Add in hp and atk growth rate displays on level ups. Make increase and decrease buttons disable when the appropriate sell/buy amounts have been reached. Sell inventory count now shows up in the selling window. Add Lock/Unlock input helper display on merchant accessory sell window. Fix missing collision tile in 1-1. Release Build 7992. Patch Version 0.5.
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@ -61,6 +61,20 @@ void Menu::InitializeBuyItemWindow(){
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if(!canPurchase)colorCode="#FF0000";
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Component<MenuLabel>(BUY_ITEM,"Total Price Amount Label")->SetLabel(colorCode+std::to_string(qty*pricePerItem));
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Component<MenuComponent>(BUY_ITEM,"Purchase Button")->SetGrayedOut(!canPurchase);
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if(qty==99||pricePerItem*(qty+1)>game->GetPlayer()->GetMoney()){
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Component<MenuComponent>(BUY_ITEM,"Increase buy amount Button")->SetGrayedOut(true);
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Menu::menus[BUY_ITEM]->SetSelection(static_cast<std::weak_ptr<MenuComponent>>(Component<MenuComponent>(BUY_ITEM,"Decrease buy amount Button")));
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}else{
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Component<MenuComponent>(BUY_ITEM,"Increase buy amount Button")->SetGrayedOut(false);
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}
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if(qty<=1){
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Component<MenuComponent>(BUY_ITEM,"Decrease buy amount Button")->SetGrayedOut(true);
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Menu::menus[BUY_ITEM]->SetSelection(static_cast<std::weak_ptr<MenuComponent>>(Component<MenuComponent>(BUY_ITEM,"Increase buy amount Button")));
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}else{
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Component<MenuComponent>(BUY_ITEM,"Decrease buy amount Button")->SetGrayedOut(false);
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}
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};
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buyItemWindow->ADD("Item Purchase Header",MenuLabel)(geom2d::rect<float>{{2,2},{188,12}},"Buying ",1.f,ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
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@ -175,8 +189,8 @@ void Menu::InitializeBuyItemWindow(){
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.left="Decrease buy amount Button",
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.right="Decrease buy amount Button",}},
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{"Decrease buy amount Button",{
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.up="Cancel Button",
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.down="Cancel Button",
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.up="Purchase Button",
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.down="Purchase Button",
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.left="Increase buy amount Button",
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.right="Increase buy amount Button",}},
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});
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@ -382,8 +382,9 @@ void Menu::InitializeCharacterMenuWindow(){
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}}},
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{game->KEY_BACK,{"Back",[](MenuType type){
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if(!Menu::menus[type]->GetSelection().expired()&&
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!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
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(!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List")||
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Menu::menus[type]->GetSelection().lock()->GetName()=="Equip Selection Select Button"){
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Component<MenuComponent>(type,"Equip Selection Select Button")->Click();
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}else{
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Component<MenuComponent>(type,"Back button")->Click();
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@ -110,8 +110,12 @@ void Menu::InitializeMerchantWindow(){
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auto inventoryDisplay=merchantWindow->ADD("Merchant Inventory Display",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{2,28},{220,merchantWindow->size.y-44}},"Item Name Label","Item Description Label",
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[](MenuFuncData data){
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std::weak_ptr<RowItemDisplay>item=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
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int qty=1;
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int pricePerItem=item.lock()->GetItem().lock()->BuyValue();
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Component<MenuLabel>(BUY_ITEM,"Item Purchase Header")->S(A::ITEM_NAME)=item.lock()->GetItem().lock()->ActualName();
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Component<MenuLabel>(BUY_ITEM,"Price per item Amount Label")->SetLabel(std::to_string(item.lock()->GetItem().lock()->BuyValue()));
