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

This commit is contained in:
sigonasr2 2024-01-26 01:11:40 -06:00
parent fed07eddd6
commit e7760bcf97
5 changed files with 13 additions and 27 deletions

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@ -19,13 +19,11 @@ January 31st
When a boss dies, an exit ring should spawn at the death location.
Implement Ursule, Mother of Bears Boss
Story proofreading/correcting/storyboarding
- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
- Loading Screen
- Title Screen setpieces
- Export/Import Save Files Online/Offline
- Emscripten saving/loading files locally or cloud, can choose at menu.
- Lock up unimplemented classes.
@ -39,26 +37,10 @@ ERR messages become just output messages in release build and won't crash the ga
- Hold mouse down to increase quantity
- Icon displays / Proper key displays above skill keys
- Auto aim causes retreat-type moves to aim away from the auto target, and prefer the direction the player's moving in.
- 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",}},
});
- Equipment purchase method changes:
ok equipment cant be sold currently anyway.
So i think the easiest solution would be making gear unique. buying and upgrading it could be at the exact same location then.
@ -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.
[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

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@ -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));
if(row[int(x/wispSize.x)%row.length()]!='.'){
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));
if(row[int(x/wispSize.x)%row.length()]!='.'){
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")));
}
}
}

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

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