Add in edge case so movement targeting direction while standing still for Deadly Dash will still work for controllers. Fix bug with Releasing spell key required for precast spells with target indicators, now activate immediately on press. Release Build 10164.

removeExposedPackKey
sigonasr2 7 months ago
parent 747c9bbffe
commit 5e6f46b85a
  1. 6
      Adventures in Lestoria/Ability.cpp
  2. 12
      Adventures in Lestoria/Player.cpp
  3. 2
      Adventures in Lestoria/TODO.txt
  4. 2
      Adventures in Lestoria/Thief.cpp
  5. 2
      Adventures in Lestoria/Version.h
  6. BIN
      x64/Release/Adventures in Lestoria.exe

@ -43,11 +43,9 @@ INCLUDE_game
PrecastData::PrecastData()
:castTime(0),range(0),size(0){};
PrecastData::PrecastData(float castTime)
:castTime(castTime),range(0),size(0){precastTargetingRequired=true;};
:castTime(castTime),range(0),size(0),precastTargetingRequired(castTime>0){};
PrecastData::PrecastData(float castTime,float range,float size)
:castTime(castTime),range(range),size(size){
if(range>0||castTime>0)precastTargetingRequired=true;
};
:castTime(castTime),range(range),size(size),precastTargetingRequired(range>0||castTime>0){};
InputGroup Ability::DEFAULT;

@ -504,8 +504,8 @@ void Player::Update(float fElapsedTime){
SetAdditiveBlending(!IsUsingAdditiveBlending());
}
if(deadlyDashAfterDashTimer<=0.f){
geom2d::line mouseDir{GetPos(),GetWorldAimingLocation()};
vf2d clampedMousePolarDir{util::pointTo(GetPos(),GetWorldAimingLocation()).polar()};
geom2d::line mouseDir{GetPos(),GetWorldAimingLocation(Player::USE_WALK_DIR)};
vf2d clampedMousePolarDir{util::pointTo(GetPos(),GetWorldAimingLocation(Player::USE_WALK_DIR)).polar()};
clampedMousePolarDir.x=std::clamp(mouseDir.length(),24.f,"Thief.Ability 2.Range"_F*24.f/100);
const vf2d originalPos{GetPos()};
@ -776,7 +776,8 @@ vf2d Player::GetVelocity(){
}
bool Player::CanMove(){
return knockUpTimer==0.f&&state!=State::ANIMATION_LOCK&&state!=State::DEADLYDASH&&(state!=State::CASTING||(castInfo.castTotalTime-castInfo.castTimer>0.2f));
const bool DeadlyDashExpiringOnThisFrame{deadlyDashAfterDashTimer-game->GetElapsedTime()<=0.f};
return knockUpTimer==0.f&&state!=State::ANIMATION_LOCK&&(DeadlyDashExpiringOnThisFrame||state!=State::DEADLYDASH)&&(state!=State::CASTING||(castInfo.castTotalTime-castInfo.castTimer>0.2f));
}
bool Player::CanAct(){
@ -1050,7 +1051,7 @@ bool Player::CanPathfindTo(vf2d pos,vf2d targetPos,float range){
void Player::PrepareCast(Ability&ability){
castPrepAbility=&ability;
if(ability.precastInfo.castTime>0||ability.precastInfo.range>0){
if(ability.precastInfo.range>0){
SetState(State::PREP_CAST);
}else{
CastSpell(ability);
@ -1646,8 +1647,7 @@ void Player::CheckAndPerformAbility(Ability&ability,InputGroup key){
CancelCast();
ConsumeMana(ability.manaCost);
}else
if(ability.precastInfo.precastTargetingRequired&&GetState()==State::NORMAL
&&HasEnoughOfItem){
if(ability.precastInfo.precastTargetingRequired&&GetState()==State::NORMAL&&HasEnoughOfItem){
PrepareCast(ability);
}
}

@ -21,7 +21,7 @@ Add rectangular hitbox posssibility to the game for monsters. (specifically for
DEMO
====
Enable weapons for the new classes in the weapons crafting menu.
Add Unit Test for Attack Speed Reduction stat.
PGETinker notes
===============

@ -109,7 +109,7 @@ void Thief::InitializeClassAbilities(){
p->SetState(State::ROLL);
p->rolling_timer="Thief.Right Click Ability.Roll Time"_F;
p->AddBuff(BuffType::SPEEDBOOST,"Thief.Right Click Ability.Movespeed Buff"_f[1],"Thief.Right Click Ability.Movespeed Buff"_f[0]/100.f);
geom2d::line mouseDir{p->GetPos(),p->GetWorldAimingLocation(Player::USE_WALK_DIR)};
geom2d::line mouseDir{p->GetPos(),p->GetWorldAimingLocation(Player::USE_WALK_DIR,Player::INVERTED)};
float velocity=(0.5f*-p->friction*"Thief.Right Click Ability.Roll Time"_F*"Thief.Right Click Ability.Roll Time"_F-std::clamp(mouseDir.length(),24.f,24.f*"Thief.Right Click Ability.Max Roll Range"_F/100))/-"Thief.Right Click Ability.Roll Time"_F; //Derived from kinetic motion formula.
p->SetVelocity(mouseDir.vector().norm()*velocity);
p->ApplyIframes("Thief.Right Click Ability.Iframe Time"_F);

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 3
#define VERSION_BUILD 10153
#define VERSION_BUILD 10164
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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