Refactor movelists to use struct initializers instead

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent 79922e43b4
commit 1a27d57e36
  1. 1
      C++/scripts/filelist
  2. 1
      C++/scripts/md5
  3. 7
      C++/scripts/release.sh
  4. BIN
      C++ProjectTemplate
  5. 30
      battle.h
  6. 84
      main.cpp
  7. 2
      sig
  8. 4
      states.h

@ -1,5 +1,6 @@
build.sh
commit.sh
lines.sh
release.sh
temp
web.sh

@ -1,5 +1,6 @@
build.sh:530634457ea9041267c05d4ced95eee1 -
commit.sh:d03a46e721060c22ccb146e19d27e70a -
lines.sh:3b907786f7fc9204025993016c9080de -
release.sh:a54e2002be80814cc1293a11dff4d116 -
temp:d41d8cd98f00b204e9800998ecf8427e -
web.sh:3dcc2fe7e036359eedd257a864e9a1e1 -

@ -0,0 +1,7 @@
#Creates a release build that focuses on high runtime performance.
#C++
printf "Running program...\n\n\n"
if g++ $(find . -type f -name "*.cpp") ${CUSTOM_PARAMS} -O3 -s -DNDEBUG -o ${PROJECT_NAME}; then
./${PROJECT_NAME} "$@"
fi
printf "\n\n"

Binary file not shown.

@ -72,30 +72,22 @@ enum class Property{
};
namespace Battle{
class Move{
public:
std::string name;
std::string desc;
std::array<int,4>composition;
int baseDmg; //The base damage of the attack.
int randomDmg; //Additional random roll damage to add onto the base damage.
bool pctDamage; //Uses % damage for the base damage instead of flat damage.
std::vector<std::pair<Property,int>> properties; //The int is used to determine the chance of something occurring.
//Properties order is WET, DRY, COLD, HEAT
int PPCost=0;
struct Move{
std::string name="";
std::string desc="";
int grade=0; //If the name of a move name match, then the grade helps sort it into the same category on menus.
int baseDmg=10; //The base damage of the attack.
int randomDmg=5; //Additional random roll damage to add onto the base damage.
int PPCost=0;
int range=1; //The range of this ability in tiles.
int channelTime=0; //The amount of frames to channel the spell.
bool friendly=false; //Target allies instead.
std::array<int,4>composition={0,0,0,0};
std::wstring attackMsg=L"$USER uses $POWER";
Effect*eff=nullptr;
std::wstring attackMsg;
//Assumes friendly is false.
Move(std::string name,std::string desc,int baseDmg,int randomDmg,int PPCost,int range,std::array<int,4>composition,std::wstring attackMsg = L"$USER uses $POWER",Effect*eff=nullptr,bool pctDamage=false,std::vector<std::pair<Property,int>> properties={})
:Move(name,desc,0,baseDmg,randomDmg,PPCost,range,0,false,composition,attackMsg,eff,pctDamage,properties){};
Move(std::string name,std::string desc,int baseDmg,int randomDmg,int PPCost,int range,int channelTime,bool friendly,std::array<int,4>composition,std::wstring attackMsg = L"$USER uses $POWER",Effect*eff=nullptr,bool pctDamage=false,std::vector<std::pair<Property,int>> properties={})
:Move(name,desc,0,baseDmg,randomDmg,PPCost,range,channelTime,friendly,composition,attackMsg,eff,pctDamage,properties){};
Move(std::string name,std::string desc,int grade,int baseDmg,int randomDmg,int PPCost,int range,int channelTime,bool friendly,std::array<int,4>composition,std::wstring attackMsg = L"$USER uses $POWER",Effect*eff=nullptr,bool pctDamage=false,std::vector<std::pair<Property,int>> properties={})
:name(name),grade(grade),PPCost(PPCost),desc(desc),randomDmg(randomDmg),baseDmg(baseDmg),range(range),friendly(friendly),eff(eff),channelTime(channelTime),attackMsg(attackMsg),composition(composition),pctDamage(pctDamage),properties(properties){}
bool pctDamage=false; //Uses % damage for the base damage instead of flat damage.
std::vector<std::pair<Property,int>> properties={}; //The int is used to determine the chance of something occurring.
//Properties order is WET, DRY, COLD, HEAT
};
}
#endif

