Include monster info for Goblin Boar Riders. Add copies of sprite for basic 4-animation tilesheet setup. Add in test spawn zone for 2-1. Release Build 8947.

mac-build
sigonasr2 8 months ago
parent 05439de383
commit 483fe6b32d
  1. 2
      Adventures in Lestoria/Version.h
  2. 1032
      Adventures in Lestoria/assets/Campaigns/2_1.tmx
  3. 35
      Adventures in Lestoria/assets/config/Monsters.txt
  4. BIN
      Adventures in Lestoria/assets/monsters/Boar.png
  5. BIN
      Adventures in Lestoria/assets/monsters/Goblin (Bombs).png
  6. BIN
      Adventures in Lestoria/assets/monsters/Goblin (Bow).png
  7. BIN
      Adventures in Lestoria/assets/monsters/Goblin (Dagger).png
  8. BIN
      Adventures in Lestoria/assets/monsters/Goblin Boar Rider.png
  9. BIN
      Adventures in Lestoria/assets/monsters/Hawk.png
  10. BIN
      Adventures in Lestoria/assets/monsters/Stone Elemental.png
  11. BIN
      x64/Release/Adventures in Lestoria.exe

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 8946
#define VERSION_BUILD 8947
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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@ -586,6 +586,41 @@ Monsters
# 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 Boar Rider
{
Health = 260
Attack = 24
CollisionDmg = 24
MoveSpd = 100%
Size = 100%
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

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