Title Screen transitions and logo implemented. Added Save File Name label to save file window. Release build 5310.

pull/28/head
sigonasr2 1 year ago
parent 552ba91d16
commit 1e3a2ecabb
  1. 10
      .gitignore
  2. 5
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  3. 6
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  4. 3
      Adventures in Lestoria/AdventuresInLestoria.cpp
  5. 2
      Adventures in Lestoria/MainMenuWindow.cpp
  6. 2
      Adventures in Lestoria/SaveFileWindow.cpp
  7. 11
      Adventures in Lestoria/State_MainMenu.cpp
  8. 139
      Adventures in Lestoria/TitleScreen.cpp
  9. 71
      Adventures in Lestoria/TitleScreen.h
  10. 2
      Adventures in Lestoria/Version.h
  11. 3
      Adventures in Lestoria/assets/config/gfx/gfx.txt
  12. BIN
      Adventures in Lestoria/assets/pixel.png
  13. 2
      Adventures in Lestoria/assets/saves/metadata.dat
  14. 379
      Adventures in Lestoria/assets/saves/save.0000
  15. 379
      Adventures in Lestoria/assets/saves/save.0001
  16. BIN
      Adventures in Lestoria/assets/title_back.png
  17. BIN
      Adventures in Lestoria/x64/Release Desktop/FallingDebris.h.ifc
  18. 379
      Adventures in Lestoria/x64/Release Desktop/FallingDebris.h.ifc.d.json
  19. BIN
      Adventures in Lestoria/x64/Release Desktop/MenuAnimatedIconButton.h.ifc
  20. 469
      Adventures in Lestoria/x64/Release Desktop/MenuAnimatedIconButton.h.ifc.d.json
  21. 9
      Adventures in Lestoria/x64/Release Desktop/fallingdebris.h.module.json
  22. 9
      Adventures in Lestoria/x64/Release Desktop/menuanimatediconbutton.h.module.json
  23. 4
      runGame.bat
  24. BIN
      x64/Release/Adventures in Lestoria.exe
  25. BIN
      x64/Release/Crawler.exe
  26. BIN
      x64/Release/discord_game_sdk.dll

10
.gitignore vendored

@ -27,8 +27,8 @@ memoryleak.txt
[Dd]ebug/
[Dd]ebugPublic/
*.tlog/
"Adventures in Lestoria"/x64/
"Adventures in Lestoria"/assets/saves/*
Adventures in Lestoria/x64/
Adventures in Lestoria/assets/saves/*
[Rr]eleases/
x86/
[Ww][Ii][Nn]32/
@ -369,7 +369,7 @@ MigrationBackup/
# Fody - auto-generated XML schema
FodyWeavers.xsd
"Adventures in Lestoria"/"Adventures in Lestoria"
Adventures in Lestoria/Adventures in Lestoria
*.tiled-session
/Crawler/Crawler.tiled-session
/Crawler/assets/discordAPI.txt
@ -378,5 +378,7 @@ FodyWeavers.xsd
/cmake_install.cmake
/Makefile
Crawler/out
/"Adventures in Lestoria"/.vscode
/Adventures in Lestoria/.vscode
/Adventures in Lestoria/.vscode/settings.json
/Adventures in Lestoria/x64
/Adventures in Lestoria/saves

@ -467,6 +467,10 @@
<SubType>
</SubType>
</ClInclude>
<ClInclude Include="TitleScreen.h">
<SubType>
</SubType>
</ClInclude>
<ClInclude Include="VisualNovel.h" />
<ClInclude Include="Test.h" />
<ClInclude Include="Theme.h" />
@ -611,6 +615,7 @@
<ClCompile Include="State_Story.cpp" />
<ClCompile Include="Test.cpp" />
<ClCompile Include="Thief.cpp" />
<ClCompile Include="TitleScreen.cpp" />
<ClCompile Include="Trapper.cpp" />
<ClCompile Include="Turret.cpp" />
<ClCompile Include="Unlock.cpp" />

