Change lock/unlock key for keyboard users to not conflict with the menu key. Prevent crafting requirements of an item from being displayed when the max stage is reached. Navigating down from the decrease amount button in Sherman's consumable crafting menu should redirect the cursor to the craft button if available instead of the cancel button. Inventory menu properly displays changing color descriptions now. Remove ultra fast hyper switching in the level completion window when pressing down the left or right triggers on a controller. Release Build 8082.

This commit is contained in:
sigonasr2 2024-03-09 03:32:15 -06:00
parent 8917efbc51
commit 3a93a2ed5e
8 changed files with 13 additions and 9 deletions

View File

@ -2869,7 +2869,7 @@ void AiL::InitializeDefaultKeybinds(){
KEY_START.AddKeybind({KEY,SPACE});
KEY_START.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::START)});
KEY_CONTROLLER_START.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::START)});
KEY_SELECT.AddKeybind({KEY,ESCAPE});
KEY_SELECT.AddKeybind({KEY,CTRL});
KEY_SELECT.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::SELECT)});
KEY_FACEUP.AddKeybind({KEY,R});

View File

@ -194,8 +194,8 @@ void Menu::InitializeConsumableCraftItemWindow(){
.left="Decrease Craft amount Button",
.right="Decrease Craft amount Button",}},
{"Decrease Craft amount Button",{
.up="Back Button",
.down="Back Button",
.up="Craft Button",
.down="Craft Button",
.left="Increase Craft amount Button",
.right="Increase Craft amount Button",}},
});

View File

@ -138,7 +138,7 @@ void Menu::InitializeInventoryWindow(){
#pragma region Inventory Description
float inventoryDescriptionWidth=inventoryWindow->pos.x+inventoryWindow->size.x-26-224;
inventoryWindow->ADD("Item Description Outline",MenuLabel)(geom2d::rect<float>{{224,28},{inventoryDescriptionWidth,inventoryWindow->size.y-44}},"",1,LEFT_ALIGN|OUTLINE|BACKGROUND)END;
inventoryWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>{{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END
inventoryWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>{{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,DO_NOTHING,"Item Name Label","Item Description Label",IconButtonAttr::NOT_SELECTABLE)END
->SetIconScale({2.f,2.f});
inventoryWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,LEFT_ALIGN|SHADOW)END;
inventoryWindow->ADD("Item Description Label",MenuLabel)(geom2d::rect<float>{{226,94},{inventoryDescriptionWidth-6,inventoryWindow->size.y-44-66}},"",0.5f,LEFT_ALIGN|SHADOW)END;

View File

@ -686,9 +686,9 @@ const std::string Item::Description(CompactText compact)const{
}
}
if(compact==CRAFTING_INFO){
description+="\n\nCrafting Requirements:\n---------\n";
if(IsCraftable()){
size_t enhanceIndex=std::min(EnhancementLevel()+1,"Item.Item Max Enhancement Level"_I);
if(IsCraftable()&&EnhancementLevel()+1<="Item.Item Max Enhancement Level"_I&&GetEnhancementInfo()[EnhancementLevel()+1].chapterAvailable<=game->GetCurrentChapter()){
description+="\n\nCrafting Requirements:\n---------\n";
size_t enhanceIndex=EnhancementLevel()+1;
if(IsEquippable()&&Inventory::GetItemCount(ActualName())==0)enhanceIndex=0;
const EnhancementLevelInfo&info=GetEnhancementInfo()[int(enhanceIndex)];

View File

@ -10,4 +10,7 @@ should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
Funny text colors with text color override on blacksmith menu
Toggle for displaying error messages
Toggle for displaying error messages
Pressing down from the - button on sherman should move to the craft button as well.
Inventory menu still not blinking
Pressing R2/L2 scrolls through monster loot/stage loot window REALLY fast

View File

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 5
#define VERSION_PATCH 1
#define VERSION_BUILD 8068
#define VERSION_BUILD 8082
#define stringify(a) stringify_(a)
#define stringify_(a) #a

View File

@ -851,6 +851,7 @@ void olc::GamePad::poll() {
};
for (size_t i = 0; i < GP_BUTTON_COUNT; i++) {
if(i==6||i==7)continue;
bool pressed = state.Gamepad.wButtons & buttonCodes[i];
handleButton(i, pressed);
}