Update Chapter 3 maps and entries to be playable. Added Chapter 3 stage and boss music. Pirate Captain base AI completed, mounted parrot AI added. Release Build 11657.

master
sigonasr2 2 months ago
parent 3024111b4a
commit 422c6f02cc
  1. 14
      Adventures in Lestoria Tests/MonsterTests.cpp
  2. 4
      Adventures in Lestoria/Adventures in Lestoria.tiled-project
  3. 2
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  4. 9
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  5. 4
      Adventures in Lestoria/Monster.cpp
  6. 1
      Adventures in Lestoria/Monster.h
  7. 1
      Adventures in Lestoria/MonsterAttribute.h
  8. 49
      Adventures in Lestoria/Oktopus boss.txt
  9. 21
      Adventures in Lestoria/Parrot.cpp
  10. 9
      Adventures in Lestoria/Pirate_Captain.cpp
  11. 2
      Adventures in Lestoria/Version.h
  12. 2
      Adventures in Lestoria/assets/Campaigns/3_1.tmx
  13. 6
      Adventures in Lestoria/assets/Campaigns/3_2.tmx
  14. 6417
      Adventures in Lestoria/assets/Campaigns/3_3.tmx
  15. 8030
      Adventures in Lestoria/assets/Campaigns/3_4.tmx
  16. 5750
      Adventures in Lestoria/assets/Campaigns/3_5.tmx
  17. 6
      Adventures in Lestoria/assets/Campaigns/3_6.tmx
  18. 6
      Adventures in Lestoria/assets/Campaigns/3_7.tmx
  19. 6
      Adventures in Lestoria/assets/Campaigns/3_8.tmx
  20. 6
      Adventures in Lestoria/assets/Campaigns/3_B1.tmx
  21. 7
      Adventures in Lestoria/assets/Campaigns/Boss_3.tmx
  22. 973
      Adventures in Lestoria/assets/Campaigns/Boss_3_B.tmx
  23. 4
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  24. 36
      Adventures in Lestoria/assets/config/audio/bgm.txt
  25. 2
      Adventures in Lestoria/assets/config/classes/Thief.txt
  26. 1
      Adventures in Lestoria/assets/config/items/ItemDatabase.txt
  27. 60
      Adventures in Lestoria/assets/config/levels.txt
  28. BIN
      Adventures in Lestoria/assets/music/AiL_beach3.ogg
  29. BIN
      Adventures in Lestoria/assets/music/AiL_beach_boss_2.ogg
  30. BIN
      x64/Release/Adventures in Lestoria.exe

@ -74,6 +74,8 @@ namespace MonsterTests
testGame->InitializeGraphics();
testGame->InitializeClasses();
sig::Animation::InitializeAnimations();
Monster::InitializeStrategies();
MonsterData::InitializeMonsterData();
testGame->InitializeDefaultKeybinds();
testGame->InitializePlayer();
sig::Animation::SetupPlayerAnimations();
@ -508,6 +510,7 @@ namespace MonsterTests
}
TEST_METHOD(UnconsciousMonsterTest){
Monster&parrot{game->SpawnMonster({},MONSTER_DATA.at("Parrot"))};
Game::Update(1.f);
Assert::IsFalse(parrot.IsUnconscious(),L"Parrot should not be immediately unconscious.");
parrot.Hurt(1,parrot.OnUpperLevel(),parrot.GetZ());
Assert::IsFalse(parrot.IsUnconscious(),L"Parrot should not be unconscious after taking 1 damage.");
@ -515,14 +518,21 @@ namespace MonsterTests
Assert::IsTrue(parrot.IsUnconscious(),L"Parrot should now be unconscious.");
Assert::IsTrue(parrot.IsDead(),L"Parrot is considered dead.");
Assert::IsTrue(parrot.InUndamageableState(parrot.OnUpperLevel(),parrot.GetZ()),L"Parrot should be in an undamageable state. Hopefully for obvious reasons.");
game->OnUserUpdate(MONSTER_DATA.at("Parrot").UnconsciousTime()/2);
Game::Update(MONSTER_DATA.at("Parrot").UnconsciousTime()/2);
Assert::IsTrue(parrot.IsUnconscious(),L"Parrot should still be unconscious.");
Assert::IsTrue(parrot.IsDead(),L"Parrot should still be considered dead.");
Assert::IsTrue(parrot.InUndamageableState(parrot.OnUpperLevel(),parrot.GetZ()),L"Parrot should still be in an undamageable state.");
game->OnUserUpdate(MONSTER_DATA.at("Parrot").UnconsciousTime()/2);
Game::Update(MONSTER_DATA.at("Parrot").UnconsciousTime()/2);
Assert::IsTrue(!parrot.IsUnconscious(),L"Parrot should no longer be unconscious.");
Assert::IsTrue(parrot.IsAlive(),L"Parrot should be alive.");
Assert::IsTrue(!parrot.InUndamageableState(parrot.OnUpperLevel(),parrot.GetZ()),L"Parrot should not be in an undamageable state.");
}
TEST_METHOD(UnconsciousMonsterHurtTest){
Monster&parrot{game->SpawnMonster({},MONSTER_DATA.at("Parrot"))};
Game::Update(1.f);
parrot.Hurt(parrot.GetMaxHealth(),parrot.OnUpperLevel(),parrot.GetZ());
Assert::IsTrue(parrot.IsUnconscious(),L"Parrot should now be unconscious.");
}
};
}

