Add in new base camp music and events. Added 3 unlock tiers for the base camp music progression. Release Build 8476.
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@ -50,7 +50,7 @@
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"foresty1_1",
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"overworld",
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"foresty_boss",
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"foresty_loop1"
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"base_camp"
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],
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"valuesAsFlags": false
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},
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@ -240,6 +240,7 @@ AiL::AiL()
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}
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bool AiL::OnUserCreate(){
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if(PACK_KEY=="INSERT_PACK_KEY_HERE")ERR("ERROR! Starting the game with the default pack ID is not allowed!")
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gamepack.LoadPack("assets/"+"gamepack_file"_S,PACK_KEY);
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GamePad::init();
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@ -2700,7 +2701,6 @@ bool Steam_Init(){
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int main()
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{
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if(PACK_KEY=="INSERT_PACK_KEY_HERE")ERR("ERROR! Starting the game with the default pack ID is not allowed!")
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#ifndef __EMSCRIPTEN__
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if(SteamAPI_RestartAppIfNecessary(2895980U))return false; //Immediately quit if steam is detected and can be started through it.
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if(Steam_Init()){
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@ -68,6 +68,12 @@ void State_GameHub::OnStateChange(GameState*prevState){
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}
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void State_GameHub::OnLevelLoad(){
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game->UpdateDiscordStatus("Camp",game->GetPlayer()->GetClassName());
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if(Unlock::IsUnlocked("STORY_1_3")){
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Audio::SetAudioEvent("Chapter2Unlock");
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}else
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if(Unlock::IsUnlocked("STORY_1_2")){
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Audio::SetAudioEvent("BlacksmithUnlock");
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}
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}
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void State_GameHub::OnUserUpdate(AiL*game){
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State_GameRun::OnUserUpdate(game);
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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_MINOR 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 8472
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#define VERSION_BUILD 8476
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.10.1" class="Map" orientation="orthogonal" renderorder="right-down" width="70" height="60" tilewidth="12" tileheight="12" infinite="0" nextlayerid="9" nextobjectid="3">
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="70" height="60" tilewidth="12" tileheight="12" infinite="0" nextlayerid="9" nextobjectid="3">
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<properties>
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<property name="Backdrop" propertytype="Backdrop" value="forest"/>
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<property name="Background Music" propertytype="BGM" value="foresty_loop1"/>
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<property name="Background Music" propertytype="BGM" value="base_camp"/>
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<property name="Level Type" propertytype="LevelType" value="Hub"/>
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</properties>
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<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24as12x12.tsx"/>
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@ -31,9 +31,6 @@ BGM
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Events
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{
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Default Volume = 70%
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LowHealth = 100%
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InCombat = 100%
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Underwater = 100%
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}
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}
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@ -50,9 +47,6 @@ BGM
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Events
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{
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Default Volume = 70%
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LowHealth = 100%
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InCombat = 100%
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Underwater = 100%
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}
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}
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@ -79,24 +73,29 @@ BGM
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}
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#Song title followed by filenames for individual parts
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foresty_loop1
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base_camp
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{
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Track Name = Foresty Loop 1
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Track Name = Base Camp
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channel[0]=loop1/foresty1_1_loop1_bass.ogg
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channel[1]=loop1/foresty1_1_loop1_drums.ogg
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channel[2]=loop1/foresty1_1_loop1_flute.ogg
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channel[3]=loop1/foresty1_1_loop1_piano 1.ogg
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channel[4]=loop1/foresty1_1_loop1_piano 2.ogg
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channel[5]=loop1/foresty1_1_loop1_strings.ogg
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channel[6]=loop1/foresty1_1_loop1_xtra perc.ogg
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channel[0]=AIL_baseCamp_bass.ogg
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channel[1]=AIL_baseCamp_flute.ogg
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channel[2]=AIL_baseCamp_kick.ogg
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channel[3]=AIL_baseCamp_piano1.ogg
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channel[4]=AIL_baseCamp_piano2.ogg
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channel[5]=AIL_baseCamp_pizzicato.ogg
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channel[6]=AIL_baseCamp_ride.ogg
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channel[7]=AIL_baseCamp_snare.ogg
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channel[8]=AIL_baseCamp_strings.ogg
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channel[9]=AIL_baseCamp_xtra perc.ogg
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# Transition time between one phase to the next.
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Fade Time = 2.0
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Events
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{
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Default Volume = 0%,70%,0%,0%,70%,70%,0%
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Default Volume = 60%,60%,0%,0%,0%,0%,0%,0%,60%,60%
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BlacksmithUnlock = 60%,60%,60%,0%,0%,0%,0%,60%,60%,60%
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Chapter2Unlock = 80%,80%,60%,0%,100%,70%,0%,60%,80%,60%
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}
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}
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@ -1,9 +1,9 @@
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Events
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{
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LowHealth = "Occurs when the player is low in health."
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InCombat = "Occurs when the player is in combat."
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Underwater = "Occurs when the player is in water."
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TitleScreenLoaded = "Occurs when the title screen intro is done"
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BlacksmithUnlock = "Blacksmith appears in the camp."
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Chapter2Unlock = "Chapter 2 is unlocked (beat the demo)"
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SFX
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{
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_bass.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_bass.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_flute.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_flute.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_kick.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_kick.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_piano1.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_piano1.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_piano2.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_piano2.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_pizzicato.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_pizzicato.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_ride.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_ride.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_snare.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_snare.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_strings.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_strings.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_xtra perc.ogg
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BIN
Adventures in Lestoria/assets/music/AIL_baseCamp_xtra perc.ogg
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BIN
Adventures in Lestoria/assets/music/base_camp.ogg
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BIN
Adventures in Lestoria/assets/music/base_camp.ogg
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