Add configuration parameters for Wizard Meteor ability.
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49b802fc99
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@ -54,7 +54,7 @@ bool LightningBolt::MonsterHit(Monster& monster)
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if(&m==&monster||monster.OnUpperLevel()!=m.OnUpperLevel())continue;
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if(&m==&monster||monster.OnUpperLevel()!=m.OnUpperLevel())continue;
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geom2d::line<float>lineToTarget=geom2d::line<float>(monster.GetPos(),m.GetPos());
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geom2d::line<float>lineToTarget=geom2d::line<float>(monster.GetPos(),m.GetPos());
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float dist=lineToTarget.length();
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float dist=lineToTarget.length();
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if(dist<="Wizard.Ability 2.LightningChainDistance"_F/100*12){
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if(dist<="Wizard.Ability 2.LightningChainRadius"_F/100*24){
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if(m.Hurt(game->GetPlayer()->GetAttack()*"Wizard.Ability 2.LightningChainDamageMult"_F,OnUpperLevel())){
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if(m.Hurt(game->GetPlayer()->GetAttack()*"Wizard.Ability 2.LightningChainDamageMult"_F,OnUpperLevel())){
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EMITTER_LIST.push_back(std::make_unique<LightningBoltEmitter>(LightningBoltEmitter(monster.GetPos(),m.GetPos(),"Wizard.Ability 2.LightningChainFrequency"_F,"Wizard.Ability 2.LightningChainLifetime"_F,upperLevel)));
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EMITTER_LIST.push_back(std::make_unique<LightningBoltEmitter>(LightningBoltEmitter(monster.GetPos(),m.GetPos(),"Wizard.Ability 2.LightningChainFrequency"_F,"Wizard.Ability 2.LightningChainLifetime"_F,upperLevel)));
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game->AddEffect(std::make_unique<Effect>(m.GetPos(),"Wizard.Ability 2.LightningChainSplashLifetime"_F,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),"Wizard.Ability 2.LightningChainSplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.LightningChainSplashRotationRange"_FRange));
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game->AddEffect(std::make_unique<Effect>(m.GetPos(),"Wizard.Ability 2.LightningChainSplashLifetime"_F,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),"Wizard.Ability 2.LightningChainSplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.LightningChainSplashRotationRange"_FRange));
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@ -14,18 +14,18 @@ Meteor::Meteor(vf2d pos, float lifetime, AnimationState animation, bool upperLev
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bool Meteor::Update(float fElapsedTime){
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bool Meteor::Update(float fElapsedTime){
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if(lifetime<=0&&!shakeField){
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if(lifetime<=0&&!shakeField){
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shakeField=true;
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shakeField=true;
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game->SetupWorldShake(2);
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game->SetupWorldShake("Wizard.Ability 3.WorldShakeTime"_F);
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vf2d meteorOffset=pos+vf2d{lifetime,-lifetime}*320-vf2d{0,GetFrame().GetSourceRect().size.y/4.f};
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vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,"Wizard.Ability 3.MeteorRadius"_F/100*12};
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for(int i=0;i<650;i++){
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for(int i=0;i<"Wizard.Ability 3.MeteorImpactParticles"_I;i++){
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float randomAngle=util::random(2*PI);
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float randomAngle="Wizard.Ability 3.MeteorImpactParticleAngleRange"_FRange;
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float randomRange=100*size.x*(1-util::random(0.25))*(1-util::random(0.25));
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float randomRange=100*size.x*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F));
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float randomColorTintG=256-(util::random(128)+util::random(128));
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float randomColorTintG=256*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F));
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float randomColorTint=util::random(128);
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float randomColorTintB="Wizard.Ability 3.MeteorImpactParticleColorBlueRange"_FRange;
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vf2d effectPos=vf2d{cos(randomAngle),sin(randomAngle)}*randomRange+meteorOffset;
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vf2d effectPos=vf2d{cos(randomAngle),sin(randomAngle)}*randomRange+meteorOffset;
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game->AddEffect(std::make_unique<Effect>(effectPos,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t(util::random(128)+128)},0,0,true),effectPos.y<meteorOffset.y);
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game->AddEffect(std::make_unique<Effect>(effectPos,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTintB),uint8_t("Wizard.Ability 3.MeteorImpactParticleAlphaRange"_FRange)},0,0,true),effectPos.y<meteorOffset.y);
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}
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}
