Crab and Giant Crab monster entries added.

master
sigonasr2 2 months ago
parent 21c5af80c2
commit 8f5973d836
  1. 93
      Adventures in Lestoria/assets/config/Monsters.txt

@ -1391,7 +1391,7 @@ Monsters
WaitTime = 0
#Size of each animation frame
SheetFrameSize = 36,36
SheetFrameSize = 48,48
# 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
@ -1404,13 +1404,90 @@ Monsters
IDLE = 4, 0.6, Repeat
WALK = 4, 0.15, Repeat
DEATH = 4, 0.25, OneShot
SLASHING = 4, 0.1, OneShot
STABBING = 3, 0.1, OneShot
SLASH = 1, 0.1, OneShot
STAB = 1, 0.1, OneShot
SHOOTING = 3, 0.2, OneShot
SHOOT = 1, 0.1, OneShot
DRINK = 3, 0.5, PingPong
SHOOTING = 4, 0.2, OneShot
SHOOT = 2, 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
}
Crab
{
Health = 430
Attack = 45
CollisionDmg = 10
MoveSpd = 120%
Size = 60%
XP = 37
Strategy = Crab
# Wait time override for Run Towards strategy.
WaitTime = 0
#Size of each animation frame
SheetFrameSize = 48,48
# 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 = 1, 0.6, Repeat
WALK = 2, 0.15, Repeat
PINCER = 3, 0.3, Repeat
DEATH = 3, 0.15, 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
}
Giant Crab
{
Health = 1800
Attack = 49
CollisionDmg = 20
MoveSpd = 90%
Size = 180%
XP = 61
Strategy = Crab
# Wait time override for Run Towards strategy.
WaitTime = 0
#Size of each animation frame
SheetFrameSize = 48,48
# 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 = 1, 0.6, Repeat
WALK = 2, 0.15, Repeat
PINCER = 3, 0.3, Repeat
DEATH = 3, 0.15, OneShot
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity

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