@ -72,7 +72,9 @@
"foresty_boss",
"base_camp",
"mountain",
"mountain_boss"
"mountain_boss",
"beach",
"beach_boss"
],
"valuesAsFlags": false
},

@ -1232,6 +1232,7 @@
<None Include="steam\steam_api.json" />
</ItemGroup>
<ItemGroup>
<Text Include="..\x64\Unit Testing\debug.log" />
<Text Include="assets\config\Achievements.txt" />
<Text Include="assets\config\audio\audio.txt" />
<Text Include="assets\config\audio\bgm.txt" />
@ -1293,6 +1294,7 @@
<Text Include="Merchant%27s Items.txt" />
<Text Include="NewClasses.txt" />
<Text Include="InitialConcept.txt" />
<Text Include="Oktopus boss.txt" />
<Text Include="Slime_King_Encounter.txt" />
<Text Include="StatCalculations.txt" />
<Text Include="TODO.txt" />

@ -103,6 +103,9 @@
<Filter Include="Scripts">
<UniqueIdentifier>{eba9dd86-1d5d-4c68-8dcb-760c759099c0}</UniqueIdentifier>
</Filter>
<Filter Include="Debug">
<UniqueIdentifier>{c4119802-3fc8-4555-9013-a7a3ac9b204d}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="olcPixelGameEngine.h">
@ -1499,6 +1502,12 @@
<Text Include="ConsoleCommands.txt">
<Filter>Documentation\Admin</Filter>
</Text>
<Text Include="..\x64\Unit Testing\debug.log">
<Filter>Debug</Filter>
</Text>
<Text Include="Oktopus boss.txt">
<Filter>Documentation\Mechanics</Filter>
</Text>
</ItemGroup>
<ItemGroup>
<Image Include="assets\heart.ico">

@ -1169,6 +1169,8 @@ void Monster::OnDeath(){
game->GetPlayer()->AddAccumulatedXP(MONSTER_DATA.at(name).GetXP());
RemoveBuff(BuffType::TRAPPER_MARK);
unconsciousTimer=MONSTER_DATA.at(name).UnconsciousTime();
}
const ItemAttributable&Monster::GetStats()const{
@ -1345,7 +1347,7 @@ void Monster::ProximityKnockback(const vf2d centerPoint,const float knockbackFac
const bool Monster::IgnoresTerrainCollision()const{
return MONSTER_DATA.at(GetName()).IgnoresTerrainCollision();
return MONSTER_DATA.at(GetName()).IgnoresTerrainCollision()||manualIgnoreTerrain;
}
const float Monster::TimeSpentAlive()const{

@ -324,6 +324,7 @@ private:
float unconsciousTimer{};
const bool IsUnconscious()const;
const float UnconsciousTime()const;
bool manualIgnoreTerrain{false}; //A manual flag that can be toggled on to dynamically make this monster ignore terrain collision.
struct STRATEGY{
static std::string ERR;

@ -147,4 +147,5 @@ enum class Attribute{
FIRE_VELOCITY,
EXTENDED_LINE,
ENCHANT,
PARROT_FLY_TIMER,
};

