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@ -46,11 +46,11 @@ void ItemInfo::InitializeScripts(){ |
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ITEM_SCRIPTS["Restore"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){ |
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ITEM_SCRIPTS["Restore"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){ |
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for(const auto&[propName,buffType]:NameToBuffType){ |
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for(const auto&[propName,buffType]:NameToBuffType){ |
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int restoreAmt=props.GetIntProp(propName); |
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int restoreAmt=props.GetInt(propName); |
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game->GetPlayer()->AddBuff(BuffRestorationType::ONE_OFF,NameToBuffType.at(propName),0.01f,float(restoreAmt),0.0f); |
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game->GetPlayer()->AddBuff(BuffRestorationType::ONE_OFF,NameToBuffType.at(propName),0.01f,float(restoreAmt),0.0f); |
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if(restoreAmt>0&&props.PropCount(propName)==3){ |
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if(restoreAmt>0&&props.PropCount(propName)==3){ |
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game->GetPlayer()->AddBuff(BuffRestorationType::OVER_TIME,NameToBuffType.at(propName),props.GetFloatProp(propName,2),float(restoreAmt),props.GetFloatProp(propName,1)); |
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game->GetPlayer()->AddBuff(BuffRestorationType::OVER_TIME,NameToBuffType.at(propName),props.GetFloat(propName,2),float(restoreAmt),props.GetFloat(propName,1)); |
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} |
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} |
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} |
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} |
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return true; |
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return true; |
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@ -64,28 +64,36 @@ void ItemInfo::InitializeScripts(){ |
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ITEM_SCRIPTS["Buff"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){ |
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ITEM_SCRIPTS["Buff"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){ |
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for(auto&[key,value]:ItemAttribute::attributes){ |
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for(auto&[key,value]:ItemAttribute::attributes){ |
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float intensity=props.GetFloatProp(key,0); |
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float intensity=props.GetFloat(key,0); |
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if(intensity==0.f)continue; |
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if(intensity==0.f)continue; |
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if(ItemAttribute::Get(key).DisplayAsPercent())intensity/=100; |
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if(ItemAttribute::Get(key).DisplayAsPercent())intensity/=100; |
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game->GetPlayer()->AddBuff(BuffType::STAT_UP,props.GetFloatProp(key,1),intensity,{ItemAttribute::Get(key)}); |
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game->GetPlayer()->AddBuff(BuffType::STAT_UP,props.GetFloat(key,1),intensity,{ItemAttribute::Get(key)}); |
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} |
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} |
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return true; |
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return true; |
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}; |
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}; |
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ITEM_SCRIPTS["RestoreDuringCast"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){ |
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ITEM_SCRIPTS["RestoreDuringCast"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){ |
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for(const auto&[propName,buffType]:NameToBuffType){ |
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for(const auto&[propName,buffType]:NameToBuffType){ |
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int restoreAmt=props.GetIntProp(propName); |
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int restoreAmt=props.GetInt(propName); |
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game->GetPlayer()->AddBuff(BuffRestorationType::ONE_OFF,NameToBuffType.at(propName),0.01f,float(restoreAmt),0.0f); |
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game->GetPlayer()->AddBuff(BuffRestorationType::ONE_OFF,NameToBuffType.at(propName),0.01f,float(restoreAmt),0.0f); |
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if(restoreAmt>0&&props.PropCount(propName)==3){ |
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if(restoreAmt>0&&props.PropCount(propName)==3){ |
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game->GetPlayer()->AddBuff(BuffRestorationType::OVER_TIME_DURING_CAST,NameToBuffType.at(propName),props.GetFloatProp(propName,2),float(restoreAmt),props.GetFloatProp(propName,1)); |
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game->GetPlayer()->AddBuff(BuffRestorationType::OVER_TIME_DURING_CAST,NameToBuffType.at(propName),props.GetFloat(propName,2),float(restoreAmt),props.GetFloat(propName,1)); |
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} |
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} |
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} |
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} |
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return true; |
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return true; |
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}; |
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}; |
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ITEM_SCRIPTS["Projectile"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){ |
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ITEM_SCRIPTS["Projectile"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){ |
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const int projectileDamage{props.GetIntProp("Base Damage")+int(game->GetPlayer()->GetAttack()*props.GetFloatProp("Player Damage Mult"))}; |
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const int projectileDamage{props.GetInt("Base Damage")+int(game->GetPlayer()->GetAttack()*props.GetFloat("Player Damage Mult"))}; |
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CreateBullet(ThrownProjectile)(game->GetPlayer()->GetPos(),targetingPos.value(),props.GetStringProp("Image"),props.GetFloatProp("Cast Size")/100.f*24,game->GetPlayer()->GetZ(),0.3f,8.f,projectileDamage,game->GetPlayer()->OnUpperLevel(),false,INFINITE,true,WHITE,props.GetFloatProp("Cast Size")/100.f*vf2d{1.f,1.f},0.f, |
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std::optional<LingeringEffect>lingeringEffect{}; |
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Effect{vf2d{},ANIMATION_DATA.at("explosionframes.png").GetTotalAnimationDuration(),"explosionframes.png",game->GetPlayer()->OnUpperLevel(),props.GetFloatProp("Cast Size")/100.f*vf2d{1.f,1.f}},props.GetStringProp("Explode Sound Effect"))EndBullet; |
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if(props.GetFloat("Linger Time")>0.f){ |
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const int damage{props.GetInt("Tick Base Damage")+int(props.GetFloat("Tick Player Damage Mult")*game->GetPlayer()->GetAttack())}; |
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lingeringEffect.emplace(vf2d{},props.GetString("Lingering Effect"),props.GetString("Lingering Sound"),props.GetFloat("Linger Radius")/100.f*24,damage,props.GetFloat("Tick Rate"),HurtType::MONSTER,props.GetFloat("Linger Time"),5.f,game->GetPlayer()->OnUpperLevel(),1.f,vf2d{},DARK_RED,util::random(2*PI),0.f,false,0.2f, |
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[](const Effect&self){ |
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return Effect{self.pos,0.5f,"fire_ring.png",self.OnUpperLevel(),util::random_range(0.7f,1.f),0.1f,{},PixelLerp(Pixel(0xF7B752),Pixel(0xE74F30),util::random(1.f)),util::random(2*PI),0.f,true}; |
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}); |
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} |
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CreateBullet(ThrownProjectile)(game->GetPlayer()->GetPos(),targetingPos.value(),props.GetString("Image"),props.GetFloat("Cast Size")/100.f*24,game->GetPlayer()->GetZ(),0.3f,8.f,projectileDamage,game->GetPlayer()->OnUpperLevel(),false,INFINITE,true,WHITE,props.GetFloat("Cast Size")/100.f*vf2d{1.f,1.f},0.f, |
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Effect{vf2d{},ANIMATION_DATA.at("explosionframes.png").GetTotalAnimationDuration(),"explosionframes.png",game->GetPlayer()->OnUpperLevel(),props.GetFloat("Cast Size")/100.f*vf2d{1.f,1.f}},props.GetString("Explode Sound Effect"),lingeringEffect)EndBullet; |
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return true; |
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return true; |
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}; |
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}; |
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