Add in lockin target time property to regular run towards monster strategy. Yellow Slime Jump target speed increased from 70 -> 90. Yellow Slime Jump lock-in target time increased from 0.0s -> 0.2s. Release Build 8087.
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				| @ -79,11 +79,12 @@ void Monster::STRATEGY::RUN_TOWARDS(Monster&m,float fElapsedTime,std::string str | ||||
| 		m.UpdateFacingDirection(m.target); | ||||
| 	} | ||||
| 
 | ||||
| 	const auto StartJumpTowardsPlayer=[&](float jumpDuration,float recoveryTime,float jumpMoveSpd){ | ||||
| 	const auto StartJumpTowardsPlayer=[&](float jumpDuration,float recoveryTime,float jumpMoveSpd,float moveTowardsTargetLockinTime){ | ||||
| 		m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration; | ||||
| 		m.B(A::JUMP_TOWARDS_PLAYER)=true; | ||||
| 		m.F(A::RECOVERY_TIME)=recoveryTime; | ||||
| 		m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd; | ||||
| 		m.F(A::JUMP_MOVE_TO_TARGET_TIMER)=moveTowardsTargetLockinTime; | ||||
| 		m.SetState(State::JUMP); | ||||
| 	}; | ||||
| 	const auto Landed=[&](){ | ||||
| @ -114,7 +115,7 @@ void Monster::STRATEGY::RUN_TOWARDS(Monster&m,float fElapsedTime,std::string str | ||||
| 				m.F(A::LAST_JUMP_TIMER)=std::max(0.f,m.F(A::LAST_JUMP_TIMER)-fElapsedTime); | ||||
| 				if(m.F(A::LAST_JUMP_TIMER)==0.f){ | ||||
| 					if(geom2d::line(m.pos,m.target).length()<=ConfigInt("MaxPlayerJumpEngageDistance")/100.f*24){ | ||||
| 						StartJumpTowardsPlayer(ConfigFloat("JumpDelayTime"),ConfigFloat("JumpRecoveryTime"),ConfigFloat("JumpMoveSpd")); | ||||
| 						StartJumpTowardsPlayer(ConfigFloat("JumpDelayTime"),ConfigFloat("JumpRecoveryTime"),ConfigFloat("JumpMoveSpd"),ConfigFloat("JumpLockinTargetTime")); | ||||
| 					} | ||||
| 					m.F(A::LAST_JUMP_TIMER)=ConfigFloat("JumpTimer"); | ||||
| 				} | ||||
| @ -129,17 +130,19 @@ void Monster::STRATEGY::RUN_TOWARDS(Monster&m,float fElapsedTime,std::string str | ||||
| 			if(m.B(A::JUMP_TOWARDS_PLAYER)){ | ||||
| 				jumpTargetPos=game->GetPlayer()->GetPos(); | ||||
| 			} | ||||
| 			if(m.GetPos().x>jumpTargetPos.x){ | ||||
| 				m.SetX(std::max(jumpTargetPos.x,m.GetPos().x-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); | ||||
| 			} else | ||||
| 			if(m.GetPos().x<jumpTargetPos.x){ | ||||
| 				m.SetX(std::min(jumpTargetPos.x,m.GetPos().x+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); | ||||
| 			} | ||||
| 			if(m.GetPos().y>jumpTargetPos.y){ | ||||
| 				m.SetY(std::max(jumpTargetPos.y,m.GetPos().y-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); | ||||
| 			} else | ||||
| 			if(m.GetPos().y<jumpTargetPos.y){ | ||||
| 				m.SetY(std::min(jumpTargetPos.y,m.GetPos().y+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); | ||||
| 			if(m.F(A::JUMP_LANDING_TIMER)>m.F(A::JUMP_MOVE_TO_TARGET_TIMER)){ | ||||
| 				if(m.GetPos().x>jumpTargetPos.x){ | ||||
| 					m.SetX(std::max(jumpTargetPos.x,m.GetPos().x-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); | ||||
| 				} else | ||||
| 				if(m.GetPos().x<jumpTargetPos.x){ | ||||
| 					m.SetX(std::min(jumpTargetPos.x,m.GetPos().x+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); | ||||
| 				} | ||||
| 				if(m.GetPos().y>jumpTargetPos.y){ | ||||
| 					m.SetY(std::max(jumpTargetPos.y,m.GetPos().y-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); | ||||
| 				} else | ||||
| 				if(m.GetPos().y<jumpTargetPos.y){ | ||||
| 					m.SetY(std::min(jumpTargetPos.y,m.GetPos().y+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); | ||||
| 				} | ||||
| 			} | ||||
| 			if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){ | ||||
| 				m.SetZ(util::lerp(0,float(ConfigInt("JumpHeight")),1-jumpLandingTimerRatio)); | ||||
|  | ||||
| @ -39,7 +39,7 @@ All rights reserved. | ||||
| #define VERSION_MAJOR 0 | ||||
| #define VERSION_MINOR 5 | ||||
| #define VERSION_PATCH 1 | ||||
| #define VERSION_BUILD 8086 | ||||
| #define VERSION_BUILD 8087 | ||||
| 
 | ||||
| #define stringify(a) stringify_(a) | ||||
| #define stringify_(a) #a | ||||
|  | ||||
| @ -63,6 +63,8 @@ MonsterStrategy | ||||
| 		JumpHeight = 750 | ||||
| 		# Maximum distance the player can be away from the enemy for a jump to occur. | ||||
| 		MaxPlayerJumpEngageDistance = 900 | ||||
| 		# How much time remaining for the jump target being locked into place. | ||||
| 		JumpLockinTargetTime = 0.0 | ||||
| 
 | ||||
| 	} | ||||
| 	Shoot Afar | ||||
|  | ||||
| @ -143,7 +143,9 @@ Monsters | ||||
| 		JumpTimer = 10.0 | ||||
| 		JumpAttackDamage = 20 | ||||
| 		JumpKnockbackFactor = 50.0 | ||||
| 		JumpMoveSpd = 70 | ||||
| 		JumpMoveSpd = 90 | ||||
| 		# How much time remaining for the jump target being locked into place. | ||||
| 		JumpLockinTargetTime = 0.2 | ||||
| 
 | ||||
| 		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity | ||||
| 		DROP[0] = Yellow Slime Remains,30%,1,1 | ||||
|  | ||||
										
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