@ -405,6 +405,9 @@
<ClInclude Include="..\..\..\..\Downloads\olcPixelGameEngine (1).h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="TitleScreen.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">
@ -680,6 +683,9 @@
<ClCompile Include="UserIDMenu.cpp">
<Filter>Source Files\Interface</Filter>
</ClCompile>
<ClCompile Include="TitleScreen.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -68,6 +68,7 @@ All rights reserved.
#include "MenuItemItemButton.h"
#include "Merchant.h"
#include "SaveFile.h"
#include "TitleScreen.h"
#ifndef __EMSCRIPTEN__
#include "discord.h"
#endif
@ -230,6 +231,8 @@ bool AiL::OnUserCreate(){
Merchant::Initialize();
TitleScreen::Initialize();
Stats::InitializeDamageReductionTable();
utils::datafile::INITIAL_SETUP_COMPLETE=true;

@ -45,7 +45,7 @@ INCLUDE_game
using A=Attribute;
void Menu::InitializeMainMenuWindow(){
Menu*mainMenuWindow=CreateMenu(MAIN_MENU,CENTERED,vi2d{96,96});
Menu*mainMenuWindow=CreateMenu(MAIN_MENU,vi2d{132,120},vi2d{96,96});
mainMenuWindow->ADD("New Game Button",MenuComponent)({{12,4},{72,24}},"New Game",[&](MenuFuncData data){
game->TextEntryEnable(true);

@ -42,7 +42,7 @@ All rights reserved.
void Menu::InitializeSaveFileWindow(){
Menu*saveFileWindow=CreateMenu(SAVE_FILE_NAME,CENTERED,vi2d{96,96});
saveFileWindow->ADD("Save File Name Entry Label",MenuLabel)({{-8,0},{112,36}},"Save File Name:",1.0f,ComponentAttr::SHADOW)END;
saveFileWindow->ADD("Save File Name Text Entry",TextEntryLabel)({{-8,36},{112,24}},TEXTCHANGE_DONOTHING,false,16U,2.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::BACKGROUND)END;
saveFileWindow->ADD("Back Button",MenuComponent)({{-8,68},{48,12}},"Back",[](MenuFuncData data){Menu::CloseMenu();game->TextEntryEnable(false);return true;})END;
saveFileWindow->ADD("Continue Button",MenuComponent)({{56,68},{48,12}},"Begin",MenuType::CLASS_SELECTION,[](MenuFuncData data){

@ -38,13 +38,18 @@ All rights reserved.
#include "State_MainMenu.h"
#include "AdventuresInLestoria.h"
#include "Menu.h"
#include "TitleScreen.h"
#include "Key.h"
void State_MainMenu::OnStateChange(GameState*prevState){
Menu::OpenMenu(MenuType::MAIN_MENU);
TitleScreen::Reset();
};
void State_MainMenu::OnUserUpdate(AiL*game){
TitleScreen::Update();
if(AiL::KEY_CONFIRM.Pressed()){
TitleScreen::Skip();
}
};
void State_MainMenu::Draw(AiL*game){
TitleScreen::Draw();
};

