sigonasr2
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94b324e7a2
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Restructure Effect class. Add in black hole and portal graphics. Added custom code analysis ruleset. Implemented Blink Portal enchant. Release Build 11230.
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3 months ago |
sigonasr2
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b36e5b449d
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Refactor testing suite to reduce boilerplate.
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3 months ago |
sigonasr2
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7ae7d3dcb3
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Fix DOT buffs not counting down if their timers are intentionally reset. Tick timers are now independent of their duration timers. Make ONE_OFF effect more clear with extra comments. Fix Damage reduction test, which is supposed to report a 75% max damage reduction, even if a piece of equipment has 100% damage reduction. Separated the main buff type and the restoration type variables for DOT buffs so we can still identify them if we need to. Added three new constructors. Added helper AddBuff functions to Monster and Player accordingly with the new changes. Fix SpawnMonster not returning the correct reference to an object (was returning the reference to the termporary storage container). Refactored Buff Blend colors with some lambda functions. Implemented Burning Arrow enchant. Release Build 11008.
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4 months ago |
sigonasr2
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9df7016f2d
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Implemented Evasive Movement enchant. Added a player outline decal on a repeating timer. Release Build 10989.
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4 months ago |
sigonasr2
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2e95355fb9
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Added a timer class. Added timers and helper functions to the Player class. Implemented Deadly Mirage enchant. Release Build 10966.
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4 months ago |
sigonasr2
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ab963293d1
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Add niconiconii user profile to solution include directories. Implement Extreme Rapid Fire enchant. Release Build 10819.
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4 months ago |
sigonasr2
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9a65b731e9
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Implement Reaper of Souls Enchant. Fix text rendering bug with really small pixel values getting clamped by integer scaling causing the cached text to be cut off. Release Build 10683.
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4 months ago |
sigonasr2
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23673ec2af
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Added unit tests for new strip leading color and final render color engine rendering functions. Fixed rendering bug with text elements of different HTML color codes but with same content not having rendering with the correct color code. Fix potential memory leak errors occurring with rendering Font versions of shadow strings that would have different pulsating colors w/same text content. Added an admin console and added the ability to give the player items and accessories with enchants. Also added a help command. Change version number to appear red while in admin mode (as a visual). Unlock all button tied to admin mode. Release Build 10604.
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4 months ago |
sigonasr2
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1319a91d11
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Switch to built-in uppercase hexadecimal format display when encoding URIs sending save files (emscripten version). Implement variable find and replace features when loading in Item Enchants. Grammar changes to item enchants config file. Convert numerical values to variable config values in item enchants config file. Release Build 10511.
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4 months ago |
sigonasr2
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23fc505b12
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Fix typos and minor descriptions in item enchants file. Enchantment data structures and configuration reading implemented. Release Build 10498.
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4 months ago |
sigonasr2
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db81ac4fc8
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Added sample Item Enchant configuration file.
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4 months ago |
sigonasr2
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d7b9d2670e
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Setup Palm trees to be foreground objects. Prepare all Artificer window dialogs. Release Build 10424.
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4 months ago |
sigonasr2
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57c5a2f579
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Move Chapter 2 story to the correct story configuration file. Fix bug where closing a dialog didn't set the state to the previous state the game was in, but instead assumed it was Game Run. Which meant the player could attempt to leave the camp and be presented with the level complete window for no reason. Release Build 10415.
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4 months ago |
sigonasr2
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1230714be2
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Artificer initial discussion window menu and setup. Add dialog finish callback function to perform actions once a dialog finishes.
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4 months ago |
sigonasr2
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cf5c63847c
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Add dialog loading function to call and trigger Dialog game state. Add Artificer Introduction tutorial task.
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4 months ago |
sigonasr2
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fdc02351bb
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Modify Visual Novel engine to include background alpha controls to allow the Visual Novel and game world drawing to both be rendered at the same time. Add the Dialog game state which represents a Visual Novel and game world to both be running at the same time.
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4 months ago |
sigonasr2
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19f3483b44
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Add sound effects for Witch auto attack, Curse of Pain, Throw Poison, and Curse of Death abilities. Release Build 10390.
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4 months ago |
sigonasr2
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864b491c46
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Adjust all spaces to tabs for consistent whitespace formatting on source files. Implement Throw Poison Ability. Added general Color Mod Buff so coloring targets a certain color based on applied buff is simpler. Release Build 10389.