@ -2004,48 +2004,48 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
}
void SetupMoveList() {
MOVELIST[BattleMoveName::TESTMOVE1]=new Battle::Move("Test Move 1","An attack",30,5, 0,1,0,false,{0,0,0,0});
MOVELIST[BattleMoveName::TESTMOVE2]=new Battle::Move("Test Move 2","An attack",40,10, 0,1,0,false,{0,0,0,0});
MOVELIST[BattleMoveName::TESTMOVE3]=new Battle::Move("Test Move 3","An attack",25,5, 0,3,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::BASH]=new Battle::Move("Bash","Regular attack.",5,5, 0,1,0,false,{0,0,0,0});
MOVELIST[BattleMoveName::BASH_CHANGE]=new Battle::Move(MOVELIST[BattleMoveName::BASH]->name,"Regular attack.",MOVELIST[BattleMoveName::BASH]->baseDmg,MOVELIST[BattleMoveName::BASH]->randomDmg, MOVELIST[BattleMoveName::BASH]->PPCost,MOVELIST[BattleMoveName::BASH]->range,MOVELIST[BattleMoveName::BASH]->composition,L"$USER equipped the $ITEM instead and attacks.",MOVELIST[BattleMoveName::BASH]->eff,MOVELIST[BattleMoveName::BASH]->pctDamage,MOVELIST[BattleMoveName::BASH]->properties);
MOVELIST[BattleMoveName::DEFEND]=new Battle::Move("Defend","Defend.",0,0, 0,1,5*60,true,{0,0,0,0});
MOVELIST[BattleMoveName::EQUIP_ARMOR]=new Battle::Move("Equip Armor","Equip Armor.",0,0, 0,1,0,true,{0,0,0,0},L"$USER equips the $ITEM");
MOVELIST[BattleMoveName::CONSUMABLE]=new Battle::Move("Consumable","Consumes an item.",0,0, 0,1,0,true,{0,0,0,0},L"$USER uses $ITEM on $TARGET");
MOVELIST[BattleMoveName::CONSUMABLE_ENEMY]=new Battle::Move("Consumable","Consumes an item.",0,0, 0,1,0,false,{0,0,0,0},L"$USER uses $ITEM on $TARGET");
MOVELIST[BattleMoveName::HAILSTORM_A]=new Battle::Move("Hailstorm","Causes heavy ice rocks to crash",ALPHA,40,20, 4,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_B]=new Battle::Move("Hailstorm","Causes heavy ice rocks to crash",BETA,80,20, 12,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_G]=new Battle::Move("Hailstorm","Causes heavy ice rocks to crash",GAMMA,120,20, 28,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_O]=new Battle::Move("Hailstorm","Causes heavy ice rocks to crash",OMEGA,210,50, 69,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HURRICANE_A]=new Battle::Move("Hurricane","Scatters seeds, causes heavy rains and winds",ALPHA,25,5, 7,6,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HURRICANE_B]=new Battle::Move("Hurricane","Scatters seeds, causes heavy rains and winds",BETA,45,5, 13,6,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HURRICANE_G]=new Battle::Move("Hurricane","Scatters seeds, causes heavy rains and winds",GAMMA,75,10, 25,8,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HURRICANE_O]=new Battle::Move("Hurricane","Scatters seeds, causes heavy rains and winds",OMEGA,125,20, 55,8,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::METEORRAIN_A]=new Battle::Move("Meteor Rain","Causes fiery rocks to fall from the skies. Chance to burn trees.",ALPHA,60,10, 10,2,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::METEORRAIN_B]=new Battle::Move("Meteor Rain","Causes fiery rocks to fall from the skies. Chance to burn trees.",BETA,110,30, 22,2,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::METEORRAIN_G]=new Battle::Move("Meteor Rain","Causes fiery rocks to fall from the skies. Chance to burn trees.",GAMMA,200,50, 47,2,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::METEORRAIN_O]=new Battle::Move("Meteor Rain","Causes fiery rocks to fall from the skies. Chance to burn trees.",OMEGA,390,60, 98,2,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::PKFREEZE_A]=new Battle::Move("PK Freeze","A powerful chilling attack causing frostbite and slow.",ALPHA,80,10, 4,1,0,false,{0,0,20,10});
