{"push_id":2573600255,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"0cd488a3066def1ec43e39e51d5beb5ba26c5911","before":"200dd23d8152d33d093190a33b89503d9aeab049","commits":[{"sha":"0cd488a3066def1ec43e39e51d5beb5ba26c5911","author":{"name":"MrGrak","email":"9cca3460590f2efd021adb5370122396f2a7f719@gmail.com"},"message":"Ditches++\n\ncreated Wor_Ditch_META objType. added animFrame.\nadded Obj def type. added Ditch objGroup value.\n\nupdated Dig() to place meta ditch obj, check to\nsee if meta ditch overlaps with any objects that\nit shouldn't (like walls, doors) and gets released()\nif meta ditch does. if it doesn't, then meta ditch\nremoves any other roomObj who's sprite center\noverlaps meta ditch's hitBox. this means it deletes\nother objs that touch it. the net effect is link\ncan now shovel as he did in LttP, happily creating\nlittle holes in the ground everywhere he goes.\nchecking the roomObj counter, which is now accurate,\nwe can see that link cannot create more than 1 ditch\nat a single tile location, which is very important.\n\nchanged Ring's effects to increase ovreall loot drop rate\nby 25 points, on 100 point scale (by 25% percent).\n\nchanged the loot chances for digging to be -20.\nwhy? well, i dont want players to be able to just\ndig and find loot, that's cheap to me. so with\na lootChance of -20, they will never get loot.\nBUT if hero equips the lucky ring, his lootChance\nraises by 25 points in SpawnLoot(), which Dig()\npasses -20 into.. so hero ends up with a net\nlootChance of +5 - meaning the hero can dig loot\nout of the ground if he uses the shovel, with the\nlucky ring equipped. that's interesting gameplay!\n\nat this point, we've matched LttP's shoveling\nfunctionality, and improved it a little bit with\nthe addition of the lucky ring. now, water++.\n\nadded call to create debris explosion at dig site.\nlots of playtesting, looking & working very well.\n\nDig++\nupgraded dig to work well with trees, which really required\nthat the ditch obj check it's hitBox against the center point\nof the hitBox of the overlapping roomObj.\n\nDraw++\nupdated Draw() to not draw particle hitBoxes, ever.\nthey just fill up the screen with green rectangles and\nyou can't see anything. gross.\n\nNotes:\nlink cant dig up full trees, but he can dig up tree\nstumps - so he just needs to cut down the tree prior\nto shoveling it. for coastlines, link can dig thru\nthem - but he can't dig into water tiles.","distinct":true,"url":"https://api.github.com/repos/MrGrak/DungeonRun/commits/0cd488a3066def1ec43e39e51d5beb5ba26c5911"}]}
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