Prep Pirate monster entry.

master
sigonasr2 6 months ago
parent 0f0a70b2b4
commit 07f431a5aa
  1. 1
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 2
      Adventures in Lestoria/Version.h
  3. 44
      Adventures in Lestoria/assets/config/Monsters.txt
  4. BIN
      Adventures in Lestoria/assets/gamepack.pak
  5. BIN
      x64/Release/Adventures in Lestoria.exe

@ -2727,7 +2727,6 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
if(changeMusic==PLAY_LEVEL_MUSIC){
#pragma region Audio Preparation (Loading Phase 10)
LoadingScreen::AddPhase([&](){
Audio::SetAudioEvent("Default Volume");
game->audioEngine.fullyLoaded=true; //We assume there's no audio to load, so we just set the audio as fully loaded by default.
if(MAP_DATA[GetCurrentLevel()].bgmSongName.length()>0){
Audio::PrepareBGM(MAP_DATA[GetCurrentLevel()].bgmSongName);

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 11592
#define VERSION_BUILD 11593
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1237,4 +1237,48 @@ Monsters
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}
Pirate
{
Health = 350
Attack = 31
CollisionDmg = 10
MoveSpd = 110%
Size = 100%
XP = 33
Strategy = Goblin Dagger
# Wait time override for Run Towards strategy.
WaitTime = 0
#Size of each animation frame
SheetFrameSize = 36,36
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
4-Way Spritesheet = True
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
# Animations must be defined in the same order as they are in their sprite sheets
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
IDLE = 2, 0.6, Repeat
WALK = 4, 0.15, Repeat
STABBING = 4, 0.075, OneShot
DEATH = 4, 0.15, OneShot
SLASHING = 4, 0.075, OneShot
STAB = 1, 0.1, OneShot
SLASH = 1, 0.1, OneShot
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
#DROP[0] = Broken Dagger,30%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
}
}
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