@ -0,0 +1,49 @@
Giant Octopus
42000 HP
Boss boss has a permanent 80% DMG reduction.
Tentacle
6000 HP
When a Tentacle dies boss takes 6000 Dmg
There are 8 Tentacles
Base Damage
Bullets: 40
Big bullet: 90
Tentacle: 50
Attack moves
- Boss shots 1 bullet every second
- Every 6. Shot Boss Shots a big bullet that explodes when i gets close to the Player and form a new ring of bullets flying away in a whirl instead of a straight line. (Boss rests for 2 seconds after big bullet)
- Tentacels do a delayed attack
- Every Tentacle and the boss get a 10% Attack buff on each Tentacle death
Tentacles:
- The Tentacles wiggle a bit around between attacks
- Wiggle phase is 2-4 seconds.
- Tentacle stopps moving for 1 sec before attacking, already indicating where it will attack.
- The Tentacle attacks with its entire wheight slaming the position where the player was when the movement stopped.
- The Tentacle rest on the floor for a short period after an attack ~1 sec (can vary a bit depending how animation looks smoother)
Reference for Tentacle attack https://youtu.be/YtR521QdsNk?si=_TUxuH-3HLnwr_t9&t=475 (Should start at time stamp 07:55 with a bossfight)
Instead of wiggling around the tentacles supmerge here in between attacks.
Also instead of this piercing attack i would prefer if its closer to a slam.
But i really like how the tentacle indicates that its about to attack in a specific direction.
Phases
12k missing Health on boss:
- boss starts Shooting an Ink Bubble instead of a normal projectile every 15 seconds that explodes and leaves an ink area Lasting for 30 seconds. moving into the ink gives a -10 movespd debuff for 25 seconds.
- 6 Attacks after first ink attack, every second small bullet has a different Color and has a homing effect. Homing effect is greatly reduced if Player is covered in ink
30k missing Health
Tentacles get +10% Speed on every animation or attack
every Projectile get the homing effect
other stuff
- On Tentacle death, all Tentacles submerge and recover 1k hp each. after 3 seconds tentacles ascend again one after another 0.25 seconds delay between each Tentacle
Once the first Tentacle got defeated every 15-25 seconds a Tentacle far away from the Player submerges and appear 2 seconds later again in an area close to the Player, (Only Triggers if there is a free Tentacle spawn close to the Player)
also: technically the limps of an Octopus arent called Tentacles... but whatever, dont feel like changing this in the entire document now.

@ -47,5 +47,24 @@ using A=Attribute;
INCLUDE_game
void Monster::STRATEGY::PARROT(Monster&m,float fElapsedTime,std::string strategy){
HAWK(m,fElapsedTime,"Hawk");
enum PhaseName{
RUN,
FLY_AWAY,
};
switch(m.phase){
case RUN:{
if(!m.attachedTarget.expired())HAWK(m,fElapsedTime,"Hawk");
else{
m.lifetime=10.f;
m.phase=FLY_AWAY;
m.F(A::PATH_DIR)=1.f;
if(util::random(1.f)<0.5f)m.F(A::PATH_DIR)=-1.f;
m.manualIgnoreTerrain=true;
}
}break;
case FLY_AWAY:{
m.z+=fElapsedTime*ConfigFloat("Fly Away Z Speed");
m.SetVelocity({m.F(A::PATH_DIR)*ConfigFloat("Fly Away Speed"),0.f});
}break;
}
}

@ -71,6 +71,7 @@ void Monster::STRATEGY::PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std::string
switch(m.phase){
case INIT:{
m.F(A::TARGET_TIMER)=ConfigFloat("Shooting Frequency");
m.F(A::PARROT_FLY_TIMER)=ConfigFloat("Parrot Fly Wait Time");
m.mounted_animation=Animate2D::Animation<std::string>{};
for(bool firstAnimation=true;const std::string&animation:Config("Imposed Monster Animations").GetValues()){
m.mounted_animation.value().AddState(animation,ANIMATION_DATA.at(animation));
@ -83,6 +84,14 @@ void Monster::STRATEGY::PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std::string
m.phase=MOVE;
}break;
case MOVE:{
if(m.F(A::PARROT_FLY_TIMER)>0.f){
m.F(A::PARROT_FLY_TIMER)-=fElapsedTime;
if(m.F(A::PARROT_FLY_TIMER)<=0.f){
m.mounted_animation.reset();
Monster&parrot{game->SpawnMonster(m.GetPos(),MONSTER_DATA.at("Parrot"),m.OnUpperLevel())};
parrot.attachedTarget=m.GetWeakPointer();
}
}
m.F(A::TARGET_TIMER)-=fElapsedTime;
if(m.F(A::TARGET_TIMER)<=0.f){
const float diceRoll{util::random(100)};

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 11653
#define VERSION_BUILD 11657
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="335" height="165" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="16">
<properties>
<property name="Background Music" propertytype="BGM" value="mountain"/>
<property name="Background Music" propertytype="BGM" value="beach"/>
<property name="Level Type" type="int" propertytype="LevelType" value="0"/>
</properties>
<tileset firstgid="1" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>

@ -1,5 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="288" height="287" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="288" height="287" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<properties>
<property name="Background Music" propertytype="BGM" value="beach"/>
<property name="Level Type" type="int" propertytype="LevelType" value="0"/>
</properties>
<tileset firstgid="1" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>
<tileset firstgid="1621" source="../maps/palm_trees.tsx"/>
<tileset firstgid="1705" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

@ -1,5 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="356" height="357" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="356" height="357" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<properties>
<property name="Background Music" propertytype="BGM" value="beach"/>
<property name="Level Type" type="int" propertytype="LevelType" value="0"/>
</properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
<tileset firstgid="2913" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>
<tileset firstgid="4533" source="../maps/palm_trees.tsx"/>

