarker("Player.Starting Location"_S);
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STEAMINPUT(
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STEAMINPUT(
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SteamInput()->Init(false);
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SteamInput()->Init(false);
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Input::LoadSteamButtonIcons();
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Input::LoadSteamButtonIcons();
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26
Adventures in Lestoria/Chapter 2.txt
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26
Adventures in Lestoria/Chapter 2.txt
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@ -0,0 +1,26 @@
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===ARTIFICER_INTRO===
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{BACKGROUND commercial_assets/Forest Clearing Campsite_Day.png}
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[Artificer]
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Hello adventurer! Welcome to my artificing station! I have not met you yet, may I have the pleasure of knowing your name?
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[You]
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Hello, my name is [You].
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[Artificer]
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Excellent! Nice to meet you, [You]. At my station you have the ability to refine and fix up imperfect jewelry discovered while exploring!
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Disassemble rings that are undesirable to you and retrieve fragments of them, then use the Refine station to empower your equipment further!
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This should let you get some use out of all those extra rings you're carrying around, eh?
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[You]
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Great, I think I could make good use of this. Thank you.
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===ARTIFICER_HELP===
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[Artificer]
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At this station you have the ability to refine and fix up imperfect jewelry discovered while exploring!
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Disassemble rings that are undesirable to you and retrieve fragments of them, then use the Refine station to empower your equipment further!
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You can make use of those extra rings you have been piling up!
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@ -4,12 +4,32 @@ Artificer
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- Unlocks an additional feature after Chapter 3 - Bonus Boss
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- Unlocks an additional feature after Chapter 3 - Bonus Boss
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- Is available in the hub area
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- Is available in the hub area
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Artificer unlocks after beating chapter 2 bonus boss.
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Player heads to camp.
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Camera pans over to the Artificer's station, and a new NPC appears there.
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Then camera pans back over to the player
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The leave buttons are disabled and a tutorial prompt to visit the artificer appears.
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You go to the artificer and talk to them.
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Artificer explains that your accessories' stats may not have reached their full potential yet and can be refined.
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You can disassemble previously obtained rings to get ring fragments, then refine your rings to increase its power further.
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Artificer: Hello adventurer! Welcome to my artificing station! May I have the pleasure of knowing your name?
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[YOU]: Hello, my name is ____.
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Artificer: Excelent! Nice to meet you, [YOU]. Here you have the ability to refine and fix up imperfect jewelry discovered along your journey!
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Artificer: Break down rings that are undesirable to you to retrieve fragments, then use the Refining station to empower your equipment further!
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Artificer: This will let you get use out of all those extra rings you may be carrying around, eh?
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Artificer has 4 Dialog Options
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Artificer has 4 Dialog Options
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- Repair/Enhance (Name may change in the future)
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- Repair/Enhance/(Refine?) (Name may change in the future)
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- Disassemble
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- Disassemble
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- Enchant (Requieres Chapter 3 - Bonus boss)
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- Enchant (Requieres Chapter 3 - Bonus boss)
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- Help (Runs through the explanation again.)
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- Leave
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- Leave
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(Whichever is greater): Always go up by 20%/Always go up by 1
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Enhancing Gear
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Enhancing Gear
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- increases the stats of an item.
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- increases the stats of an item.
