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.
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@ -745,7 +745,7 @@
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<SubType>
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<SubType>
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</SubType>
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</SubType>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="CharacterInfoWindow.cpp" />
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<ClCompile Include="ClassInfoWindow.cpp" />
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<ClCompile Include="CharacterMenuWindow.cpp">
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<ClCompile Include="CharacterMenuWindow.cpp">
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<SubType>
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<SubType>
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</SubType>
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</SubType>
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@ -791,7 +791,7 @@
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<ClCompile Include="InventoryConsumableWindow.cpp">
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<ClCompile Include="InventoryConsumableWindow.cpp">
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<Filter>Source Files\Interface</Filter>
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<Filter>Source Files\Interface</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="CharacterInfoWindow.cpp">
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<ClCompile Include="ClassInfoWindow.cpp">
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<Filter>Source Files\Interface</Filter>
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<Filter>Source Files\Interface</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="ClassSelectionWindow.cpp">
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<ClCompile Include="ClassSelectionWindow.cpp">
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@ -64,10 +64,11 @@ protected:
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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.
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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.
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window.DrawRectDecal(rect.pos+vi2d{2,2},vi2d{int(rect.size.y)-4,int(rect.size.y)-4});
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window.DrawRectDecal(rect.pos+vi2d{2,2},vi2d{int(rect.size.y)-4,int(rect.size.y)-4});
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window.DrawDecal(iconPos,GFX[ability->icon].Decal());
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window.DrawDecal(iconPos,GFX[ability->icon].Decal(),{1.33f,1.33f});
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vi2d descriptionPos=iconPos+vi2d{int(rect.size.y)-2,-1};
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vi2d descriptionPos=iconPos+vi2d{int(rect.size.y)-2,9};
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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);
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window.DrawShadowStringPropDecal(descriptionPos,ability->description,WHITE,BLACK,{0.8f,1.f},int(rect.size.x-(descriptionPos.x-rect.pos.x))-4);
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window.DrawShadowStringPropDecal(descriptionPos,ability->description,WHITE,BLACK,{0.8f,1.f},int(rect.size.x-(descriptionPos.x-rect.pos.x))-4);
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InputType controlType=KEY;
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InputType controlType=KEY;
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@ -48,7 +48,7 @@ INCLUDE_DATA
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using A=Attribute;
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using A=Attribute;
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void Menu::InitializeClassInfoWindow(){
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void Menu::InitializeClassInfoWindow(){
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Menu*classInfoWindow=CreateMenu(CLASS_INFO,CENTERED,game->GetScreenSize()-vi2d{24,24});
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Menu*classInfoWindow=CreateMenu(CLASS_INFO,CENTERED,game->GetScreenSize()-vi2d{24,0});
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Menu*classSelectionWindow=Menu::menus[CLASS_SELECTION];
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Menu*classSelectionWindow=Menu::menus[CLASS_SELECTION];
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ClassInfo data=classutils::GetClassInfo(classSelectionWindow->S(A::CLASS_SELECTION));
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ClassInfo data=classutils::GetClassInfo(classSelectionWindow->S(A::CLASS_SELECTION));
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@ -66,12 +66,12 @@ void Menu::InitializeClassInfoWindow(){
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vf2d abilityIconOffsets = {0,32};
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vf2d abilityIconOffsets = {0,32};
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classInfoWindow->ADD("Ability 1 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*0}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability1)END;
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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;
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classInfoWindow->ADD("Ability 2 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*1}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability2)END;
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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;
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classInfoWindow->ADD("Ability 3 Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*2}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability3)END;
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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;
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classInfoWindow->ADD("Right Click Ability Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*3}+abilityIconOffsets,labelSize*vf2d{1,2}},data.rightClickAbility)END;
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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;
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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;
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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;
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classInfoWindow->SetupKeyboardNavigation(
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classInfoWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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[](MenuType type,Data&returnData){ //On Open
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_PATCH 3
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#define VERSION_BUILD 10044
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#define VERSION_BUILD 10050
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -97,7 +97,7 @@ Trapper
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{
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{
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Name = Explosive Trap
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Name = Explosive Trap
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Short Name = EXTRAP
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Short Name = EXTRAP
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Description = A trap exploding on touch/5 seconds, applying marks to targets hit. Already marked targets trigger 2 marks.
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Description = Explodes on touch or in 5 seconds, marks hit targets. Already marked targets triggers mark twice.
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Icon = block.png
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Icon = block.png
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Cooldown = 0
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Cooldown = 0
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Mana Cost = 0
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Mana Cost = 0
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@ -112,7 +112,7 @@ Warrior
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# Whether or not this ability cancels casts.
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# Whether or not this ability cancels casts.
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CancelCast = 1
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CancelCast = 1
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Description = Leaps and then dives into the ground, knocking back and destroying everything nearby in the process.
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Description = Leaps and dive into the ground, knocking back and damaging nearby enemies in the process.
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#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
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#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
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Cooldown Bar Color 1 = 64, 0, 0, 192
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Cooldown Bar Color 1 = 64, 0, 0, 192
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