Updated all BGM tracks with newest versions. Release Build 11330.
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@ -53,7 +53,8 @@
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"overworld",
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"overworld",
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"foresty_boss",
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"foresty_boss",
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"base_camp",
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"base_camp",
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"mountain"
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"mountain",
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"mountain_boss"
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],
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],
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"valuesAsFlags": false
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"valuesAsFlags": false
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},
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},
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@ -60,7 +60,7 @@ struct TrailEffect:Effect{
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for(std::shared_ptr<Monster>&monster:MONSTER_LIST){
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for(std::shared_ptr<Monster>&monster:MONSTER_LIST){
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vf2d closestPointToFlameTrail{geom2d::closest(geom2d::line<float>{pos,endPos},monster->GetPos())};
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vf2d closestPointToFlameTrail{geom2d::closest(geom2d::line<float>{pos,endPos},monster->GetPos())};
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float distToTrail{util::distance(monster->GetPos(),closestPointToFlameTrail)};
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float distToTrail{util::distance(monster->GetPos(),closestPointToFlameTrail)};
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if(!monster->InUndamageableState(OnUpperLevel(),GetZ())&&distToTrail<=12*size.y){
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if(!monster->InUndamageableState(OnUpperLevel(),GetZ())&&distToTrail<=24*size.y){
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monster->Hurt(damage,OnUpperLevel(),GetZ(),HurtFlag::DOT);
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monster->Hurt(damage,OnUpperLevel(),GetZ(),HurtFlag::DOT);
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SoundEffect::PlaySFX("Burn",monster->GetPos());
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SoundEffect::PlaySFX("Burn",monster->GetPos());
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}
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 5
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#define VERSION_PATCH 5
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#define VERSION_BUILD 11328
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#define VERSION_BUILD 11330
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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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@ -2,7 +2,7 @@
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="48" height="40" tilewidth="24" tileheight="24" infinite="0" nextlayerid="6" nextobjectid="6">
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="48" height="40" tilewidth="24" tileheight="24" infinite="0" nextlayerid="6" nextobjectid="6">
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<properties>
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<properties>
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<property name="Backdrop" propertytype="Backdrop" value="mountain_night"/>
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<property name="Backdrop" propertytype="Backdrop" value="mountain_night"/>
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<property name="Background Music" propertytype="BGM" value="foresty_boss"/>
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<property name="Background Music" propertytype="BGM" value="mountain_boss"/>
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<property name="Create Optimization Map (Override)" type="bool" value="true"/>
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<property name="Create Optimization Map (Override)" type="bool" value="true"/>
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<property name="Level Type" type="int" propertytype="LevelType" value="1"/>
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<property name="Level Type" type="int" propertytype="LevelType" value="1"/>
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<property name="Optimize" type="bool" value="false"/>
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<property name="Optimize" type="bool" value="false"/>
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@ -2,7 +2,7 @@
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="160" height="144" tilewidth="24" tileheight="24" infinite="0" nextlayerid="9" nextobjectid="26">
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="160" height="144" tilewidth="24" tileheight="24" infinite="0" nextlayerid="9" nextobjectid="26">
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<properties>
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<properties>
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<property name="Backdrop" propertytype="Backdrop" value="mountain_night"/>
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<property name="Backdrop" propertytype="Backdrop" value="mountain_night"/>
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<property name="Background Music" propertytype="BGM" value="foresty_boss"/>
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<property name="Background Music" propertytype="BGM" value="mountain_boss"/>
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<property name="Level Type" type="int" propertytype="LevelType" value="1"/>
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<property name="Level Type" type="int" propertytype="LevelType" value="1"/>
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</properties>
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</properties>
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<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
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<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
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@ -7,7 +7,7 @@ BGM
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{
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{
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Track Name = Foresty
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Track Name = Foresty
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channel[0]=foresty1_1.ogg
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channel[0]=foresty_full1.ogg
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# Transition time between one phase to the next.
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# Transition time between one phase to the next.
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Fade Time = 2.0
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Fade Time = 2.0
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@ -62,11 +62,8 @@ BGM
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Track Name = Foresty Loop 2
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Track Name = Foresty Loop 2
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channel[0]=loop2/foresty1_1_loop2_bass.ogg
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channel[0]=loop2/foresty1_1_loop2_bass.ogg
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channel[1]=loop2/foresty1_1_loop2_drums.ogg
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channel[1]=loop2/foresty1_1_loop2_staccato.ogg
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channel[2]=loop2/foresty1_1_loop2_piano 1.ogg
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channel[2]=loop2/foresty1_1_loop2_strings.ogg
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channel[3]=loop2/foresty1_1_loop2_piano 2.ogg
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channel[4]=loop2/foresty1_1_loop2_staccato.ogg
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channel[5]=loop2/foresty1_1_loop2_strings.ogg
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# Transition time between one phase to the next.
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# Transition time between one phase to the next.
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Fade Time = 2.0
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Fade Time = 2.0
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@ -75,8 +72,8 @@ BGM
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Events
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Events
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{
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{
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Default Volume = 0%,0%,0%,0%,50%,0%
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Default Volume = 0%,50%,0%
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TitleScreenLoaded = 30%,0%,0%,0%,50%,30%
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TitleScreenLoaded = 30%,50%,30%
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}
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}
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}
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}
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@ -135,7 +132,25 @@ BGM
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{
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{
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Track Name = Foresty
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Track Name = Foresty
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channel[0]=AiL_mountain2.ogg
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channel[0]=AiL_mountain2_2.ogg
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# Transition time between one phase to the next.
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Fade Time = 2.0
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Loop Repeat Start Point = 0.0s
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Events
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{
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Default Volume = 70%
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}
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}
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#Song title followed by filenames for individual parts
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mountain_boss
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{
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Track Name = Mountain Boss
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channel[0]=AiL_mountain_boss.ogg
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# Transition time between one phase to the next.
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# Transition time between one phase to the next.
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Fade Time = 2.0
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Fade Time = 2.0
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Adventures in Lestoria/assets/music/AiL_mountain2_2.ogg
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Adventures in Lestoria/assets/music/AiL_mountain2_2.ogg
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Adventures in Lestoria/assets/music/AiL_mountain_boss.ogg
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Adventures in Lestoria/assets/music/AiL_mountain_boss.ogg
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BIN
Adventures in Lestoria/assets/music/foresty_full1.ogg
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Adventures in Lestoria/assets/music/foresty_full1.ogg
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