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- Increases a random stat by a random amount that did not reach its cap. (cant go higher then 20% of its current amount in on Enhance attempt and cant go higher then the max stat value of the item)
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- Increases a random stat by a random amount that did not reach its cap. (cant go higher then 20% of its current amount in on Enhance attempt and cant go higher then the max stat value of the item)
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@ -83,6 +83,9 @@ void Monster::STRATEGY::NPC(Monster&m,float fElapsedTime,std::string strategy){
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}else
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}else
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if(m.npcData.function=="TravelingMerchant"){
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if(m.npcData.function=="TravelingMerchant"){
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Menu::OpenMenu(MenuType::MERCHANT);
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Menu::OpenMenu(MenuType::MERCHANT);
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}else
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if(m.npcData.function=="Artificer"){
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Menu::OpenMenu(MenuType::MERCHANT);
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}
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}
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}
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}
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}else{
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}else{
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@ -68,6 +68,9 @@ void State_GameHub::OnStateChange(GameState*prevState){
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}
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}
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void State_GameHub::OnLevelLoad(){
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void State_GameHub::OnLevelLoad(){
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game->UpdateDiscordStatus("Camp",game->GetPlayer()->GetClassName());
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game->UpdateDiscordStatus("Camp",game->GetPlayer()->GetClassName());
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if(Unlock::IsUnlocked("STORY_2_2")){
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Audio::SetAudioEvent("Chapter3Unlock");
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}else
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if(Unlock::IsUnlocked("STORY_1_3")){
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if(Unlock::IsUnlocked("STORY_1_3")){
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Audio::SetAudioEvent("Chapter2Unlock");
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Audio::SetAudioEvent("Chapter2Unlock");
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}else
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}else
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@ -63,8 +63,10 @@ void State_OverworldMap::OnStateChange(GameState*prevState){
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game->ResetCompletedStageFlag();
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game->ResetCompletedStageFlag();
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if(Unlock::IsUnlocked("STORY_1_3")){
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justUnlockedChapter2=false;
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if(Unlock::IsUnlocked("STORY_1_3")&&game->GetCurrentChapter()==1){
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game->SetChapter(2);
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game->SetChapter(2);
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justUnlockedChapter2=true;
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}
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}
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game->LoadLevel("WORLD_MAP");
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game->LoadLevel("WORLD_MAP");
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@ -74,6 +76,7 @@ void State_OverworldMap::OnLevelLoad(){
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Menu::CloseAllMenus();
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Menu::CloseAllMenus();
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}
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}
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game->GetPlayer()->ForceSetPos(currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16});
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game->GetPlayer()->ForceSetPos(currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16});
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if(justUnlockedChapter2)SetStageMarker("Player.Chapter 2 Unlock Set Location"_S);
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playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
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playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
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game->GetPlayer()->UpdateWalkingAnimation(DOWN);
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game->GetPlayer()->UpdateWalkingAnimation(DOWN);
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game->GetPlayer()->SetState(State::FORCE_WALK);
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game->GetPlayer()->SetState(State::FORCE_WALK);
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@ -101,6 +104,7 @@ void State_OverworldMap::OnUserUpdate(AiL*game){
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if(geom2d::line<float>(game->GetPlayer()->GetPos(),playerTargetPos).length()<2){
