diff --git a/SeasonsOfLoneliness.cpp b/SeasonsOfLoneliness.cpp index bf6c770..8d62768 100644 --- a/SeasonsOfLoneliness.cpp +++ b/SeasonsOfLoneliness.cpp @@ -1571,11 +1571,11 @@ public: effectRadius({CURRENT_ENCOUNTER.entities[PLAYER_SELECTED_TARGET]->x+CURRENT_ENCOUNTER.x,CURRENT_ENCOUNTER.entities[PLAYER_SELECTED_TARGET]->y+CURRENT_ENCOUNTER.y},ref,true); } } else { effectRadius({CURRENT_ENCOUNTER.x+CURRENT_ENCOUNTER.playerX,CURRENT_ENCOUNTER.y+CURRENT_ENCOUNTER.playerY},ref,false); - if (ref==LIGHT_STORM&&CURRENT_ENCOUNTER.entities[PLAYER_SELECTED_TARGET]->name.compare("X_X")==0) { - CURRENT_ENCOUNTER.entities[PLAYER_SELECTED_TARGET]->spr=X_X_UNCHARGED_DECAL; + if (ref==LIGHT_STORM&&CURRENT_ENCOUNTER.entities[BATTLE_CURRENT_TURN_ENTITY]->name.compare("X_X")==0) { + CURRENT_ENCOUNTER.entities[BATTLE_CURRENT_TURN_ENTITY]->spr=X_X_UNCHARGED_DECAL; } else - if (ref==SEED_PELLET&&CURRENT_ENCOUNTER.entities[PLAYER_SELECTED_TARGET]->name.compare("X_X")==0) { - CURRENT_ENCOUNTER.entities[PLAYER_SELECTED_TARGET]->spr=X_X_DECAL; + if (ref==SEED_PELLET&&CURRENT_ENCOUNTER.entities[BATTLE_CURRENT_TURN_ENTITY]->name.compare("X_X")==0) { + CURRENT_ENCOUNTER.entities[BATTLE_CURRENT_TURN_ENTITY]->spr=X_X_DECAL; } } } else @@ -1628,7 +1628,7 @@ public: int dmgAmt=10*TREES.size(); for (int i=0;ihp>0) { - CreateDisplayNumber(dmgAmt,CURRENT_ENCOUNTER.x+CURRENT_ENCOUNTER.entities[i]->x,CURRENT_ENCOUNTER.y+CURRENT_ENCOUNTER.entities[i]->y,frameCount); + CreateDisplayNumber(dmgAmt,CURRENT_ENCOUNTER.x+CURRENT_ENCOUNTER.entities[i]->x+CURRENT_ENCOUNTER.entities[i]->spr->sprite->width*CURRENT_ENCOUNTER.entities[i]->sprScale.x/2/32,CURRENT_ENCOUNTER.y+CURRENT_ENCOUNTER.entities[i]->y+CURRENT_ENCOUNTER.entities[i]->spr->sprite->height*CURRENT_ENCOUNTER.entities[i]->sprScale.y/2/32,frameCount); CURRENT_ENCOUNTER.entities[i]->hp=std::clamp(CURRENT_ENCOUNTER.entities[i]->hp-dmgAmt,0,CURRENT_ENCOUNTER.entities[i]->maxhp); } } @@ -2123,13 +2123,6 @@ public: } SetDrawTarget(2); if (IN_BATTLE_ENCOUNTER) { - const vi2d CENTER = {(float)((BATTLE_PLAYER_COORDS.x-PLAYER_COORDS[0])*32+WIDTH/2+(current_playerAnim->flipped?32:0)),(float)((BATTLE_PLAYER_COORDS.y-PLAYER_COORDS[1])*32+HEIGHT/2)}; - for (int i=0;ipos+CENTER,SEED_DECAL,{0.5,0.5}); - } - for (int i=0;ipos+CENTER,TREE_DECAL,{1,1}); - } DrawPartialDecal({(float)((BATTLE_PLAYER_COORDS.x-PLAYER_COORDS[0])*32+WIDTH/2-16+(current_playerAnim->flipped?32:0)),(float)((BATTLE_PLAYER_COORDS.y-PLAYER_COORDS[1])*32+HEIGHT/2-16)},current_playerAnim->spr,current_playerAnim->getCurrentFrame(),{32,32},{(float)(current_playerAnim->flipped?-1:1),1}); } else { DrawPartialDecal({(float)(WIDTH/2-16+(current_playerAnim->flipped?32:0)),(float)(HEIGHT/2-16)},current_playerAnim->spr,current_playerAnim->getCurrentFrame(),{32,32},{(float)(current_playerAnim->flipped?-1:1),1}); @@ -2298,6 +2291,15 @@ public: GradientFillRectDecal({(obj->x-PLAYER_COORDS[0])*32+WIDTH/2,(obj->y-PLAYER_COORDS[1])*32+HEIGHT/2},{32,32},Pixel(0,0,0,0),WHITE,WHITE,Pixel(0,0,0,0)); } } + if (IN_BATTLE_ENCOUNTER) { + const vi2d CENTER = {(float)((BATTLE_PLAYER_COORDS.x-PLAYER_COORDS[0])*32+WIDTH/2+(current_playerAnim->flipped?32:0)),(float)((BATTLE_PLAYER_COORDS.y-PLAYER_COORDS[1])*32+HEIGHT/2)}; + for (int i=0;ipos+CENTER,SEED_DECAL,{0.5,0.5}); + } + for (int i=0;ipos+CENTER,TREE_DECAL,{1,1}); + } + } for (auto&enc:ENCOUNTERS) { int targetX=-1,targetY=-1; for (auto&ent:enc.entities) { diff --git a/Seasons_of_Loneliness b/Seasons_of_Loneliness index 4033664..edd3e46 100755 Binary files a/Seasons_of_Loneliness and b/Seasons_of_Loneliness differ diff --git a/data.h b/data.h index 85a5c4d..7407fec 100644 --- a/data.h +++ b/data.h @@ -99,13 +99,13 @@ $PLAYER I'd better be careful, this ain't no ordinary monster... And what's with that weird sigil on its body..?)",//22 R"( $PLAYER -Urgh...Not good, the sigil stopped glowing too. I think I'm safe for now.)",//23 +Urgh...Not good, but looks like I'm safe for now. Now then...)",//23 R"( $PLAYER -Time to use Petal Storm. It allows me to regenerate health while setting up seeds!)",//24 +Time to use Petal Storm! It allows me to regenerate health while setting up seeds!)",//24 R"( $PLAYER -Then I'll be able to use Hurricane powers in order to grow them, nourishing me while dealing additional damage!)",//25 +Then I'll be able to use Hurricane powers in order to grow them, nourishing me and dealing additional damage!)",//25 };