Add an updated release build to appease the Quapsel gods.

pull/28/head
sigonasr2 2 years ago
parent 10575436e1
commit 3617ec3c5b
  1. 2
      Crawler/Version.h
  2. 64
      Crawler/pge.data
  3. 2
      Crawler/pge.js
  4. BIN
      Crawler/pge.wasm
  5. BIN
      x64/Release/Crawler.exe

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 907
#define VERSION_BUILD 908
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -8116,6 +8116,7 @@ R
}Warrior
{
ClassName = Warrior
Auto Attack
{
DamageMult = 1
@ -8200,6 +8201,20 @@ R
Precast Time = 0
Casting Range = 0
Casting Size = 0
SpinTime = 0.6
SpinSpd = 14
SpinMaxHeight = 50
IframeTime = 0.7
Range = 300
DamageMult = 2.5
# Amount of time the effect lives for on-screen before fading begins.
EffectLifetime = 0.5
# Amount of time the effect fades out.
EffectFadetime = 0.6
}
Ability 3
{
@ -8214,6 +8229,20 @@ R
Precast Time = 0
Casting Range = 0
Casting Size = 0
# Speed of the sonic slash.
BulletSpd = 400
Radius = 30
DamageMult = 8
Lifetime = 2.25
# Amount of seconds the player will be unable to move when using this ability.
StuckTime = 0.5
# How far the player gets pushed back when using this ability.
AbilityPushback = 70
ShakeTime = 0.5
}
}Witch
{
@ -8279,6 +8308,14 @@ R
{
ClassName = Wizard
Auto Attack
{
DamageMult = 1
Radius = 100
Speed = 200
Cooldown = 0.85
}
Right Click Ability
{
Name = Teleport
@ -8292,6 +8329,28 @@ R
Precast Time = 0
Casting Range = 0
Casting Size = 0
TeleportRange = 650
AnimationTime = 0.35
IframeTime = 0.35
# The minimum tile range required for a teleport.
TilesMin = 1
# The maximum tile range a teleport is allowed to go.
TilesMax = 8
# Number of teleport particles to spawn.
ParticleCount = 16
ParticleRange = 33.33
ParticleLifetimeMin = 0
ParticleLifetimeMax = 0.3
ParticleSize = 0.3
ParticleFadetime = 0.2
ParticleSpeedMin = -5
ParticleSpeedMax = 5
ParticleColor = 0, 0, 0, 255
}
Ability 1
{
@ -8350,7 +8409,10 @@ map_config = levels.txt
class_directory = classes/
# Class list to be loaded into the game.
class_list = Warrior, Thief, Ranger, Trapper, Wizard, WitchGFX_Prefix = assets/
class_list = Warrior, Thief, Ranger, Trapper, Wizard, Witch
# Whether or not to show individual data accesses from config data structure.
debug_access_options = 0GFX_Prefix = assets/
Images
{

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