Fix applied buffs bug, older calls to create buffs/debuffs resulted in the wrong value getting set, leading to the intensity of buffs being completely wrong. Increased fade range.
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@ -55,4 +55,8 @@ struct Buff{
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float intensity=1;
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float nextTick=0;
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std::function<void(Crawler*,int)>repeatAction;
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inline Buff(BuffType type,float duration,float intensity)
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:type(type),duration(duration),intensity(intensity){}
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inline Buff(BuffType type,float duration,float intensity,float timeBetweenTicks,std::function<void(Crawler*,int)>repeatAction)
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:type(type),duration(duration),intensity(intensity),nextTick(duration-timeBetweenTicks),timeBetweenTicks(timeBetweenTicks),repeatAction(repeatAction){}
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};
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@ -1708,7 +1708,6 @@ void Crawler::LoadLevel(MapName map){
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SplitUp(upperForegroundTileGroups);
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#pragma endregion
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#pragma region Bridge Layer Setup
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bridgeLayerIndex=-1;
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for(int counter=0;LayerTag&layer:MAP_DATA[map].LayerData){
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@ -581,6 +581,7 @@
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<Text Include="assets\config\story\Chapter 1.txt" />
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<Text Include="Crawler_Story_Chapter_1 (2).txt" />
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<Text Include="Crawler_System_Overview.txt" />
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<Text Include="ItemStats.txt" />
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<Text Include="NewClasses.txt" />
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<Text Include="InitialConcept.txt" />
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<Text Include="Slime_King_Encounter.txt" />
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@ -725,6 +725,9 @@
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<Text Include="TODO.txt">
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<Filter>Documentation</Filter>
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</Text>
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<Text Include="ItemStats.txt">
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<Filter>Configurations\Items</Filter>
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</Text>
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</ItemGroup>
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<ItemGroup>
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<Image Include="assets\heart.ico">
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13
Crawler/ItemStats.txt
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13
Crawler/ItemStats.txt
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@ -0,0 +1,13 @@
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# Provide any stat name followed by its increase amount to add it to the set. Valid stat names and value examples are below:
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#
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# Defense = 5 # Adds 5 defense
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# Health = 3 # Adds 3 Health
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# Attack = 7 # Adds 7 attack
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# Move Spd = 10% # Grants 10% more movement speed.
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# CDR = 14% # Grants 14% cooldown reduction.
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# Crit Rate = 5% # Grants 5% crit rate.
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# Crit Dmg = 25% # Grants 25% bonus crit damage.
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# Health % = 30% # Grants 30% Max health
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# HP6 Recovery % = 4% # Grants 4% HP recovery every 6 seconds.
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# HP4 Recovery % = 2% # Grants 2% HP recovery every 4 seconds.
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# Damage Reduction = 2% # Grants 2% direct damage reduction
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@ -79,7 +79,7 @@ geom2d::rect<int>TileGroup::GetRange(){
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}
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geom2d::rect<int>TileGroup::GetFadeRange(){
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return {range.pos+vi2d{-24,-24},range.size+vi2d{48,24}};
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return {range.pos+vi2d{-120,-24},range.size+vi2d{240,24}};
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}
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std::vector<TileRenderData>&TileGroup::GetTiles(){
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@ -717,10 +717,10 @@ void Player::UpdateIdleAnimation(Key direction){
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}
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void Player::AddBuff(BuffType type,float duration,float intensity){
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buffList.push_back(Buff{.type=type,.duration=duration,.intensity=intensity});
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buffList.push_back(Buff{type,duration,intensity});
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}
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void Player::AddBuff(BuffType type,float duration,float intensity,float timeBetweenTicks,std::function<void(Crawler*,int)>repeatAction){
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buffList.push_back(Buff{.type=type,.duration=duration,.timeBetweenTicks=timeBetweenTicks,.intensity=intensity,.nextTick=duration-timeBetweenTicks,.repeatAction=repeatAction});
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buffList.push_back(Buff{type,duration,intensity,timeBetweenTicks,repeatAction});
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}
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bool Player::OnUpperLevel(){
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@ -23,7 +23,6 @@ Settings Menu
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- Key Configuration
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-Upon pressing a key, check if the key is bound to another option, if so,
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remove that bind from the list. Up to two keys may be binded per action.
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Tile Groups per object instead of all adjacent tiles
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January 31st
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@ -43,3 +42,4 @@ Story proofreading/correcting/storyboarding
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- Add a command to play sound effects/music.
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- Game Controller Support
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- Should use the Keybind structure that already exists.
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- Loading Screen
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_BUILD 4568
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#define VERSION_BUILD 4574
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -20,7 +20,14 @@ ItemScript
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# Parameter 2: Duration that this stat will be increased for.
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Buff
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{
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Attack = 0,0.0
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Attack % = 0,0.0
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Defense = 0,0.0
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Defense % = 0,0.0
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Health = 0,0.0
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Health % = 0,0.0
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Move Spd = 0,0.0
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Move Spd % = 0,0.0
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}
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# Unlike an item or ability that requires a cast to perform, this applies a buff immediately and then moving cancels the buff mid-application.
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