Fix crash when a removed map unlock condition is loaded from a save file and saving to a save file. Move world rendering into each individual state draw method to prevent dividing by zero for invalid maps being loaded in. Loaded up new Overworld song. Added extra flower indicator under the bridge of 1-1. Fix 1-5 tree tiles. Make current map name / level name functinos return the proper story level name if we are in a story level to avoid programmer confusion / provide more flexible functions. Both Blacksmith story and chapter 1 bonus boss remove the visited flag from the camp, notifying the player visually on the world map that they need to revisit it. Move Blacksmith Tutorial trigger from requiring you to visit the camp via the world map to when you enter the camp regardless if you did it from completing a level or doing it from the world map. Release Build 8187.

pull/57/head
sigonasr2 9 months ago
parent b6e6cb58b1
commit f8e7144a02
  1. 15
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 4
      Adventures in Lestoria/ConnectionPoint.cpp
  3. 1
      Adventures in Lestoria/ConnectionPoint.h
  4. 5
      Adventures in Lestoria/OverworldMapLevelWindow.cpp
  5. 3
      Adventures in Lestoria/PauseMenu.cpp
  6. 14
      Adventures in Lestoria/SaveFile.cpp
  7. 2
      Adventures in Lestoria/ShermanWindow.cpp
  8. 4
      Adventures in Lestoria/State_Death.cpp
  9. 7
      Adventures in Lestoria/State_GameHub.cpp
  10. 1
      Adventures in Lestoria/State_GameRun.cpp
  11. 3
      Adventures in Lestoria/State_LevelComplete.cpp
  12. 1
      Adventures in Lestoria/State_MainMenu.cpp
  13. 1
      Adventures in Lestoria/State_OverworldMap.cpp
  14. 12
      Adventures in Lestoria/TODO.txt
  15. 3
      Adventures in Lestoria/Unlock.cpp
  16. 2
      Adventures in Lestoria/Version.h
  17. 3
      Adventures in Lestoria/VisualNovel.cpp
  18. BIN
      Adventures in Lestoria/assets/AdventuresInLestoria_Capsule.png
  19. 4
      Adventures in Lestoria/assets/Campaigns/1_1_v2.tmx
  20. 14
      Adventures in Lestoria/assets/Campaigns/1_5.tmx
  21. 21
      Adventures in Lestoria/assets/Campaigns/World_Map.tmx
  22. 2
      Adventures in Lestoria/assets/config/NPCs.txt
  23. 2
      Adventures in Lestoria/assets/config/audio/bgm.txt
  24. 110
      Adventures in Lestoria/assets/config/items/Equipment.txt
  25. 6
      Adventures in Lestoria/assets/config/levels.txt
  26. BIN
      Adventures in Lestoria/assets/gamepack.pak
  27. BIN
      Adventures in Lestoria/assets/music/overworld.ogg
  28. BIN
      Adventures in Lestoria/assets/music/overworld_v2.ogg
  29. BIN
      x64/Release/Adventures in Lestoria.exe

@ -353,7 +353,6 @@ bool AiL::OnUserUpdate(float fElapsedTime){
InputListener::Update();
Tutorial::Update();
Audio::Update();
RenderWorld(GetElapsedTime());
GameState::STATE->Draw(this);
RenderMenu();
Tutorial::Draw();
@ -2513,7 +2512,11 @@ geom2d::rect<float>AiL::GetTileCollision(MapName map,vf2d pos,bool upperLevel){
}
const MapName&AiL::GetCurrentLevel()const{
return currentLevel;
if(GameState::STATE!=nullptr&&GameState::STATE==GameState::states[States::STORY]){ //If we're inside a story, we expect the map/level name to be from the visual novel itself. Right now currentLevel would be WORLD_MAP which is not useful for a function like this.
return VisualNovel::novel.storyLevel;
}else{
return currentLevel;
}
}
void AiL::ChangePlayerClass(Class cl){
@ -3183,6 +3186,14 @@ void AiL::ValidateGameStatus(){
}
}
auto MapStoryDataExists = [&](std::string_view mapName){
return MAP_DATA.count(MapName(mapName))>0||
VisualNovel::storyLevelData.count(std::string(mapName))>0;
};
if(!MapStoryDataExists("NPCs.Sherman.Potion Crafting Unlock Condition"_S))ERR(std::format("WARNING! Sherman's Potion Crafting Unlock Condition: {} is not a valid map!","NPCs.Sherman.Potion Crafting Unlock Condition"_S))
if(!MapStoryDataExists("NPCs.Greg.Camp Notification Unlock Condition"_S))ERR(std::format("WARNING! Greg's Potion Crafting Unlock Condition: {} is not a valid map!","NPCs.Greg.Camp Notification Unlock Condition"_S))
#pragma region Map Spawn Statistics
if("display_spawn_report"_I){
for(auto&[map,data]:MAP_DATA){