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game->HurtEnemies(pos,4*24,game->GetPlayer()->GetAttack()*9,OnUpperLevel());
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game->HurtEnemies(pos,"Wizard.Ability 3.MeteorRadius"_F/100*24,game->GetPlayer()->GetAttack()*"Wizard.Ability 3.MeteorDamageMult"_F,OnUpperLevel());
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game->AddEffect(std::make_unique<PulsatingFire>(pos,3,AnimationState::FIRE_RING1,OnUpperLevel(),vf2d{8,8},1),true);
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game->AddEffect(std::make_unique<PulsatingFire>(pos,"Wizard.Ability 3.FireRingLifetime"_F,AnimationState::FIRE_RING1,OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100*2,"Wizard.Ability 3.MeteorRadius"_F/100*2},"Wizard.Ability 3.FireRingFadeoutTime"_F),true);
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}
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}
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return Effect::Update(fElapsedTime);
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return Effect::Update(fElapsedTime);
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}
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}
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@ -33,11 +33,11 @@ bool Meteor::Update(float fElapsedTime){
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void Meteor::Draw(){
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void Meteor::Draw(){
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if(lifetime>0){
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if(lifetime>0){
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vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size;
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vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size;
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vf2d meteorOffset=vf2d{lifetime,0}*120;
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vf2d meteorOffset=vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,0}*"Wizard.Ability 3.MeteorShadowStartingDist"_F;
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vf2d centerPoint=pos-vf2d{game->GFX_Circle.Sprite()->width*scale.x/2,game->GFX_Circle.Sprite()->height*scale.y/2};
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vf2d centerPoint=pos-vf2d{game->GFX_Circle.Sprite()->width*scale.x/2,game->GFX_Circle.Sprite()->height*scale.y/2};
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game->view.DrawDecal(centerPoint+meteorOffset,game->GFX_Circle.Decal(),scale,{0,0,0,192});
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game->view.DrawDecal(centerPoint+meteorOffset,game->GFX_Circle.Decal(),scale,{0,0,0,192});
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}
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}
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vf2d meteorOffset=pos+vf2d{lifetime,-lifetime}*320-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
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vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
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if(lifetime<=0){
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if(lifetime<=0){
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meteorOffset=pos-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
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meteorOffset=pos-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
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}
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}
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@ -18,19 +18,19 @@ bool PulsatingFire::Update(float fElapsedTime){
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lastParticleTimer-=fElapsedTime;
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lastParticleTimer-=fElapsedTime;
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lastDamageTimer-=fElapsedTime;
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lastDamageTimer-=fElapsedTime;
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if(lastParticleTimer<=0){
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if(lastParticleTimer<=0){
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int particleCount=rand()%5+1;
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int particleCount="Wizard.Ability 3.FireRingParticleSpawnAmtRange"_FRange;
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for(int i=0;i<particleCount;i++){
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for(int i=0;i<particleCount;i++){
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float randomAngle=util::random(2*PI);
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float randomAngle="Wizard.Ability 3.FireRingParticleAngleRange"_FRange;
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float randomRange=12*size.x*(1-util::random(0.25))*(1-util::random(0.25));
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float randomRange=12*size.x*(1-util::random("Wizard.Ability 3.FireRingParticleRandomVariance"_F))*(1-util::random("Wizard.Ability 3.FireRingParticleRandomVariance"_F));
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float randomColorTintG=128-(util::random(64)+util::random(64));
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float randomColorTintG=128*(1-util::random("Wizard.Ability 3.FireRingParticleColorGVariance"_F))*(1-util::random("Wizard.Ability 3.FireRingParticleColorGVariance"_F));
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float randomColorTint=util::random(16);
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float randomColorTint="Wizard.Ability 3.FireRingParticleColorBlueRange"_FRange;
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{cos(randomAngle),sin(randomAngle)}*randomRange,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,1},util::random(4)+2,vf2d{util::random(10)-5,-util::random(15)-5},Pixel{128,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t(util::random(128)+128)}));
