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Resources.txt +++ b/Misc/Additional Resources/Links To Additional Resources.txt @@ -1,8 +1,11 @@ -Combat Spread Sheet: -https://docs.google.com/spreadsheets/d/1s_uxjS8ir1pbt4-ofdOVpSPaQZVC8x9gQzS78bzE3KI/edit#gid=0 -https://docs.google.com/document/d/1Y6eYoKQPw9n8gl7p030fmtPjfJcE132YHAvwL7Gk4jk/edit +Combat Spread Sheet: https://docs.google.com/spreadsheets/d/1s_uxjS8ir1pbt4-ofdOVpSPaQZVC8x9gQzS78bzE3KI/edit?usp=sharing + +Combat Word Doc: https://docs.google.com/document/d/1Y6eYoKQPw9n8gl7p030fmtPjfJcE132YHAvwL7Gk4jk/edit?usp=sharing + +Enemy Spread Sheet: https://docs.google.com/spreadsheets/d/1NsmF43HhB2W9_BrQazy-rpT-GDlIZIQlLdvG18DWlkA/edit?usp=sharing + Level Blueprints - https://docs.google.com/presentation/d/1ckx8IpO-BIxTFy19MJoUy7EuAMYOYoWQE6x1E2egr1o/edit?usp=sharing diff --git a/Source/the_twilight_abyss/BaseItems/InventoryComponent.cpp b/Source/the_twilight_abyss/BaseItems/InventoryComponent.cpp index a208bd0..2c808c8 100644 --- a/Source/the_twilight_abyss/BaseItems/InventoryComponent.cpp +++ b/Source/the_twilight_abyss/BaseItems/InventoryComponent.cpp @@ -40,13 +40,11 @@ bool UInventoryComponent::AddItem(class UBaseItem* BaseItem) BaseItem->StoredItems = this; BaseItem->World = GetWorld(); bool isNewItem = true; - // for every item in inventory for (auto & Item : Items) { //if the item is the same as the item that is being added if (Item->ItemDisplayName.ToString() == BaseItem->ItemDisplayName.ToString()) { - //add the amount of the item that is being added to the item in the inventory Item->StackCount++; UE_LOG(LogTemp, Display, TEXT("ITEM STACKCOUNT: %d"), Item->StackCount); isNewItem = false; diff --git a/Source/the_twilight_abyss/BaseItems/Items/BaseItem.cpp b/Source/the_twilight_abyss/BaseItems/Items/BaseItem.cpp index 2fac2d1..40ea61b 100644 --- a/Source/the_twilight_abyss/BaseItems/Items/BaseItem.cpp +++ b/Source/the_twilight_abyss/BaseItems/Items/BaseItem.cpp @@ -14,3 +14,4 @@ void UBaseItem::Use(ATempCharacter* Character) { } + diff --git a/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h b/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h index 346966f..613c763 100644 --- a/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h +++ b/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h @@ -53,6 +53,9 @@ public: UPROPERTY(EditAnywhere, Category = "Item") bool isDamageBuffItem; + UPROPERTY(EditAnywhere, Category = "Item") + bool isAmmoItemType; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item") int32 StackCount = 1; @@ -69,4 +72,5 @@ public: //This is the same as the use item class but its in BP instead UFUNCTION(BlueprintImplementableEvent) void OnUse(class ATempCharacter* Character); + }; diff --git a/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp b/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp index ceae474..c481d7b 100644 --- a/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp +++ b/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp @@ -16,13 +16,12 @@ void UEatableItems::Use(ATempCharacter* Character) { if(Character) { - if(isHealingItem == true) + if(isHealingItem) { if (Character->Health < 100) { Character->Health += 10; UE_LOG(LogTemp, Display, TEXT("Healed")); - //delete itself Character->Inventory->RemoveItem(this); } else if (Character->Health >= 100) @@ -30,18 +29,27 @@ void UEatableItems::Use(ATempCharacter* Character) UE_LOG(LogTemp, Display, TEXT("Health is full")); } } - if(isDamageBuffItem == true) + + if(isDamageBuffItem) { // need to add the damage buff functionality here UE_LOG(LogTemp, Display, TEXT("Damage Buffed")); Character->Inventory->RemoveItem(this); } - } - /* - when player uses the item syrengine to debuff enemies - detect what enemie actors the player is fighting with - lower their damage by a value. - */ + if (isAmmoItemType) + { + TurnBaseCombat = GetWorld()->GetGameState(); + if (TurnBaseCombat->IronResource > 10) + { + TurnBaseCombat->IronResource += 5; + } + if (TurnBaseCombat->SulfurResource > 