Add back in 2-1 and missing level entry and world map entry for 2-1 access. Added placeholder sprites and spawn templates for all chapter 2 enemies.

mac-build
sigonasr2 8 months ago
parent 171cc49d46
commit 05439de383
  1. 1
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 84
      Adventures in Lestoria/Chapter_2_Monsters.txt
  3. 2
      Adventures in Lestoria/Version.h
  4. 1882
      Adventures in Lestoria/assets/Campaigns/2_1.tmx
  5. 210
      Adventures in Lestoria/assets/config/Monsters.txt
  6. 6
      Adventures in Lestoria/assets/config/levels.txt
  7. 9
      Adventures in Lestoria/assets/maps/Monster_Presets.tmx
  8. 5
      Adventures in Lestoria/assets/maps/Monsters/Boar.tx
  9. 5
      Adventures in Lestoria/assets/maps/Monsters/Goblin (Bombs).tx
  10. 5
      Adventures in Lestoria/assets/maps/Monsters/Goblin (Bow).tx
  11. 5
      Adventures in Lestoria/assets/maps/Monsters/Goblin (Dagger).tx
  12. 5
      Adventures in Lestoria/assets/maps/Monsters/Goblin Boar Rider.tx
  13. 5
      Adventures in Lestoria/assets/maps/Monsters/Hawk.tx
  14. 5
      Adventures in Lestoria/assets/maps/Monsters/Stone Elemental.tx
  15. BIN
      Adventures in Lestoria/assets/maps/Monsters/monsters-tileset.png
  16. BIN
      Adventures in Lestoria/assets/monsters/Boar.png
  17. BIN
      Adventures in Lestoria/assets/monsters/Goblin (Bombs).png
  18. BIN
      Adventures in Lestoria/assets/monsters/Goblin (Bow).png
  19. BIN
      Adventures in Lestoria/assets/monsters/Goblin (Dagger).png
  20. BIN
      Adventures in Lestoria/assets/monsters/Goblin Boar Rider.png
  21. BIN
      Adventures in Lestoria/assets/monsters/Hawk.png
  22. BIN
      Adventures in Lestoria/assets/monsters/Stone Elemental.png
  23. BIN
      x64/Release/Adventures in Lestoria.exe

@ -919,6 +919,7 @@
<Text Include="Adventures in Lestoria_System_Overview.txt" />
<Text Include="Chapter_1_2nd_Boss.txt" />
<Text Include="Chapter_1_Creatures_Part_2.txt" />
<Text Include="Chapter_2_Monsters.txt" />
<Text Include="characters.txt" />
<Text Include="Crawler_System_Overview.txt" />
<Text Include="Merchant%27s Items.txt" />

@ -0,0 +1,84 @@
Chapter 2 Monsters:
Boar:
Hp: 260
Attack: 24
Size: 110%
Move-Spd: 100%
Attack Strategie: If range to player >700 move closer.
if range 400-700 Scratch the ground twice and then charge with 30% Move-Spd bonus in the players direction for a distance of 900.
If range to player<400 backpaddle with 50% move-spd. if getting hit while backpaddling, start charge sequence.
Goblin (Dagger):
Hp: 120
Attack: 18
Size: 90%
Move-Spd: 90%
Attack Strategie: Runs infront of player, short preparation for attack (~0.3 - 0.5 secs depending what looks better animation wise) and either slashes with the dagger or stabs with it. 1 sec of idle before loop repeats
Goblin (Bow):
Hp: 120
Attack: 18
Size: 90%
Move-Spd: 70%
Attack Strategie:
if range > 1000 move to a 850 range.
if range 1000-700. Stand still and shoot. (reload twice as fast)
if range between 500 and 700. Shoot and run in random direction while reloading without getting out of the 500 - 700 range
range < 500 while reloading try to get distance. still shoot if reload finishes
After every attack: reload takes 2 seconds. before shooting takes 1 second.
Goblin (Bombs):
Hp: 120
Attack: 38
Size: 90%
Move-Spd: 70%
Attack Strategie: Throws every 4 seconds a bomb on top of the player that detonates after 3.5 seconds in a 300 radius. Tries to keeps his distance on a 600 radius. Throws bombs even while moving.
Goblin Boar Rider:
Same stats as Boar.
On death leaves a Bow Goblin on location of death
Same attack strategie as normal Boar.
+ the Goblin on Top also shoots every 4 seconds
Hawks
Hp: 10
Attack: 22
Size: 50%
Move-Spd: 180%
Attack Strategie: Fly circles at the edge of the Players Screen. every 8 seconds charge on players location to the other corner of the screen.
Stone Elemental
Hp: 990
Attack: 52
Move-Spd: 50%
Size: 220%
Attack Strategie:
Every 2 seconds after completing an attack do one of the following attacks:
Casts a Stone Pillar on the location of the Player: radius 350. Hits with 3 seconds delay. Becomes an solid object (Player colision) and decays after 5 seconds again.
If the Stone pillar would hit the Stone Elemental it will move out of its range.
Shoot a Stone (bullet) in the direction of the target.
The Stone gets created in form of a Cone and tracks the player movement without moving for the first second.
Once it locks it doesnt move for another second. then it starts flying towards the player with 3x the normal Bullet speed.
Dive under earth and show up 1 second later in a random location 400-700 away from player. while emerging shoot a ring of bullets (0.5x Attack)
(maybe emerge with 200 away from anything with colision to avoid the Elemental getting stuck? Other solutions for that are welcome aswell)
if range to player > 1200 always use 3rd attack

