Fix Major Hawk AI transition not working properly when only one remains. Release Build 9381.

pull/57/head
sigonasr2 6 months ago
parent 21b8a9c3cb
commit 6902852b51
  1. 4
      Adventures in Lestoria/MajorHawk.cpp
  2. 1
      Adventures in Lestoria/TODO.txt
  3. 2
      Adventures in Lestoria/Version.h
  4. 1
      Adventures in Lestoria/assets/config/Monsters.txt
  5. BIN
      x64/Release/Adventures in Lestoria.exe

@ -49,8 +49,8 @@ using A=Attribute;
void Monster::STRATEGY::MAJOR_HAWK(Monster&m,float fElapsedTime,std::string strategy){
//Runs the Hawk strategy and has an aggressive mode when the amount of this monster falls below an amount.
const int majorHawkCount=std::reduce(MONSTER_LIST.begin(),MONSTER_LIST.end(),0,[&](const int&acc,const std::unique_ptr<Monster>&monster){return std::move(acc)+((monster->GetName()==ConfigString("Aggressive Name Check"))?1:0);});
const int majorHawkCount=std::reduce(MONSTER_LIST.begin(),MONSTER_LIST.end(),0,[&](const int&acc,const std::unique_ptr<Monster>&monster){return std::move(acc)+((monster->IsAlive()&&monster->GetName()==ConfigString("Aggressive Name Check"))?1:0);});
if(majorHawkCount<=ConfigInt("Aggressive Hawk Count"))HAWK(m,fElapsedTime,"Major Hawk");
else HAWK(m,fElapsedTime,"Hawk"); //Use normal hawk behaviors when there are too many Major Hawks.
}

@ -21,7 +21,6 @@ When a monster spawns, if it spawns inside a collision tile, attempt to set it o
New Monster Sound Effects
DEMO
====
Go back and apply new rendering code.

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 9378
#define VERSION_BUILD 9381
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -854,7 +854,6 @@ Monsters
# Dropdown/Rising speed in pixels per second while attacking.
Attack Z Speed = 160px/s
Flight Charge Cooldown = 8s
Attack Wait Time = 1s
#################################
##### END HAWK PROPERTY OVERRIDES

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