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AdventuresInLestoria
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Commit Graph
35 Commits (8df671dcabc59d5dfa8a4992297a2b567004f66b)
Author
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Date
sigonasr2
98208fb3e0
Refactored monster list to use shared pointers instead of unique pointers. Converted all raw monster pointers that needed to store monster data to use weak pointers instead in case a monster gets despawned while owning object is still alive. Implemented Witch's auto attack, added turn_towards_direction function for homing ability. Fixed player reflections being drawn without additive blending. Added 30s cooldown to Trapper's Explosive trap ability. Release Build 10345.
4 months ago
sigonasr2
4a7ad23196
Make knockups pause monster strategies. Fix Effect drawing code being invisible if their fadein timer was zero. Add explosion sound effect to Trapper's Explosive Trap ability. Add knockup and 100% temporary slowdown to Trapper's Bear Trap ability. Release Build 10324.
4 months ago
sigonasr2
9eaaf979f3
Fix display bug with Effects that used the original constructor. Refactor on 23 Jul was a big oversight leading to effects not displaying at all (scale set to 0). Release Build 10308.
4 months ago
sigonasr2
3850cbaef9
Implemented Trapper's Explosive Trap ability. Release Build 10304.
4 months ago
sigonasr2
2420d02f24
Make player dot damage numbers fall instead of rise as well. Remove unused originalRiseSpd damage number member. Refactor buff repeat action system to instead use internal hard-coded restoration functions. Include the target of buffs inside the buff classes themselves so they know what to interact with. Updated Player and Monster AddBuff functions to represent new buff constructor requirements. Implemented Bear Trap ability. Refactored Monster Hit callback for bullets to send the amount of stacks a monster had before getting hit which is used as getting hurt removed a mark stack. Release Build 10300.
4 months ago
sigonasr2
b3c5894be7
Switch controller auto-targeting to use logic from Hurt function. This means the auto targeting tries to ensure it hits some target, but prefers a currently vulnerable target over an invulnerable / unhittable one. Cleanup the code to use std::optional. Add in a helper function to get nearest monster. Apply Mark to nearest selected target when Trapper Mark Target ability is used. Release Build 10275.
4 months ago
sigonasr2
f16d10a095
Add 0.1s delay on Hidden Dagger's throw for Thief. Allows the player to potentially jump through a target and being able to hit them with it. Fix Stone Elementals facing the incorrect direction while casting stone pillars. Move 2-8 end ring to more sensible area (in front of Chapter 2 boss arena). Reduce Chapter 2 Boss' and Stone Elemental's collision radius to better match the sprite. Add iframe time when hit by a breaking stone pillar's bullet ring to prevent getting obliterated by standing in the center of the bullet ring. Release Build 10261.
4 months ago
sigonasr2
3830ba8840
Adjust collision radius default based on monster's sheet frame size. Use defined collision radius of a monster instead of 12*SizeMult as that is the actual radius for HurtMonsterType() damage calls (fixes large stone hitting pillars a little too wide in the chapter 2 boss fight). Refactored Bullet check systems to include damage flags: DOT, PLAYER_ABILITY, and NONE. Player abilities flags assigned to all auto attack and abilities that players can launch, in preparation for marked target proccing. Mark Target buff detection added, Mark buff added. Reorganized bullet hierarchy, turning the default bullet into an interface and making the normal Bullet class a base child class all Bullets derive from. Added HurtDamageInfo structure, which is passed onto bullets to modify flags before being applied to the Hurt function when bullets hit targets. Changed all storage containers holding Bullet classes to now hold IBullet classes. Release Build 10248.
4 months ago
sigonasr2
a763469fa5
Add in adrenaline rush buff. Make attack speed bonuses be applied via modifiers. Release Build 10153.
4 months ago
sigonasr2
0b4b1d6566
Fix Wizards and Rangers being able to override iframe timer when using Teleport and Retreat respectively. Remove last released key state. Seemed redundant when animation facing direction exists. Make player animation changes be reflected in the facing direction variable. Add pathfinding to Thief's Deadly Dash attack so it can't go through barriers. Added new class counterpoints as equippable classes for the prior weapons. Release Build 10146.
4 months ago
NicoNicoNii
873e25f927
Add deadly dash attack sound effects and basic behavior
4 months ago
sigonasr2
c62f24cdcd
Add in Deadly Dash state. Change zoom out effect to zoom in when loading into a map. Dramatically decrease effect, too much motion sickness. Add deadly dash animation state. Release Build 10109.
