Health and mana indicators don't get squished strangely anymore due to floating point values. Release Build 11638.

master
sigonasr2 2 months ago
parent 85ba978793
commit da2640fbc1
  1. 4
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 2
      Adventures in Lestoria/Version.h
  3. 2
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  4. BIN
      x64/Release/Adventures in Lestoria.exe

@ -2036,9 +2036,9 @@ void AiL::RenderHud(){
if(player->GetShield()>0)heartImg=GFX["shield_heart.png"].Decal();
float healthRatio{float(healthCounter.GetDisplayValue())/player->GetMaxHealth()};
float manaRatio{float(manaCounter.GetDisplayValue())/player->GetMaxMana()};
DrawPartialDecal({2,2+(15*(1-healthRatio))},const_cast<Decal*>(heartImg),{0.f,15*(1-healthRatio)},{17,15*healthRatio});
DrawPartialDecal(vf2d{2.f,floor(2+(15*(1-healthRatio)))},const_cast<Decal*>(heartImg),vf2d{0.f,floor(15*(1-healthRatio))},vf2d{17.f,floor(15*healthRatio)});
DrawDecal({2,20},GFX["mana_outline.png"].Decal());
DrawPartialDecal({2,20+(15*(1-manaRatio))},GFX["mana.png"].Decal(),{0.f,15*(1-manaRatio)},{17,15*manaRatio});
DrawPartialDecal(vf2d{2,float(20+(15*(1-manaRatio)))},GFX["mana.png"].Decal(),vf2d{0.f,float(15*(1-manaRatio))},vf2d{17,float(15*manaRatio)});
std::string text=player->GetHealth()>0?std::to_string(healthCounter.GetDisplayValue()+shieldCounter.GetDisplayValue()):"X";
std::string text_mana=std::to_string(manaCounter.GetDisplayValue());

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 11633
#define VERSION_BUILD 11638
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -615,7 +615,7 @@ MonsterStrategy
# Anything outside the max "Stand Still and Shoot Range" will cause the monster to move towards the target instead.
# The perception level indicates how accurate the bow user's shots become over time. Perception can be between 0-90. A perception level of 90 should never miss. This doesn't necessarily mean lower numbers will miss, just that it doesn't auto-correct for error as much.
Starting Perception Level = 0
Starting Perception Level = 1
# Every shot taken, the bow user's perception level will increase by this amount.
Perception Level Increase = 2.5
Maximum Perception Level = 45

Loading…
Cancel
Save