Fix crash due to off-by-one error with randomizing the traveling merchant when reaching chapter 2+. Fix player inventory scrollbars not resizing when items are removed from the inventory because of crafting. Release Build 7857, Test Version 0.4.1
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@ -397,3 +397,5 @@ build/CMakeFiles/3.16.3/CompilerIdCXX/CMakeCXXCompilerId.cpp
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test.cpp
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test.cpp
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/Adventures in Lestoria/Adventures in Lestoria
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/Adventures in Lestoria/Adventures in Lestoria
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/Adventures in Lestoria/packkey.cpp
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/Adventures in Lestoria/packkey.cpp
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/x64/Release/Adventures in Lestoria.zip
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/x64/Release/Adventures in Lestoria_web.zip
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@ -2326,15 +2326,6 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
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});
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});
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#pragma endregion
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#pragma endregion
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LoadingScreen::AddPhase([&](){
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#ifdef __EMSCRIPTEN__
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Audio::muted=false;
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Audio::UpdateBGMVolume();
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#endif
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pathfinder.Initialize();
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return true;
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});
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#pragma region Setup Pathfinding (Loading Phase 9)
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#pragma region Setup Pathfinding (Loading Phase 9)
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LoadingScreen::AddPhase([&](){
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LoadingScreen::AddPhase([&](){
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Audio::SetAudioEvent("Default Volume");
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Audio::SetAudioEvent("Default Volume");
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@ -50,16 +50,10 @@ DEFINE(RowPlayerArmor);
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_InventorySlotsUpdate=
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_InventorySlotsUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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size_t invSize=Inventory::get(cat).size();
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size_t invSize=Inventory::get(cat).size();
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(component.components.size()<invSize){//We need more space to display our items.
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component.AddButtonOnSlotUpdate(cat);
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}else
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if(component.components.size()>invSize){ //There are empty spots, so let's clean up.
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component.RemoveAllComponents();
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component.RemoveAllComponents();
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for(std::weak_ptr<Item> item:Inventory::get(cat)){
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for(std::weak_ptr<Item> item:Inventory::get(cat)){
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component.AddButtonOnSlotUpdate(cat);
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component.AddButtonOnSlotUpdate(cat);
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}
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}
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}
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};
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};
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_AddButtonOnSlotUpdate=
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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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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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@ -51,7 +51,7 @@ MerchantFunctionPrimingData Merchant::sellFunctionPrimed("CanSellItem()");
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Merchant Merchant::travelingMerchant;
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Merchant Merchant::travelingMerchant;
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const Merchant&Merchant::GetRandomMerchant(Chapter chapter){
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const Merchant&Merchant::GetRandomMerchant(Chapter chapter){
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const Merchant&newMerchant=merchants[chapter][util::random()%(merchants[chapter].size()-1)];
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const Merchant&newMerchant=merchants[chapter][util::random()%(merchants[chapter].size())];
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return newMerchant;
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return newMerchant;
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}
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}
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@ -2,4 +2,35 @@ February 28th -> Begin Internal Game Playtesting
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March 6th -> Discord/Friend Playtesting
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March 6th -> Discord/Friend Playtesting
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March 30th -> Public Demo Release
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March 30th -> Public Demo Release
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- Check online username boxes (does not show the *?)\
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Test_1_results
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Major Problems:
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Medium Problems:
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if a item is selected in loadout and you sell the item completly it stays into loadout and can actually be used. Edit: Nothing will happen after using it. Just in the interface it will be shown as used.
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3rd Kill of Ursule already was doable by completly skipping last phase. damage ramp up to huge at the moment. (imo Main Problem is weapon damage and accessories attack values)
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Minor Problems:
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Warrior animation swings sword in wrong direction if hitting while running away from enemies
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swamp tiles are visible on the world map near the forest
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music stuttering while entering load screen
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consumable needs to be reselected to be filled up completly during loadout
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1_7 green slime spawn = one of the slimes is stuck in an object on spawn
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end of worldmap is visible. needs to be extended a little bit
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are those even Problems?:
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Story 1 unlock on a new character
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distance on 1_1 between first and second Enemy spawn feels to empty
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you can drag npcs around the camp. Actually fun. not sure if fix is needed.
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battle shout slow range and effectivity needs a buff
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Materials for initial craft seems to be wrong? need to recheck
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do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
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should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
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chasing blue slime as warrior aint no fun, nerf there move spd (-5% maybe?)
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feature to lock accesoires to protect them from selling would be nice
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Gorbit99's viewport PGEX
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Original Nico Sprite
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Inventory scroll bar doesn't reset its size
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@ -38,8 +38,8 @@ All rights reserved.
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#pragma once
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#pragma once
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 4
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#define VERSION_MINOR 4
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#define VERSION_PATCH 0
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#define VERSION_PATCH 1
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#define VERSION_BUILD 7852
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#define VERSION_BUILD 7857
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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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@ -1,18 +1,21 @@
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rm -R bin
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rm -R bin
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mkdir bin
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mkdir bin
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mkdir bin/assets
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mkdir bin/assets
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$ErrorActionPreference = "Stop"
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cp -R "Adventures in Lestoria/assets/Campaigns" bin/assets
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cp -R "Adventures in Lestoria/assets/Campaigns" bin/assets
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cp -R "Adventures in Lestoria/assets/config" bin/assets
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cp -R "Adventures in Lestoria/assets/config" bin/assets
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cp -R "Adventures in Lestoria/assets/maps" bin/assets
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cp -R "Adventures in Lestoria/assets/maps" bin/assets
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cp -R "Adventures in Lestoria/assets/backgrounds" bin/assets
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rm -R bin/assets/backgrounds/commercial_assets
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rm -R bin/assets/maps/commercial_assets
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rm -R bin/assets/maps/commercial_assets
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cp -R "Adventures in Lestoria/assets/monsters" bin/assets
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cp -R "Adventures in Lestoria/assets/monsters" bin/assets
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cp -R "Adventures in Lestoria/assets/music" bin/assets
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cp -R "Adventures in Lestoria/assets/music" bin/assets
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cp -R "Adventures in Lestoria/assets/npcs" bin/assets
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cp -R "Adventures in Lestoria/assets/npcs" bin/assets
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cp -R "Adventures in Lestoria/assets/sounds" bin/assets
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cp -R "Adventures in Lestoria/assets/sounds" bin/assets
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cp -R "Adventures in Lestoria/assets/themes" bin/assets
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cp -R "Adventures in Lestoria/assets/gamepack.pak" bin/assets
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cp -R "Adventures in Lestoria/assets/gamepack.pak" bin/assets
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cp -R "Adventures in Lestoria/assets/*.ttf" bin/assets
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cp -R "Adventures in Lestoria/assets/*.ttf" bin/assets
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cp -R "x64/Release/*" bin
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cp -R "x64/Release/*" bin
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rm bin/*.pdb
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rm bin/*.pdb
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