Changes to bear sprite.

pull/30/head
sigonasr2 11 months ago
parent aa483f1d5e
commit cfd3be4f13
  1. 1
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 3
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  3. 29
      Adventures in Lestoria/Chapter_1_2nd_Boss.txt
  4. 4
      Adventures in Lestoria/TODO.txt
  5. 2
      Adventures in Lestoria/Version.h
  6. 6
      Adventures in Lestoria/assets/Campaigns/1_1_v2.tmx
  7. 6
      Adventures in Lestoria/assets/config/Monsters.txt
  8. BIN
      Adventures in Lestoria/assets/monsters/Bear.png

@ -717,6 +717,7 @@
<Text Include="assets\config\story\Chapter 1.txt" /> <Text Include="assets\config\story\Chapter 1.txt" />
<Text Include="Adventures in Lestoria_Story_Chapter_1 (2).txt" /> <Text Include="Adventures in Lestoria_Story_Chapter_1 (2).txt" />
<Text Include="Adventures in Lestoria_System_Overview.txt" /> <Text Include="Adventures in Lestoria_System_Overview.txt" />
<Text Include="Chapter_1_2nd_Boss.txt" />
<Text Include="Chapter_1_Creatures_Part_2.txt" /> <Text Include="Chapter_1_Creatures_Part_2.txt" />
<Text Include="Merchant%27s Items.txt" /> <Text Include="Merchant%27s Items.txt" />
<Text Include="NewClasses.txt" /> <Text Include="NewClasses.txt" />

@ -861,6 +861,9 @@
<Text Include="Chapter_1_Creatures_Part_2.txt"> <Text Include="Chapter_1_Creatures_Part_2.txt">
<Filter>Documentation\Mechanics</Filter> <Filter>Documentation\Mechanics</Filter>
</Text> </Text>
<Text Include="Chapter_1_2nd_Boss.txt">
<Filter>Documentation\Mechanics</Filter>
</Text>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Image Include="assets\heart.ico"> <Image Include="assets\heart.ico">

@ -0,0 +1,29 @@
Ursule, Mother of Bears
Hp: 5000
Atk: 30
Wisp-Atk: 15
Size: 800%
MoveSpd: 95%
1. Phase (80-100% Hp)
Acts like a normal Bear enemy with bigger hit box and bigger radius of attack.
2. Phase (Invulnerable, Ends after specific time)
Marks on the Bosses fur starts glowing blueish/white and gets a Barrier around it.
it moves to the middle of the arena and sits down. After sitting down the eyes start glowing white and wisps appear who fly from the top of the area to the bottom.
there are 9 patterns for Wisps. each of those get choosen once in a random ordner.wispcharge
On touching wisps deal damage to the player.
After every Pattern appeared once the next phase starts.
3. Phase (50-80% Hp)
The barrier disappeares and the eyes go back to normal. Boss goes back attacking with normal bear attack patterns.
if distance between the boss and the Player is 700 or higher Ursule will start a charge attack on the players position with a 60% MoveSpd Buff while charging.
This attack has a 15 seconds Cooldown.
4. Phase (0-50% Hp)
The boss goes back to the middle of the arena like in 2nd phase. this time without a barrier and the Wisp pattern all spawn in random order infinite until the Boss gets defeated.

@ -17,8 +17,6 @@ Make new unlocked nodes more obvious, made neighboring nodes more obvious
Implement Ursule, Mother of Bears Boss Implement Ursule, Mother of Bears Boss
Story proofreading/correcting/storyboarding Story proofreading/correcting/storyboarding
- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules) - Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
- Game Controller Support
- Should use the Keybind structure that already exists.
- Loading Screen - Loading Screen
- Title Screen setpieces - Title Screen setpieces
@ -27,7 +25,7 @@ Story proofreading/correcting/storyboarding
- Consider controls for fine-tuning music and how they sound during events. - Consider controls for fine-tuning music and how they sound during events.
- Lock up unimplemented classes. - Lock up unimplemented classes.
- Don't enable all stage plates normally.

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0 #define VERSION_MAJOR 0
#define VERSION_MINOR 2 #define VERSION_MINOR 2
#define VERSION_PATCH 1 #define VERSION_PATCH 1
#define VERSION_BUILD 5869 #define VERSION_BUILD 5870
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -1075,7 +1075,7 @@
</object> </object>
<object id="4" name="Green Slime" type="Monster" x="1052" y="4304"> <object id="4" name="Green Slime" type="Monster" x="1052" y="4304">
<properties> <properties>
<property name="Type" propertytype="MonsterName" value="Green Slime"/> <property name="Type" propertytype="MonsterName" value="Bear"/>
<property name="spawner" type="object" value="2"/> <property name="spawner" type="object" value="2"/>
</properties> </properties>
<point/> <point/>
@ -1716,14 +1716,14 @@
</object> </object>
<object id="151" name="Green Slime" type="Monster" x="1056" y="4386"> <object id="151" name="Green Slime" type="Monster" x="1056" y="4386">
<properties> <properties>
<property name="Type" propertytype="MonsterName" value="Green Slime"/> <property name="Type" propertytype="MonsterName" value="Bear"/>
<property name="spawner" type="object" value="2"/> <property name="spawner" type="object" value="2"/>
</properties> </properties>
<point/> <point/>
</object> </object>
<object id="155" name="Green Slime" type="Monster" x="1050" y="4218"> <object id="155" name="Green Slime" type="Monster" x="1050" y="4218">
<properties> <properties>
<property name="Type" propertytype="MonsterName" value="Green Slime"/> <property name="Type" propertytype="MonsterName" value="Bear"/>
<property name="spawner" type="object" value="2"/> <property name="spawner" type="object" value="2"/>
</properties> </properties>
<point/> <point/>

@ -308,10 +308,10 @@ Monsters
SheetFrameSize = 24,24 SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse) # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 3, 0.3, PingPong IdleAnimation = 4, 0.3, Repeat
JumpAnimation = 9, 0.2, Repeat JumpAnimation = 5, 0.2, Repeat
ShootAnimation = 3, 0.2, OneShot ShootAnimation = 3, 0.2, OneShot
DeathAnimation = 4, 0.15, OneShot DeathAnimation = 3, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Bear Blood,35%,1,2 DROP[0] = Bear Blood,35%,1,2

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