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 8945
#define VERSION_BUILD 8946
#define stringify(a) stringify_(a)
#define stringify_(a) #a

File diff suppressed because it is too large Load Diff

@ -446,4 +446,214 @@ Monsters
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Boar
{
Health = 260
Attack = 24
CollisionDmg = 24
MoveSpd = 100%
Size = 110%
XP = 5
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Goblin (Dagger)
{
Health = 120
Attack = 18
CollisionDmg = 0
MoveSpd = 90%
Size = 90%
XP = 5
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Goblin (Bow)
{
Health = 120
Attack = 18
CollisionDmg = 0
MoveSpd = 90%
Size = 90%
XP = 5
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Goblin (Bombs)
{
Health = 120
Attack = 18
CollisionDmg = 0
MoveSpd = 90%
Size = 90%
XP = 5
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Hawk
{
Health = 10
Attack = 22
CollisionDmg = 22
MoveSpd = 180%
Size = 50%
XP = 5
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Stone Elemental
{
Health = 990
Attack = 52
CollisionDmg = 26
MoveSpd = 50%
Size = 220%
XP = 10
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
}

@ -116,4 +116,10 @@ Levels
Map File = Hub_v2.tmx
}
CAMPAIGN_2_1
{
Map File = 2_1.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
}

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="24" tileheight="24" infinite="1" nextlayerid="3" nextobjectid="12">
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="24" tileheight="24" infinite="1" nextlayerid="3" nextobjectid="19">
<tileset firstgid="1" source="Monsters/Monsters.tsx"/>
<layer id="1" name="Tile Layer 1" width="30" height="20">
<data encoding="csv"/>
@ -16,5 +16,12 @@
<object id="9" template="Monsters/Yellow Slime.tx" x="1" y="111"/>
<object id="10" template="Monsters/Slime King.tx" type="Monster" x="-193" y="97"/>
<object id="11" template="Monsters/Ursule, Mother of Bears.tx" type="Monster" x="-220" y="266"/>
<object id="12" template="Monsters/Boar.tx" type="Monster" x="38" y="171"/>
<object id="13" template="Monsters/Goblin (Dagger).tx" type="Monster" x="39" y="217" width="21.6" height="21.6"/>
<object id="14" template="Monsters/Goblin (Bow).tx" type="Monster" x="89" y="220"/>
<object id="15" template="Monsters/Goblin (Bombs).tx" type="Monster" x="131" y="222"/>
<object id="16" template="Monsters/Goblin Boar Rider.tx" type="Monster" x="111" y="171"/>
<object id="17" template="Monsters/Hawk.tx" type="Monster" x="102" y="109" width="12" height="12"/>
<object id="18" template="Monsters/Stone Elemental.tx" type="Monster" x="169" y="175"/>
</objectgroup>
</map>

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<template>
<tileset firstgid="1" source="Monsters.tsx"/>
<object name="Boar" type="Monster" gid="15" width="26.4" height="26.4"/>
</template>

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<template>
<tileset firstgid="1" source="Monsters.tsx"/>
<object name="Goblin (Bombs)" type="Monster" gid="13" width="21.6" height="21.6"/>
</template>

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<template>
<tileset firstgid="1" source="Monsters.tsx"/>
<object name="Goblin (Bow)" type="Monster" gid="13" width="21.6" height="21.6"/>
</template>

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<template>
<tileset firstgid="1" source="Monsters.tsx"/>
<object name="Goblin (Dagger)" type="Monster" gid="13" width="24" height="24"/>
</template>

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<template>
<tileset firstgid="1" source="Monsters.tsx"/>
<object name="Goblin Boar Rider" type="Monster" gid="14" width="24" height="24"/>
</template>

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<template>
<tileset firstgid="1" source="Monsters.tsx"/>
<object name="Hawk" type="Monster" gid="12" width="24" height="24"/>
</template>

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<template>
<tileset firstgid="1" source="Monsters.tsx"/>
<object name="Stone Elemental" type="Monster" gid="16" width="52.8" height="52.8"/>
</template>

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