This commit is contained in:
Quapsel 2024-07-03 05:47:32 +02:00
commit a25545bd99
8 changed files with 2825 additions and 14664 deletions

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@ -129,12 +129,12 @@ void MonsterData::InitializeMonsterData(){
if(DATA["Monsters"][MonsterName]["4-Way Spritesheet"].GetBool()){ if(DATA["Monsters"][MonsterName]["4-Way Spritesheet"].GetBool()){
hasFourWaySpriteSheet=true; hasFourWaySpriteSheet=true;
for(int direction=0;direction<4;direction++){ for(int direction=0;direction<4;direction++){
CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterImgName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style}); CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style});
animations.push_back(std::format("{}_{}",animationName,direction)); animations.push_back(std::format("{}_{}",animationName,direction));
} }
}else{ }else{
CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterImgName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style}); CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
animations.push_back(animationName); animations.push_back(animationName);
} }

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@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1 #define VERSION_MAJOR 1
#define VERSION_MINOR 2 #define VERSION_MINOR 2
#define VERSION_PATCH 3 #define VERSION_PATCH 3
#define VERSION_BUILD 9896 #define VERSION_BUILD 9906
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

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@ -520,7 +520,7 @@ Monsters
} }
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Boar Meat,20%,1,1
Hurt Sound = Monster Hurt Hurt Sound = Monster Hurt
Death Sound = Slime Dead Death Sound = Slime Dead
@ -564,7 +564,7 @@ Monsters
} }
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Broken Dagger,30%,1,1
Hurt Sound = Monster Hurt Hurt Sound = Monster Hurt
Death Sound = Slime Dead Death Sound = Slime Dead
@ -606,7 +606,7 @@ Monsters
Walk Sound = Slime Walk Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Broken Bow,30%,1,1
} }
Goblin (Bombs) Goblin (Bombs)
{ {
@ -644,7 +644,7 @@ Monsters
Walk Sound = Slime Walk Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Blackpowder,30%,1,1
} }
Goblin Boar Rider Goblin Boar Rider
{ {
@ -697,7 +697,7 @@ Monsters
Walk Sound = Slime Walk Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Boar Meat,20%,1,1
} }
Hawk Hawk
{ {
@ -738,7 +738,7 @@ Monsters
Walk Sound = Wing Flap Walk Sound = Wing Flap
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Hawk Feather,30%,1,1
} }
Stone Elemental Stone Elemental
{ {
@ -781,7 +781,7 @@ Monsters
Walk Sound = Slime Walk Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Stone Heart,30%,1,1
} }
Stone Pillar Stone Pillar
{ {
@ -934,7 +934,7 @@ Monsters
Walk Sound = Wing Flap Walk Sound = Wing Flap
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Bird's Treasure,100%,1,1
} }
Hawk_NOXP Hawk_NOXP
{ # A version of the Hawk that does not provide any XP. All other features remain identical. { # A version of the Hawk that does not provide any XP. All other features remain identical.
@ -1050,7 +1050,7 @@ Monsters
Walk Sound = Slime Walk Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1 DROP[0] = Stone Ring,100%,1,1
} }
Stone Golem Pillar Stone Golem Pillar
{ # Has three lives and breaks once all three health is lost. Changes sprite based on health. { # Has three lives and breaks once all three health is lost. Changes sprite based on health.

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@ -146,6 +146,24 @@ Levels
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item. # Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100% # Loot[0] = Berries, 1, 5, 100%
} }
CAMPAIGN_2_6
{
Map File = 2_6.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
CAMPAIGN_2_7
{
Map File = 2_7.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
CAMPAIGN_2_8
{
Map File = 2_8.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
BOSS_2_B BOSS_2_B
{ {
Map File = Boss_2_B.tmx Map File = Boss_2_B.tmx