@ -51,6 +51,10 @@ void ConnectionPoint::SetVisited(){
visited=true;
}
void ConnectionPoint::ResetVisitedFlag(){
visited=false;
}
const bool ConnectionPoint::Visited()const{
return visited;
}

@ -63,6 +63,7 @@ struct ConnectionPoint{
bool IsNeighbor(ConnectionPoint&testPoint);
//Sets the visited flag to true.
void SetVisited();
void ResetVisitedFlag();
//Whether or not this connection point has been visited yet.
const bool Visited()const;
};

@ -43,7 +43,6 @@ All rights reserved.
#include "MenuComponent.h"
#include "State_OverworldMap.h"
#include "Map.h"
#include "Unlock.h"
#include "Tutorial.h"
INCLUDE_game
@ -63,10 +62,6 @@ void Menu::InitializeOverworldMapLevelWindow(){
levelSelectWindow->ADD("Spawns List",EncountersSpawnListScrollableWindowComponent)(geom2d::rect<float>{{1,64},{windowSize.x-2,84}},ComponentAttr::BACKGROUND)END;
levelSelectWindow->ADD("Enter Button",MenuComponent)(geom2d::rect<float>{{0,166},{windowSize.x-1,16}},"Enter",[](MenuFuncData data){
if(State_OverworldMap::GetCurrentConnectionPoint().map=="HUB"&&Unlock::IsUnlocked("STORY_1_2")&&!Tutorial::TaskIsComplete(TutorialTaskName::BLACKSMITH)){
Tutorial::SetNextTask(TutorialTaskName::BLACKSMITH);
}
game->RestockLoadoutItems();
if(game->MAP_DATA[State_OverworldMap::GetCurrentConnectionPoint().map].skipLoadoutScreen||

@ -73,6 +73,9 @@ void Menu::InitializePauseWindow(){
pauseWindow->ADD("Return to Camp Button",MenuComponent)(geom2d::rect<float>{{6.f,112.f},{84.f,24.f}},"Leave Area",[](MenuFuncData data){
Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->SetLabel("Stage Summary");
Component<MenuComponent>(LEVEL_COMPLETE,"Level Details Outline")->SetLabel("");
if(game->GetCurrentMapName()=="HUB")Unlock::UnlockCurrentMap(); //Special unlock for the hub area when leaving.
if(Unlock::IsUnlocked("STORY_1_1")){
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Enable();
}else{

@ -112,17 +112,15 @@ const void SaveFile::SaveGame(){
saveFile["Player"]["Base Stats"][std::string(attr.ActualName())].SetReal(val);
}
for(const std::string&unlockName:Unlock::unlocks){
saveFile["Unlocks"][unlockName].SetString("True");
if(unlockName=="WORLD_MAP")continue; //This is a special exception, because the world map is not an actual stage.
saveFile["Unlocks"][unlockName].SetString("True");
auto opt_cp=State_OverworldMap::ConnectionPointFromString(unlockName);
if(!opt_cp.has_value()){ERR(std::format("WARNING! Could not find connection point {}! THIS SHOULD NOT BE HAPPENING! Potential invalid unlock name.",unlockName));
if(!opt_cp.has_value())continue; //Harmless, we probably just deleted the map.
if(opt_cp.value()->Visited()){
saveFile["Unlocks"][unlockName].SetString("True",1U);
}else{
if(opt_cp.value()->Visited()){
saveFile["Unlocks"][unlockName].SetString("True",1U);
}else{
saveFile["Unlocks"][unlockName].SetString("False",1U);
}
saveFile["Unlocks"][unlockName].SetString("False",1U);
}
}
@ -320,7 +318,7 @@ void SaveFile::LoadFile(){
Unlock::UnlockArea(key);
if(data.GetValueCount()>1&&data.GetBool(1U)){
auto opt_cp=State_OverworldMap::ConnectionPointFromString(key);
if(!opt_cp)ERR(std::format("WARNING! Could not find connection point {}! THIS SHOULD NOT BE HAPPENING! Potential invalid unlock name.",key))
if(!opt_cp)continue; //Harmless, it just means the connection point used to exist and doesn't anymore.
else opt_cp.value()->SetVisited();
}
}