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Component<MenuLabel>(BUY_ITEM,"Price per item Amount Label")->SetLabel(std::to_string(pricePerItem));
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Component<MenuLabel>(BUY_ITEM,"Amount to buy Amount Label")->SetLabel("1");
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Component<MenuLabel>(BUY_ITEM,"Total Price Amount Label")->SetLabel(std::to_string(item.lock()->GetItem().lock()->BuyValue()));
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Merchant&merchant=Merchant::GetCurrentTravelingMerchant();
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@ -122,6 +126,14 @@ void Menu::InitializeMerchantWindow(){
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Component<MenuLabel>(BUY_ITEM,"Total Price Amount Label")->SetLabel(colorCode+std::to_string(item.lock()->GetItem().lock()->BuyValue()));
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Component<MenuLabel>(BUY_ITEM,"Item Purchase Header")->SetLabel("Buying "+item.lock()->GetItem().lock()->DisplayName());
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Component<MenuComponent>(BUY_ITEM,"Purchase Button")->SetGrayedOut(!merchant.CanPurchaseItem(item.lock()->GetItem().lock()->ActualName(),1));
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Component<MenuComponent>(BUY_ITEM,"Decrease buy amount Button")->SetGrayedOut(true);
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if(pricePerItem*(qty+1)>game->GetPlayer()->GetMoney()){
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Component<MenuComponent>(BUY_ITEM,"Increase buy amount Button")->SetGrayedOut(true);
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}else{
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Component<MenuComponent>(BUY_ITEM,"Increase buy amount Button")->SetGrayedOut(false);
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}
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Menu::OpenMenu(BUY_ITEM);
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return true;
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},
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@ -185,7 +197,7 @@ void Menu::InitializeMerchantWindow(){
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if(item.lock()->GetItem().lock()->CanBeSold()){
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Component<ItemMenuLabel>(SELL_ITEM,"Item Sell Header")->SetItem(item.lock()->GetItem());
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Component<MenuLabel>(SELL_ITEM,"Price per item Amount Label")->SetLabel(std::to_string(item.lock()->GetItem().lock()->SellValue()));
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Component<MenuLabel>(SELL_ITEM,"Amount to sell Amount Label")->SetLabel("1");
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Component<MenuLabel>(SELL_ITEM,"Amount to sell Amount Label")->SetLabel(std::format("{}/{}",1,Inventory::GetItemCount(item.lock()->GetItem().lock()->ActualName())));
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Component<MenuLabel>(SELL_ITEM,"Total Price Amount Label")->SetLabel(std::to_string(item.lock()->GetItem().lock()->SellValue()));
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Merchant&merchant=Merchant::GetCurrentTravelingMerchant();
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bool canPurchase=merchant.CanSellItem(item.lock()->GetItem(),1);
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@ -195,6 +207,15 @@ void Menu::InitializeMerchantWindow(){
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Component<MenuLabel>(SELL_ITEM,"Total Price Amount Label")->SetLabel(colorCode+std::to_string(item.lock()->GetItem().lock()->SellValue()));
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Component<MenuLabel>(SELL_ITEM,"Item Sell Header")->SetLabel("Selling "+item.lock()->GetItem().lock()->DisplayName());
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Component<MenuComponent>(SELL_ITEM,"Sell Button")->SetGrayedOut(!merchant.CanSellItem(item.lock()->GetItem(),1));
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Component<MenuComponent>(SELL_ITEM,"Decrease sell amount Button")->SetGrayedOut(true);
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int qty=1;
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int inventoryQty=Inventory::GetItemCount(item.lock()->GetItem().lock()->ActualName());
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if(qty>=inventoryQty){
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Component<MenuComponent>(SELL_ITEM,"Increase sell amount Button")->SetGrayedOut(true);
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}else{
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Component<MenuComponent>(SELL_ITEM,"Increase sell amount Button")->SetGrayedOut(false);
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}
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Menu::OpenMenu(SELL_ITEM);
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}
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return true;
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@ -334,9 +355,7 @@ void Menu::InitializeMerchantWindow(){
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}
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}}},
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{{game->KEY_SCROLL,Pressed},{"Navigate",[](MenuType type){}}},
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{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
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{game->KEY_SELECT,{[](MenuFuncData data){
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/* //Too wordy, let's leave it out for now.