4 months ago
sigonasr2
0927e57438
Add Thief Roll Ability. Release Build 10093.
4 months ago
sigonasr2
ee50d810bd
Add new ability icons for new classes. Release Build 10068.
4 months ago
sigonasr2
453be13395
Implement Thief Hidden Dagger attack. Add in missing icons for Elixir of the Wind and Recovery Potions. Release Build 10061.
4 months ago
sigonasr2
10f5521ec2
Adjust sword slash effect to accept config values. Add DrawPartialSquishedRotatedDecal to PGE. Performs rotation transform before scale transformation. Add thief animations to animation databases. Setup thief's auto attack ability. Release Build 10053.
4 months ago
sigonasr2
477c3ab086
Update spell descriptions to fit in class info boxes. Extend height of class info boxes. Add spell names to the class info spell boxes. Release Build 10050.
4 months ago
sigonasr2
ad1dafa0b4
Fix wind speed to check for bullet collisions via microsteps like regular bullets do. Fix bug with danger area color for second chapter boss' shockwave attack not matching config color. Add in new spell descriptions and config variables for the new classes. Release Build 10044.
4 months ago
sigonasr2
4c72e2f3b4
Incorporate new class graphics (Sans Thief). Unlock new class buttons in character selection window. Release Build 9911.
5 months ago
sigonasr2
563471f7e8
Fix accidental removal of knockback reduction for Warriors while blocking. Also add in knockup reduction for Warrior block. Release Build 9484.
6 months ago
sigonasr2
33d81125df
Change the radius of ranger's auto attack to use pixel units instead of tile units. Remove hardcoded player acceleration on shooting a player arrow. Refactor monster animation system to incorporate custom animations as part of the main set of animations and handle future 4-way directional animations easily. Release Build 9115.
7 months ago
sigonasr2
d98d127861
Implement visual novel Wizard player character. Change displayed character image based on class selection. Change image for display on Equip and class info window for the Wizard. Release Build 8925.
8 months ago
sigonasr2
9fb5946369
Warrior auto attack swing now has a frontal sweep angle. Release Build 8457.
8 months ago
sigonasr2
fe52623a17
Warrior sword swing now lingers for the entirety of the animation instead of only applying damage immediately on use. Release Build 8451.
8 months ago
sigonasr2
6ee3518c58
All Warrior abilities now cancel casts. Added in a small velocity threshold where the player can regain control via movement after getting bumped around. Release Version 8193.
8 months ago
sigonasr2
fba5274815
Warrior Battlecry Attack Range: 350->500, Battlecry Slowdown Duration: 5s -> 6s, Slowdown Amount: 30% -> 40%
9 months ago
sigonasr2
0df14cf1e4
Ranger Backdash Iframe time 0.2s -> 0.22s. Ranger Backdash Distance 250 -> 300.
9 months ago
sigonasr2
9afff3a8e5
Add slight knockback effect to Warrior's ground slam. Release Build 7885.
9 months ago
sigonasr2
2b7ebb32cc
Visual Novel character sizing now scales based on image size instead.
10 months ago
sigonasr2
1814c52763
Add in maximum ranges for energy bolt, fire bolt, and lightning bolt.
10 months ago
Quapsel
f737492222
„Adventures in Lestoria/assets/config/classes/Warrior.txt“ ändern
...
Warrior buffs: Battlecry mana cost 40 -> 35 Ground Slam Range: 300 -> 350
10 months ago
sigonasr2
4aaa954d05
Fix memory reading error for monsters that used the draw strategy function while dead (m value gets reassigned and lost). Adjust ranger arrow shoot speed slightly. Environmental audio is backwards again?
11 months ago
sigonasr2
7abb714144
Remove diagonal pathfinding from A*, since tiles may not necessarily consume a full tile. Adjusted Wizard Teleport range accordingly.
11 months ago
sigonasr2
c7ea530484
Update Overworld Map with new stage plates. Updated stages with spawn zones and end zones. Cleaned up sound effects with extra noise. Updated some sound effects with more appropriate ones. Added sound effects for many events.
11 months ago
sigonasr2
296ea1f2e6
Updated all references of Crawler project to now reference Adventures in Lestoria. Fixed a loading bug with the current connection point buttons and information not updating upon loading into the overworld map. Fix component count initialization bug (On Linux and Emscripten builds the component count would start uninitialized and would result in poor depth ordering sometimes.
11 months ago