Remove infinite flag and setup Map classes on new levels. Fix missing spawn zone settings for some monsters on 2-8. Add new levels to stage configuration list. Release Build 9906.
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@ -129,12 +129,12 @@ void MonsterData::InitializeMonsterData(){
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if(DATA["Monsters"][MonsterName]["4-Way Spritesheet"].GetBool()){
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if(DATA["Monsters"][MonsterName]["4-Way Spritesheet"].GetBool()){
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hasFourWaySpriteSheet=true;
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hasFourWaySpriteSheet=true;
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for(int direction=0;direction<4;direction++){
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for(int direction=0;direction<4;direction++){
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CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterImgName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style});
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CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style});
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animations.push_back(std::format("{}_{}",animationName,direction));
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animations.push_back(std::format("{}_{}",animationName,direction));
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}
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}
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}else{
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}else{
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CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterImgName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
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CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
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animations.push_back(animationName);
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animations.push_back(animationName);
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}
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}
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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 9896
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#define VERSION_BUILD 9906
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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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Load Diff
@ -146,6 +146,24 @@ Levels
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Loot[0] = Berries, 1, 5, 100%
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# Loot[0] = Berries, 1, 5, 100%
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}
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}
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CAMPAIGN_2_6
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{
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Map File = 2_6.tmx
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Loot[0] = Berries, 1, 5, 100%
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}
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CAMPAIGN_2_7
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{
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Map File = 2_7.tmx
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Loot[0] = Berries, 1, 5, 100%
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}
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CAMPAIGN_2_8
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{
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Map File = 2_8.tmx
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# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
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# Loot[0] = Berries, 1, 5, 100%
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}
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BOSS_2_B
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BOSS_2_B
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{
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{
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Map File = Boss_2_B.tmx
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Map File = Boss_2_B.tmx
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