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if(!data.menu.GetSelection().expired()&&
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!data.menu.GetSelection().lock()->parentComponent.expired()&&
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data.menu.GetSelection().lock()->parentComponent.lock()->GetName()=="Inventory Display - Accessories"){
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@ -345,7 +364,7 @@ void Menu::InitializeMerchantWindow(){
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}else{
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return "Lock";
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}
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}*/
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}
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return "";
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},[](MenuType type){
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if(!Menu::menus[type]->GetSelection().expired()&&
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@ -1427,4 +1427,12 @@ const bool Player::IsInvisible()const{
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void Player::ResetVelocity(){
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vel={};
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}
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const float Player::GetHealthGrowthRate()const{
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return hpGrowthRate;
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}
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const float Player::GetAtkGrowthRate()const{
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return atkGrowthRate;
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}
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@ -249,6 +249,8 @@ public:
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void SetInvisible(const bool invisibleState);
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const bool IsInvisible()const;
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void ResetVelocity();
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const float GetHealthGrowthRate()const;
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const float GetAtkGrowthRate()const;
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private:
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int hp="Warrior.BaseHealth"_I;
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int mana="Player.BaseMana"_I;
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@ -49,18 +49,35 @@ void Menu::InitializeSellItemWindow(){
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return std::stoi(Component<MenuLabel>(SELL_ITEM,"Amount to sell Amount Label")->GetLabel());
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};
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static auto UpdateMenu=[&](int32_t qty){
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const std::weak_ptr<Item>item=Component<ItemMenuLabel>(SELL_ITEM,"Item Sell Header")->GetItem();
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qty=std::clamp(qty,1,99);
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int inventoryQty=Inventory::GetItemCount(item.lock()->ActualName());
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int pricePerItem=std::stoi(Component<MenuLabel>(SELL_ITEM,"Price per item Amount Label")->GetLabel());
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Component<MenuLabel>(SELL_ITEM,"Amount to sell Amount Label")->SetLabel(std::to_string(qty));
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Component<MenuLabel>(SELL_ITEM,"Amount to sell Amount Label")->SetLabel(std::format("{}/{}",qty,inventoryQty));
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Merchant&merchant=Merchant::GetCurrentTravelingMerchant();
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const std::weak_ptr<Item>item=Component<ItemMenuLabel>(SELL_ITEM,"Item Sell Header")->GetItem();
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bool canSell=merchant.CanSellItem(item,GetQuantity());
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std::string colorCode="";
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if(!canSell)colorCode="#FF0000";
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Component<MenuLabel>(SELL_ITEM,"Total Price Amount Label")->SetLabel(colorCode+std::to_string(qty*pricePerItem));
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Component<MenuComponent>(SELL_ITEM,"Sell Button")->SetGrayedOut(!canSell);
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if(qty==99||qty>=inventoryQty){
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Component<MenuComponent>(SELL_ITEM,"Increase sell amount Button")->SetGrayedOut(true);
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Menu::menus[SELL_ITEM]->SetSelection(static_cast<std::weak_ptr<MenuComponent>>(Component<MenuComponent>(SELL_ITEM,"Decrease sell amount Button")));
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}else{
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Component<MenuComponent>(SELL_ITEM,"Increase sell amount Button")->SetGrayedOut(false);
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}
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if(qty<=1){
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Component<MenuComponent>(SELL_ITEM,"Decrease sell amount Button")->SetGrayedOut(true);
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Menu::menus[SELL_ITEM]->SetSelection(static_cast<std::weak_ptr<MenuComponent>>(Component<MenuComponent>(SELL_ITEM,"Increase sell amount Button")));
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}else{
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Component<MenuComponent>(SELL_ITEM,"Decrease sell amount Button")->SetGrayedOut(false);
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}
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};
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sellItemWindow->ADD("Item Sell Header",ItemMenuLabel)(geom2d::rect<float>{{2,2},{188,12}},"Selling {}",Item::BLANK,1,ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
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@ -70,16 +87,16 @@ void Menu::InitializeSellItemWindow(){
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sellItemWindow->ADD("Price Label",MenuLabel)(geom2d::rect<float>{{4,50},{188,12}},"Total Price",1.0f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
