Update release build to version 6216.

pull/35/head
sigonasr2 10 months ago
parent 7a445f34c6
commit 7c87766bc5
  1. 4
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 3
      Adventures in Lestoria/DamageNumber.cpp
  3. 1
      Adventures in Lestoria/DamageNumber.h
  4. 2
      Adventures in Lestoria/InventoryCreator.cpp
  5. 10
      Adventures in Lestoria/TODO.txt
  6. 2
      Adventures in Lestoria/Version.h
  7. 2
      Adventures in Lestoria/assets/Campaigns/1_1_v2.tmx
  8. BIN
      Adventures in Lestoria/x64/Release Desktop/Crawler.res
  9. 3
      runGame.bat
  10. BIN
      x64/Release/Adventures in Lestoria.exe

@ -1340,9 +1340,9 @@ void AiL::RenderWorld(float fElapsedTime){
if(dn->lifeTime<=1){
if(dn->lifeTime<DamageNumber::MOVE_UP_TIME){
if(dn->invertedDirection){
dn->pos.y+=40*fElapsedTime;
dn->pos.y+=dn->riseSpd*fElapsedTime;
}else{
dn->pos.y-=20*fElapsedTime;
dn->pos.y-=dn->riseSpd*fElapsedTime;
}
}
}

@ -44,5 +44,6 @@ DamageNumber::DamageNumber()
}
DamageNumber::DamageNumber(vf2d pos,int damage,bool friendly,DamageNumberType type):
pos(pos),damage(damage),friendly(friendly),type(type),invertedDirection(type==INTERRUPT){
pos(pos),damage(damage),friendly(friendly),type(type),invertedDirection(type==INTERRUPT),riseSpd(20.f){
if(type==INTERRUPT||type==MANA_GAIN)riseSpd=40.f;
}

@ -51,6 +51,7 @@ struct DamageNumber{
int damage;
float lifeTime=0;
float pauseTime=0;
float riseSpd=0.f;
bool friendly=false;
bool invertedDirection=false;
DamageNumberType type=HEALTH_LOSS;

@ -64,7 +64,7 @@ std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)>
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_AddButtonOnSlotUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
size_t invSize=component.components.size()+1;
int invWidth=int(component.rect.size.x/(float(component.options.size.x)+component.options.padding));
int invWidth=int((component.rect.size.x-12)/(float(component.options.size.x)+component.options.padding));
int x=int((invSize-1)%invWidth);
int y=int((invSize-1)/invWidth);
int itemIndex=y*invWidth+x;

@ -55,4 +55,12 @@ ERR messages become just output messages in release build and won't crash the ga
{"Load Game Button",{
.up="New Game Button",
.down="Quit Game Button",}},
});
});
- Equipment purchase method changes:
ok equipment cant be sold currently anyway.
So i think the easiest solution would be making gear unique. buying and upgrading it could be at the exact same location then.
Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu.
[12:07 AM]sigonasr2: So the process goes: See current list of gear, first you buy it, then you can choose it again to continuously upgrade it

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 6212
#define VERSION_BUILD 6216
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" class="Map" orientation="orthogonal" renderorder="right-down" width="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="10" nextobjectid="177">
<map version="1.10" tiledversion="1.10.1" class="Map" orientation="orthogonal" renderorder="right-down" width="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="10" nextobjectid="178">
<properties>
<property name="Backdrop" propertytype="Backdrop" value="forest"/>
<property name="Background Music" propertytype="BGM" value="foresty1_1"/>

@ -1,2 +1,3 @@
cd "Adventures in Lestoria"
"..\x64\Release\Adventures in Lestoria.exe"
"..\x64\Release\Adventures in Lestoria.exe"
set /p DUMMY=Hit ENTER to exit...
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