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Items/Ammo/Rewards Refactored and added to Conscripts #187

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merged 2 commits into from
Mar 15, 2018

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@trigger-segfault trigger-segfault commented Mar 15, 2018

  • Added more automation to item ammo.
  • Ammo is now taken care of in Item and not ItemWeapon.
  • ItemFlags renamed to WeaponFlags
  • IsStolen renamed to IsLost and Returned renamed to Reobtained for a
    more vague and fitting description.
  • Items now define their own reward information.
  • Added LinkedRewards which are rewards that will return a
    runtime-calculated reward in-game. (Returns linked reward in editors)
  • Added LinkedRewardItemCurrent (The current level item or obtain the
    item) and LinkedRewardItemLevelUp (The next or capped level item or
    level 1 if unobtained.)
  • Added Graphics.RenderTarget which is a subclass of image that confirms
    it's texture is a render target.
  • Added CanvasSprite which is a sprite made for drawing at runtime.
  • Reward tiles now disable durations of rewards.
  • Reward now is initialized with RewardManager so they no longer need
    GameControl called for all functions. IsAvailable changed to a property.
  • TextReader no longer crashes with empty messages.
  • Completely filled out "font_small" to have all the characters that
    "font_large" has.
  • Added NoClingOnStab TileFlag. (No longer used as a property.
  • Fixed ScriptManager forgetting to reference ZeldaOracle.Game
    namespace.
  • Unmapping no longer crashes with empty sprites.
  • Added Item/AmmoSR and RewardSR.
  • Texture2DLoader renamed to ImageLoader. Now returns images. (In the
    future, all images will be linked in resources so that they can be
    disposed of)
  • Items and Ammo no longer use the "item_" or "ammo_" prefix. (Still
    used in rewards though)
  • Added GetEnum to CommandParam.

* Added more automation to item ammo.
* Ammo is now taken care of in Item and not ItemWeapon.
* ItemFlags renamed to WeaponFlags
* IsStolen renamed to IsLost and Returned renamed to Reobtained for a
more vague and fitting description.
* Items now define their own reward information.
* Added LinkedRewards which are rewards that will return a
runtime-calculated reward in-game. (Returns linked reward in editors)
* Added LinkedRewardItemCurrent (The current level item or obtain the
item) and LinkedRewardItemLevelUp (The next or capped level item or
level 1 if unobtained.)
* Added Graphics.RenderTarget which is a subclass of image that confirms
it's texture is a render target.
* Added CanvasSprite which is a sprite made for drawing at runtime.
* Reward tiles now disable durations of rewards.
* Reward now is initialized with RewardManager so they no longer need
GameControl called for all functions. IsAvailable changed to a property.
* TextReader no longer crashes with empty messages.
* Completely filled out "font_small" to have all the characters that
"font_large" has.
* Added NoClingOnStab TileFlag. (No longer used as a property.
* Fixed ScriptManager forgetting to reference ZeldaOracle.Game
namespace.
* Unmapping no longer crashes with empty sprites.
* Added Item/AmmoSR and RewardSR.
* Texture2DLoader renamed to ImageLoader. Now returns images. (In the
future, all images will be linked in resources so that they can be
disposed of)
* Items and Ammo no longer use the "item_" or "ammo_" prefix. (Still
used in rewards though)
* Added GetEnum to CommandParam.
@trigger-segfault trigger-segfault merged commit 819aa84 into palette-develop Mar 15, 2018
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