Incorporate new class graphics (Sans Thief). Unlock new class buttons in character selection window. Release Build 9911.

removeExposedPackKey
sigonasr2 5 months ago
parent d0d96c83ce
commit c7fca6a694
  1. 1
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 3
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  3. 6
      Adventures in Lestoria/ClassSelectionWindow.cpp
  4. 2
      Adventures in Lestoria/Version.h
  5. 10
      Adventures in Lestoria/VisualNovel.cpp
  6. 2
      Adventures in Lestoria/assets/config/classes/Ranger.txt
  7. 2
      Adventures in Lestoria/assets/config/classes/Trapper.txt
  8. 2
      Adventures in Lestoria/assets/config/classes/Witch.txt
  9. 3
      Adventures in Lestoria/assets/config/gfx/gfx.txt
  10. BIN
      Adventures in Lestoria/assets/gamepack.pak
  11. BIN
      x64/Release/Adventures in Lestoria.exe

@ -1117,6 +1117,7 @@
<Text Include="characters.txt" />
<Text Include="Crawler_2_Bonus_Boss.txt" />
<Text Include="Crawler_System_Overview.txt" />
<Text Include="debug.log" />
<Text Include="Merchant%27s Items.txt" />
<Text Include="NewClasses.txt" />
<Text Include="InitialConcept.txt" />

@ -1286,6 +1286,9 @@
<Text Include="Chapter_2_Boss.txt">
<Filter>Documentation\Mechanics</Filter>
</Text>
<Text Include="debug.log">
<Filter>Documentation</Filter>
</Text>
</ItemGroup>
<ItemGroup>
<Image Include="assets\heart.ico">

@ -165,12 +165,6 @@ void Menu::InitializeClassSelectionWindow(){
data.menu.components["Confirm"]->S(A::CLASS_SELECTION)=data.component.lock()->S(A::CLASS_SELECTION);
return true;
})END;
if(i>=3){
classLabel->SetGrayedOut(true);
classButton->SetGrayedOut(true);
classSprite->SetGrayedOut(true);
}
classSprite->S(A::CLASS_SELECTION)=className;

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 3
#define VERSION_BUILD 9906
#define VERSION_BUILD 9911
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -306,15 +306,7 @@ void VisualNovel::Draw(){
}
std::string VisualNovel::GetCharacterImage(std::u32string name){
if(name==U"You"){ //Assume we are using female player avatar for now!
switch(game->GetPlayer()->GetClass()){
case Class::WARRIOR:{
return "character_image_location"_S+"Player_F.png";
}break;
case Class::WIZARD:{
return "character_image_location"_S+"Wizard_F.png";
}break;
default:return "character_image_location"_S+"Player_F.png";
}
return std::format("{}{}_F.png","character_image_location"_S,game->GetPlayer()->GetClassName());
}
return "character_image_location"_S+std::string(name.begin(),name.end())+".png";
}

@ -10,7 +10,7 @@ Ranger
# Amount of attack gained per level.
AtkGrowthRate = 3
FullRender = unknown_full_render.png
FullRender = characters/commercial_assets/Ranger_F_NoOutline.png
Auto Attack
{

@ -10,7 +10,7 @@ Trapper
# Amount of attack gained per level.
AtkGrowthRate = 0.2
FullRender = unknown_full_render.png
FullRender = characters/commercial_assets/Trapper_F_NoOutline.png
Right Click Ability
{

@ -10,7 +10,7 @@ Witch
# Amount of attack gained per level.
AtkGrowthRate = 0.2
FullRender = unknown_full_render.png
FullRender = characters/commercial_assets/Witch_F_NoOutline.png
Right Click Ability
{

@ -127,5 +127,8 @@ Images
# Full Class Icons
GFX_Warrior_Full = characters/commercial_assets/Player_F_NoOutline.png
GFX_Wizard_Full = characters/commercial_assets/Wizard_F_NoOutline.png
GFX_Ranger_Full = characters/commercial_assets/Ranger_F_NoOutline.png
GFX_Trapper_Full = characters/commercial_assets/Trapper_F_NoOutline.png
GFX_Witch_Full = characters/commercial_assets/Witch_F_NoOutline.png
GFX_Unknown_Full = unknown_full_render.png
}
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