@ -0,0 +1,139 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "TitleScreen.h"
#include "safemap.h"
#include "DEFINES.h"
#include "util.h"
#include "AdventuresInLestoria.h"
#include "Menu.h"
INCLUDE_GFX
INCLUDE_game
using Particle=TitleScreen::Particle;
std::vector<Particle>TitleScreen::particles;
TitleScreen::State TitleScreen::state=State::BUILDING;
const float TitleScreen::animationTime=16.0f;
float TitleScreen::currentAnimationTime=0.0f;
void TitleScreen::Initialize(){
Sprite*titleBackSpr=GFX["title_back.png"].Sprite();
vf2d titleCenteredOffset={game->ScreenWidth()/2.f-titleBackSpr->width/2,game->ScreenHeight()/2.f-titleBackSpr->height/2};
for(int y=0;y<titleBackSpr->height;y+=2){
for(int x=0;x<titleBackSpr->width;x+=2){
const Pixel&p=titleBackSpr->GetPixel(x,y);
if(p.a!=0){
particles.emplace_back(vf2d{0,0},1.f,p,0.f,titleCenteredOffset+vf2d{float(x+1),float(y+1)});
}
}
}
Reset();
}
void TitleScreen::Reset(){
for(Particle&p:particles){
switch(util::random()%4){
case 0:{ //Top Edge
p.pos.y=-10;
p.pos.x=util::random(game->ScreenWidth());
}break;
case 1:{ //Left Edge
p.pos.x=-10;
p.pos.y=util::random(game->ScreenHeight());
}break;
case 2:{ //Right Edge
p.pos.x=game->GetScreenSize().x+10;
p.pos.y=util::random(game->ScreenHeight());
}break;
case 3:{ //Bottom Edge
p.pos.y=game->GetScreenSize().y+10;
p.pos.x=util::random(game->ScreenWidth());
}break;
}
p.rot=util::random(4*PI)-2*PI;
p.scale=util::random(5)+5;
}
currentAnimationTime=0.0f;
}
void TitleScreen::Update(){
currentAnimationTime=std::clamp(currentAnimationTime+game->GetElapsedTime(),0.f,5.f);
switch(state){
case BUILDING:{
double t=currentAnimationTime/animationTime;
for(Particle&p:particles){
p.pos=p.pos.lerp(p.targetPos,t);
p.rot=util::lerp(p.rot,0,t);
p.scale=util::lerp(p.scale,1,t);
}
if(currentAnimationTime==5.0f){
state=WAITING;
currentAnimationTime=0.f;
}
}break;
case WAITING:{
if(currentAnimationTime==5.0f){
state=FINAL;
currentAnimationTime=0.f;
Menu::OpenMenu(MAIN_MENU,false);
}
}break;
}
}
void TitleScreen::Draw(){
if(state==BUILDING||state==WAITING){
for(Particle&p:particles){
game->DrawRotatedDecal(p.pos,GFX["pixel.png"].Decal(),p.rot,{0.5f,0.5f},{p.scale,p.scale},p.col);
}
}
if(state!=BUILDING){
Decal*titleScreenDecal=GFX["title_transparent.png"].Decal();
uint8_t alpha=state==WAITING?uint8_t(util::lerp(0,255,currentAnimationTime/5.0f)):255;
vf2d pos=state==WAITING?vf2d(game->GetScreenSize()/2.f):vf2d(game->GetScreenSize()/2).lerp(vf2d{game->ScreenWidth()/2.f,48},currentAnimationTime/5.0f);
game->DrawRotatedDecal(pos,titleScreenDecal,0.f,titleScreenDecal->sprite->Size()/2,{1.f,1.f},{255,255,255,alpha});
}
}
void TitleScreen::Skip(){
if(state!=FINAL){
for(Particle&p:particles){
p.pos=p.targetPos;
}
state=WAITING;
currentAnimationTime=5.0f;
}
}

@ -0,0 +1,71 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include "olcPixelGameEngine.h"
class TitleScreen{
public:
struct Particle{
vf2d pos;
float scale;
Pixel col;
float rot;
vf2d targetPos;
};
enum State{
BUILDING, //All pixels are moving towards their target locations.
WAITING, //A period where no pixels are moving any longer.
FINAL,
};
const static float animationTime;
const static float waitTime;
static float currentAnimationTime;
static void Initialize();
static void Reset();
static void Update();
static void Draw();
static void Skip();
private:
static std::vector<Particle>particles;
static State state;
};

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 5308
#define VERSION_BUILD 5339
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -44,6 +44,9 @@ Images
GFX_SqareSkillIconEmpty = square_skill_overlay_icon_empty.png
GFX_Money = money.png
GFX_CurrencyCoin = currency_coin.png
GFX_Pixel = pixel.png
GFX_Title = title_transparent.png
GFX_TitleBack = title_back.png
# Ability Icons
GFX_Warrior_BattleCry_Icon = Ability Icons/battlecry.png

Binary file not shown.

After

Width:  |  Height:  |  Size: 546 B

@ -1,2 +0,0 @@
save0 = 710.964064, 1, 2, Ranger, Sig
save1 = 107.824620, 1, 1, Wizard, WIZ

