Setup monster drop config data and monster drop data structure.
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@ -1307,8 +1307,6 @@ void Crawler::LoadLevel(MapName map){
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totalBossEncounterMobs=0;
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Inventory::Clear("Monster Loot");
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Inventory::Clear("Stage Loot");
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Inventory::AddItem("Bandages",3);
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Inventory::AddItem("Blue Slime Remains",10,true);
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#pragma region Monster Spawn Data Setup
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for(auto key:MAP_DATA[map].SpawnerData){
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@ -41,6 +41,8 @@ SUCH DAMAGE.
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#include "DEFINES.h"
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#include "Attributable.h"
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INCLUDE_ITEM_DATA
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struct Player;
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class Crawler;
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@ -53,6 +55,15 @@ enum MonsterAnimation{
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DEATH
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};
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struct MonsterDropData{
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ItemInfo*item;
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float dropChance;
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int minQty=1;
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int maxQty=1;
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MonsterDropData(std::string itemName,float dropChance,int minQty=1,int maxQty=1)
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:item(ITEM_DATA.at(itemName)),dropChance(dropChance),minQty(minQty),maxQty(maxQty){}
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};
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struct MonsterData{
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private:
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int id;
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@ -23,6 +23,10 @@ Monsters
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ShootAnimation = 10, 0.1, OneShot
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DeathAnimation = 10, 0.1, OneShot
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Green Slime Remains,65%,1,2
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DROP[1] = Small Health Potion,5%,1,1
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#Additional custom animations go down below. Start with ANIMATION[0]. Order is:
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
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#ANIMATION[0] = 6, 0.1, Repeat
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@ -49,6 +53,10 @@ Monsters
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ShootAnimation = 10, 0.1, Repeat
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DeathAnimation = 10, 0.1, OneShot
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Green Slime Remains,65%,1,2
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DROP[1] = Small Health Potion,5%,1,1
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#Additional custom animations go down below. Start with ANIMATION[0]
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#ANIMATION[0] = MY_NEW_ANIMATION
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}
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@ -74,6 +82,10 @@ Monsters
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ShootAnimation = 10, 0.1, OneShot
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DeathAnimation = 10, 0.1, OneShot
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Green Slime Remains,65%,1,2
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DROP[1] = Small Health Potion,5%,1,1
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#Additional custom animations go down below. Start with ANIMATION[0]
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#ANIMATION[0] = MY_NEW_ANIMATION
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}
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@ -99,6 +111,9 @@ Monsters
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ShootAnimation = 10, 0.1, OneShot
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DeathAnimation = 10, 0.1, OneShot
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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#DROP[0] = Bandages,30%,1,1
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#Additional custom animations go down below. Start with ANIMATION[0]
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#ANIMATION[0] = MY_NEW_ANIMATION
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}
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@ -124,6 +139,9 @@ Monsters
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ShootAnimation = 5, 0.1, OneShot
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DeathAnimation = 5, 0.2, OneShot
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Bandages,30%,1,1
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#Additional custom animations go down below. Start with ANIMATION[0]
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#ANIMATION[0] = MY_NEW_ANIMATION
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}
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@ -150,6 +168,9 @@ Monsters
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ShootAnimation = 10, 0.1, OneShot
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DeathAnimation = 10, 0.1, OneShot
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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#DROP[0] = Bandages,30%,1,1
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#Additional custom animations go down below. Start with ANIMATION[0]
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ANIMATION[0] = monsters/Slime King - Cast.png
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}
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@ -164,4 +164,14 @@ ItemDatabase
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Description = The remains of a red slime. It stares at you intently.
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ItemCategory = Materials
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}
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Logs
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{
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Description = A small unrefined pile of logs.
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ItemCategory = Materials
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}
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Green Gemstone
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{
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Description = Radiating with energy from the forest, it is used to refine stronger equipment.
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ItemCategory = Materials
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}
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}
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BIN
Crawler/assets/items/Green Gemstone.png
Normal file
BIN
Crawler/assets/items/Green Gemstone.png
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After Width: | Height: | Size: 878 B |
BIN
Crawler/assets/items/Logs.png
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BIN
Crawler/assets/items/Logs.png
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Binary file not shown.
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After Width: | Height: | Size: 859 B |
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