MOVELIST[BattleMoveName::PKFREEZE_B]=new Battle::Move("PK Freeze","A powerful chilling attack causing frostbite and slow.",BETA,120,20, 8,1,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::PKFREEZE_G]=new Battle::Move("PK Freeze","A powerful chilling attack causing frostbite and slow.",GAMMA,240,40, 12,1,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::PKFREEZE_O]=new Battle::Move("PK Freeze","A powerful chilling attack causing frostbite and slow.",OMEGA,480,50, 22,1,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::PKSHIELD_A]=new Battle::Move("PK Shield","Protects against physical attacks.",ALPHA,0,0, 12,1,0,true,{0,0,20,0});
MOVELIST[BattleMoveName::PKSHIELD_B]=new Battle::Move("PK Shield","Protects against physical attacks.",BETA,0,0, 20,1,0,true,{0,0,20,0});
MOVELIST[BattleMoveName::PKSHIELD_O]=new Battle::Move("PK Shield","Protects against physical attacks.",OMEGA,0,0, 59,4,0,true,{0,0,20,0});
MOVELIST[BattleMoveName::PKSHIELD_S]=new Battle::Move("PK Shield","Protects against physical attacks.",SIGMA,0,0, 80,10,0,true,{0,0,20,0});
MOVELIST[BattleMoveName::PKLIFEUP_A]=new Battle::Move("PK Lifeup","Restores a small amount of health.",ALPHA,80,10, 4,1,0,true,{0,0,20,0});
MOVELIST[BattleMoveName::PKLIFEUP_B]=new Battle::Move("PK Lifeup","Restores a moderate amount of health.",BETA,240,60, 9,1,0,true,{0,0,20,0});
MOVELIST[BattleMoveName::PKLIFEUP_G]=new Battle::Move("PK Lifeup","Restores a large amount of health.",GAMMA,400,50, 21,3,0,true,{0,0,20,0});
MOVELIST[BattleMoveName::PKLIFEUP_O]=new Battle::Move("PK Lifeup","Restores a great amount of health to all allies.",OMEGA,800,100, 64,6,0,true,{0,0,20,0});
MOVELIST[BattleMoveName::PKFUN_A]=new Battle::Move("PK Fun","A very fun barrage. Hits for large damage.",ALPHA,100,10, 15,6,0,false,{0,0,20,0},L"$USER uses $POWER",FOUNTAIN_EFFECT);
MOVELIST[BattleMoveName::PKFUN_B]=new Battle::Move("PK Fun","A very fun barrage. Hits for large damage.",BETA,240,40, 30,6,0,false,{0,0,20,0},L"$USER uses $POWER",FOUNTAIN_EFFECT);
MOVELIST[BattleMoveName::PKFUN_G]=new Battle::Move("PK Fun","A very fun barrage. Hits for large damage.",GAMMA,360,80, 45,7,0,false,{0,0,20,0},L"$USER uses $POWER",FOUNTAIN_EFFECT);
MOVELIST[BattleMoveName::PKFUN_O]=new Battle::Move("PK Fun","A very fun barrage. Hits for large damage.",OMEGA,590,100, 90,8,0,false,{0,0,20,0},L"$USER uses $POWER",FOUNTAIN_EFFECT);
MOVELIST[BattleMoveName::PKFIRE_A]=new Battle::Move("PK Fire","Causes extreme heat to burn foes and scorch trees",ALPHA,60,20, 6,3,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::PKFIRE_B]=new Battle::Move("PK Fire","Causes extreme heat to burn foes and scorch trees",BETA,120,40, 12,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::PKFIRE_G]=new Battle::Move("PK Fire","Causes extreme heat to burn foes and scorch trees",GAMMA,190,50, 20,5,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::PKFIRE_O]=new Battle::Move("PK Fire","Causes extreme heat to burn foes and scorch trees",OMEGA,360,100, 32,7,0,false,{0,0,20,0},L"$USER uses $POWER",FIREFOUNTAIN_EFFECT);