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if(geom2d::line<float>(game->GetPlayer()->GetPos(),playerTargetPos).length()<2){
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game->GetPlayer()->SetPos(playerTargetPos);
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game->GetPlayer()->SetPos(playerTargetPos);
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}else{
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}else{
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game->GetPlayer()->SetAnimationBasedOnTarget("WALK",playerTargetPos);
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game->GetPlayer()->SetPos(game->GetPlayer()->GetPos()+util::pointTo(game->GetPlayer()->GetPos(),playerTargetPos)*playerMoveSpd*game->GetElapsedTime());
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game->GetPlayer()->SetPos(game->GetPlayer()->GetPos()+util::pointTo(game->GetPlayer()->GetPos(),playerTargetPos)*playerMoveSpd*game->GetElapsedTime());
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}
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}
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}
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}
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@ -116,18 +120,6 @@ void State_OverworldMap::OnUserUpdate(AiL*game){
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if(mouseUsed){
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if(mouseUsed){
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UpdateCurrentConnectionPoint(cp);
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UpdateCurrentConnectionPoint(cp);
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playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
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playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
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float angleTo=util::angleTo(game->GetPlayer()->GetPos(),playerTargetPos);
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if(angleTo>=-3*PI/4&&angleTo<-PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(UP);
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}else
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if(angleTo<PI/4&&angleTo>=-PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(RIGHT);
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}else
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if(angleTo>=PI/4&&angleTo<3*PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(DOWN);
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}else{
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game->GetPlayer()->UpdateWalkingAnimation(LEFT);
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}
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if(abs(game->KEY_SCROLLHORZ_L.Analog())>=0.2f||abs(game->KEY_SCROLLVERT_L.Analog()>=0.2f))analogMove=true;
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if(abs(game->KEY_SCROLLHORZ_L.Analog())>=0.2f||abs(game->KEY_SCROLLVERT_L.Analog()>=0.2f))analogMove=true;
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goto doneNavigating;
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goto doneNavigating;
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}else{
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}else{
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@ -148,18 +140,6 @@ void State_OverworldMap::OnUserUpdate(AiL*game){
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if(Unlock::IsUnlocked(neighbor.unlockCondition)&&targetDirection==directionInd){
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if(Unlock::IsUnlocked(neighbor.unlockCondition)&&targetDirection==directionInd){
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UpdateCurrentConnectionPoint(neighbor);
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UpdateCurrentConnectionPoint(neighbor);
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playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
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playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
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float angleTo=util::angleTo(game->GetPlayer()->GetPos(),playerTargetPos);
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if(angleTo>=-3*PI/4&&angleTo<-PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(UP);
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}else
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if(angleTo<PI/4&&angleTo>=-PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(RIGHT);
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}else
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if(angleTo>=PI/4&&angleTo<3*PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(DOWN);
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}else{
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game->GetPlayer()->UpdateWalkingAnimation(LEFT);
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}
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if(abs(game->KEY_SCROLLHORZ_L.Analog())>=0.2f||abs(game->KEY_SCROLLVERT_L.Analog()>=0.2f))analogMove=true;
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if(abs(game->KEY_SCROLLHORZ_L.Analog())>=0.2f||abs(game->KEY_SCROLLVERT_L.Analog()>=0.2f))analogMove=true;
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goto doneNavigating;
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goto doneNavigating;
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}
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}
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@ -48,6 +48,7 @@ class State_OverworldMap:public GameState{
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const float playerMoveSpd=48.0;
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const float playerMoveSpd=48.0;
