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

pull/35/head
sigonasr2 11 months ago
parent 469c360e51
commit 94f314a7aa
  1. 2
      .gitignore
  2. 9
      Adventures in Lestoria/AdventuresInLestoria.cpp
  3. 10
      Adventures in Lestoria/InventoryCreator.cpp
  4. 2
      Adventures in Lestoria/Merchant.cpp
  5. 33
      Adventures in Lestoria/TODO.txt
  6. 4
      Adventures in Lestoria/Version.h
  7. 7
      distribute.ps1
  8. BIN
      x64/Release/Adventures in Lestoria.exe

2
.gitignore vendored

@ -397,3 +397,5 @@ build/CMakeFiles/3.16.3/CompilerIdCXX/CMakeCXXCompilerId.cpp
test.cpp test.cpp
/Adventures in Lestoria/Adventures in Lestoria /Adventures in Lestoria/Adventures in Lestoria
/Adventures in Lestoria/packkey.cpp /Adventures in Lestoria/packkey.cpp
/x64/Release/Adventures in Lestoria.zip
/x64/Release/Adventures in Lestoria_web.zip

@ -2325,15 +2325,6 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
return true; return true;
}); });
#pragma endregion #pragma endregion
LoadingScreen::AddPhase([&](){
#ifdef __EMSCRIPTEN__
Audio::muted=false;
Audio::UpdateBGMVolume();
#endif
pathfinder.Initialize();
return true;
});
#pragma region Setup Pathfinding (Loading Phase 9) #pragma region Setup Pathfinding (Loading Phase 9)
LoadingScreen::AddPhase([&](){ LoadingScreen::AddPhase([&](){

@ -50,15 +50,9 @@ DEFINE(RowPlayerArmor);
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_InventorySlotsUpdate= std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_InventorySlotsUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){ [](InventoryScrollableWindowComponent&component,ITCategory cat){
size_t invSize=Inventory::get(cat).size(); size_t invSize=Inventory::get(cat).size();
//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory. component.RemoveAllComponents();
if(component.components.size()<invSize){//We need more space to display our items. for(std::weak_ptr<Item> item:Inventory::get(cat)){
component.AddButtonOnSlotUpdate(cat); component.AddButtonOnSlotUpdate(cat);
}else
if(component.components.size()>invSize){ //There are empty spots, so let's clean up.
component.RemoveAllComponents();
for(std::weak_ptr<Item> item:Inventory::get(cat)){
component.AddButtonOnSlotUpdate(cat);
}
} }
}; };
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_AddButtonOnSlotUpdate= std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_AddButtonOnSlotUpdate=

@ -51,7 +51,7 @@ MerchantFunctionPrimingData Merchant::sellFunctionPrimed("CanSellItem()");
Merchant Merchant::travelingMerchant; Merchant Merchant::travelingMerchant;
const Merchant&Merchant::GetRandomMerchant(Chapter chapter){ const Merchant&Merchant::GetRandomMerchant(Chapter chapter){
const Merchant&newMerchant=merchants[chapter][util::random()%(merchants[chapter].size()-1)]; const Merchant&newMerchant=merchants[chapter][util::random()%(merchants[chapter].size())];
return newMerchant; return newMerchant;
} }

@ -2,4 +2,35 @@ February 28th -> Begin Internal Game Playtesting
March 6th -> Discord/Friend Playtesting March 6th -> Discord/Friend Playtesting
March 30th -> Public Demo Release March 30th -> Public Demo Release
- Check online username boxes (does not show the *?)\ Test_1_results
Major Problems:
Medium Problems:
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.
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)
Minor Problems:
Warrior animation swings sword in wrong direction if hitting while running away from enemies
swamp tiles are visible on the world map near the forest
music stuttering while entering load screen
consumable needs to be reselected to be filled up completly during loadout
1_7 green slime spawn = one of the slimes is stuck in an object on spawn
end of worldmap is visible. needs to be extended a little bit
are those even Problems?:
Story 1 unlock on a new character
distance on 1_1 between first and second Enemy spawn feels to empty
you can drag npcs around the camp. Actually fun. not sure if fix is needed.
battle shout slow range and effectivity needs a buff
Materials for initial craft seems to be wrong? need to recheck
do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
chasing blue slime as warrior aint no fun, nerf there move spd (-5% maybe?)
feature to lock accesoires to protect them from selling would be nice
Gorbit99's viewport PGEX
Original Nico Sprite
Inventory scroll bar doesn't reset its size

@ -38,8 +38,8 @@ All rights reserved.
#pragma once #pragma once
#define VERSION_MAJOR 0 #define VERSION_MAJOR 0
#define VERSION_MINOR 4 #define VERSION_MINOR 4
#define VERSION_PATCH 0 #define VERSION_PATCH 1
#define VERSION_BUILD 7852 #define VERSION_BUILD 7857
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -1,18 +1,21 @@
rm -R bin rm -R bin
mkdir bin mkdir bin
mkdir bin/assets mkdir bin/assets
$ErrorActionPreference = "Stop"
cp -R "Adventures in Lestoria/assets/Campaigns" bin/assets cp -R "Adventures in Lestoria/assets/Campaigns" bin/assets
cp -R "Adventures in Lestoria/assets/config" bin/assets cp -R "Adventures in Lestoria/assets/config" bin/assets
cp -R "Adventures in Lestoria/assets/maps" bin/assets cp -R "Adventures in Lestoria/assets/maps" bin/assets
cp -R "Adventures in Lestoria/assets/backgrounds" bin/assets
rm -R bin/assets/backgrounds/commercial_assets
rm -R bin/assets/maps/commercial_assets rm -R bin/assets/maps/commercial_assets
cp -R "Adventures in Lestoria/assets/monsters" bin/assets cp -R "Adventures in Lestoria/assets/monsters" bin/assets
cp -R "Adventures in Lestoria/assets/music" bin/assets cp -R "Adventures in Lestoria/assets/music" bin/assets
cp -R "Adventures in Lestoria/assets/npcs" bin/assets cp -R "Adventures in Lestoria/assets/npcs" bin/assets
cp -R "Adventures in Lestoria/assets/sounds" bin/assets cp -R "Adventures in Lestoria/assets/sounds" bin/assets
cp -R "Adventures in Lestoria/assets/themes" bin/assets
cp -R "Adventures in Lestoria/assets/gamepack.pak" bin/assets cp -R "Adventures in Lestoria/assets/gamepack.pak" bin/assets
cp -R "Adventures in Lestoria/assets/*.ttf" bin/assets cp -R "Adventures in Lestoria/assets/*.ttf" bin/assets
cp -R "x64/Release/*" bin cp -R "x64/Release/*" bin
rm bin/*.pdb rm bin/*.pdb
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