@ -1,379 +0,0 @@
Items
{
Item[0]
{
Amt = 1
Enhancement Level = 0
Item Name = Ring of the Slime King
Equip Slot = 0
LoadoutSlot = 255
Attributes
{
Attack = 3.000000
Health = 10.000000
Mana = 4.000000
Move Spd % = 1.000000
}
}
Item[1]
{
Amt = 1
Enhancement Level = 0
Item Name = Ring of the Slime King
Equip Slot = 0
LoadoutSlot = 255
Attributes
{
Attack = 3.000000
Health = 12.000000
Mana = 4.000000
Move Spd % = 1.000000
}
}
Item[2]
{
Amt = 1
Enhancement Level = 0
Item Name = Ring of the Slime King
Equip Slot = 0
LoadoutSlot = 255
Attributes
{
Attack = 3.000000
Health = 14.000000
Mana = 4.000000
Move Spd % = 2.000000
}
}
Item[3]
{
Amt = 18
Enhancement Level = 0
Item Name = Minor Health Potion
Equip Slot = 0
LoadoutSlot = 0
}
Item[4]
{
Amt = 13
Enhancement Level = 0
Item Name = Bandages
Equip Slot = 0
LoadoutSlot = 1
}
Item[5]
{
Amt = 1
Enhancement Level = 0
Item Name = Copper Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[6]
{
Amt = 1
Enhancement Level = 0
Item Name = Copper Pants
Equip Slot = 0
LoadoutSlot = 255
}
Item[7]
{
Amt = 1
Enhancement Level = 0
Item Name = Copper Helmet
Equip Slot = 0
LoadoutSlot = 255
}
Item[8]
{
Amt = 1
Enhancement Level = 0
Item Name = Copper Shoes
Equip Slot = 0
LoadoutSlot = 255
}
Item[9]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Helmet
Equip Slot = 0
LoadoutSlot = 255
}
Item[10]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[11]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[12]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[13]
{
Amt = 1
Enhancement Level = 0
Item Name = Bone Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[14]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[15]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[16]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[17]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[18]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Shoes
Equip Slot = 0
LoadoutSlot = 255
}
Item[19]
{
Amt = 1
Enhancement Level = 0
Item Name = Bone Pants
Equip Slot = 0
LoadoutSlot = 255
}
Item[20]
{
Amt = 1
Enhancement Level = 0
Item Name = Bone Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[21]
{
Amt = 1
Enhancement Level = 0
Item Name = Leather Helmet
Equip Slot = 0
LoadoutSlot = 255
}
Item[22]
{
Amt = 1
Enhancement Level = 0
Item Name = Leather Pants
Equip Slot = 0
LoadoutSlot = 255
}
Item[23]
{
Amt = 1
Enhancement Level = 0
Item Name = Leather Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[24]
{
Amt = 1
Enhancement Level = 0
Item Name = Leather Shoes
Equip Slot = 0
LoadoutSlot = 255
}
Item[25]
{
Amt = 1
Enhancement Level = 0
Item Name = Wooden Sword
Equip Slot = 0
LoadoutSlot = 255
}
Item[26]
{
Amt = 1
Enhancement Level = 0
Item Name = Laser Sword
Equip Slot = 0
LoadoutSlot = 255
}
Item[27]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Sword
Equip Slot = 0
LoadoutSlot = 255
}
Item[28]
{
Amt = 63
Enhancement Level = 0
Item Name = Green Slime Remains
Equip Slot = 0
LoadoutSlot = 255
}
Item[29]
{
Amt = 4
Enhancement Level = 0
Item Name = Blue Slime Remains
Equip Slot = 0
LoadoutSlot = 255
}
Item[30]
{
Amt = 23
Enhancement Level = 0
Item Name = Red Slime Remains
Equip Slot = 0
LoadoutSlot = 255
}
}
Player
{
Class = Ranger
Level = 2
Money = 182
Current EXP = 222
Total EXP = 422
Base Stats
{
Attack = 16.000000
CDR = 0.000000
Crit Dmg = 50.000000
Crit Rate = 0.000000
Defense = 0.000000
HP6 Recovery % = 0.000000
Health = 97.000000
Health % = 0.000000
Mana = 100.000000
Move Spd % = 100.000000
}
}
Unlocks
{
CAMPAIGN_1_1 = True
CAMPAIGN_1_2 = True
WORLD_MAP = True
}
Overworld Map Location = Story II
Chapter = 1
Save Name = Sig
Game Time = 710.964064