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bool analogMove=false;
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bool analogMove=false;
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float mosaicAmt=0.f;
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float mosaicAmt=0.f;
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bool justUnlockedChapter2{false};
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public:
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public:
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State_OverworldMap();
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State_OverworldMap();
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static std::vector<ConnectionPoint>connections;
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static std::vector<ConnectionPoint>connections;
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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_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_PATCH 3
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#define VERSION_BUILD 10391
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#define VERSION_BUILD 10399
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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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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="70" height="60" tilewidth="12" tileheight="12" infinite="0" nextlayerid="9" nextobjectid="3">
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="70" height="60" tilewidth="12" tileheight="12" infinite="0" nextlayerid="9" nextobjectid="4">
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<properties>
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<properties>
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<property name="Backdrop" propertytype="Backdrop" value="forest"/>
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<property name="Backdrop" propertytype="Backdrop" value="forest"/>
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<property name="Background Music" propertytype="BGM" value="base_camp"/>
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<property name="Background Music" propertytype="BGM" value="base_camp"/>
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@ -207,7 +207,7 @@
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</layer>
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</layer>
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<layer id="5" name="Layer 4 (Artificer)" class="EventLayer" width="70" height="60">
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<layer id="5" name="Layer 4 (Artificer)" class="EventLayer" width="70" height="60">
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<properties>
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<properties>
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<property name="Layer Unlock Condition" propertytype="Level" value="STORY_2_1"/>
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<property name="Layer Unlock Condition" propertytype="Level" value="BOSS_2_B"/>
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</properties>
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</properties>
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<data encoding="csv">
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<data encoding="csv">
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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@ -418,7 +418,6 @@
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<property name="Function" propertytype="NPCFunction" value="Blacksmith"/>
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<property name="Function" propertytype="NPCFunction" value="Blacksmith"/>
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<property name="NPC Name" value="Greg"/>
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<property name="NPC Name" value="Greg"/>
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<property name="Roaming Range" type="int" value="300"/>
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<property name="Roaming Range" type="int" value="300"/>
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<property name="Spawn Flag" type="int" value="1"/>
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<property name="Spritesheet" value="Greg.png"/>
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<property name="Spritesheet" value="Greg.png"/>
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<property name="Unlock Condition" propertytype="Level" value="STORY_1_2"/>
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<property name="Unlock Condition" propertytype="Level" value="STORY_1_2"/>
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</properties>
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</properties>
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@ -444,5 +443,15 @@
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<point/>
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<point/>
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</object>
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</object>
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<object id="2" name="Player Spawn" type="PlayerSpawnLocation" x="373" y="384" width="24" height="24"/>
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<object id="2" name="Player Spawn" type="PlayerSpawnLocation" x="373" y="384" width="24" height="24"/>
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|
<object id="3" name="Artificer (NPC)" type="NPC" x="519" y="516">
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<properties>
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<property name="Function" propertytype="NPCFunction" value="Artificer"/>
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<property name="NPC Name" value="Artificer"/>
