Update release build to version 6216.
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7a445f34c6
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@ -1340,9 +1340,9 @@ void AiL::RenderWorld(float fElapsedTime){
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if(dn->lifeTime<=1){
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if(dn->lifeTime<DamageNumber::MOVE_UP_TIME){
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if(dn->invertedDirection){
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dn->pos.y+=40*fElapsedTime;
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dn->pos.y+=dn->riseSpd*fElapsedTime;
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}else{
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dn->pos.y-=20*fElapsedTime;
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dn->pos.y-=dn->riseSpd*fElapsedTime;
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}
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}
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}
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@ -44,5 +44,6 @@ DamageNumber::DamageNumber()
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}
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DamageNumber::DamageNumber(vf2d pos,int damage,bool friendly,DamageNumberType type):
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pos(pos),damage(damage),friendly(friendly),type(type),invertedDirection(type==INTERRUPT){
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pos(pos),damage(damage),friendly(friendly),type(type),invertedDirection(type==INTERRUPT),riseSpd(20.f){
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if(type==INTERRUPT||type==MANA_GAIN)riseSpd=40.f;
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}
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@ -51,6 +51,7 @@ struct DamageNumber{
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int damage;
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float lifeTime=0;
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float pauseTime=0;
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float riseSpd=0.f;
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bool friendly=false;
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bool invertedDirection=false;
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DamageNumberType type=HEALTH_LOSS;
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@ -64,7 +64,7 @@ std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)>
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_AddButtonOnSlotUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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size_t invSize=component.components.size()+1;
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int invWidth=int(component.rect.size.x/(float(component.options.size.x)+component.options.padding));
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int invWidth=int((component.rect.size.x-12)/(float(component.options.size.x)+component.options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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@ -55,4 +55,12 @@ ERR messages become just output messages in release build and won't crash the ga
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{"Load Game Button",{
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.up="New Game Button",
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.down="Quit Game Button",}},
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});
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});
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- Equipment purchase method changes:
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ok equipment cant be sold currently anyway.
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So i think the easiest solution would be making gear unique. buying and upgrading it could be at the exact same location then.
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Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu.
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[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
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 6212
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#define VERSION_BUILD 6216
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -1,5 +1,5 @@
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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="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="10" nextobjectid="177">
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<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">
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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="foresty1_1"/>
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@ -1,2 +1,3 @@
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cd "Adventures in Lestoria"
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"..\x64\Release\Adventures in Lestoria.exe"
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"..\x64\Release\Adventures in Lestoria.exe"
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set /p DUMMY=Hit ENTER to exit...
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