@ -40,6 +40,7 @@ All rights reserved.
#include "MenuComponent.h"
#include "GameState.h"
#include "AdventuresInLestoria.h"
#include "Unlock.h"
INCLUDE_game
@ -47,6 +48,7 @@ void Menu::InitializeShermanWindow(){
Menu*shermanWindow=CreateMenu(SHERMAN,CENTERED,vi2d{144,88});
shermanWindow->ADD("Leave Button",MenuComponent)(geom2d::rect<float>{{0.f,4.f},{144.f,24.f}},"Leave",[](MenuFuncData data){
Unlock::UnlockCurrentMap();
GameState::ChangeState(States::OVERWORLD_MAP,0.3f);
return true;
},vf2d{2.f,2.f},ButtonAttr::FIT_TO_LABEL)END;

@ -104,4 +104,6 @@ void State_Death::OnUserUpdate(AiL*game){
game->ClearTimedOutGarbage();
}
void State_Death::Draw(AiL*game){}
void State_Death::Draw(AiL*game){
game->RenderWorld(game->GetElapsedTime());
}

@ -45,6 +45,8 @@ All rights reserved.
#include "GameEvent.h"
#include "SaveFile.h"
#include "MenuComponent.h"
#include "Unlock.h"
#include "Tutorial.h"
INCLUDE_MONSTER_LIST
INCLUDE_game
@ -53,6 +55,11 @@ void State_GameHub::OnStateChange(GameState*prevState){
if(Menu::IsMenuOpen()){
Menu::CloseAllMenus();
}
if(Unlock::IsUnlocked("STORY_1_2")&&!Tutorial::TaskIsComplete(TutorialTaskName::BLACKSMITH)){
Tutorial::SetNextTask(TutorialTaskName::BLACKSMITH);
}
SaveFile::SaveGame();
game->GetPlayer()->SetState(State::NORMAL);

@ -91,5 +91,6 @@ void State_GameRun::OnUserUpdate(AiL*game){
game->UpdateCamera(game->GetElapsedTime());
}
void State_GameRun::Draw(AiL*game){
game->RenderWorld(game->GetElapsedTime());
game->RenderHud();
}

@ -43,6 +43,7 @@ All rights reserved.
#include "SaveFile.h"
#include "ProgressBar.h"
#include "SoundEffect.h"
#include "Unlock.h"
INCLUDE_MONSTER_LIST
INCLUDE_game
@ -78,7 +79,6 @@ void State_LevelComplete::OnStateChange(GameState*prevState){
xpBonus=1.0f;
}
accumulatedXP*=xpBonus;
Component<MenuLabel>(MenuType::LEVEL_COMPLETE,"Level EXP Gain Outline")->SetLabel(std::format("+{} Exp",accumulatedXP));
@ -128,6 +128,7 @@ void State_LevelComplete::OnUserUpdate(AiL*game){
game->ClearTimedOutGarbage();
};
void State_LevelComplete::Draw(AiL*game){
game->RenderWorld(game->GetElapsedTime());
game->RenderHud();
};

@ -78,6 +78,7 @@ void State_MainMenu::OnUserUpdate(AiL*game){
game->ClearTimedOutGarbage();
};
void State_MainMenu::Draw(AiL*game){
game->RenderWorld(game->GetElapsedTime());
TitleScreen::Draw();
};

@ -155,6 +155,7 @@ void State_OverworldMap::OnUserUpdate(AiL*game){
game->ClearTimedOutGarbage();
};
void State_OverworldMap::Draw(AiL*game){
game->RenderWorld(game->GetElapsedTime());
currentTime+=game->GetElapsedTime();
for(ConnectionPoint&cp:connections){
if(!Unlock::IsUnlocked(cp)){

@ -11,4 +11,14 @@ should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
Toggle for displaying error messages
Equip Gear using Start menu tutorial
Steam Controller SDK
Steam Controller SDK
Add in vsync system option
Hint text does not appear except during actual gameplay.
Terrain Collision Boxes
Add hotkeys to loadout slots when selecting them from the menu
When Blacksmith is unlocked, camp notification is reset
Allow Block to interrupt casts (Bandages)
Pressing any skill overrides an item's cast....?

