Add missing boss indicator to Ursule and fix Ursule's overlay sprite being mirrored to its main sprite. Fix Ursule facing direction not updating correctly before charging. Release Build 9416.

mac-build
sigonasr2 6 months ago
parent e4317384af
commit 3ed876aa91
  1. 2
      Adventures in Lestoria/Monster.cpp
  2. 1
      Adventures in Lestoria/Ursule.cpp
  3. 2
      Adventures in Lestoria/Version.h
  4. 2
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  5. 3
      Adventures in Lestoria/assets/config/Monsters.txt
  6. BIN
      x64/Release/Adventures in Lestoria.exe

@ -441,7 +441,7 @@ void Monster::Draw()const{
game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()},GetFrame().GetSourceImage()->Decal(),spriteRot,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::EAST?-1:1),GetSizeMult()),blendCol); game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()},GetFrame().GetSourceImage()->Decal(),spriteRot,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::EAST?-1:1),GetSizeMult()),blendCol);
if(overlaySprite.length()!=0){ if(overlaySprite.length()!=0){
game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()},GFX[overlaySprite].Decal(),spriteRot,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::WEST?-1:1),GetSizeMult()),{blendCol.r,blendCol.g,blendCol.b,overlaySpriteTransparency}); game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()},GFX[overlaySprite].Decal(),spriteRot,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::EAST?-1:1),GetSizeMult()),{blendCol.r,blendCol.g,blendCol.b,overlaySpriteTransparency});
} }
if(HasMountedMonster())game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()}+mountedSprOffset,GetMountedFrame().value().GetSourceImage()->Decal(),spriteRot,GetMountedFrame().value().GetSourceRect().size/2,GetMountedFrame().value().GetSourceRect().pos,GetMountedFrame().value().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::EAST?-1:1),GetSizeMult()),blendCol); if(HasMountedMonster())game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()}+mountedSprOffset,GetMountedFrame().value().GetSourceImage()->Decal(),spriteRot,GetMountedFrame().value().GetSourceRect().size/2,GetMountedFrame().value().GetSourceRect().pos,GetMountedFrame().value().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::EAST?-1:1),GetSizeMult()),blendCol);

@ -323,6 +323,7 @@ void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy
m.F(A::TARGET_TIMER)=ConfigFloat("Phase 3.Charge Max Run Time"); m.F(A::TARGET_TIMER)=ConfigFloat("Phase 3.Charge Max Run Time");
m.F(A::CHARGE_COOLDOWN)=ConfigFloat("Phase 3.Charge Attack Cooldown"); m.F(A::CHARGE_COOLDOWN)=ConfigFloat("Phase 3.Charge Attack Cooldown");
m.PerformAnimation("CHARGING"); m.PerformAnimation("CHARGING");
m.UpdateFacingDirection(m.target);
} }
break; break;
} }

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1 #define VERSION_MAJOR 1
#define VERSION_MINOR 2 #define VERSION_MINOR 2
#define VERSION_PATCH 0 #define VERSION_PATCH 0
#define VERSION_BUILD 9413 #define VERSION_BUILD 9416
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -458,7 +458,7 @@ MonsterStrategy
Charge Attack Damage = 30 Charge Attack Damage = 30
# Amount of knockback to cause to the player when hit by the charging attack. # Amount of knockback to cause to the player when hit by the charging attack.
Charge Attack Knockback Strength = 3.5 Charge Attack Knockback Strength = 2.0
# Number of stomps to perform before doing a run towards the player. # Number of stomps to perform before doing a run towards the player.
Stomp Count = 3 Stomp Count = 3

@ -381,6 +381,9 @@ Monsters
XP = 200 XP = 200
# A flag to show an arrow indicator when the boss is off-screen.
ShowBossIndicator = True
Strategy = Ursule Strategy = Ursule
# vvvvv Bear script overrides vvvvv # vvvvv Bear script overrides vvvvv

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