Fix a bug with stone elemental burrow rise bullet ring color not respecting the configuration value. Add bullet rings to chapter 2 boss pillars when they are broken. Release Build 9678.
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@ -36,9 +36,9 @@ All rights reserved.
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*/
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#pragma endregion
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#include "Monster.h"
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#include "MonsterStrategyHelpers.h"
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#include "config.h"
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#include "util.h"
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#include "AdventuresInLestoria.h"
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using A=Attribute;
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@ -50,9 +50,14 @@ void Monster::STRATEGY::BREAKING_PILLAR(Monster&m,float fElapsedTime,std::string
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m.animation.ModifyDisplaySprite(m.internal_animState,ConfigString("Break Phase 1 Animation Name"));
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}else m.animation.ModifyDisplaySprite(m.internal_animState,ConfigString("Break Phase 2 Animation Name"));
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m.SetStrategyDeathFunction([](GameEvent&deathEvent,Monster&m,const std::string&monsterName){
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m.SetStrategyDeathFunction([&](GameEvent&deathEvent,Monster&m,const std::string&strategy){
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m.lifetime=0.01f;
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m.B(A::MARKED_DEAD)=true;
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const float bulletAngRandomOffset{util::random(PI/2)};
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for(int i=0;i<ConfigInt("Death Ring Bullet Count");i++){
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const float bulletAngle=((2*PI)/ConfigInt("Death Ring Bullet Count"))*i+bulletAngRandomOffset;
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CreateBullet(Bullet)(m.GetPos(),vf2d{ConfigFloat("Death Ring Bullet Speed"),bulletAngle}.cart(),ConfigFloat("Death Ring Bullet Size"),ConfigInt("Death Ring Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Death Ring Bullet Color"),vf2d{ConfigFloat("Death Ring Bullet Size")/3,ConfigFloat("Death Ring Bullet Size")/3})EndBullet;
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}
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return false;
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});
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}
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@ -44,17 +44,17 @@ The Boss continues with its normal behaviour while the pillars are getting caste
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every Pillar that breaks Casts a ring of projectiles on death (15 dmg)
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>every Pillar that breaks Casts a ring of projectiles on death (15 dmg)
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The golem attacks similar like bear boss but with half the radius on the attack. (35 dmg)
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>The golem attacks similar like bear boss but with half the radius on the attack. (35 dmg)
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after every attack there is a 25% chance The Stone golem targets the Player. the targeting gets Indicated around the player.
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>after every attack there is a 25% chance The Stone golem targets the Player. the targeting gets Indicated around the player.
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after 2.5 seconds the golems throws a giant rock with 250 radius on the players position. Damaging the player and destroying Pillars hit. (55 dmg)
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>after 2.5 seconds the golems throws a giant rock with 250 radius on the players position. Damaging the player and destroying Pillars hit. (55 dmg)
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Stone Throw cant overlap with shockwave. when a 10% mark is reached while a rock is targeting the player, Shockwave cast starts after the rock was thrown.
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@ -202,7 +202,7 @@ void Monster::STRATEGY::STONE_ELEMENTAL(Monster&m,float fElapsedTime,std::string
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const float bulletAngRandomOffset{util::random(PI/2)};
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for(int i=0;i<ConfigInt("Burrow Ring Bullet Count");i++){
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const float bulletAngle=((2*PI)/ConfigInt("Burrow Ring Bullet Count"))*i+bulletAngRandomOffset;
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CreateBullet(Bullet)(m.GetPos(),vf2d{ConfigFloat("Burrow Ring Bullet Speed"),bulletAngle}.cart(),ConfigFloat("Burrow Ring Bullet Size"),ConfigInt("Burrow Ring Bullet Damage"),m.OnUpperLevel(),false,{96,0,120},vf2d{ConfigFloat("Burrow Ring Bullet Size")/3,ConfigFloat("Burrow Ring Bullet Size")/3})EndBullet;
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CreateBullet(Bullet)(m.GetPos(),vf2d{ConfigFloat("Burrow Ring Bullet Speed"),bulletAngle}.cart(),ConfigFloat("Burrow Ring Bullet Size"),ConfigInt("Burrow Ring Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Burrow Ring Bullet Color"),vf2d{ConfigFloat("Burrow Ring Bullet Size")/3,ConfigFloat("Burrow Ring Bullet Size")/3})EndBullet;
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}
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}
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}break;
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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 2
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#define VERSION_PATCH 3
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#define VERSION_BUILD 9675
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#define VERSION_BUILD 9678
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -939,5 +939,12 @@ MonsterStrategy
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Break Phase 1 Animation Name = BREAK1
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Break Phase 2 HP % Threshold = below 34%
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Break Phase 2 Animation Name = BREAK2
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Death Ring Bullet Count = 24
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Death Ring Bullet Speed = 140
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Death Ring Bullet Damage = 15
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Death Ring Bullet Size = 8
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# RGBA
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Death Ring Bullet Color = 255, 255, 255, 255
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}
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}
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