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{cos(randomAngle),sin(randomAngle)}*randomRange,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{"Wizard.Ability 3.FireRingParticleXSizeRange"_FRange,"Wizard.Ability 3.FireRingParticleYSizeRange"_FRange},"Wizard.Ability 3.FireRingParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 3.FireRingParticleXSpeedRange"_FRange,"Wizard.Ability 3.FireRingParticleYSpeedRange"_FRange},Pixel{128,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t("Wizard.Ability 3.FireRingParticleAlphaRange"_FRange)}));
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}
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}
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lastParticleTimer=util::random(0.2)+0.025;
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lastParticleTimer="Wizard.Ability 3.FireRingParticleFreqRange"_FRange;
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}
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}
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if(lastDamageTimer<=0){
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if(lastDamageTimer<=0){
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lastDamageTimer=0.99;
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lastDamageTimer="Wizard.Ability 3.FireRingDamageFreq"_F-0.01;
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game->HurtEnemies(pos,4*24,game->GetPlayer()->GetAttack()*1,OnUpperLevel());
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game->HurtEnemies(pos,"Wizard.Ability 3.MeteorRadius"_F/100*24,game->GetPlayer()->GetAttack()*"Wizard.Ability 3.FireRingDamageMult"_F,OnUpperLevel());
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}
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}
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return Effect::Update(fElapsedTime);
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return Effect::Update(fElapsedTime);
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}
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}
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@ -58,6 +58,6 @@ void PulsatingFire::Draw(){
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effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING1];
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effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING1];
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}
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}
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const Renderable*img=effectSpr->GetFrame(0).GetSourceImage();
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const Renderable*img=effectSpr->GetFrame(0).GetSourceImage();
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game->view.DrawPartialDecal(pos-effectSpr->GetFrame(0).GetSourceRect().size/2*size,img->Decal(),effectSpr->GetFrame(0).GetSourceRect().pos,effectSpr->GetFrame(0).GetSourceRect().size,size,{255,uint8_t(pulsatingFireValues[i]*256),0,uint8_t((63*(sin(3*lifetime+PI*pulsatingFireValues[i]))+64)*(fadeout/original_fadeoutTime))});
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game->view.DrawPartialDecal(pos-effectSpr->GetFrame(0).GetSourceRect().size/2*size,img->Decal(),effectSpr->GetFrame(0).GetSourceRect().pos,effectSpr->GetFrame(0).GetSourceRect().size,size,{255,uint8_t(pulsatingFireValues[i]*256),0,uint8_t((63*(sin("Wizard.Ability 3.FireRingOscillatingFrequency"_F*lifetime+PI*pulsatingFireValues[i]))+63)*(fadeout/original_fadeoutTime))});
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}
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}
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}
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}
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 920
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#define VERSION_BUILD 927
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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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@ -120,7 +120,7 @@ void Wizard::InitializeClassAbilities(){
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Wizard::ability3.action=
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Wizard::ability3.action=
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[](Player*p,vf2d pos={}){
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[](Player*p,vf2d pos={}){
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p->CastSpell(Wizard::ability3);
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p->CastSpell(Wizard::ability3);
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game->AddEffect(std::make_unique<Meteor>(pos,3,AnimationState::METEOR,p->OnUpperLevel(),vf2d{1,1},2));
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game->AddEffect(std::make_unique<Meteor>(pos,3,AnimationState::METEOR,p->OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100/4,"Wizard.Ability 3.MeteorRadius"_F/100/4},"Wizard.Ability 3.MeteorFadeoutTime"_F));
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return true;
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return true;
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};
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};
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#pragma endregion
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#pragma endregion
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@ -147,7 +147,7 @@ Wizard
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BulletFadeoutTime = 0.2
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BulletFadeoutTime = 0.2
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# How far away to look for nearby enemies to chain lightning to.
