Game saves when exiting to the main menu or quitting the game in general. Rings are now properly in the Accessories tab instead of the equipment tab. Fixed using == comparison instead of bitwise AND comparisons for accessory detection.
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ad1e2260cf
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cf6185bb50
@ -2076,6 +2076,9 @@ bool Crawler::IsReflectiveTile(TilesheetData tileSheet,int tileID){
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}
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}
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bool Crawler::OnUserDestroy(){
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bool Crawler::OnUserDestroy(){
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if(GameState::STATE!=GameState::states[States::MAIN_MENU]){ //If we're on the main menu, we don't have a save file loaded. So we would skip saving the game.
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SaveFile::SaveGame();
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}
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GFX.Reset();
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GFX.Reset();
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for(auto&[key,value]:MAP_DATA){
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for(auto&[key,value]:MAP_DATA){
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if(MAP_DATA[key].optimizedTile!=nullptr){
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if(MAP_DATA[key].optimizedTile!=nullptr){
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@ -1033,13 +1033,13 @@ const bool EnhancementInfo::CanBeEnhanced()const{
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const bool ItemInfo::IsWeapon()const{
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const bool ItemInfo::IsWeapon()const{
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return slot==EquipSlot::WEAPON;
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return slot&EquipSlot::WEAPON;
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}
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}
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const bool ItemInfo::IsArmor()const{
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const bool ItemInfo::IsArmor()const{
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return IsEquippable()&&!IsWeapon()&&!IsAccessory();
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return IsEquippable()&&!IsWeapon()&&!IsAccessory();
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}
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}
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const bool ItemInfo::IsAccessory()const{
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const bool ItemInfo::IsAccessory()const{
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return slot==EquipSlot::RING1||slot==EquipSlot::RING2;
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return slot&EquipSlot::RING1||slot&EquipSlot::RING2;
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}
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}
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const bool Item::IsWeapon()const{
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const bool Item::IsWeapon()const{
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@ -40,6 +40,7 @@ All rights reserved.
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#include "Crawler.h"
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#include "Crawler.h"
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#include "CharacterRotatingDisplay.h"
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#include "CharacterRotatingDisplay.h"
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#include "ClassInfo.h"
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#include "ClassInfo.h"
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#include "SaveFile.h"
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INCLUDE_game
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INCLUDE_game
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INCLUDE_GFX
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INCLUDE_GFX
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@ -58,6 +59,7 @@ void Menu::InitializeOverworldMenuWindow(){
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overworldMenuWindow->ADD("Settings Button",MenuComponent)({{4,12+28*3},{88,24}},"Settings",[](MenuFuncData data){/*Menu::OpenMenu(SETTINGS_MENU);*/return true;})END;
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overworldMenuWindow->ADD("Settings Button",MenuComponent)({{4,12+28*3},{88,24}},"Settings",[](MenuFuncData data){/*Menu::OpenMenu(SETTINGS_MENU);*/return true;})END;
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overworldMenuWindow->ADD("Quit Button",MenuComponent)({{4,12+28*4},{88,24}},"Quit Game",[](MenuFuncData data){
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overworldMenuWindow->ADD("Quit Button",MenuComponent)({{4,12+28*4},{88,24}},"Quit Game",[](MenuFuncData data){
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Menu::CloseAllMenus();
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Menu::CloseAllMenus();
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SaveFile::SaveGame();
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game->ResetGame();
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game->ResetGame();
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return true;
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return true;
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})END;
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})END;
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@ -39,7 +39,7 @@ All rights reserved.
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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 1
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#define VERSION_PATCH 1
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#define VERSION_BUILD 5256
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#define VERSION_BUILD 5260
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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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@ -3,7 +3,7 @@ Equipment
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Ring of the Slime King
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Ring of the Slime King
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{
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{
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Slot = Ring1,Ring2
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Slot = Ring1,Ring2
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ItemCategory = Equipment
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ItemCategory = Accessories
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# See ItemStats.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Health,Attack,Mana,Move Spd %
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StatValues = Health,Attack,Mana,Move Spd %
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@ -15,7 +15,7 @@ Equipment
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Ring of the Bear
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Ring of the Bear
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{
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{
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Slot = Ring1,Ring2
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Slot = Ring1,Ring2
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ItemCategory = Equipment
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ItemCategory = Accessories
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# See ItemStats.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Health,Attack,Mana
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StatValues = Health,Attack,Mana
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