@ -37,6 +37,7 @@ All rights reserved.
#pragma endregion
#include "Unlock.h"
#include "State_OverworldMap.h"
#include "config.h"
std::set<std::string>Unlock::unlocks;
@ -45,6 +46,8 @@ void Unlock::Initialize(){
}
void Unlock::UnlockArea(std::string mapName){
if(mapName=="NPCs.Sherman.Potion Crafting Unlock Condition"_S&& //When we beat the bonus chapter 1 fight, before sherman's potion crafting is unlocked, if the current map we just unlocked for is the bonus boss stage we will notify the Hub connection point and reset it so the player has a notification to go there again.
!Unlock::IsUnlocked("NPCs.Sherman.Potion Crafting Unlock Condition"_S))State_OverworldMap::ConnectionPointFromString("HUB").value()->ResetVisitedFlag();
unlocks.insert(mapName);
}
bool Unlock::IsUnlocked(std::string mapName){

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 5
#define VERSION_PATCH 1
#define VERSION_BUILD 8168
#define VERSION_BUILD 8187
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -44,6 +44,7 @@ All rights reserved.
#include "Menu.h"
#include "util.h"
#include "SaveFile.h"
#include "State_OverworldMap.h"
INCLUDE_game
INCLUDE_GFX
@ -213,6 +214,8 @@ void VisualNovel::ExecuteNextCommand(){
commandIndex++;
commands[size_t(commandIndex-1)]->Execute(novel);
}else{
if(game->GetCurrentMapName()=="NPCs.Greg.Camp Notification Unlock Condition"_S&&
!Unlock::IsUnlocked("NPCs.Greg.Camp Notification Unlock Condition"_S))State_OverworldMap::ConnectionPointFromString("HUB").value()->ResetVisitedFlag();
Unlock::UnlockCurrentMap();
Menu::themeSelection=novel.prevTheme;
GameState::ChangeState(States::OVERWORLD_MAP,0.5f);

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" class="Map" orientation="orthogonal" renderorder="right-down" width="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="11" nextobjectid="179">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="11" nextobjectid="179">
<properties>
<property name="Backdrop" propertytype="Backdrop" value="forest"/>
<property name="Background Music" propertytype="BGM" value="foresty1_1"/>
@ -320,7 +320,7 @@
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713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,1116,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,2147,82,82,82,82,82,82,160,161,161,161,397,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,
713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,1116,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,2147,82,82,82,82,82,82,239,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,
713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,1116,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,2147,82,82,82,82,82,82,239,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,
713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,1116,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,2147,82,82,82,82,82,82,239,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,
713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,1116,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,2147,82,82,82,82,82,82,239,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,
713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,1116,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,2147,82,82,82,82,82,82,239,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,
713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,1116,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,2147,82,82,82,82,82,82,239,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,
713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,1116,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,713,2147,82,82,82,82,82,82,239,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,240,
@ -603,7 +603,7 @@
</object>
<object id="8" name="Camp" type="StagePlate" x="416" y="416" width="20" height="24">
<properties>
<property name="Connection 1 - North" type="object" value="19"/>
<property name="Connection 1 - North" type="object" value="0"/>
<property name="Map" propertytype="Level" value="HUB"/>
<property name="Type" propertytype="StageType" value="HUB"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
@ -686,12 +686,5 @@
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_B1"/>
</properties>
</object>
<object id="19" name="???" type="StagePlate" x="344" y="332" width="24" height="24">
<properties>
<property name="Map" propertytype="Level" value="CAMPAIGN_1_B2"/>
<property name="Type" propertytype="StageType" value="DUNGEON"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_3"/>
</properties>
</object>
</objectgroup>
</map>

