Wisp Hitbox Radius added as an adjustable second boss script property. Release build 6381.

pull/35/head
sigonasr2 10 months ago
parent fed07eddd6
commit e7760bcf97
  1. 26
      Adventures in Lestoria/TODO.txt
  2. 4
      Adventures in Lestoria/Ursule.cpp
  3. 2
      Adventures in Lestoria/Version.h
  4. 8
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  5. BIN
      x64/Release/Adventures in Lestoria.exe

@ -19,13 +19,11 @@ January 31st
When a boss dies, an exit ring should spawn at the death location. When a boss dies, an exit ring should spawn at the death location.
Implement Ursule, Mother of Bears Boss
Story proofreading/correcting/storyboarding Story proofreading/correcting/storyboarding
- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
- Loading Screen - Loading Screen
- Title Screen setpieces - Title Screen setpieces
- Export/Import Save Files Online/Offline - Emscripten saving/loading files locally or cloud, can choose at menu.
- Lock up unimplemented classes. - Lock up unimplemented classes.
@ -39,25 +37,9 @@ ERR messages become just output messages in release build and won't crash the ga
- Hold mouse down to increase quantity - Hold mouse down to increase quantity
- Auto aim causes retreat-type moves to aim away from the auto target, and prefer the direction the player's moving in. - Icon displays / Proper key displays above skill keys
- Getting hurt has additional effects.
mainMenuWindow->SetupKeyboardNavigation(
{
{game->KEY_BACK,{"","Quit Game Button"}},
{game->KEY_BACK,{"",[](MenuFuncData data){}}},
}
,{
{"New Game Button",{
.up="Quit Game Button",
.down="Load Game Button",}},
{"Load Game Button",{
.up="New Game Button",
.down="Quit Game Button",}},
});
- Auto aim causes retreat-type moves to aim away from the auto target, and prefer the direction the player's moving in.
- Equipment purchase method changes: - Equipment purchase method changes:
ok equipment cant be sold currently anyway. ok equipment cant be sold currently anyway.
@ -66,5 +48,3 @@ So i think the easiest solution would be making gear unique. buying and upgradin
Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu. Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu.
[12:07 AM]sigonasr2: So the process goes: See current list of gear, first you buy it, then you can choose it again to continuously upgrade it [12:07 AM]sigonasr2: So the process goes: See current list of gear, first you buy it, then you can choose it again to continuously upgrade it
- Health numbers/mana number counters decreasing/incrementing emphasis

@ -202,7 +202,7 @@ void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy
std::string_view row=ConfigString(std::format("Wisp Pattern {}.Row[{}]",wispPattern,y)); std::string_view row=ConfigString(std::format("Wisp Pattern {}.Row[{}]",wispPattern,y));
if(row[int(x/wispSize.x)%row.length()]!='.'){ if(row[int(x/wispSize.x)%row.length()]!='.'){
float ySpawn=ConfigInt("Phase 2.Wisp Pattern Spawn Y")+y*wispSize.y; float ySpawn=ConfigInt("Phase 2.Wisp Pattern Spawn Y")+y*wispSize.y;
BULLET_LIST.push_back(std::make_unique<Wisp>(vf2d{x,ySpawn},vf2d{0,ConfigFloat("Phase 2.Wisp Speed")},wispSize.x/3.f,m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Phase 2.Wisp Color"))); BULLET_LIST.push_back(std::make_unique<Wisp>(vf2d{x,ySpawn},vf2d{0,ConfigFloat("Phase 2.Wisp Speed")},ConfigFloat("Phase 2.Wisp Hitbox Radius"),m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Phase 2.Wisp Color")));
} }
} }
} }
@ -393,7 +393,7 @@ void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy
std::string_view row=ConfigString(std::format("Wisp Pattern {}.Row[{}]",wispPattern,y)); std::string_view row=ConfigString(std::format("Wisp Pattern {}.Row[{}]",wispPattern,y));
if(row[int(x/wispSize.x)%row.length()]!='.'){ if(row[int(x/wispSize.x)%row.length()]!='.'){
float ySpawn=ConfigInt("Phase 4.Wisp Pattern Spawn Y")+y*wispSize.y; float ySpawn=ConfigInt("Phase 4.Wisp Pattern Spawn Y")+y*wispSize.y;
BULLET_LIST.push_back(std::make_unique<Wisp>(vf2d{x,ySpawn},vf2d{0,ConfigFloat("Phase 4.Wisp Speed")},wispSize.x/3.f,m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Phase 4.Wisp Color"))); BULLET_LIST.push_back(std::make_unique<Wisp>(vf2d{x,ySpawn},vf2d{0,ConfigFloat("Phase 4.Wisp Speed")},ConfigFloat("Phase 4.Wisp Hitbox Radius"),m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Phase 4.Wisp Color")));
} }
} }
} }

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0 #define VERSION_MAJOR 0
#define VERSION_MINOR 3 #define VERSION_MINOR 3
#define VERSION_PATCH 0 #define VERSION_PATCH 0
#define VERSION_BUILD 6380 #define VERSION_BUILD 6381
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -358,6 +358,9 @@ MonsterStrategy
# Speed at which the wisp moves downwards. # Speed at which the wisp moves downwards.
Wisp Speed = 90 Wisp Speed = 90
# Wisp Hitbox radius size in pixels.
Wisp Hitbox Radius = 8
# RGBA value of the wisp. # RGBA value of the wisp.
Wisp Color = 247, 157, 0, 255 Wisp Color = 247, 157, 0, 255
@ -435,8 +438,11 @@ MonsterStrategy
# Wisp size in pixels. # Wisp size in pixels.
Wisp Size = 24,24 Wisp Size = 24,24
# Wisp Hitbox radius size in pixels.
Wisp Hitbox Radius = 8
# Speed at which the wisp moves downwards. # Speed at which the wisp moves downwards.
Wisp Speed = 90 Wisp Speed = 95
# RGBA value of the wisp. # RGBA value of the wisp.
Wisp Color = 247, 95, 0, 255 Wisp Color = 247, 95, 0, 255

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