The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/MonsterAttribute.h

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include <string>
#define F(attr) GetFloat(attr)
#define I(attr) GetInt(attr)
#define SIZET(attr) GetSizeT(attr)
#define S(attr) GetString(attr)
#define B(attr) GetBool(attr)
#define V(attr) GetVf2d(attr)
#define VEC(attr) GetVec(attr)
enum class Attribute{
IFRAME_TIME_UPON_HIT, //When this is set, the monster gains iframes if they take damage based on the value this is set to.
SHOOT_RING_TIMER,
SHOOT_RING_DELAY,
SHOOT_RING_COUNTER,
SHOOT_RING_RIGHT,
SHOOT_RING_OFFSET,
PATTERN_REPEAT_COUNT,
JUMP_ORIGINAL_LANDING_TIMER,
JUMP_LANDING_TIMER,
JUMP_TARGET_POS,
RECOVERY_TIME,
SHOOT_ANIMATION_TIME,
SHOOT_TIMER,
JUMP_MOVE_SPD,
JUMP_COUNT,
CASTING_TIMER,
RUN_AWAY_TIMER,
PHASE_REPEAT_COUNT,
JUMP_TOWARDS_PLAYER,
HITS_UNTIL_DEATH, //When this is set, it is reduced by 1 each time the monster is hit.
INDEXED_THEME,
CLASS_SELECTION, //A class name that represents what the menu's class is.
LOADOUT_SLOT, //Which loadout slot we are selecting an item for.
ALLOW_DRAGGING, //Whether or not to allow inventory dragging.
EQUIP_TYPE,
BASE_TEXT,
CATEGORY_NAME,
DRAW_OFFSET,
ITEM_NAME,
ITEM_QUANTITY,
LAST_INVENTORY_TYPE_OPENED,
NEXT_MENU, //Set to 0 for New Game, Set to 1 for Load Game Menu. This is used for the username checks
PHASE,
LOCKON_WAITTIME,
LOCKON_POS,
TARGET_TIMER,
DISENGAGE_PATH,
PATH_INDEX,
PATH_DIR,
PREV_POS,
WISP_PATTERN_LIST,
ENVIRONMENT_TIMER,
ENVIRONMENT_PHASE,
CHARGE_COOLDOWN,
BULLETS_REMOVED,
BEAR_STOMP_COUNT,
PREVIOUS_PHASE,
COLLIDED_WITH_PLAYER, //A boolean flag that is set to true when an enemy makes contact with the player.
LAST_BGM_VOLUME,
LAST_SFX_VOLUME,
IS_KEYBOARD,
KEYBIND,
ITEM_SLOT,
MERCHANT_ITEM_SLOT,
RUMBLE_TIMER, //NOTE: This timer automatically counts down inside of Menu.cpp!! Stops controller rumble when the timer ends.
ATTACK_COUNT,
ABILITY_COUNT,
DEFENSIVE_COUNT,
ITEM_USE_COUNT,
LAST_JUMP_TIMER,
INITIALIZED,
JUMP_MOVE_TO_TARGET_TIMER,
ATTACK_TYPE,
ATTACK_COOLDOWN,
RANDOM_DIRECTION,
RANDOM_RANGE,
PERCEPTION_LEVEL,
INITIALIZED_MOUNTED_MONSTER,
IGNORE_DEFAULT_ANIMATIONS, //If set to true, movement scripts like move towards and run away will not play their animations and leave it up to the monster strategy itself. This can be useful for overrides when trying to play other attack animations etc.
FLYING_HEIGHT,
TARGET_FLYING_HEIGHT,
SPAWNER_TIMER,
ATTACK_CHOICE,
WIND_STRENGTH,
WIND_PHASE_TIMER,
MARKED_DEAD,
LOOPING_SOUND_ID, //NOTE: Store looping sound IDs temporarily with this value. The game automatically cleans this up in Monster::OnDestroy() if you don't, since a monster that dies should not have their looping sound still playing.
PLAYED_FLAG,
HEALTH_PCT_PHASE, //Used for tracking the percentage a mechanic was done in Stone Golem Fight.
STAGE_POLYGONS,
};