sigonasr2
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c36f783fc9
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Tidied up monster drawing functions with portable lambdas to get rid of some copy-pasted code, making draw manipulation simpler. Implement Curse of Death ability. Release Build 10391.
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4 months ago |
sigonasr2
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ede4bffa7a
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Trapper's Mark Target and Witch's Curse of Pain abilities should not go on cooldown if no target is found. Added purple glow/outline effect to monsters affected by Curse of Pain. Release Build 10363.
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4 months ago |
sigonasr2
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a35ea5b772
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Add cat mew sound effect for Witch Leap ability. Refactor Buffs to include a player/monster callback function when a buff expires. This is used specifically for the curse debuff. Clean up buff update code to use lambdas instead of macros. Release Build 10359.
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4 months ago |
sigonasr2
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98208fb3e0
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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.
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4 months ago |
sigonasr2
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4a7ad23196
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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.
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4 months ago |
sigonasr2
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2420d02f24
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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.
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4 months ago |
sigonasr2
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b3c5894be7
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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.
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4 months ago |
sigonasr2
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60b45cf6b1
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Add visual indicator/graphics for Trapper Mark on targets. Added TriggerMark and ApplyMark helper functions. Release Build 10264.
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4 months ago |
sigonasr2
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540f0c39ae
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Added TriggerMark convenience function and appropriate unit test for it.
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4 months ago |
sigonasr2
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1614022349
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Add unit testing for DOT effects, true damage effects, and applying mark tests to both player tests and monster tests. Fixed bugs related to DOTs not triggering proper damage events and not resetting DOT damage number timers over time. 105/105 unit tests passing. Release Build 10254.
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4 months ago |
sigonasr2
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3830ba8840
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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.
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4 months ago |
sigonasr2
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717f4551ea
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Stone pillars now use a separate rectangular collision to determine hiding zones, preventing the player from hiding along the outer edges of the pillar. Release Build 9948.
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5 months ago |
sigonasr2
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d049676080
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Convert monster stats to calculate using stat up bonuses instead of manual calculations. Release Build 9922.
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5 months ago |
sigonasr2
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34515cec76
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Add Heal function for monsters. Make player stat functions const return. Add Missing Health bonus stat from buffs. Refactor names of stat functions to be more explicit. Add more stat buff and pct buff checks. Fix up discrepancies with how stat up buffs work for the player. 53/53 passing tests.
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5 months ago |
sigonasr2
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2c7d69d1b5
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Added Monster unit tests relating to the damage formula, crit rates, and special survival cases.
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5 months ago |
sigonasr2
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f1fa126d1e
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Add in Monster Unit tests verifying move speed is adjusted properly.
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5 months ago |
sigonasr2
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b617120867
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Implement unit tests for the project. Fix Display Name bug (found in InternalNameCheck unit test). Add Monster Unit Tests.
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5 months ago |
sigonasr2
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053e2ba724
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Only adjust DPS boss damage counter for monsters spawned and considered part of the boss fight. Add in ability for attacks to deal true damage. Change hurt function to handle a True Damage Flag. Stone Throw now breaks pillars it hits. Release Build 9675.
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5 months ago |
sigonasr2
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bcbe58eebd
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Revamp Player vs Monster collision code. Add in handling for solid objects causing the player to run against the object instead of bouncing off of it. Make solid monsters (pillars) have transparency like foreground terrain when looking behind them. Add terrain collision boxes for these as well. Release Build 9610.
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6 months ago |
sigonasr2
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efcd3f0bf8
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Add Chapter 2 boss AI setup. Add Chapter 2 Boss Monster Entry. Add Boss Pillar Monster Entry. Setup Breaking Pillar Monster Strategy. Release Build 9554.
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6 months ago |
sigonasr2
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78d2234ccc
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Refactor manual typing of HP Ratios with an HP Ratio function for the monster and player classes. Release Build 9524.
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6 months ago |
sigonasr2
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3c47cb908e
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Added an overlay control class. Optimize and rearrange rendering order of bullets and effects such that all bullets now appear above monsters. Fix a bug involving some objects that are supposed to appear behind the player end up in front when they are aligned on the same tile row. Preparations for wind attack. Release Build 9482.
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6 months ago |
sigonasr2
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e53f7cb4cd
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Add rotation parameter and hit iframe time to bullets. Iframe timers now compares current iframes to the new duration and keeps only the larger amount. Fix bug allowing monsters with jump attacks to still cause knockback and iframes even when the hit does not land. Fly Across attack implemented for second bonus boss. Release Build 9447.
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6 months ago |
sigonasr2
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3e4a1c53ac
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Make 4-way directional facing directions updating a bit more lenient. Framework for boss arrow indicators when bosses go off-screen. Release Build 9382.
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6 months ago |
sigonasr2
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a39551c356
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Change monster data image storing to use an unordered_map instead. Create an optional display name for monsters to use when monster data is being generated to allow for name overrides while retaining unique monster types. Added No XP variant of Hawks. Setup Chapter 2 Bonus Boss spawn. Release Build 9362.
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6 months ago |
sigonasr2
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d6409f4604
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Setup framework and stats for Major Hawk and Bonus Chapter 2 Boss. Add in override Hawk strategy behaviors for Major Hawk strategy. Release Build 9353.
