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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21579b7bdf
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Add cat transform sprite. Added Witch Transform ability parameters. Implemented Transform ability. Fix Trapper Mark unit test since lock on target delays were added. Release Build 10354.
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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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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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9eaaf979f3
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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.
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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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8903410848
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Add sound effect for Mark Target ability. Release Build 10303.
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4 months ago |
sigonasr2
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47319a99f8
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Fix unit tests, item script tests weren't properly updated. Mark Tests were properly killing targets, removing their marks. 105/105 Tests passing. Release Build 10302.
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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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5 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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5 months ago |
sigonasr2
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f16d10a095
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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.
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5 months ago |
sigonasr2
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29b16bd7c8
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Add iframe time on hit to Stone Elemental bullet ring so the player doesn't get instantly obliterated standing in the center of the bullet ring. Move Stone Elemental's bullet ring center point slightly downwards so it matches better visually. Fix staircases not working when the firstgid of the staircase tilesheet is not 0 in the tilesheet list. Release Build 10258.
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5 months ago |
sigonasr2
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be8b4ab29e
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Remove all player buffs/debuffs at the start of a stage to prevent buff stacking exploit from using items in your loadout and dying/restarting the stage. Release Build 10256.
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5 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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5 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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5 months ago |
sigonasr2
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c656b935e1
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Added a non-foreground dark tile for bridges to place below areas that are above ground shadow tiles. Redesigned how reference tilesets were stored in TilesheetData and TilesetData structures such that they could be std::sort'd without causing reference bugs/glitches. Release Build 10217.
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5 months ago |
sigonasr2
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6172ea3178
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Fix layers in front of the bridge layer to check for their collision tiles first prior to using the bridge's collision tiles. Release Build 10205.
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5 months ago |
sigonasr2
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efcc2ea8d9
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Fix upper monster list not being cleared each frame. Release Build 10192.
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5 months ago |
sigonasr2
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83afbb2720
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Fix Stone Heart's item description, comma was treated as separate value. Make item descriptions be read in as full strings instead of as the first index in a OLC Datafile. Minor grammar edits to item descriptions. Add missing Upper Zone to II-V. Release Build 10191.
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5 months ago |
sigonasr2
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717a66526c
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Fill in random hole in II-V. Apply Bridge Layer / Class to bridge in II-V to make it functional. Release Build 10190.
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5 months ago |
sigonasr2
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7ae4fbea3a
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Goblin Bow users stop aiming 1/3rd of a second before firing, to allow the player to dodge and not cause them to suddenly turn. Added configurable parameter for Goblin Bow lock-in time. Release Build 10188.
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5 months ago |
sigonasr2
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ddf761b6b2
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Boars should not keep changing facing direction once locked in by scratching the ground. Removed the Upper flag from all Second Chapter end zones in the stage (accidentally copy-pasted). Added a check that crashes the game if these are detected. Release Build 10186.
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5 months ago |
sigonasr2
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fa5031a50b
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Fix buff items so stat ups for zero intensity values are not applied. Add Move Spd % stat up buff to move speed multiplier calculation function. Boars now lock-on their position when they scratch the ground to prevent surprise turnarounds last second, and make them slightly easier to dodge. Fix bugged pathfinding for Thief Deadly Dash when pointing the cursor at a solid collision tile. Was just absolutely utterly stupidly broken. Fixed of course. Release Build 10183.
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5 months ago |
sigonasr2
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8abb9e64af
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Fix bullet offsets. Division by two integers instead of a float and an integer causing incorrect rendering positions. Change damage number color to include a background color. Release Build 10176.
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5 months ago |
sigonasr2
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2907fc9865
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Add Trapper class new animation sheet. Change XP data size from holding 32 bit integers to 64 bit integers due to higher level EXP numbers overflowing the XP counter. Release Build 10172.
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5 months ago |
sigonasr2
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7f4b949627
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Add Adrenaline Rush unit test.
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5 months ago |
sigonasr2
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0e03cb0f67
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Add in edge case so movement targeting direction while standing still for Deadly Dash will still work for controllers. Fix bug with Releasing spell key required for precast spells with target indicators, now activate immediately on press. Release Build 10164.
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5 months ago |
sigonasr2
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a763469fa5
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Add in adrenaline rush buff. Make attack speed bonuses be applied via modifiers. Release Build 10153.
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5 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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5 months ago |
sigonasr2
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bc27f18178
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Add a distinct sound effect when Hidden Dagger hits a target. Deadly Dash's sound effect updated with a harder hitting sound. Add iframes at the end of Deadly Dash's attack. Footstep playing code now moved into its own function. Appropriate footstep sound plays while Roll is performed. Release Build 10116.
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5 months ago |
sigonasr2
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c62f24cdcd
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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.
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5 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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5 months ago |
sigonasr2
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6620dbe1b4
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Add in zoom targeting and ease-in functions for the camera system. Release Build 10094.
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5 months ago |
sigonasr2
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0927e57438
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Add Thief Roll Ability. Release Build 10093.
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5 months ago |
sigonasr2
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ee50d810bd
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Add new ability icons for new classes. Release Build 10068.
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5 months ago |
sigonasr2
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c48ae07fcf
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Fix ScrollableWindowComponents buggy behavior when clicking the down arrow button causing the list to scroll all the way to the bottom. Release Build 10067.
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5 months ago |
sigonasr2
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453be13395
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Implement Thief Hidden Dagger attack. Add in missing icons for Elixir of the Wind and Recovery Potions. Release Build 10061.
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5 months ago |
sigonasr2
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10f5521ec2
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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.
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5 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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5 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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5 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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f1b2aa59f9
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Add extra reveal chunk tracker unordered map to prevent minimap updates every single frame the player character walked. Release Build 10027.
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5 months ago |
sigonasr2
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0fbd30d682
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Fix bug with multi-target bullets fading out upon hitting a single target. Reduce default fade time of bullets from 0.25 seconds to 0.1 seconds. Release Build 10024.
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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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08cdf26605
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Fix alpha colors not being applied to Effects. Move the Bear slam attack pattern to a separate phase within the second boss' cycle to avoid constantly rerolling and choose the stone toss attack. Make target indicator for the stone toss a different color from pillar casts. Release Build 9979.
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5 months ago |
sigonasr2
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8e3cdf9d14
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Fix Stage Plates 2-6,2-7,2-8, and 2-B to point to their respective stages. Move the additional pillar spawning code outside of the regular boss' phase cycle since it's supposed to happen while the boss does other things according to the original spec. When new pillars appear/disappear, recalculate the safe areas dynamically. Release Build 9974.
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5 months ago |