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<property name="Roaming Range" type="int" value="300"/>
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<property name="Spritesheet" value="Artificer.png"/>
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<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_2_B1"/>
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</properties>
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<point/>
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|
</object>
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</objectgroup>
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</objectgroup>
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</map>
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</map>
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|
@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
|
<?xml version="1.0" encoding="UTF-8"?>
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<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="32">
|
<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="34">
|
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<properties>
|
<properties>
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<property name="Background Music" propertytype="BGM" value="overworld"/>
|
<property name="Background Music" propertytype="BGM" value="overworld"/>
|
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<property name="Level Type" propertytype="LevelType" value="World Map"/>
|
<property name="Level Type" propertytype="LevelType" value="World Map"/>
|
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@ -436,12 +436,12 @@
|
|||||||
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,10862,10863,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,10862,10863,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
@ -573,7 +573,7 @@
|
|||||||
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_1"/>
|
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_1"/>
|
||||||
</properties>
|
</properties>
|
||||||
</object>
|
</object>
|
||||||
<object id="5" name="Story I" type="StagePlate" x="344" y="476" width="20" height="24">
|
<object id="5" name="Story I-I" type="StagePlate" x="344" y="476" width="20" height="24">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="Connection 1 - North" type="object" value="8"/>
|
<property name="Connection 1 - North" type="object" value="8"/>
|
||||||
<property name="Connection 2 - East" type="object" value="8"/>
|
<property name="Connection 2 - East" type="object" value="8"/>
|
||||||
@ -591,7 +591,7 @@
|
|||||||
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_2"/>
|
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_2"/>
|
||||||
</properties>
|
</properties>
|
||||||
</object>
|
</object>
|
||||||
<object id="7" name="Story II" type="StagePlate" x="236" y="592" width="20" height="24">
|
<object id="7" name="Story I-II" type="StagePlate" x="236" y="592" width="20" height="24">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="Connection 3 - South" type="object" value="6"/>
|
<property name="Connection 3 - South" type="object" value="6"/>
|
||||||
<property name="Connection 4 - West" type="object" value="6"/>
|
<property name="Connection 4 - West" type="object" value="6"/>
|
||||||
@ -600,9 +600,9 @@
|
|||||||
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_2"/>
|
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_2"/>
|
||||||
</properties>
|
</properties>
|
||||||
</object>
|
</object>
|
||||||
<object id="8" name="Camp" type="StagePlate" x="416" y="416" width="20" height="24">
|
<object id="8" name="Camp I" type="StagePlate" x="416" y="416" width="20" height="24">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="Connection 1 - North" type="object" value="20"/>
|
<property name="Connection 1 - North" type="object" value="33"/>
|
||||||
<property name="Map" propertytype="Level" value="HUB"/>
|
<property name="Map" propertytype="Level" value="HUB"/>
|
||||||
<property name="Type" propertytype="StageType" value="HUB"/>
|
<property name="Type" propertytype="StageType" value="HUB"/>
|
||||||
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
|
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
|
||||||
@ -662,7 +662,7 @@
|
|||||||
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_7"/>
|
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_7"/>
|
||||||
</properties>
|
</properties>
|
||||||
</object>
|
</object>
|
||||||
<object id="16" name="Story III" type="StagePlate" x="160" y="612" width="20" height="24">
|
<object id="16" name="Story I-III" type="StagePlate" x="160" y="612" width="20" height="24">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="Map" propertytype="Level" value="STORY_1_3"/>
|
<property name="Map" propertytype="Level" value="STORY_1_3"/>
|
||||||
<property name="Type" propertytype="StageType" value="STORY"/>
|
<property name="Type" propertytype="StageType" value="STORY"/>
|
||||||
@ -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_3"/>
|
<property name="Unlock Condition" propertytype="Level" value="STORY_2_1"/>
|
||||||
</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">
|
||||||
@ -755,23 +755,23 @@
|
|||||||
</object>
|
</object>
|
||||||
<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="32"/>
|
||||||
<property name="Map" propertytype="Level" value="BOSS_2"/>
|
<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="CAMPAIGN_2_8"/>
|
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_2_8"/>
|
||||||
</properties>
|
</properties>
|
||||||
</object>
|
</object>
|
||||||
<object id="29" name="Story IV" type="StagePlate" x="229" y="105" width="18" height="22">
|
<object id="29" name="Story II-I" type="StagePlate" x="273" y="249" width="18" height="22">
|
||||||
<properties>
|
<properties>
|
||||||
|
<property name="Connection 1 - North" type="object" value="20"/>
