Fix new maps having embedded tilesets (unsupported feature). Add in new overworld stage connections to new maps. Slightly randomize stone elemental attack cycles to vary their attack timings. Release Build 9352.

pull/57/head
sigonasr2 6 months ago
parent 45be6e80e6
commit 153589a232
  1. 10
      Adventures in Lestoria/Stone_Elemental.cpp
  2. 7
      Adventures in Lestoria/TODO.txt
  3. 2
      Adventures in Lestoria/Version.h
  4. 13069
      Adventures in Lestoria/assets/Campaigns/2_2.tmx
  5. 11253
      Adventures in Lestoria/assets/Campaigns/2_3.tmx
  6. 6461
      Adventures in Lestoria/assets/Campaigns/2_4.tmx
  7. 13020
      Adventures in Lestoria/assets/Campaigns/2_5.tmx
  8. 1108
      Adventures in Lestoria/assets/Campaigns/Boss_2_B.tmx
  9. 24
      Adventures in Lestoria/assets/Campaigns/World_Map.tmx
  10. 30
      Adventures in Lestoria/assets/config/levels.txt
  11. BIN
      x64/Release/Adventures in Lestoria.exe

@ -61,6 +61,7 @@ if range to player > 1200 always use 3rd attack
void Monster::STRATEGY::STONE_ELEMENTAL(Monster&m,float fElapsedTime,std::string strategy){
enum PhaseName{
INITIALIZE,
WAITING,
STONE_PILLAR_CAST,
SHOOT_STONE_CAST,
@ -76,6 +77,10 @@ void Monster::STRATEGY::STONE_ELEMENTAL(Monster&m,float fElapsedTime,std::string
};
switch(m.phase){
case INITIALIZE:{
m.F(A::ATTACK_COOLDOWN)=util::random(ConfigFloat("Attack Wait Time")/1.5f);
m.phase=WAITING;
}break;
case WAITING:{
m.F(A::ATTACK_COOLDOWN)+=fElapsedTime;
@ -136,7 +141,10 @@ void Monster::STRATEGY::STONE_ELEMENTAL(Monster&m,float fElapsedTime,std::string
}break;
case SHOOT_STONE_CAST:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
if(m.F(A::CASTING_TIMER)>=ConfigFloat("Rock Toss Wait Time")-ConfigFloat("Rock Toss Track Time"))m.UpdateFacingDirection(game->GetPlayer()->GetPos());
if(m.F(A::CASTING_TIMER)>=ConfigFloat("Rock Toss Wait Time")-ConfigFloat("Rock Toss Track Time")){
m.PerformIdleAnimation();
m.UpdateFacingDirection(game->GetPlayer()->GetPos());
}
if(m.F(A::CASTING_TIMER)<=0.f){
ReturnToWaitingPhase();
}

@ -19,4 +19,9 @@ Move old maps from master branch into demo branch (has boundary changes)
When a monster spawns, if it spawns inside a collision tile, attempt to set it outside somewhere and make a warning popup.
New Monster Sound Effects
New Monster Sound Effects
DEMO
====
Go back and apply new rendering code.

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 9350
#define VERSION_BUILD 9352
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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@ -687,6 +687,7 @@
</object>
<object id="20" name="Stage II-I" type="StagePlate" x="201" y="233" width="42" height="14">
<properties>
<property name="Connection 1 - North" type="object" value="21"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
@ -694,34 +695,42 @@
</object>
<object id="21" name="Stage II-II" type="StagePlate" x="217" y="205" width="42" height="14">
<properties>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Connection 1 - North" type="object" value="22"/>
<property name="Connection 4 - West" type="object" value="22"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_2"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
</properties>
</object>
<object id="22" name="Stage II-III" type="StagePlate" x="149" y="181" width="42" height="14">
<properties>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Connection 1 - North" type="object" value="23"/>
<property name="Connection 4 - West" type="object" value="23"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_3"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
</properties>
</object>
<object id="23" name="Stage II-IV" type="StagePlate" x="121" y="137" width="42" height="14">
<properties>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Connection 1 - North" type="object" value="24"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_4"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
</properties>
</object>
<object id="24" name="Stage II-V" type="StagePlate" x="125" y="89" width="42" height="14">
<properties>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Connection 2 - East" type="object" value="25"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_5"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
</properties>
</object>
<object id="25" name="Stage II-VI" type="StagePlate" x="169" y="117" width="42" height="14">
<properties>
<property name="Connection 1 - North" type="object" value="26"/>
<property name="Connection 2 - East" type="object" value="26"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
@ -729,6 +738,7 @@
</object>
<object id="26" name="Stage II-VII" type="StagePlate" x="185" y="93" width="42" height="14">
<properties>
<property name="Connection 2 - East" type="object" value="27"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
@ -736,6 +746,7 @@
</object>
<object id="27" name="Stage II-VIII" type="StagePlate" x="245" y="89" width="42" height="14">
<properties>
<property name="Connection 3 - South" type="object" value="28"/>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
@ -743,7 +754,8 @@
</object>
<object id="28" name="Boss II" type="StagePlate" x="237" y="137" width="30" height="22">
<properties>
<property name="Map" propertytype="Level" value="CAMPAIGN_2_1"/>
<property name="Connection 4 - West" type="object" value="29"/>
<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>
@ -756,4 +768,4 @@
</properties>
</object>
</objectgroup>
</map>
</map>

@ -122,4 +122,34 @@ 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_2
{
Map File = 2_2.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_3
{
Map File = 2_3.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_4
{
Map File = 2_4.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_5
{
Map File = 2_5.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
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
}
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