@ -1,379 +0,0 @@
Items
{
Item[0]
{
Amt = 1
Enhancement Level = 0
Item Name = Ring of the Slime King
Equip Slot = 0
LoadoutSlot = 255
Attributes
{
Attack = 3.000000
Health = 12.000000
Mana = 4.000000
Move Spd % = 3.000000
}
}
Item[1]
{
Amt = 1
Enhancement Level = 0
Item Name = Ring of the Slime King
Equip Slot = 0
LoadoutSlot = 255
Attributes
{
Attack = 2.000000
Health = 13.000000
Mana = 2.000000
Move Spd % = 1.000000
}
}
Item[2]
{
Amt = 1
Enhancement Level = 0
Item Name = Ring of the Slime King
Equip Slot = 0
LoadoutSlot = 255
Attributes
{
Attack = 3.000000
Health = 9.000000
Mana = 4.000000
Move Spd % = 3.000000
}
}
Item[3]
{
Amt = 16
Enhancement Level = 0
Item Name = Minor Health Potion
Equip Slot = 0
LoadoutSlot = 255
}
Item[4]
{
Amt = 10
Enhancement Level = 0
Item Name = Bandages
Equip Slot = 0
LoadoutSlot = 255
}
Item[5]
{
Amt = 2
Enhancement Level = 0
Item Name = Elixir of Bear Strength
Equip Slot = 0
LoadoutSlot = 0
}
Item[6]
{
Amt = 1
Enhancement Level = 0
Item Name = Copper Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[7]
{
Amt = 1
Enhancement Level = 0
Item Name = Copper Pants
Equip Slot = 0
LoadoutSlot = 255
}
Item[8]
{
Amt = 1
Enhancement Level = 0
Item Name = Copper Helmet
Equip Slot = 0
LoadoutSlot = 255
}
Item[9]
{
Amt = 1
Enhancement Level = 0
Item Name = Copper Shoes
Equip Slot = 0
LoadoutSlot = 255
}
Item[10]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Helmet
Equip Slot = 0
LoadoutSlot = 255
}
Item[11]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[12]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[13]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[14]
{
Amt = 1
Enhancement Level = 0
Item Name = Bone Armor
Equip Slot = 0
LoadoutSlot = 255
}
Item[15]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[16]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[17]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[18]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[19]
{
Amt = 1
Enhancement Level = 0
Item Name = Shell Shoes
Equip Slot = 0
LoadoutSlot = 255
}
Item[20]
{
Amt = 1
Enhancement Level = 0
Item Name = Bone Pants
Equip Slot = 0
LoadoutSlot = 255
}
Item[21]
{
Amt = 1
Enhancement Level = 0
Item Name = Bone Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[22]
{
Amt = 1
Enhancement Level = 0
Item Name = Leather Helmet
Equip Slot = 0
LoadoutSlot = 255
}
Item[23]
{
Amt = 1
Enhancement Level = 0
Item Name = Leather Pants
Equip Slot = 0
LoadoutSlot = 255
}
Item[24]
{
Amt = 1
Enhancement Level = 0
Item Name = Leather Gloves
Equip Slot = 0
LoadoutSlot = 255
}
Item[25]
{
Amt = 1
Enhancement Level = 0
Item Name = Leather Shoes
Equip Slot = 0
LoadoutSlot = 255
}
Item[26]
{
Amt = 1
Enhancement Level = 0
Item Name = Wooden Sword
Equip Slot = 0
LoadoutSlot = 255
}
Item[27]
{
Amt = 1
Enhancement Level = 0
Item Name = Laser Sword
Equip Slot = 0
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"c:\\users\\sigon\\source\\repos\\crawler\\crawler\\discord-files\\overlay_manager.h",
"c:\\users\\sigon\\source\\repos\\crawler\\crawler\\discord-files\\storage_manager.h",
"c:\\users\\sigon\\source\\repos\\crawler\\crawler\\discord-files\\store_manager.h",
"c:\\users\\sigon\\source\\repos\\crawler\\crawler\\discord-files\\voice_manager.h",
"c:\\users\\sigon\\source\\repos\\crawler\\crawler\\discord-files\\achievement_manager.h"
],
"ImportedModules": [],
"ImportedHeaderUnits": []
}
}

@ -1,9 +0,0 @@
{
"Version": "1.1",
"Data": {
"Source": "c:\\users\\sigon\\source\\repos\\crawler\\crawler\\fallingdebris.h",
"ProvidedModule": "",
"ImportedModules": [],
"ImportedHeaderUnits": []
}
}

@ -1,9 +0,0 @@
{
"Version": "1.1",
"Data": {
"Source": "c:\\users\\sigon\\source\\repos\\crawler\\crawler\\menuanimatediconbutton.h",
"ProvidedModule": "",
"ImportedModules": [],
"ImportedHeaderUnits": []
}
}

@ -1,2 +1,2 @@
cd Crawler
..\x64\Release\Crawler.exe
cd "Adventures in Lestoria"
"..\x64\Release\Adventures in Lestoria.exe"

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