MOVELIST[BattleMoveName::FREEZE_PACKET]=new Battle::Move("Freeze Packet","",120,20, 0,1,0,false,{0,0,0,0},L"$USER uses the $POWER");
MOVELIST[BattleMoveName::TESTMOVE1]=new Battle::Move{"Test Move 1","An attack",baseDmg:30,randomDmg:5,range:1,channelTime:0,friendly:false};
MOVELIST[BattleMoveName::TESTMOVE2]=new Battle::Move{"Test Move 2","An attack",baseDmg:40,randomDmg:10,PPCost:0,range:1,channelTime:0,friendly:false,composition:{0,0,0,0}};
MOVELIST[BattleMoveName::TESTMOVE3]=new Battle::Move{"Test Move 3","An attack",baseDmg:25,randomDmg:5,PPCost:0,range:3,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::BASH]=new Battle::Move{"Bash","Regular attack.",baseDmg:5,randomDmg:5,PPCost:0,range:1,channelTime:0,friendly:false,composition:{0,0,0,0}};
MOVELIST[BattleMoveName::BASH_CHANGE]=new Battle::Move{MOVELIST[BattleMoveName::BASH]->name,"Regular attack.",baseDmg:MOVELIST[BattleMoveName::BASH]->baseDmg,randomDmg:MOVELIST[BattleMoveName::BASH]->randomDmg,PPCost:MOVELIST[BattleMoveName::BASH]->PPCost,range:MOVELIST[BattleMoveName::BASH]->range,composition:MOVELIST[BattleMoveName::BASH]->composition,attackMsg:L"$USER equipped the $ITEM instead and attacks.",eff:MOVELIST[BattleMoveName::BASH]->eff,pctDamage:MOVELIST[BattleMoveName::BASH]->pctDamage,properties:MOVELIST[BattleMoveName::BASH]->properties};
MOVELIST[BattleMoveName::DEFEND]=new Battle::Move{"Defend","Defend.",baseDmg:0,randomDmg:0,PPCost:0,range:1,channelTime:5*60,friendly:true,{0,0,0,0}};
MOVELIST[BattleMoveName::EQUIP_ARMOR]=new Battle::Move{"Equip Armor","Equip Armor.",baseDmg:0,randomDmg:0,PPCost:0,range:1,channelTime:0,friendly:true,composition:{0,0,0,0},L"$USER equips the $ITEM"};
MOVELIST[BattleMoveName::CONSUMABLE]=new Battle::Move{"Consumable","Consumes an item.",baseDmg:0,randomDmg:0,PPCost:0,range:1,channelTime:0,friendly:true,composition:{0,0,0,0},L"$USER uses $ITEM on $TARGET"};
MOVELIST[BattleMoveName::CONSUMABLE_ENEMY]=new Battle::Move{"Consumable","Consumes an item.",baseDmg:0,randomDmg:0,PPCost:0,range:1,channelTime:0,friendly:false,composition:{0,0,0,0},L"$USER uses $ITEM on $TARGET"};
MOVELIST[BattleMoveName::HAILSTORM_A]=new Battle::Move{"Hailstorm","Causes heavy ice rocks to crash",ALPHA,baseDmg:40,randomDmg:20,PPCost:4,range:4,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::HAILSTORM_B]=new Battle::Move{"Hailstorm","Causes heavy ice rocks to crash",BETA,baseDmg:80,randomDmg:20,PPCost:12,range:4,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::HAILSTORM_G]=new Battle::Move{"Hailstorm","Causes heavy ice rocks to crash",GAMMA,baseDmg:120,randomDmg:20,PPCost:28,range:4,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::HAILSTORM_O]=new Battle::Move{"Hailstorm","Causes heavy ice rocks to crash",OMEGA,baseDmg:210,randomDmg:50,PPCost:69,range:4,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::HURRICANE_A]=new Battle::Move{"Hurricane","Scatters seeds, causes heavy rains and winds",ALPHA,baseDmg:25,randomDmg:5,PPCost:7,range:6,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::HURRICANE_B]=new Battle::Move{"Hurricane","Scatters seeds, causes