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sellItemWindow->ADD("Price per item Amount Label",MenuLabel)(geom2d::rect<float>{{sellItemWindow->size.x/2+28,18},{72,12}},"0",1.0f,ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
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sellItemWindow->ADD("Amount to sell Amount Label",MenuLabel)(geom2d::rect<float>{{sellItemWindow->size.x/2+48,34},{32,12}},"0",1.0f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::FIT_TO_LABEL)END;
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sellItemWindow->ADD("Amount to sell Amount Label",MenuLabel)(geom2d::rect<float>{{sellItemWindow->size.x/2+42,34},{44,12}},"0",1.0f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::FIT_TO_LABEL)END;
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sellItemWindow->ADD("Increase sell amount Button",MenuComponent)(geom2d::rect<float>{{sellItemWindow->size.x/2+80+2,34},{12,12}},"+",[&](MenuFuncData data){
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sellItemWindow->ADD("Increase sell amount Button",MenuComponent)(geom2d::rect<float>{{sellItemWindow->size.x/2+86+2,34},{12,12}},"+",[&](MenuFuncData data){
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if(!incrementButtonDisabled){
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UpdateMenu(GetQuantity()+1);
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}
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incrementButtonDisabled=false;
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return true;
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})END;
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sellItemWindow->ADD("Decrease sell amount Button",MenuComponent)(geom2d::rect<float>{{sellItemWindow->size.x/2+48-14,34},{12,12}},"-",[](MenuFuncData data){
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sellItemWindow->ADD("Decrease sell amount Button",MenuComponent)(geom2d::rect<float>{{sellItemWindow->size.x/2+42-14,34},{12,12}},"-",[](MenuFuncData data){
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if(!incrementButtonDisabled){
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UpdateMenu(GetQuantity()-1);
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}
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@ -173,8 +190,8 @@ void Menu::InitializeSellItemWindow(){
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.left="Decrease sell amount Button",
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.right="Decrease sell amount Button",}},
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{"Decrease sell amount Button",{
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.up="Cancel Button",
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.down="Cancel Button",
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.up="Sell Button",
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.down="Sell Button",
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.left="Increase sell amount Button",
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.right="Increase sell amount Button",}},
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});
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@ -133,6 +133,9 @@ void State_LevelComplete::DrawOverlay(AiL*game){
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game->DrawShadowStringPropDecal(levelUpTextPos+vf2d{8.f,0.f},"Level Up!",YELLOW);
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game->DrawRotatedDecal(levelUpTextPos+vf2d{2.f,1.f},GFX["overworld_arrow.png"].Decal(),-PI/2,GFX["overworld_arrow.png"].Sprite()->Size(),{1.f,1.f},BLACK);
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game->DrawRotatedDecal(levelUpTextPos+vf2d{2.f,0.f},GFX["overworld_arrow.png"].Decal(),-PI/2,GFX["overworld_arrow.png"].Sprite()->Size(),{1.f,1.f},YELLOW);
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game->DrawShadowStringPropDecal(levelUpTextPos+vf2d{-69.f,4.f},std::format("HP +{}",int(game->GetPlayer()->GetHealthGrowthRate())),PixelLerp({226,234,244},WHITE,sin((40*game->GetRuntime())/2.f+0.5f)));
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game->DrawShadowStringPropDecal(levelUpTextPos+vf2d{-69.f,12.f},std::format("ATK+{}",int(game->GetPlayer()->GetAtkGrowthRate())),PixelLerp({226,234,244},WHITE,sin((40*game->GetRuntime())/2.f+0.5f)));
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}
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void State_LevelComplete::TurnOffXPSound(){
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@ -8,10 +8,6 @@ Materials for initial craft seems to be wrong? need to recheck
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do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
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should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
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When opening craft/buy/sell menu, default to the appropriate button.
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Pressing back on the Select button of the equip menu causes you to exit the menu.
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Funny text colors with text color override on blacksmith menu
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Toggle for displaying error messages
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Level Up shows Health + and Atk + Indicators
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Toggle for displaying error messages
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@ -37,9 +37,9 @@ All rights reserved.
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#pragma endregion
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#pragma once
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 4
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#define VERSION_PATCH 5
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#define VERSION_BUILD 7969
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#define VERSION_MINOR 5
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#define VERSION_PATCH 0
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#define VERSION_BUILD 7992
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -546,7 +546,7 @@
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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