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Update to beta4
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djmuted committed Oct 12, 2021
1 parent e459853 commit 682f074
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Showing 283 changed files with 14,211 additions and 3,998 deletions.
9 changes: 8 additions & 1 deletion .gitignore
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Expand Up @@ -31,4 +31,11 @@ Build_Release/vim.exe.stackdump
*.tlog
*.iobj
*.ipdb
*.exp
*.exp
OpenClaw.elf
OpenClaw.nacp
OpenClaw.npdm
OpenClaw.nro
OpenClaw.nso
OpenClaw.pfs0
.vscode
36 changes: 0 additions & 36 deletions .travis.yml

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13 changes: 13 additions & 0 deletions Build_Release/ASSETS/ACTOR_PROTOTYPES/ACTOR_PROTO_NULL.XML
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@@ -0,0 +1,13 @@
<Actor Type="ActorPrototype_Null" ActorPrototypeName="ActorPrototype_Null">
<PositionComponent>
<!-- DEFINED IN CODE -->
<Position x="-1" y="-1" />
</PositionComponent>
<ActorRenderComponent>
<Visible>true</Visible>
<Mirrored>false</Mirrored>
<Inverted>false</Inverted>
<ZCoord>10000</ZCoord>
<ImagePath>/GAME/IMAGES/EXCLAMATION/FRAME0.PID</ImagePath>
</ActorRenderComponent>
</Actor>
5 changes: 3 additions & 2 deletions Build_Release/ASSETS/ACTOR_PROTOTYPES/BASE_FLOOR_SPIKE.XML
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Expand Up @@ -13,14 +13,15 @@
<AnimationComponent>
<SpecialAnimation>
<Type>cycle</Type>
<FrameDuration>100</FrameDuration>
<FrameDuration>75</FrameDuration>
<HasPositionDelay>false</HasPositionDelay>
</SpecialAnimation>
</AnimationComponent>
<FloorSpikeComponent>
<ActiveFrameIdx>0</ActiveFrameIdx>
<StartDelay>0</StartDelay>
<TimeOn>0</TimeOn>
<TimeOn>1500</TimeOn>
<TimeOff>1500</TimeOff>
<ActivateSound>/GAME/SOUNDS/NULL.WAV</ActivateSound>
<DeactivateSound>/GAME/SOUNDS/NULL.WAV</DeactivateSound>
</FloorSpikeComponent>
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9 changes: 3 additions & 6 deletions Build_Release/ASSETS/ACTOR_PROTOTYPES/LEVEL1/LEVEL1_RAT.XML
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Expand Up @@ -54,11 +54,8 @@
<AttackAction>
<Animation>throweastwest</Animation>
<AttackAnimFrameIdx>2</AttackAnimFrameIdx>
<AttackType>1</AttackType>
<AttackFxImageSet>/LEVEL1/IMAGES/RATBOMB/*</AttackFxImageSet>
<AttackSpawnPositionOffset x="-15" y="0" />
<AttackAreaSize width="0" height="0" />
<Damage>20</Damage>
<AttackSpawnPositionOffset x="-10" y="5" />
<ProjectilePrototype>ActorPrototype_Level1_RatBomb</ProjectilePrototype>
<AgroSensorFixture>
<FixtureType>EnemyAIRangedSensor</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
Expand All @@ -69,7 +66,7 @@
<CollisionMask>2</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>-1.#QNAN0</Restitution>
<Restitution>0.000000</Restitution>
</AgroSensorFixture>
</AttackAction>
</Attacks>
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22 changes: 22 additions & 0 deletions Build_Release/ASSETS/ACTOR_PROTOTYPES/LEVEL1/LEVEL1_RAT_BOMB.XML
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@@ -0,0 +1,22 @@
<Actor Type="Level1_RatBomb" Parent="ActorPrototype_BaseProjectile" ActorPrototypeName="ActorPrototype_Level1_RatBomb">
<ActorRenderComponent>
<Mirrored>true</Mirrored>
<ImagePath>/LEVEL1/IMAGES/RATBOMB/*</ImagePath>
<Palette>/LEVEL1/PALETTES/MAIN.PAL</Palette>
</ActorRenderComponent>
<AnimationComponent>
<AnimationPath>/LEVEL1/ANIS/RATBOMB/FALLEASTWEST.ANI</AnimationPath>
</AnimationComponent>