heavy rains and winds",BETA,baseDmg:45,randomDmg:5,PPCost:13,range:6,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::HURRICANE_G]=new Battle::Move{"Hurricane","Scatters seeds, causes heavy rains and winds",GAMMA,baseDmg:75,randomDmg:10,PPCost:25,range:8,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::HURRICANE_O]=new Battle::Move{"Hurricane","Scatters seeds, causes heavy rains and winds",OMEGA,baseDmg:125,randomDmg:20,PPCost:55,range:8,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::METEORRAIN_A]=new Battle::Move{"Meteor Rain","Causes fiery rocks to fall from the skies. Chance to burn trees.",ALPHA,baseDmg:60,randomDmg:10,PPCost:10,range:2,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::METEORRAIN_B]=new Battle::Move{"Meteor Rain","Causes fiery rocks to fall from the skies. Chance to burn trees.",BETA,baseDmg:110,randomDmg:30,PPCost:22,range:2,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::METEORRAIN_G]=new Battle::Move{"Meteor Rain","Causes fiery rocks to fall from the skies. Chance to burn trees.",GAMMA,baseDmg:200,randomDmg:50,PPCost:47,range:2,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::METEORRAIN_O]=new Battle::Move{"Meteor Rain","Causes fiery rocks to fall from the skies. Chance to burn trees.",OMEGA,baseDmg:390,randomDmg:60,PPCost:98,range:2,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKFREEZE_A]=new Battle::Move{"PK Freeze","A powerful chilling attack causing frostbite and slow.",ALPHA,baseDmg:80,randomDmg:10,PPCost:4,range:1,channelTime:0,friendly:false,composition:{0,0,20,10}};
MOVELIST[BattleMoveName::PKFREEZE_B]=new Battle::Move{"PK Freeze","A powerful chilling attack causing frostbite and slow.",BETA,baseDmg:120,randomDmg:20,PPCost:8,range:1,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKFREEZE_G]=new Battle::Move{"PK Freeze","A powerful chilling attack causing frostbite and slow.",GAMMA,baseDmg:240,randomDmg:40,PPCost:12,range:1,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKFREEZE_O]=new Battle::Move{"PK Freeze","A powerful chilling attack causing frostbite and slow.",OMEGA,baseDmg:480,randomDmg:50,PPCost:22,range:1,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKSHIELD_A]=new Battle::Move{"PK Shield","Protects against physical attacks.",ALPHA,baseDmg:0,randomDmg:0,PPCost:12,range:1,channelTime:0,friendly:true,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKSHIELD_B]=new Battle::Move{"PK Shield","Protects against physical attacks.",BETA,baseDmg:0,randomDmg:0,PPCost:20,range:1,channelTime:0,friendly:true,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKSHIELD_O]=new Battle::Move{"PK Shield","Protects against physical attacks.",OMEGA,baseDmg:0,randomDmg:0,PPCost:59,range:4,channelTime:0,friendly:true,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKSHIELD_S]=new Battle::Move{"PK Shield","Protects against physical attacks.",SIGMA,baseDmg:0,randomDmg:0,PPCost:80,range:10,channelTime:0,friendly:true,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKLIFEUP_A]=new Battle::Move{"PK Lifeup","Restores a small amount of health.",ALPHA,baseDmg:80,randomDmg:10,PPCost:4,range:1,channelTime:0,friendly:true,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKLIFEUP_B]=new Battle::Move{"PK Lifeup","Restores a moderate