10) + { + TurnBaseCombat->SulfurResource += 5; + } + Character->Inventory->RemoveItem(this); + } + } } diff --git a/Source/the_twilight_abyss/BaseItems/Items/EatableItems.h b/Source/the_twilight_abyss/BaseItems/Items/EatableItems.h index d636bcd..dadfc27 100644 --- a/Source/the_twilight_abyss/BaseItems/Items/EatableItems.h +++ b/Source/the_twilight_abyss/BaseItems/Items/EatableItems.h @@ -4,6 +4,7 @@ #include "CoreMinimal.h" #include "BaseItem.h" +#include "the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h" #include "EatableItems.generated.h" /** @@ -19,4 +20,9 @@ class THE_TWILIGHT_ABYSS_API UEatableItems : public UBaseItem protected: virtual void Use(class ATempCharacter* Character) override; + + +private: + + ATurnBaseCombatV2* TurnBaseCombat; }; diff --git a/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp b/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp index af4c7ba..db464e5 100644 --- a/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp +++ b/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp @@ -35,15 +35,15 @@ void UDialogueNPC::BeginPlay() void UDialogueNPC::NextDialogue() { //Dialogue Skip - if (CurrentDialogue.Len() < Dialogue[DialogueIndex].Len()) + if (CurrentDialogue.Len() < CurrentDialoguePath[DialogueIndex].Len()) { - CurrentDialogue = Dialogue[DialogueIndex]; + CurrentDialogue = CurrentDialoguePath[DialogueIndex]; DialogueText->SetText(FText::FromString(CurrentDialogue)); return; } DialogueIndex++; - if (DialogueIndex >= Dialogue.Num()) + if (DialogueIndex >= CurrentDialoguePath.Num()) { EndDialogue(); return; @@ -53,11 +53,11 @@ void UDialogueNPC::NextDialogue() void UDialogueNPC::NextCharacter() { - if (DialogueIndex >= Dialogue.Num()) return; + if (DialogueIndex >= CurrentDialoguePath.Num()) return; - if (CurrentDialogue.Len() < Dialogue[DialogueIndex].Len()) + if (CurrentDialogue.Len() < CurrentDialoguePath[DialogueIndex].Len()) { - CurrentDialogue.AppendChar(Dialogue[DialogueIndex][CurrentDialogue.Len()]); + CurrentDialogue.AppendChar(CurrentDialoguePath[DialogueIndex][CurrentDialogue.Len()]); DialogueText->SetText(FText::FromString(CurrentDialogue)); } } @@ -86,6 +86,7 @@ void UDialogueNPC::StartDialogue() DialogueIndex = 1; NPCNameText->SetText(FText::FromString(NPCName)); CurrentDialogue = ""; + CurrentDialoguePath = DialoguePaths[0].Dialogue; GetWorld()->GetTimerManager().SetTimer(TextAnimationTimerHandle, this, &UDialogueNPC::NextCharacter, TextAnimationSpeed, true); } @@ -105,14 +106,42 @@ void UDialogueNPC::EndDialogue() PlayerController->bShowMouseCursor = false; } -TArray UDialogueNPC::AddDialogue(FText TextInput, TArray DialogueArrayInput) +FDialoguePath UDialogueNPC::CreateRootDialoguePath() { - if (TextInput.IsEmpty()) return DialogueArrayInput; - DialogueArrayInput.Add(TextInput.ToString()); - return DialogueArrayInput; + return FDialoguePath(); +} + +FDialoguePath UDialogueNPC::CreateDialoguePath(FDialoguePath ParentDialoguePath) +{ + return FDialoguePath("#" + FString::FromInt(DialoguePaths.Num())); +} + +FDialoguePath UDialogueNPC::CreateDialogueChoice(FDialoguePath PreviousDialoguePath) +{ + return FDialoguePath(); +} + +bool UDialogueNPC::GotoDialoguePath(FString PathId) +{ + for (FDialoguePath DialogPath : DialoguePaths) + { + if (DialogPath.Dialogue[0] == PathId) + { + CurrentDialoguePath = DialogPath.Dialogue; + return true; + } + } + return false; +} + +FDialoguePath UDialogueNPC::AddDialogue(FText TextInput, FDialoguePath DialoguePath) +{ + if (TextInput.IsEmpty()) return DialoguePath; + DialoguePath.Dialogue.Add(TextInput.ToString()); + return DialoguePath; } void UDialogueNPC::GetFinalDialogue(TArray DialogueArray) { - Dialogue = DialogueArray; + DialoguePaths.Add(FDialoguePath(DialogueArray)); } diff --git a/Source/the_twilight_abyss/Dialogue/DialogueNPC.h b/Source/the_twilight_abyss/Dialogue/DialogueNPC.h index eeb8276..4b6f2f9 100644 --- a/Source/the_twilight_abyss/Dialogue/DialogueNPC.h +++ b/Source/the_twilight_abyss/Dialogue/DialogueNPC.h @@ -16,6 +16,30 @@ enum class EChoices : uint8 