|
||||||
|
<property name="Connection 4 - West" type="object" value="20"/>
|
||||||
<property name="Map" propertytype="Level" value="STORY_2_1"/>
|
<property name="Map" propertytype="Level" value="STORY_2_1"/>
|
||||||
<property name="Type" propertytype="StageType" value="STORY"/>
|
<property name="Type" propertytype="StageType" value="STORY"/>
|
||||||
<property name="Unlock Condition" propertytype="Level" value="BOSS_2"/>
|
<property name="Unlock Condition" propertytype="Level" value="STORY_1_3"/>
|
||||||
</properties>
|
</properties>
|
||||||
</object>
|
</object>
|
||||||
<object id="30" name="Boss B-II" type="StagePlate" x="289" y="49" width="30" height="22">
|
<object id="30" name="Boss B-II" type="StagePlate" x="289" y="49" width="30" height="22">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="Connection 3 - South" type="object" value="0"/>
|
|
||||||
<property name="Connection 4 - West" type="object" value="0"/>
|
|
||||||
<property name="Map" propertytype="Level" value="BOSS_2_B"/>
|
<property name="Map" propertytype="Level" value="BOSS_2_B"/>
|
||||||
<property name="Type" propertytype="StageType" value="BOSS"/>
|
<property name="Type" propertytype="StageType" value="BOSS"/>
|
||||||
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_2_B1"/>
|
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_2_B1"/>
|
||||||
@ -785,5 +785,20 @@
|
|||||||
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_2_5"/>
|
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_2_5"/>
|
||||||
</properties>
|
</properties>
|
||||||
</object>
|
</object>
|
||||||
|
<object id="32" name="Story II-II" type="StagePlate" x="229" y="105" width="18" height="22">
|
||||||
|
<properties>
|
||||||
|
<property name="Map" propertytype="Level" value="STORY_2_1"/>
|
||||||
|
<property name="Type" propertytype="StageType" value="STORY"/>
|
||||||
|
<property name="Unlock Condition" propertytype="Level" value="BOSS_2"/>
|
||||||
|
</properties>
|
||||||
|
</object>
|
||||||
|
<object id="33" name="Camp II" type="StagePlate" x="308" y="248" width="20" height="24">
|
||||||
|
<properties>
|
||||||
|
<property name="Connection 4 - West" type="object" value="29"/>
|
||||||
|
<property name="Map" propertytype="Level" value="HUB"/>
|
||||||
|
<property name="Type" propertytype="StageType" value="HUB"/>
|
||||||
|
<property name="Unlock Condition" propertytype="Level" value="STORY_1_3"/>
|
||||||
|
</properties>
|
||||||
|
</object>
|
||||||
</objectgroup>
|
</objectgroup>
|
||||||
</map>
|
</map>
|
||||||
|
@ -75,6 +75,31 @@ NPCs
|
|||||||
RIGHT = 1, 0.1, OneShot
|
RIGHT = 1, 0.1, OneShot
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Hurt Sound = Monster Hurt
|
||||||
|
Death Sound = Slime Dead
|
||||||
|
Walk Sound = Slime Walk
|
||||||
|
}
|
||||||
|
Artificer
|
||||||
|
{
|
||||||
|
Strategy = NPC
|
||||||
|
|
||||||
|
#Size of each animation frame
|
||||||
|
SheetFrameSize = 24,24
|
||||||
|
|
||||||
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
||||||
|
4-Way Spritesheet = False
|
||||||
|
|
||||||
|
Animations
|
||||||
|
{
|
||||||
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
|
||||||
|
# Animations must be defined in the same order as they are in their sprite sheets
|
||||||
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
||||||
|
DOWN = 1, 0.1, OneShot
|
||||||
|
UP = 1, 0.1, OneShot
|
||||||
|
LEFT = 1, 0.1, OneShot
|
||||||
|
RIGHT = 1, 0.1, OneShot
|
||||||
|
}
|
||||||
|
|
||||||
Hurt Sound = Monster Hurt
|
Hurt Sound = Monster Hurt
|
||||||
Death Sound = Slime Dead
|
Death Sound = Slime Dead
|
||||||
Walk Sound = Slime Walk
|
Walk Sound = Slime Walk
|
||||||
|
@ -4,7 +4,10 @@ Player
|
|||||||
MoveSpd = 100
|
MoveSpd = 100
|
||||||
|
|
||||||
# Game Map Starting Location
|
# Game Map Starting Location
|
||||||
Starting Location = Story I
|
Starting Location = Story I-I
|
||||||
|
|
||||||
|
# Which stage plate to set the player at when chapter 2 is unlocked.
|
||||||
|
Chapter 2 Unlock Set Location = Camp II
|
||||||
|
|
||||||
# Player Class Minimap Image offset
|
# Player Class Minimap Image offset
|
||||||
Minimap Image Offset = 12,11
|
Minimap Image Offset = 12,11
|
||||||
|
@ -93,9 +93,10 @@ BGM
|
|||||||
|
|
||||||
Events
|
Events
|
||||||
{
|
{
|
||||||
Default Volume = 60%,60%,0%,0%,0%,0%,0%,0%,60%,60%
|
Default Volume = 0%,60%,0%,0%,0%,0%,0%,0%,60%,60%
|
||||||
BlacksmithUnlock = 60%,60%,60%,0%,0%,0%,0%,60%,60%,60%
|
BlacksmithUnlock = 0%,60%,60%,0%,0%,0%,0%,60%,60%,60%
|
||||||
Chapter2Unlock = 80%,80%,60%,0%,100%,70%,0%,60%,80%,60%
|
Chapter2Unlock = 0%,80%,60%,0%,100%,70%,0%,60%,80%,60%
|
||||||
|
Chapter3Unlock = 80%,100%,100%,0%,100%,100%,60%,80%,100%,80%
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4,6 +4,7 @@ Events
|
|||||||
TitleScreenLoaded = "Occurs when the title screen intro is done"
|
TitleScreenLoaded = "Occurs when the title screen intro is done"
|
||||||
BlacksmithUnlock = "Blacksmith appears in the camp."
|
BlacksmithUnlock = "Blacksmith appears in the camp."
|
||||||
Chapter2Unlock = "Chapter 2 is unlocked (beat the demo)"
|
Chapter2Unlock = "Chapter 2 is unlocked (beat the demo)"
|
||||||
|
Chapter3Unlock = "Chapter 3 is unlocked (After beating the Stone Golem)"
|
||||||
|
|
||||||
SFX
|
SFX
|
||||||
{
|
{
|
||||||
|
@ -1,8 +1,5 @@
|
|||||||
map_path = assets/Campaigns/
|
map_path = assets/Campaigns/
|
||||||
|
|
||||||
# The starting node that all players begin on.
|
|
||||||
starting_map_name = Story I
|
|
||||||
|
|
||||||
Levels
|
Levels
|
||||||
{
|
{
|
||||||
# Optionally specify
|
# Optionally specify
|
||||||
|
BIN
Adventures in Lestoria/assets/npcs/Artificer.png
Normal file
BIN
Adventures in Lestoria/assets/npcs/Artificer.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 7.3 KiB |
Binary file not shown.
Loading…
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Reference in New Issue
Block a user