amount of health.",BETA,baseDmg:240,randomDmg:60,PPCost:9,range:1,channelTime:0,friendly:true,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKLIFEUP_G]=new Battle::Move{"PK Lifeup","Restores a large amount of health.",GAMMA,baseDmg:400,randomDmg:50,PPCost:21,range:3,channelTime:0,friendly:true,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKLIFEUP_O]=new Battle::Move{"PK Lifeup","Restores a great amount of health to all allies.",OMEGA,baseDmg:800,randomDmg:100,PPCost:64,range:6,channelTime:0,friendly:true,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKFUN_A]=new Battle::Move{"PK Fun","A very fun barrage. Hits for large damage.",ALPHA,baseDmg:100,randomDmg:10,PPCost:15,range:6,channelTime:0,friendly:false,composition:{0,0,20,0},L"$USER uses $POWER",FOUNTAIN_EFFECT};
MOVELIST[BattleMoveName::PKFUN_B]=new Battle::Move{"PK Fun","A very fun barrage. Hits for large damage.",BETA,baseDmg:240,randomDmg:40,PPCost:30,range:6,channelTime:0,friendly:false,composition:{0,0,20,0},L"$USER uses $POWER",FOUNTAIN_EFFECT};
MOVELIST[BattleMoveName::PKFUN_G]=new Battle::Move{"PK Fun","A very fun barrage. Hits for large damage.",GAMMA,baseDmg:360,randomDmg:80,PPCost:45,range:7,channelTime:0,friendly:false,composition:{0,0,20,0},L"$USER uses $POWER",FOUNTAIN_EFFECT};
MOVELIST[BattleMoveName::PKFUN_O]=new Battle::Move{"PK Fun","A very fun barrage. Hits for large damage.",OMEGA,baseDmg:590,randomDmg:100,PPCost:90,range:8,channelTime:0,friendly:false,composition:{0,0,20,0},L"$USER uses $POWER",FOUNTAIN_EFFECT};
MOVELIST[BattleMoveName::PKFIRE_A]=new Battle::Move{"PK Fire","Causes extreme heat to burn foes and scorch trees",ALPHA,baseDmg:60,randomDmg:20,PPCost:6,range:3,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKFIRE_B]=new Battle::Move{"PK Fire","Causes extreme heat to burn foes and scorch trees",BETA,baseDmg:120,randomDmg:40,PPCost:12,range:4,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKFIRE_G]=new Battle::Move{"PK Fire","Causes extreme heat to burn foes and scorch trees",GAMMA,baseDmg:190,randomDmg:50,PPCost:20,range:5,channelTime:0,friendly:false,composition:{0,0,20,0}};
MOVELIST[BattleMoveName::PKFIRE_O]=new Battle::Move{"PK Fire","Causes extreme heat to burn foes and scorch trees",OMEGA,baseDmg:360,randomDmg:100,PPCost:32,range:7,channelTime:0,friendly:false,composition:{0,0,20,0},L"$USER uses $POWER",FIREFOUNTAIN_EFFECT};
MOVELIST[BattleMoveName::FREEZE_PACKET]=new Battle::Move{"Freeze Packet","",baseDmg:120,randomDmg:20,PPCost:0,range:1,channelTime:0,friendly:false,composition:{0,0,0,0},L"$USER uses the $POWER"};
}
void SetupItemList() { //hpRecovery,ppRecovery,attack,dmgReduction,equip,important,consumable

2
sig

@ -3,7 +3,7 @@ export AUTO_UPDATE=true
source utils/define.sh
define PROJECT_NAME "C++ProjectTemplate"
define CUSTOM_PARAMS "-std=c++17 -lX11 -lGL -lpthread -lpng -lstdc++fs -lpulse -lpulse-simple -O3 -s -DNDEBUG"
define CUSTOM_PARAMS "-std=c++17 -lX11 -lGL -lpthread -lpng -lstdc++fs -lpulse -lpulse-simple"
define LANGUAGE "C++"
source utils/main.sh

@ -8,6 +8,10 @@ namespace GameState{
ENCOUNTER_SELECT,
GAME_WORLD,
OVERWORLD_MENU,
OVERWORLD_POWER_MENU,
OVERWORLD_ITEMS_MENU,
OVERWORLD_EQUIP_MENU,
OVERWORLD_STATUS_MENU,
};
}

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