Update spell descriptions to fit in class info boxes. Extend height of class info boxes. Add spell names to the class info spell boxes. Release Build 10050.

This commit is contained in:
sigonasr2 2024-07-16 02:26:43 -05:00
parent c307178d95
commit 34510e732a
8 changed files with 14 additions and 13 deletions

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@ -745,7 +745,7 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="CharacterInfoWindow.cpp" />
<ClCompile Include="ClassInfoWindow.cpp" />
<ClCompile Include="CharacterMenuWindow.cpp">
<SubType>
</SubType>

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@ -791,7 +791,7 @@
<ClCompile Include="InventoryConsumableWindow.cpp">
<Filter>Source Files\Interface</Filter>
</ClCompile>
<ClCompile Include="CharacterInfoWindow.cpp">
<ClCompile Include="ClassInfoWindow.cpp">
<Filter>Source Files\Interface</Filter>
</ClCompile>
<ClCompile Include="ClassSelectionWindow.cpp">

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@ -64,10 +64,11 @@ protected:
float boxWidth=rect.size.y-4; //No, the y is not a typo. It's a square, we use the y to determine the x.
window.DrawRectDecal(rect.pos+vi2d{2,2},vi2d{int(rect.size.y)-4,int(rect.size.y)-4});
window.DrawDecal(iconPos,GFX[ability->icon].Decal());
window.DrawDecal(iconPos,GFX[ability->icon].Decal(),{1.33f,1.33f});
vi2d descriptionPos=iconPos+vi2d{int(rect.size.y)-2,-1};
vi2d descriptionPos=iconPos+vi2d{int(rect.size.y)-2,9};
window.DrawShadowStringPropDecal(descriptionPos-vf2d{0,10},ability->name,{0xFF,0xAF,0x56},BLACK,{0.8f,1.f},int(rect.size.x-(descriptionPos.x-rect.pos.x))-4);
window.DrawShadowStringPropDecal(descriptionPos,ability->description,WHITE,BLACK,{0.8f,1.f},int(rect.size.x-(descriptionPos.x-rect.pos.x))-4);
InputType controlType=KEY;

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@ -48,7 +48,7 @@ INCLUDE_DATA
using A=Attribute;
void Menu::InitializeClassInfoWindow(){
Menu*classInfoWindow=CreateMenu(CLASS_INFO,CENTERED,game->GetScreenSize()-vi2d{24,24});
Menu*classInfoWindow=CreateMenu(CLASS_INFO,CENTERED,game->GetScreenSize()-vi2d{24,0});
Menu*classSelectionWindow=Menu::menus[CLASS_SELECTION];
ClassInfo data=classutils::GetClassInfo(classSelectionWindow->S(A::CLASS_SELECTION));
@ -66,12 +66,12 @@ void Menu::InitializeClassInfoWindow(){
vf2d abilityIconOffsets = {0,32};
classInfoWindow->ADD("Ability 1 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*0}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability1)END;
classInfoWindow->ADD("Ability 2 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*1}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability2)END;
classInfoWindow->ADD("Ability 3 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*2}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability3)END;
classInfoWindow->ADD("Right Click Ability Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*3}+abilityIconOffsets,labelSize*vf2d{1,2}},data.rightClickAbility)END;
classInfoWindow->ADD("Ability 1 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,40*0}+abilityIconOffsets,labelSize*vf2d{1,2}+vf2d{0,8}},data.ability1)END;
classInfoWindow->ADD("Ability 2 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,40*1}+abilityIconOffsets,labelSize*vf2d{1,2}+vf2d{0,8}},data.ability2)END;
classInfoWindow->ADD("Ability 3 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,40*2}+abilityIconOffsets,labelSize*vf2d{1,2}+vf2d{0,8}},data.ability3)END;
classInfoWindow->ADD("Right Click Ability Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,40*3}+abilityIconOffsets,labelSize*vf2d{1,2}+vf2d{0,8}},data.rightClickAbility)END;
classInfoWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{classInfoWindow->center().x/2,healthDisplayLabelPos.y+32*4+abilityIconOffsets.y+12},{classInfoWindow->size.x/2,16}},"Back",[](MenuFuncData data){Menu::CloseMenu();return true;})END;
classInfoWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{0.f,healthDisplayLabelPos.y+32*4+abilityIconOffsets.y+16},{classInfoWindow->size.x/3-6.f,12}},"Back",[](MenuFuncData data){Menu::CloseMenu();return true;})END;
classInfoWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open

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@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 3
#define VERSION_BUILD 10044
#define VERSION_BUILD 10050
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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@ -97,7 +97,7 @@ Trapper
{
Name = Explosive Trap
Short Name = EXTRAP
Description = A trap exploding on touch/5 seconds, applying marks to targets hit. Already marked targets trigger 2 marks.
Description = Explodes on touch or in 5 seconds, marks hit targets. Already marked targets triggers mark twice.
Icon = block.png
Cooldown = 0
Mana Cost = 0

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@ -112,7 +112,7 @@ Warrior
# Whether or not this ability cancels casts.
CancelCast = 1
Description = Leaps and then dives into the ground, knocking back and destroying everything nearby in the process.
Description = Leaps and dive into the ground, knocking back and damaging nearby enemies in the process.
#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
Cooldown Bar Color 1 = 64, 0, 0, 192