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4 months ago |
sigonasr2
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8df671dcab
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Add in Witch Transform ability setup. Afterimage setup with scanline removal animation effect for Transform ability. Release Build 10347.
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4 months ago |
sigonasr2
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92cc1c7b37
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Setup Purple Energy Ball Attack.
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4 months ago |
sigonasr2
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3850cbaef9
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Implemented Trapper's Explosive Trap ability. Release Build 10304.
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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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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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0b4b1d6566
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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.
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4 months ago |
sigonasr2
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1f1d714dd1
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Added shine effect to engine for upcoming Deadly Dash effect. Release Build 10097.
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4 months ago |
sigonasr2
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477c3ab086
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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.
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4 months ago |
sigonasr2
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ad1dafa0b4
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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.
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4 months ago |
sigonasr2
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7086a8807b
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Add new item icons. Change safe area indicator colors. Make safe area indicator color configurable. Release Build 10039.
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5 months ago |
sigonasr2
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7bb265e82a
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Add stone rain attack to second chapter boss. Second Chapter boss AI routine completed. Release Build 10015.
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5 months ago |
sigonasr2
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001d5e1c79
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Add ReverseOneShot animation type support to olcUTIL_Animate2D and config files. Stone Tosses into the air for second boss. Release Build 9994.
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5 months ago |
sigonasr2
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aaea75c6c6
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Added Item Tests file. Added a check to make sure item loadout slot is not blank when attempting to use the item loadout slot. 95/95 tests passing. Release Build 9944.
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5 months ago |
sigonasr2
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4c72e2f3b4
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Incorporate new class graphics (Sans Thief). Unlock new class buttons in character selection window. Release Build 9911.
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5 months ago |
sigonasr2
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6cb3cb4e6d
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Remove unnecessary dependencies from Test project. Segregate test types into separate source files. Fix bug with drop data not being reset for monster tests.
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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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1c9641be0c
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Add in missing placeholder item images. Finish collision checking for shockwave attack. Release Build 9715.
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5 months ago |
sigonasr2
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daad7d82fb
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Monsters that ignore terrain collision should not be moved by other solid objects. Hide fade timers and the internal UpdateFadeTime function from inherited bullet types. Add large stone graphic. Apply fixed time step to large stone throw. Add in physics for large stone throw attack. Release Build 9630.
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5 months ago |
sigonasr2
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c02d6cdb47
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Create a SpellCircle effect to consolidate the two separate effects. Add a type identifier system for Effects. Finish spawn pillar phase of second chapter boss. Fix bug with the boss display info still appearing despite no longer being in a boss stage if the player leaves a boss level before the text has expired. Release Build 9622.
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6 months ago |
sigonasr2
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f24cf38f85
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Add 0.25s fade time to generic bullets. Add feather bullet type. Add feather spawning to tornado attack for second bonus boss. Addresses Issue #56. Release Build 9576.
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6 months ago |
sigonasr2
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9c17b3b649
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Split up implementation of Pixel from the header file so that the entire pixel game engine header isn't required for Pixels. [WIP] Stage Mask polygon and overlay structures setup.
AreaHighlightTest branch.
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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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a1e04d38d9
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Refactor redundant deactivation variable to now be tied to the fade out time. Make collision checks for bullets with radii of 0 no longer occur. Add mid phase tornado. Release Build 9546.
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6 months ago |
sigonasr2
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e4e1a42fc1
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On death, Chapter 2 bonus boss clears the wind and overlay if it was in the middle of that attack. Wind speed gets reset when casting timer ends. Add an extra layer to bullet rendering so there is some consistency with rendering even when bullet Draws are overriden. Fix bug w/opening debug.log file once the AiL class has been initialized. Double the iframe time from getting hit by a tornado to prevent double-hits. Setup wind debris projectiles. Release Build 9515.
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6 months ago |
sigonasr2
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831901cc08
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Tuned wind streak spawns and settings. Good to go. Release Build 9491.
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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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b7372ec283
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Define tornado bullet type and attack. Release Build 9451.
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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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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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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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8fa1a72fad
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Setup Stone Elemental AI framework. Fix spritesheet alignment for certain animations. Setup animation data. Added casting animations.
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7 months ago |