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6 months ago |
sigonasr2
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551cabf463
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Implement Stone Elemental Burrowing attack, fixed Stone Elemental pathfinding towards target location, slightly increased visual indicator for stone pillar cast circle. Fixed sorted rendering for objects that appear before elements with collision. Refactored iteration loops for drawing so they don't cause multiple unnecessary draw iterations. Do not draw monsters that are marked for deletion anymore (prevent sudden pop-in when drawing on the last frame of fading out). Release Build 9350.
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6 months ago |
sigonasr2
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1d5d4d8240
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Implement rock toss and stone pillar spawning behaviors for stone elemental. Refactor HurtEnemies functions to instead hurt any target with targeting flags. Fix bug with player to monster collision not respecting new collision radii. Release Build 9318.
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6 months ago |
sigonasr2
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ad04f89526
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Change Bullet collision function name to make more sense. Implement collision radius property with a default value when unspecified, and allow setting to custom values individually from the size of the monster. Release Build 9272.
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7 months ago |
sigonasr2
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3e68c9ac9e
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Update Stone Pillar graphic. Update Stone Pillar Monster data. Include a do nothing strategy. Implement immovable property for monsters. Implement Invulnerable property for monsters. Implement lifetime property for monsters. Include a fadeout timer for when the lifetime expires. Implement capability for monsters to be deleted from the map. Release Build 9271.
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7 months ago |
sigonasr2
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3c23cc774f
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Adjust fade effect so monsters are unaffected while on the title screen. Add in Stone Pillar graphic and setup stone pillar monster/sprite data. Release Build 9270.
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7 months ago |
sigonasr2
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f9ad9c4390
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Add in Hawk attack sequence. Add wing flap sound effects. Fix bug with charging towards ground attack not quite reaching ground level. Release Build 9256.
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7 months ago |
sigonasr2
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bd14a21793
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Setup Hawk AI. Fix Hawk Animations. Added a property to ignore tile collisions for monsters. Add in monster artist name in credits. Release Build 9252.
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7 months ago |
sigonasr2
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c3f2620d5d
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Add bomb explosion sound effect. Fix bug with the player getting knocked back whenever a monster's proximity knockback function is called. Release Build 9247.
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7 months ago |
sigonasr2
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b8e1006901
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Added overrides for playing default animations in move towards and run away scripts. Implemented Bomb Goblin AI. Include convenience methods for proximity knockback functions. Prepped AI functions for the Hawk and Stone Elementals. Release Build 9230.
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7 months ago |
sigonasr2
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a4e24b030d
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Fix bug with monsters not facing the player on spawn and incorrectly adjusting their directions initially with the previous facing direction not matching their starting facing direction. Fixed Issue #54 . Mounted animations can be specified for the encounter spawn labels so that their combined sprites display properly now. Release Build 9220.
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7 months ago |
sigonasr2
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e67a1ba684
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Resolve Issue #53. Flipped directional value so monsters face west when their target is west and east when their target is east. Add error checking to detect when a missing monster strategy value is found in MonsterStrategies.txt to prevent potential future game crashes. Fix Turret monster strategy not utilizing shooting animation, replace with new animation duration code. Release Build 9207.
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7 months ago |
sigonasr2
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3fafcd39f3
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Implement mounted monster behavior and animations that run separately from the main monster itself. Added Goblin Boar Rider AI and Goblin Bow (while on Boar Rider) AI. Added spawn of submonster on death of main mounted monster. Release Build 9199.
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7 months ago |
sigonasr2
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2fed323770
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Setup framework for the goblin boar rider.
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7 months ago |
sigonasr2
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8f02afb7bb
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Prevent monster facing directions from changing so rapidly and only allow directional changes when enough directional change has been reached for less choppy facing animations. Release Build 9176.
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7 months ago |
sigonasr2
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c4a3a6f915
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Incorporated multi-directional sprites in-game. Included a method to change the current display animation sprite while retaining elapsed frame time information. Release Build 9146.
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7 months ago |
sigonasr2
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33d81125df
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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.
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7 months ago |
sigonasr2
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270d70a387
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Goblin (Dagger) dagger stab attack implemented. Release Build 9033.
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7 months ago |
sigonasr2
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c03f87aefd
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Goblin Dagger AI basic behaviors implemented. Release Build 9027.
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7 months ago |
sigonasr2
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64dc8bcf10
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Enforce const-ness across tilesets to ensure copies and writes are explicitly allowed. Release Build 8990.
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7 months ago |
sigonasr2
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ed0d5e2507
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Boar test behaviors and general AI implemented. Release Build 8958.
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7 months ago |
sigonasr2
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c15fc769e1
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Add animation utilities for getting current animation frame index and total animation duration.
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7 months ago |
sigonasr2
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7330697806
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First half of Boar AI completed.
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8 months ago |
sigonasr2
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4557138662
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Modified TMX Parser to read new map spawn format. Fix missing spawns. Added errors when spawns are missing from a monster.
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8 months ago |
sigonasr2
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9afff3a8e5
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Add slight knockback effect to Warrior's ground slam. Release Build 7885.
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9 months ago |