@ -4,6 +4,8 @@ NPCs
{
Strategy = NPC
Camp Notification Unlock Condition = STORY_1_2
#Size of each animation frame
SheetFrameSize = 24,24

@ -23,7 +23,7 @@ BGM
{
Track Name = Overworld
channel[0]=overworld.ogg
channel[0]=overworld_v2.ogg
# Transition time between one phase to the next.
Fade Time = 2.0

@ -648,7 +648,7 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Wolf Skin,1
Gold = 5
@ -656,7 +656,7 @@ Equipment
Level[1]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -664,7 +664,7 @@ Equipment
Level[2]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -672,7 +672,7 @@ Equipment
Level[3]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -680,7 +680,7 @@ Equipment
Level[4]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -688,7 +688,7 @@ Equipment
Level[5]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
@ -697,7 +697,7 @@ Equipment
Level[6]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -705,7 +705,7 @@ Equipment
Level[7]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -713,7 +713,7 @@ Equipment
Level[8]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -721,7 +721,7 @@ Equipment
Level[9]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -729,7 +729,7 @@ Equipment
Level[10]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -762,7 +762,7 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Wolf Skin,1
Gold = 5
@ -770,7 +770,7 @@ Equipment
Level[1]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -778,7 +778,7 @@ Equipment
Level[2]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -786,7 +786,7 @@ Equipment
Level[3]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -794,7 +794,7 @@ Equipment
Level[4]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -802,7 +802,7 @@ Equipment
Level[5]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
@ -811,7 +811,7 @@ Equipment
Level[6]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -819,7 +819,7 @@ Equipment
Level[7]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -827,7 +827,7 @@ Equipment
Level[8]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -835,7 +835,7 @@ Equipment
Level[9]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -843,7 +843,7 @@ Equipment
Level[10]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -876,7 +876,7 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Wolf Skin,1
Gold = 5
@ -884,7 +884,7 @@ Equipment
Level[1]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -892,7 +892,7 @@ Equipment
Level[2]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -900,7 +900,7 @@ Equipment
Level[3]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -908,7 +908,7 @@ Equipment
Level[4]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -916,7 +916,7 @@ Equipment
Level[5]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
@ -925,7 +925,7 @@ Equipment
Level[6]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -933,7 +933,7 @@ Equipment
Level[7]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -941,7 +941,7 @@ Equipment
Level[8]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -949,7 +949,7 @@ Equipment
Level[9]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -957,7 +957,7 @@ Equipment
Level[10]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -990,7 +990,7 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Wolf Skin,1
Gold = 5
@ -998,7 +998,7 @@ Equipment
Level[1]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1006,7 +1006,7 @@ Equipment
Level[2]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1014,7 +1014,7 @@ Equipment
Level[3]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1022,7 +1022,7 @@ Equipment
Level[4]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1030,7 +1030,7 @@ Equipment
Level[5]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
@ -1039,7 +1039,7 @@ Equipment
Level[6]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1047,7 +1047,7 @@ Equipment
Level[7]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1055,7 +1055,7 @@ Equipment
Level[8]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1063,7 +1063,7 @@ Equipment
Level[9]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1071,7 +1071,7 @@ Equipment
Level[10]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1104,7 +1104,7 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Wolf Skin,1
Gold = 5
@ -1112,7 +1112,7 @@ Equipment
Level[1]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1120,7 +1120,7 @@ Equipment
Level[2]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1128,7 +1128,7 @@ Equipment
Level[3]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1136,7 +1136,7 @@ Equipment
Level[4]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1144,7 +1144,7 @@ Equipment
Level[5]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
@ -1153,7 +1153,7 @@ Equipment
Level[6]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1161,7 +1161,7 @@ Equipment
Level[7]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1169,7 +1169,7 @@ Equipment
Level[8]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1177,7 +1177,7 @@ Equipment
Level[9]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1
@ -1185,7 +1185,7 @@ Equipment
Level[10]
{
# When this enhancement is available.
AvailableChapter = 2
AvailableChapter = 6
Item[0] = Green Slime Remains,1
Gold = 1

@ -116,10 +116,4 @@ Levels
Map File = Hub_v2.tmx
}
CAMPAIGN_1_B2
{
Map File = 1_B2.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
Loot[0] = Slimy Bun, 1, 1, 50%
}
}
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