1501 Commits

Author SHA1 Message Date
30b8760fd6 Add unit test to verify non-accessory items cannot be disassembled. 2024-07-31 04:48:35 -05:00
97040ef051 Add automated script to apply all assets to the unit testing framework each run. Add new runtime warning for RowInventoryScrollableWindowComponent items that have item boxes larger than the actual component. Move testingMode flag for AiL class to be set before game configurations are read. Add branch for reading specific unit test game configuration files. Include unit test-specific images and configs committed to repository. Add Disassemble function to inventory class. Add Disassemble item test. Fix issues with extra stray shared pointers lingering everywhere when adding/removing items and grabbing their references. Make Stage Loot/Monster Loot have brand new shared pointers to items (copy instead of strong reference) so weak pointer references to existing items actually expire and behave as expected. Move Monster Loot and Stage Loot clear calls to the switch to Overworld Map trigger. Release Build 10476. 2024-07-31 04:40:23 -05:00
9f4c7c7b0f Added operator< for Pixel class to allow sets of pixels to be used. Add fragment item default description. Generate fragment images that randomly sample from the source ring's colors. Add base fragment item icon. Release Build 10443. 2024-07-30 17:46:51 -05:00
d7b9d2670e Setup Palm trees to be foreground objects. Prepare all Artificer window dialogs. Release Build 10424. 2024-07-30 09:35:41 -05:00
Quapsel
f7984af2bc Merge branch 'master' of http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria 2024-07-30 15:30:10 +02:00
Quapsel
d775f7e3fe First Presets for Chapter 3. 2024-07-30 15:29:50 +02:00
05af68f8d0 Fix crashes when forgetting to validate monster weak pointer references were actually valid (NPC targeting produces null pointer results.) Release Build 10421. 2024-07-29 19:06:40 -05:00
57c5a2f579 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. 2024-07-29 18:36:00 -05:00
fe42089080 Merge branch 'master' of http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria 2024-07-29 17:51:59 -05:00
c01b8c9cf7 Extra Artificer notes. 2024-07-29 17:51:54 -05:00
1230714be2 Artificer initial discussion window menu and setup. Add dialog finish callback function to perform actions once a dialog finishes. 2024-07-29 15:27:49 -04:00
cf5c63847c Add dialog loading function to call and trigger Dialog game state. Add Artificer Introduction tutorial task. 2024-07-29 11:31:08 -04:00
fdc02351bb 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. 2024-07-29 10:37:47 -04:00
1747b1e5ef Adjusted audio events for earlier camp unlocks. Removed bass line for earlier versions of the camp song, reintroduce after chapter 2 is completed. Added placeholder Artificer sprite. Added Artificer dialog. Updated world map with a chapter 2 base location for convenience. Connect new connection points between map locations correctly. Adjust connection point unlock conditions and layer unlock conditions to their new chapter 2 levels. Release Build 10399. 2024-07-28 22:34:26 -05:00
c36f783fc9 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. 2024-07-28 20:48:09 -05:00
19f3483b44 Add sound effects for Witch auto attack, Curse of Pain, Throw Poison, and Curse of Death abilities. Release Build 10390. 2024-07-28 20:21:52 -05:00
864b491c46 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. 2024-07-28 07:06:11 -05:00
ede4bffa7a 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. 2024-07-28 04:18:52 -05:00
a35ea5b772 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. 2024-07-28 03:46:17 -05:00
21579b7bdf 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. 2024-07-27 09:10:40 -05:00
8df671dcab Add in Witch Transform ability setup. Afterimage setup with scanline removal animation effect for Transform ability. Release Build 10347. 2024-07-26 11:51:24 -05:00
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. 2024-07-26 03:09:55 -05:00
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. 2024-07-25 17:51:14 -05:00
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. 2024-07-25 13:51:34 -05:00
fad8f83554 Add in missing Beep sound effect for explosive traps. 2024-07-24 22:44:48 -05:00
NicoNicoNii
a3495d6c16 [Compiler Error] Implement delayed lock-on targeting when multiple targets get marks at the same time (for more dramatic effect) 2024-07-24 21:33:58 -05:00
92cc1c7b37 Setup Purple Energy Ball Attack. 2024-07-24 16:45:03 -05:00
f5ecc20339 Prepare Witch class animations and spritesheet. 2024-07-24 14:08:39 -05:00
3850cbaef9 Implemented Trapper's Explosive Trap ability. Release Build 10304. 2024-07-23 14:34:15 -05:00
8903410848 Add sound effect for Mark Target ability. Release Build 10303. 2024-07-23 04:55:50 -05:00
47319a99f8 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. 2024-07-23 04:41:24 -05:00
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. 2024-07-23 04:07:43 -05:00
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. 2024-07-23 00:09:28 -05:00
60b45cf6b1 Add visual indicator/graphics for Trapper Mark on targets. Added TriggerMark and ApplyMark helper functions. Release Build 10264. 2024-07-22 12:53:47 -05:00
540f0c39ae Added TriggerMark convenience function and appropriate unit test for it. 2024-07-22 08:23:13 -05:00
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. 2024-07-22 01:19:28 -05:00
ecfd7941b7 2-8 spawnpoint fix (oops) 2024-07-22 00:48:19 -05:00
29b16bd7c8 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. 2024-07-22 00:47:11 -05:00
be8b4ab29e 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. 2024-07-22 00:24:42 -05:00
1614022349 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. 2024-07-22 00:01:20 -05:00
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. 2024-07-21 16:11:41 -05:00
c656b935e1 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. 2024-07-20 16:56:27 -05:00
6172ea3178 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. 2024-07-20 08:32:12 -05:00
efcc2ea8d9 Fix upper monster list not being cleared each frame. Release Build 10192. 2024-07-20 00:08:05 -05:00
83afbb2720 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. 2024-07-19 22:59:21 -05:00
717a66526c Fill in random hole in II-V. Apply Bridge Layer / Class to bridge in II-V to make it functional. Release Build 10190. 2024-07-19 22:45:56 -05:00
7ae4fbea3a 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. 2024-07-19 20:49:16 -05:00
ddf761b6b2 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. 2024-07-19 20:16:52 -05:00
fa5031a50b 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. 2024-07-19 19:49:20 -05:00
8abb9e64af 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. 2024-07-19 17:25:27 -05:00