Choice3 UMETA(DisplayName="Choice 3"), }; +USTRUCT(BlueprintType) +struct FDialoguePath +{ + GENERATED_BODY() + + UPROPERTY() + TArray Dialogue; + + FDialoguePath() + { + Dialogue.Add("#ROOT"); + } + + FDialoguePath(FString Id) + { + Dialogue.Add(Id); + } + + explicit FDialoguePath(TArray Dialogue) + { + this->Dialogue = Dialogue; + } +}; + UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) class THE_TWILIGHT_ABYSS_API UDialogueNPC : public UActorComponent { @@ -29,7 +53,9 @@ public: FString NPCName; UPROPERTY() - TArray Dialogue; + TArray DialoguePaths; + + TArray CurrentDialoguePath; UPROPERTY(EditAnywhere) float TextAnimationSpeed = 0.05f; @@ -75,7 +101,19 @@ public: void EndDialogue(); UFUNCTION(BlueprintPure) - TArray AddDialogue(FText TextInput, TArray DialogueArrayInput); + FDialoguePath CreateRootDialoguePath(); + + UFUNCTION() + FDialoguePath CreateDialoguePath(FDialoguePath ParentDialoguePath); + + UFUNCTION(BlueprintPure) + FDialoguePath CreateDialogueChoice(FDialoguePath PreviousDialoguePath); + + UFUNCTION() + bool GotoDialoguePath(FString PathId); + + UFUNCTION(BlueprintPure) + FDialoguePath AddDialogue(FText TextInput, FDialoguePath DialoguePath); UFUNCTION(BlueprintCallable) void GetFinalDialogue(TArray DialogueArray); diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp index 1062d20..3b8e8c0 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp @@ -5,7 +5,11 @@ #include "Blueprint/UserWidget.h" #include "the_twilight_abyss/BaseItems/InventoryComponent.h" #include "the_twilight_abyss/BaseItems/Items/BaseItem.h" +#include "GameFramework/CharacterMovementComponent.h" #include "the_twilight_abyss/MerchantInteraction/Interaction.h" +#include +#include "Components/SphereComponent.h" +#include "Kismet/KismetMathLibrary.h" // CONSTRUCTOR @@ -17,6 +21,8 @@ ATempCharacter::ATempCharacter() Inventory->MaxItemSlots = 10; GoldBalance = GoldBalance; Health = Health; + this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true; + } // Called when the game starts or when spawned @@ -25,6 +31,19 @@ void ATempCharacter::BeginPlay() Super::BeginPlay(); Health = 100; ThisCamera = Cast(this->FindComponentByClass()); + PlayerCapsule = GetCapsuleComponent(); + TArray AllActorsInScene; + + //MAKE SURE POST PROCESSING IS IN THE SCENE OR GAME WILL CRASH + UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene); + Enemy = TEXT("Enemy"); + UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors); + //stops crashing + if (ensureMsgf(AllActorsInScene.Num() > 0, TEXT("No Post Processing Volume in scene"))) + { + PostProcessVolume = Cast(AllActorsInScene[0]); + } + Ammo = TEXT("Ammo"); } //Binds the input we made in the setup player component to the forward vector @@ -38,6 +57,32 @@ void ATempCharacter::RightMoveInput(float Axis) AddMovementInput(UKismetMathLibrary::GetRightVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis); } +void ATempCharacter::Sneak() +{ + UE_LOG(LogTemp, Display, TEXT("Sneak activated")); + if (bIsCrouched) + { + UnCrouch(); + if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.0f; + for (AActor* Actor : AIActors) + { + USphereComponent* SphereComponent = Actor->FindComponentByClass(); + if (SphereComponent != nullptr) SphereComponent->SetSphereRadius(40.0f); //default value + } + } + else + { + Crouch(); + for (AActor* Actor : AIActors) + { + USphereComponent* SphereComponent = Actor->FindComponentByClass(); + if (SphereComponent != nullptr) SphereComponent->SetSphereRadius(15.0f); + } + if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.8f; + } + +} + // Called every frame void ATempCharacter::Tick(float DeltaTime) @@ -53,6 +98,9 @@ void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput); PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput); PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput); + PlayerInputComponent->BindAction(TEXT("Jump"), IE_Pressed, this, &ATempCharacter::Jump); + PlayerInputComponent->BindAction(TEXT("Sneak"), IE_Pressed, this, &ATempCharacter::Sneak); + PlayerInputComponent->BindAction(TEXT("Sneak"), IE_Released, this, &ATempCharacter::Sneak); PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed); } @@ -62,6 +110,8 @@ void ATempCharacter::KeyPressed() LineTraceLogic(); } + + // Line trace logic void ATempCharacter::LineTraceLogic() { @@ -86,7 +136,6 @@ void ATempCharacter::LineTraceLogic() } if(OutHit.GetActor()->FindComponentByClass()) { - UE_LOG(LogTemp, Display, TEXT("Hit Merchant")); auto ItemArray = OutHit.GetActor()->FindComponentByClass()->GetItem(0); if(GoldBalance >= ItemArray->ItemCostPrice) { @@ -96,7 +145,12 @@ void ATempCharacter::LineTraceLogic() } if(GoldBalance <= 0) { - UE_LOG(LogTemp, Display, TEXT("Not Enough Gold")); + return; + } + if(OutHit.GetActor()->ActorHasTag(Ammo)) + { + UE_LOG(LogTemp, Display, TEXT("Ammo destroy func activated")); + OutHit.GetActor()->Destroy(); } } // if the actor hit has the interaction component/script then it will activate the code @@ -105,7 +159,6 @@ void ATempCharacter::LineTraceLogic() { if (MyInteractable->ShopDialogWidget->IsVisible()) { - UE_LOG(LogTemp, Display, TEXT("ShopKeeper text is visible")); bShopKeeperText = true; return; } @@ -120,7 +173,6 @@ void ATempCharacter::LineTraceLogic() { DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f); MyInteractable->OnInteract(); - UE_LOG(LogTemp, Display, TEXT("OnInteract activated")); UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName()); // While loop to check bisDisabled var until it changes to true @@ -140,49 +192,46 @@ void ATempCharacter::LineTraceLogic() void ATempCharacter::InputDisabler() { - UE_LOG(LogTemp, Display, TEXT("Disabling playermovement")); - disableTab = true; - //GetWorld()->GetFirstPlayerController()->InputComponent->RemoveActionBinding("Interact", IE_Pressed); - GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true); - GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true); - GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true; - GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true; - GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true; - if (ThisCamera == nullptr) + //Disable Character Movement + if (ACharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) { - return; + PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController()); } - else + //Set to UI Mode Only + APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); + PlayerController->SetInputMode(FInputModeUIOnly()); + PlayerController->bShowMouseCursor = true; + + disableTab = true; + if (ThisCamera != nullptr) { OriginalCameraLocation = ThisCamera->GetComponentLocation(); OriginalCameraRotation = ThisCamera->GetComponentRotation(); OriginalCameraFOV = ThisCamera->FieldOfView; - //ulog the originalcameralocation value UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString()); } } void ATempCharacter::InputEnabler() { + //Enable Character Movement + if (ACharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) + { + PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController()); + } + //Reset UI Mode + APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); + PlayerController->SetInputMode(FInputModeGameOnly()); + PlayerController->bShowMouseCursor = false; + UE_LOG(LogTemp, Display, TEXT("Enabling Inputs")); disableTab = true; - GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false); - GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false); - GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false; - GetWorld()->GetFirstPlayerController()->bEnableClickEvents = false; - GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false; - //GetWorld()->GetFirstPlayerController()->InputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed); TraceDistance = 300; - if (ThisCamera == nullptr) - { - return; - } - else + if (ThisCamera != nullptr) { ThisCamera->SetWorldLocation(OriginalCameraLocation); ThisCamera->SetWorldRotation(OriginalCameraRotation); ThisCamera->FieldOfView = OriginalCameraFOV; - //ulog the originalcameralocation value UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString()); } } @@ -192,7 +241,7 @@ void ATempCharacter::UseItem(class UBaseItem* Item) if(Item) { Item->Use(this); - Item->OnUse(this); //Blueprint Version + Item->OnUse(this); //OnUse is a Blueprint Version } } diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h index 510587b..57675b2 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h @@ -6,7 +6,7 @@ #include "GameFramework/Character.h" #include "the_twilight_abyss/BaseItems/Items/BaseItem.h" #include "Camera/CameraComponent.h" -#include "Kismet/KismetMathLibrary.h" +#include "Engine/PostProcessVolume.h" #include "TempCharacter.generated.h" UCLASS() @@ -25,6 +25,12 @@ protected: void ForwardInput(float Axis); void RightMoveInput(float Axis); + UFUNCTION() + void Sneak(); + + + UCapsuleComponent* PlayerCapsule; + public: // Called every frame virtual void Tick(float DeltaTime) override; @@ -80,5 +86,13 @@ public: UPROPERTY(BlueprintReadWrite) bool disableTab = false; - + + APostProcessVolume* PostProcessVolume; + + TArray AIActors; + + FName Enemy; + + FName Ammo; + }; diff --git a/UI designs/UI book design, map and bookmark.pur b/UI designs/UI book design, map and bookmark.pur new file mode 100644 index 0000000..fb69020 Binary files /dev/null and b/UI designs/UI book design, map and bookmark.pur differ diff --git a/UI designs/book designs.psd b/UI designs/book designs.psd new file mode 100644 index 0000000..13b82d4 --- /dev/null +++ b/UI designs/book designs.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9e66ac771d7f7335d346e6ecd4b6f5e9a83d78012189a9bcd2c9bebc4fafd3b7 +size 3206520 diff --git a/UI designs/final designs of book.psd b/UI designs/final designs of book.psd new file mode 100644 index 0000000..773d62a --- /dev/null +++ b/UI designs/final designs of book.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f8cc262e862a2d695aaa509b7e768e4a36ea1dfd6850e68e9abcb864bd6ff32d +size 3064995 diff --git a/UI designs/game symbols designs.psd b/UI designs/game symbols designs.psd new file mode 100644 index 0000000..9618726 --- /dev/null +++ b/UI designs/game symbols designs.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7d2f7796e2472e71342fdf5346d74016f820e84e9cedfa046438884586981175 +size 969178 diff --git a/UI designs/new book designs.psd b/UI designs/new book designs.psd new file mode 100644 index 0000000..599feb7 --- /dev/null +++ b/UI designs/new book designs.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:22c06c817ecda9028a6e4410867cba396822ddc2ce3e20dcd51e72b535f1695e +size 3871459 diff --git a/UI designs/sketchy symbols.psd b/UI designs/sketchy symbols.psd new file mode 100644 index 0000000..83fedc4 --- /dev/null +++ b/UI designs/sketchy symbols.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7d158b24535f3e0155efaf9189a059a987a5fde48ba6b4c3671697a65399ee5f +size 422048 diff --git a/UI designs/symbol for on the book.psd b/UI designs/symbol for on the book.psd new file mode 100644 index 0000000..3e4a629 --- /dev/null +++ b/UI designs/symbol for on the book.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c72b985a29734b9dc10839ded4debb90875a18189049fdf9cc481d87550f8c8e +size 839420 diff --git a/UI designs/symbols edited.psd b/UI designs/symbols edited.psd new file mode 100644 index 0000000..564b601 --- /dev/null +++ b/UI designs/symbols edited.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:83cc974e2b72e040031691cb974b0f3c1149cdab3ba1c28744caf3d035872b3c +size 1852242 diff --git a/UpgradeLog.htm b/UpgradeLog.htm new file mode 100644 index 0000000..67f7ecf --- /dev/null +++ b/UpgradeLog.htm @@ -0,0 +1,277 @@ + + + + Migration Report +

+ Migration Report -

\ No newline at end of file diff --git a/readme.md b/readme.md index da7878c..a31cf1b 100644 --- a/readme.md +++ b/readme.md @@ -5,3 +5,7 @@ ### Character Dialogue https://docs.google.com/spreadsheets/d/13iVCQuveBiaihpREnY145OZi5QT-1sseNoI0A5v8D1o/edit?usp=sharing + +### Bestiary lore book + +https://docs.google.com/document/d/1jvDYRwQlCNFKgY6uCOwbyIQsDW3oOkqERXwN_QHcjD8/edit?usp=sharing