@ -1,5 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="391" height="164" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="391" height="164" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<properties>
<property name="Background Music" propertytype="BGM" value="beach"/>
<property name="Level Type" type="int" propertytype="LevelType" value="0"/>
</properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
<tileset firstgid="2913" source="../maps/palm_trees.tsx"/>
<tileset firstgid="2997" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>

@ -1,5 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="254" height="370" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="254" height="370" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<properties>
<property name="Background Music" propertytype="BGM" value="beach"/>
<property name="Level Type" type="int" propertytype="LevelType" value="0"/>
</properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
<tileset firstgid="2913" source="../maps/palm_trees.tsx"/>
<tileset firstgid="2997" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>

@ -1,5 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="326" height="247" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="326" height="247" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="3">
<properties>
<property name="Background Music" propertytype="BGM" value="beach"/>
<property name="Level Type" type="int" propertytype="LevelType" value="0"/>
</properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
<tileset firstgid="2913" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>
<tileset firstgid="4533" source="../maps/palm_trees.tsx"/>

@ -1,5 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="76" height="85" tilewidth="24" tileheight="24" infinite="0" nextlayerid="7" nextobjectid="2">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="76" height="85" tilewidth="24" tileheight="24" infinite="0" nextlayerid="7" nextobjectid="3">
<properties>
<property name="Background Music" propertytype="BGM" value="beach_boss"/>
<property name="Level Type" type="int" propertytype="LevelType" value="1"/>
</properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
<tileset firstgid="2913" source="../maps/palm_trees.tsx"/>
<tileset firstgid="2997" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>
@ -451,5 +455,6 @@
</layer>
<objectgroup id="6" name="Spawn Zones">
<object id="1" name="Player Spawn" type="PlayerSpawnLocation" x="1516" y="936" width="24" height="24"/>
<object id="2" name="Boss Arena Bounds" type="BossArena" x="180" y="132" width="1404" height="1818"/>
</objectgroup>
</map>

@ -1,706 +1,293 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="40" height="40" tilewidth="24" tileheight="24" infinite="1" nextlayerid="5" nextobjectid="1">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="68" height="66" tilewidth="24" tileheight="24" infinite="0" nextlayerid="6" nextobjectid="2">
<properties>
<property name="Background Music" propertytype="BGM" value="beach_boss"/>
<property name="Level Type" type="int" propertytype="LevelType" value="1"/>
</properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
<tileset firstgid="2913" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>
<tileset firstgid="4533" source="../maps/objects.tsx"/>
<layer id="1" name="Layer 1" width="40" height="40">
<layer id="1" name="Layer 1" width="68" height="66">
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</data>
</layer>
<objectgroup id="5" name="Spawn Zones">
<object id="1" name="Boss Arena" type="BossArena" x="180" y="216" width="1272" height="852"/>
</objectgroup>
</map>

@ -1091,7 +1091,6 @@ MonsterStrategy
}
Pirate Captain
{
Imposed Monster Offset = 0,0
Imposed Monster Animations = PARROT_MOUNTED_0,PARROT_MOUNTED_1,PARROT_MOUNTED_2,PARROT_MOUNTED_3,
Spawned Monster = Parrot
@ -1148,6 +1147,9 @@ MonsterStrategy
{
# Amount of time parrot remains stunned on death.
Stun Time = 5s
Fly Away Speed = 100
Fly Away Z Speed = 10
}
Crab
{

@ -170,4 +170,40 @@ BGM
PreBossPhase = 0%, 0%, 70%
}
}
#Song title followed by filenames for individual parts
beach
{
Track Name = Beach
channel[0]=commercial_assets/AiL_beach3.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%
}
}
#Song title followed by filenames for individual parts
beach_boss
{
Track Name = Beach
channel[0]=commercial_assets/AiL_beach_boss_2.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%
}
}
}

@ -10,7 +10,7 @@ Thief
# Amount of attack gained per level.
AtkGrowthRate = 2
FullRender = unknown_full_render.png
FullRender = characters/commercial_assets/Thief_F_NoOutline.png
Auto Attack
{

@ -375,4 +375,5 @@ ItemDatabase
ItemCategory = Materials
SellValue = 14
}
}

@ -202,4 +202,64 @@ Levels
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
CAMPAIGN_3_2
{
Map File = 3_2.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
CAMPAIGN_3_3
{
Map File = 3_3.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
CAMPAIGN_3_4
{
Map File = 3_4.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
CAMPAIGN_3_5
{
Map File = 3_5.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
CAMPAIGN_3_6
{
Map File = 3_6.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
CAMPAIGN_3_7
{
Map File = 3_7.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
CAMPAIGN_3_8
{
Map File = 3_8.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
CAMPAIGN_3_B1
{
Map File = 3_B1.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
BOSS_3
{
Map File = Boss_3.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
BOSS_3_B
{
Map File = Boss_3_B.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Stone, 1, 3, 100%
}
}
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