<ProjectileAIComponent>
<Damage>20</Damage>
<ProjectileType>DamageType_Explosion</ProjectileType>
<!-- CAN BE MODIFIED IN CODE -->
<ProjectileSpeed x="9.00000" y="0.000000" />
</ProjectileAIComponent>
<PhysicsComponent>
<CollisionFlag>262144</CollisionFlag>
<CollisionMask>1048834</CollisionMask>
<CollisionSize width="25" height="25" />
<PositionOffset x="-10" y="0" />
</PhysicsComponent>
</Actor>
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Expand Up @@ -117,11 +117,13 @@
<StatePriority>5</StatePriority>
<Attacks>
<AttackAction>
<Animation>strike2</Animation>
<AttackAnimFrameIdx>3</AttackAnimFrameIdx>
<!-- The same as RangedAttackAIStateComponent -->
<!-- Level 1 soldiers do not have duck projectile attacks -->
<Animation>strike</Animation>
<AttackAnimFrameIdx>2</AttackAnimFrameIdx>
<AttackType>1</AttackType>
<AttackFxImageSet>/LEVEL1/IMAGES/MUSKETBALL/*</AttackFxImageSet>
<AttackSpawnPositionOffset x="-42" y="7" />
<AttackSpawnPositionOffset x="-42" y="-38" />
<AttackAreaSize width="0" height="0" />
<Damage>10</Damage>
<AgroSensorFixture>
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Expand Up @@ -8,11 +8,11 @@
</AnimationComponent>
<CrumblingPegAIComponent>
<CrumbleDelay>0</CrumbleDelay> <!-- DEFINED IN CODE -->
<CrumbleFrameIdx>2</CrumbleFrameIdx> <!-- DEFINED IN CODE -->
<CrumbleFrameIdx>5</CrumbleFrameIdx> <!-- DEFINED IN CODE -->
<CrumbleSound>/LEVEL11/SOUNDS/CRUMBLEBRIDGE4.WAV</CrumbleSound> <!-- DEFINED IN CODE -->
</CrumblingPegAIComponent>
<PhysicsComponent>
<PositionOffset x="0" y="-20" />
<PositionOffset x="0" y="-27" />
<CollisionSize width="64" height="40" />
</PhysicsComponent>
</Actor>
22 changes: 12 additions & 10 deletions Build_Release/ASSETS/ACTOR_PROTOTYPES/LEVEL11/LEVEL11_FISH.XML
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Expand Up @@ -12,8 +12,10 @@
</HealthComponent>
<EnemyAIComponent>
<DeathAnimation>killfall</DeathAnimation>
<Sound SoundType="Death" SoundName="/LEVEL11/SOUNDS/FISH/FISHDEATH.WAV" />
<Sound SoundType="MeleeAttack" SoundName="/LEVEL11/SOUNDS/FISH/CHOMP1.WAV" />
<Sounds>
<Sound SoundType="Death" SoundName="/LEVEL11/SOUNDS/FISH/FISHDEATH.WAV" />
<Sound SoundType="MeleeAttack" SoundName="/LEVEL11/SOUNDS/FISH/CHOMP1.WAV" />
</Sounds>
</EnemyAIComponent>
<PatrolEnemyAIStateComponent>
<IsAlwaysIdle>false</IsAlwaysIdle>
Expand All @@ -32,38 +34,38 @@
<WalkAction>
<Animation>swim</Animation>
</WalkAction>
<RecalculatePatrolBorders>false</RecalculatePatrolBorders>
</PatrolEnemyAIStateComponent>
<MeleeAttackAIStateComponent>
<StatePriority>20</StatePriority>
<Attacks>
<AttackAction>
<Animation>strike1</Animation>
<AttackAnimFrameIdx>4</AttackAnimFrameIdx>
<AttackAnimFrameIdx>2</AttackAnimFrameIdx>
<AttackType>0</AttackType>
<AttackFxImageSet>NONE</AttackFxImageSet>
<AttackSpawnPositionOffset x="-30" y="0" />
<AttackAreaSize width="110" height="40" />
<AttackAreaSize width="80" height="40" />
<Damage>10</Damage>
<AgroSensorFixture>
<FixtureType>EnemyAIMeleeSensor</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="160" height="50" />
<Size width="80" height="50" />
<Offset x="0" y="0" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>2</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>-1.#QNAN0</Restitution>
</AgroSensorFixture>
</AttackAction>
</Attacks>
</MeleeAttackAIStateComponent>
<PhysicsComponent>
<CollisionSize width="40" height="41" />
<CollisionSize width="20" height="21" />
<ActorFixture>
<Size width="40" height="40" />
<Size width="20" height="20" />
