Change lock/unlock key for keyboard users to not conflict with the menu key. Prevent crafting requirements of an item from being displayed when the max stage is reached. Navigating down from the decrease amount button in Sherman's consumable crafting menu should redirect the cursor to the craft button if available instead of the cancel button. Inventory menu properly displays changing color descriptions now. Remove ultra fast hyper switching in the level completion window when pressing down the left or right triggers on a controller. Release Build 8082.

pull/35/head
sigonasr2 11 months ago
parent 2de0ba3810
commit a687bbe455
  1. 2
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 4
      Adventures in Lestoria/ConsumableCraftItemWindow.cpp
  3. 2
      Adventures in Lestoria/InventoryWindow.cpp
  4. 6
      Adventures in Lestoria/Item.cpp
  5. 5
      Adventures in Lestoria/TODO.txt
  6. 2
      Adventures in Lestoria/Version.h
  7. 1
      Adventures in Lestoria/olcPGEX_Gamepad.h
  8. BIN
      x64/Release/Adventures in Lestoria.exe

@ -2869,7 +2869,7 @@ void AiL::InitializeDefaultKeybinds(){
KEY_START.AddKeybind({KEY,SPACE});
KEY_START.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::START)});
KEY_CONTROLLER_START.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::START)});
KEY_SELECT.AddKeybind({KEY,ESCAPE});
KEY_SELECT.AddKeybind({KEY,CTRL});
KEY_SELECT.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::SELECT)});
KEY_FACEUP.AddKeybind({KEY,R});

@ -194,8 +194,8 @@ void Menu::InitializeConsumableCraftItemWindow(){
.left="Decrease Craft amount Button",
.right="Decrease Craft amount Button",}},
{"Decrease Craft amount Button",{
.up="Back Button",
.down="Back Button",
.up="Craft Button",
.down="Craft Button",
.left="Increase Craft amount Button",
.right="Increase Craft amount Button",}},
});

@ -138,7 +138,7 @@ void Menu::InitializeInventoryWindow(){
#pragma region Inventory Description
float inventoryDescriptionWidth=inventoryWindow->pos.x+inventoryWindow->size.x-26-224;
inventoryWindow->ADD("Item Description Outline",MenuLabel)(geom2d::rect<float>{{224,28},{inventoryDescriptionWidth,inventoryWindow->size.y-44}},"",1,LEFT_ALIGN|OUTLINE|BACKGROUND)END;
inventoryWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>{{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END
inventoryWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>{{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,DO_NOTHING,"Item Name Label","Item Description Label",IconButtonAttr::NOT_SELECTABLE)END
->SetIconScale({2.f,2.f});
inventoryWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,LEFT_ALIGN|SHADOW)END;
inventoryWindow->ADD("Item Description Label",MenuLabel)(geom2d::rect<float>{{226,94},{inventoryDescriptionWidth-6,inventoryWindow->size.y-44-66}},"",0.5f,LEFT_ALIGN|SHADOW)END;

@ -686,9 +686,9 @@ const std::string Item::Description(CompactText compact)const{
}
}
if(compact==CRAFTING_INFO){
description+="\n\nCrafting Requirements:\n---------\n";
if(IsCraftable()){
size_t enhanceIndex=std::min(EnhancementLevel()+1,"Item.Item Max Enhancement Level"_I);
if(IsCraftable()&&EnhancementLevel()+1<="Item.Item Max Enhancement Level"_I&&GetEnhancementInfo()[EnhancementLevel()+1].chapterAvailable<=game->GetCurrentChapter()){
description+="\n\nCrafting Requirements:\n---------\n";
size_t enhanceIndex=EnhancementLevel()+1;
if(IsEquippable()&&Inventory::GetItemCount(ActualName())==0)enhanceIndex=0;
const EnhancementLevelInfo&info=GetEnhancementInfo()[int(enhanceIndex)];

@ -10,4 +10,7 @@ should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
Funny text colors with text color override on blacksmith menu
Toggle for displaying error messages
Toggle for displaying error messages
Pressing down from the - button on sherman should move to the craft button as well.
Inventory menu still not blinking
Pressing R2/L2 scrolls through monster loot/stage loot window REALLY fast

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 5
#define VERSION_PATCH 1
#define VERSION_BUILD 8068
#define VERSION_BUILD 8082
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -851,6 +851,7 @@ void olc::GamePad::poll() {
};
for (size_t i = 0; i < GP_BUTTON_COUNT; i++) {
if(i==6||i==7)continue;
bool pressed = state.Gamepad.wButtons & buttonCodes[i];
handleButton(i, pressed);
}

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