Wisp Hitbox Radius added as an adjustable second boss script property. Release build 6381.
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@ -19,13 +19,11 @@ January 31st
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When a boss dies, an exit ring should spawn at the death location.
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Implement Ursule, Mother of Bears Boss
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Story proofreading/correcting/storyboarding
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- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
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- Loading Screen
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- Title Screen setpieces
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- Export/Import Save Files Online/Offline
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- Emscripten saving/loading files locally or cloud, can choose at menu.
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- Lock up unimplemented classes.
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@ -39,26 +37,10 @@ ERR messages become just output messages in release build and won't crash the ga
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- Hold mouse down to increase quantity
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- Icon displays / Proper key displays above skill keys
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- Auto aim causes retreat-type moves to aim away from the auto target, and prefer the direction the player's moving in.
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- Getting hurt has additional effects.
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mainMenuWindow->SetupKeyboardNavigation(
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{
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{game->KEY_BACK,{"","Quit Game Button"}},
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{game->KEY_BACK,{"",[](MenuFuncData data){}}},
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}
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,{
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{"New Game Button",{
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.up="Quit Game Button",
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.down="Load Game Button",}},
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{"Load Game Button",{
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.up="New Game Button",
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.down="Quit Game Button",}},
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});
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- Equipment purchase method changes:
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ok equipment cant be sold currently anyway.
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So i think the easiest solution would be making gear unique. buying and upgrading it could be at the exact same location then.
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@ -66,5 +48,3 @@ So i think the easiest solution would be making gear unique. buying and upgradin
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Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu.
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[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
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- 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
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std::string_view row=ConfigString(std::format("Wisp Pattern {}.Row[{}]",wispPattern,y));
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if(row[int(x/wispSize.x)%row.length()]!='.'){
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float ySpawn=ConfigInt("Phase 2.Wisp Pattern Spawn Y")+y*wispSize.y;
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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")));
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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")));
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}
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}
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}
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@ -393,7 +393,7 @@ void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy
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std::string_view row=ConfigString(std::format("Wisp Pattern {}.Row[{}]",wispPattern,y));
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if(row[int(x/wispSize.x)%row.length()]!='.'){
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float ySpawn=ConfigInt("Phase 4.Wisp Pattern Spawn Y")+y*wispSize.y;
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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")));
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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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}
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}
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}
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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_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 6380
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#define VERSION_BUILD 6381
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -357,6 +357,9 @@ MonsterStrategy
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# Speed at which the wisp moves downwards.
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Wisp Speed = 90
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# Wisp Hitbox radius size in pixels.
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Wisp Hitbox Radius = 8
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# RGBA value of the wisp.
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Wisp Color = 247, 157, 0, 255
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@ -435,8 +438,11 @@ MonsterStrategy
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# Wisp size in pixels.
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Wisp Size = 24,24
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# Wisp Hitbox radius size in pixels.
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Wisp Hitbox Radius = 8
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# Speed at which the wisp moves downwards.
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Wisp Speed = 90
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Wisp Speed = 95
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# RGBA value of the wisp.
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Wisp Color = 247, 95, 0, 255
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