</ActorFixture>
<GravityScale>0</GravityScale>
<ClampToGround>false</ClampToGround>
</PhysicsComponent>
<DamageAuraComponent>
<ActorFixture>
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57 changes: 48 additions & 9 deletions Build_Release/ASSETS/ACTOR_PROTOTYPES/LEVEL11/LEVEL11_MERCAT.XML
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Expand Up @@ -8,8 +8,8 @@
<PauseOnStart>false</PauseOnStart>
</AnimationComponent>
<HealthComponent>
<Health>20</Health>
<MaxHealth>20</MaxHealth>
<Health>30</Health>
<MaxHealth>30</MaxHealth>
</HealthComponent>
<EnemyAIComponent>
<DeathAnimation>killfall</DeathAnimation>
Expand All @@ -18,27 +18,65 @@
<Sound SoundType="TakeDamage" SoundName="/LEVEL11/SOUNDS/MERCAT/00440013.WAV" />
<Sound SoundType="Death" SoundName="/LEVEL11/SOUNDS/MERCAT/00440014.WAV" />
<Sound SoundType="Death" SoundName="/LEVEL11/SOUNDS/MERCAT/00440015.WAV" />
<Sound SoundType="RangedAttack" SoundName="/LEVEL11/SOUNDS/MERCAT/STAB.WAV" />
<Sound SoundType="MeleeAttack" SoundName="/LEVEL11/SOUNDS/MERCAT/STAB.WAV" />
<Sound SoundType="RangedAttack" SoundName="/LEVEL11/SOUNDS/MERCAT/TLIGHTNING.WAV" />
</Sounds>
<MinTimeIntervalForSpeechSound>5000</MinTimeIntervalForSpeechSound>
</EnemyAIComponent>
<ParryEnemyAIStateComponent>
<StatePriority>0</StatePriority>
<ParryChances>
<ParryChance DamageType="DamageType_Bullet" Chance="15" />
<ParryChance DamageType="DamageType_MeleeAttack" Chance="10" />
</ParryChances>
<ParrySounds>
<ParrySound>/LEVEL11/SOUNDS/MERCAT/BLOCK1.WAV</ParrySound>
<ParrySound>/LEVEL11/SOUNDS/MERCAT/BLOCK2.WAV</ParrySound>
</ParrySounds>
<ParryAnimFrameIdx>0</ParryAnimFrameIdx>
<ParryAnimation>block</ParryAnimation>
</ParryEnemyAIStateComponent>
<MeleeAttackAIStateComponent>
<StatePriority>20</StatePriority>
<AttackDelay>300</AttackDelay>
<Attacks>
<AttackAction>
<Animation>strike1</Animation>
<AttackAnimFrameIdx>2</AttackAnimFrameIdx>
<AttackType>0</AttackType>
<AttackFxImageSet>NONE</AttackFxImageSet>
<AttackSpawnPositionOffset x="-42" y="2" />
<AttackAreaSize width="130" height="50" />
<Damage>10</Damage>
<AgroSensorFixture>
<FixtureType>EnemyAIMeleeSensor</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="180" height="50" />
<Offset x="0" y="0" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>2</CollisionMask>
</AgroSensorFixture>
</AttackAction>
</Attacks>
</MeleeAttackAIStateComponent>
<RangedAttackAIStateComponent>
<StatePriority>10</StatePriority>
<AttackDelay>100</AttackDelay>
<AttackDelay>500</AttackDelay>
<Attacks>
<AttackAction>
<Animation>strike1</Animation>
<AttackAnimFrameIdx>6</AttackAnimFrameIdx>
<AttackAnimFrameIdx>2</AttackAnimFrameIdx>
<ProjectilePrototype>ActorPrototype_Level11_TridentProjectile</ProjectilePrototype>
<AttackSpawnPositionOffset x="-42" y="2" />
<AttackAreaSize width="0" height="0" />
<Damage>10</Damage>
<Damage>20</Damage>
<AgroSensorFixture>
<FixtureType>EnemyAIRangedSensor</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="1000" height="30" />
<Offset x="0" y="-20" />
<Size width="800" height="40" />
<Offset x="0" y="-10" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>2</CollisionMask>
<Friction>0.000000</Friction>
Expand Down Expand Up @@ -73,7 +111,8 @@
<Animation>fastadvance</Animation>
</WalkAction>
<IdleAction>
<AnimationDelay>0</AnimationDelay>
<AnimationDelay>750</AnimationDelay>
<Animation>home</Animation>
<Animation>idle1</Animation>
<Animation>idle2</Animation>
<Animation>idle3</Animation>
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