Add missing boss indicator to Ursule and fix Ursule's overlay sprite being mirrored to its main sprite. Fix Ursule facing direction not updating correctly before charging. Release Build 9416.

This commit is contained in:
sigonasr2 2024-05-24 14:03:02 -05:00
parent 01ea60b3a5
commit c7b5660a70
6 changed files with 7 additions and 3 deletions

View File

@ -441,7 +441,7 @@ void Monster::Draw()const{
game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()},GetFrame().GetSourceImage()->Decal(),spriteRot,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::EAST?-1:1),GetSizeMult()),blendCol);
if(overlaySprite.length()!=0){
game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()},GFX[overlaySprite].Decal(),spriteRot,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::WEST?-1:1),GetSizeMult()),{blendCol.r,blendCol.g,blendCol.b,overlaySpriteTransparency});
game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()},GFX[overlaySprite].Decal(),spriteRot,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::EAST?-1:1),GetSizeMult()),{blendCol.r,blendCol.g,blendCol.b,overlaySpriteTransparency});
}
if(HasMountedMonster())game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()}+mountedSprOffset,GetMountedFrame().value().GetSourceImage()->Decal(),spriteRot,GetMountedFrame().value().GetSourceRect().size/2,GetMountedFrame().value().GetSourceRect().pos,GetMountedFrame().value().GetSourceRect().size,vf2d(GetSizeMult()*(!HasFourWaySprites()&&GetFacingDirection()==Direction::EAST?-1:1),GetSizeMult()),blendCol);

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@ -323,6 +323,7 @@ void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy
m.F(A::TARGET_TIMER)=ConfigFloat("Phase 3.Charge Max Run Time");
m.F(A::CHARGE_COOLDOWN)=ConfigFloat("Phase 3.Charge Attack Cooldown");
m.PerformAnimation("CHARGING");
m.UpdateFacingDirection(m.target);
}
break;
}

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@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 9413
#define VERSION_BUILD 9416
#define stringify(a) stringify_(a)
#define stringify_(a) #a

View File

@ -458,7 +458,7 @@ MonsterStrategy
Charge Attack Damage = 30
# Amount of knockback to cause to the player when hit by the charging attack.
Charge Attack Knockback Strength = 3.5
Charge Attack Knockback Strength = 2.0
# Number of stomps to perform before doing a run towards the player.
Stomp Count = 3

View File

@ -381,6 +381,9 @@ Monsters
XP = 200
# A flag to show an arrow indicator when the boss is off-screen.
ShowBossIndicator = True
Strategy = Ursule
# vvvvv Bear script overrides vvvvv