fp: Add more health to mobs per spawn, Add bigger damage multiplier upgrade
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@ -2155,7 +2155,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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mob->waypoints = FP_SentinelList_Init<FP_GameWaypoint>(game->play.chunk_pool);
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mob->waypoints = FP_SentinelList_Init<FP_GameWaypoint>(game->play.chunk_pool);
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mob->flags |= FP_GameEntityFlag_Aggros;
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mob->flags |= FP_GameEntityFlag_Aggros;
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mob->flags |= FP_GameEntityFlag_RespondsToBuildings;
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mob->flags |= FP_GameEntityFlag_RespondsToBuildings;
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mob->hp_cap += hp_adjustment;
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mob->hp_cap *= hp_adjustment;
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mob->hp = mob->hp_cap;
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mob->hp = mob->hp_cap;
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for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
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for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
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@ -2786,7 +2786,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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if (mapping.merchant == game->play.merchant_terry) {
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if (mapping.merchant == game->play.merchant_terry) {
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// TODO(doyle): Attack damage? Or increase attack range?
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// TODO(doyle): Attack damage? Or increase attack range?
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player->base_attack += DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * .3f);
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player->base_attack += DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * 1.2f);
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} else if (mapping.merchant == game->play.merchant_graveyard) {
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} else if (mapping.merchant == game->play.merchant_graveyard) {
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player->stamina_cap += DQN_CAST(uint32_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
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player->stamina_cap += DQN_CAST(uint32_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
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} else if (mapping.merchant == game->play.merchant_gym) {
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} else if (mapping.merchant == game->play.merchant_gym) {
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