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# How far away to look for nearby enemies to chain lightning to.
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LightningChainDistance = 600
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LightningChainRadius = 300
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# Damage multiplier for enemies hit by lightning chain.
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# Damage multiplier for enemies hit by lightning chain.
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LightningChainDamageMult = 2
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LightningChainDamageMult = 2
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# How fast the chain lightning chases its target (Frequency updates in seconds).
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# How fast the chain lightning chases its target (Frequency updates in seconds).
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@ -156,12 +156,12 @@ Wizard
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LightningChainSplashLifetime = 0.5
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LightningChainSplashLifetime = 0.5
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LightningChainSplashFadeoutTime = 0.25
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LightningChainSplashFadeoutTime = 0.25
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LightningChainSplashRotationRange = 0,3.14159
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LightningChainSplashRotationRange = 0,6.28318
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# How long the splash effect lasts.
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# How long the splash effect lasts.
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SplashLifetime = 0.3
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SplashLifetime = 0.3
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SplashFadeoutTime = 0.25
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SplashFadeoutTime = 0.25
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SplashRotationRange = 0,3.14159
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SplashRotationRange = 0,6.28318
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# How much time passes before another particle spawns from the bullet.
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# How much time passes before another particle spawns from the bullet.
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ParticleFrequency = 0.01
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ParticleFrequency = 0.01
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@ -186,5 +186,57 @@ Wizard
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Precast Time = 1.5
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Precast Time = 1.5
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Casting Range = 900
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Casting Range = 900
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Casting Size = 400
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Casting Size = 400
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MeteorFadeoutTime = 2
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MeteorRadius = 400
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MeteorDamageMult = 9
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FireRingDamageMult = 1
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# How often the fire ring deals damage to enemies inside of it.
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FireRingDamageFreq = 1
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FireRingLifetime = 4
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WorldShakeTime = 2
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# -1 = Moving Right, 0 = Stationary, 1 = Moving Left
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MeteorXMovementMult = 1
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# -1 = Moving Down, 0 = Stationary, 1 = Moving Up
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MeteorYMovementMult = -1
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# How far away the meteor is from its final landing location.
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MeteorStartingDist = 320
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# How far away the shadow is from its final landing location.
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MeteorShadowStartingDist = 120
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MeteorImpactParticles = 650
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MeteorImpactParticleAngleRange = 0,6.28318
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# How far the particles will stray from its outer edge. (1 = middle, 0 = outside)
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MeteorImpactParticleRandomVariance = 0.25
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MeteorImpactParticleColorGVariance = 0.5
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# Red is always 255. Blue gets set using this range value.
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MeteorImpactParticleColorBlueRange = 0,128
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MeteorImpactParticleAlphaRange = 128,25
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FireRingOscillatingFrequency=3
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FireRingParticleSpawnAmtRange = 1,5
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FireRingParticleFreqRange = 0.025,0.225
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FireRingFadeoutTime = 1
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FireRingParticleAngleRange = 0,6.28318
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# How far the particles will stray from its outer edge. (1 = middle, 0 = outside)
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FireRingParticleRandomVariance = 0.25
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FireRingParticleColorGVariance = 0.5
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# Red is always 128. Blue gets set using this range value.
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FireRingParticleColorBlueRange = 0,16
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FireRingParticleAlphaRange = 128,255
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FireRingParticleXSizeRange = 1,3
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FireRingParticleYSizeRange = 1,1
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FireRingParticleFadeoutTimeRange = 2,6
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FireRingParticleXSpeedRange = -5,5
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FireRingParticleYSpeedRange = -20,-5
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}
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}
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}
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}
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