Setup monster drop config data and monster drop data structure.

pull/28/head
sigonasr2 1 year ago
parent 11e2aa0fad
commit b61f9ddf96
  1. 2
      Crawler/Crawler.cpp
  2. 11
      Crawler/Monster.h
  3. 21
      Crawler/assets/config/Monsters.txt
  4. 10
      Crawler/assets/config/items/ItemDatabase.txt
  5. BIN
      Crawler/assets/items/Green Gemstone.png
  6. BIN
      Crawler/assets/items/Logs.png

@ -1307,8 +1307,6 @@ void Crawler::LoadLevel(MapName map){
totalBossEncounterMobs=0;
Inventory::Clear("Monster Loot");
Inventory::Clear("Stage Loot");
Inventory::AddItem("Bandages",3);
Inventory::AddItem("Blue Slime Remains",10,true);
#pragma region Monster Spawn Data Setup
for(auto key:MAP_DATA[map].SpawnerData){

@ -41,6 +41,8 @@ SUCH DAMAGE.
#include "DEFINES.h"
#include "Attributable.h"
INCLUDE_ITEM_DATA
struct Player;
class Crawler;
@ -53,6 +55,15 @@ enum MonsterAnimation{
DEATH
};
struct MonsterDropData{
ItemInfo*item;
float dropChance;
int minQty=1;
int maxQty=1;
MonsterDropData(std::string itemName,float dropChance,int minQty=1,int maxQty=1)
:item(ITEM_DATA.at(itemName)),dropChance(dropChance),minQty(minQty),maxQty(maxQty){}
};
struct MonsterData{
private:
int id;

@ -23,6 +23,10 @@ Monsters
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Green Slime Remains,65%,1,2
DROP[1] = Small Health Potion,5%,1,1
#Additional custom animations go down below. Start with ANIMATION[0]. Order is:
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
#ANIMATION[0] = 6, 0.1, Repeat
@ -49,6 +53,10 @@ Monsters
ShootAnimation = 10, 0.1, Repeat
DeathAnimation = 10, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Green Slime Remains,65%,1,2
DROP[1] = Small Health Potion,5%,1,1
#Additional custom animations go down below. Start with ANIMATION[0]
#ANIMATION[0] = MY_NEW_ANIMATION
}
@ -74,6 +82,10 @@ Monsters
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Green Slime Remains,65%,1,2
DROP[1] = Small Health Potion,5%,1,1
#Additional custom animations go down below. Start with ANIMATION[0]
#ANIMATION[0] = MY_NEW_ANIMATION
}
@ -99,6 +111,9 @@ Monsters
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
#DROP[0] = Bandages,30%,1,1
#Additional custom animations go down below. Start with ANIMATION[0]
#ANIMATION[0] = MY_NEW_ANIMATION
}
@ -124,6 +139,9 @@ Monsters
ShootAnimation = 5, 0.1, OneShot
DeathAnimation = 5, 0.2, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Bandages,30%,1,1
#Additional custom animations go down below. Start with ANIMATION[0]
#ANIMATION[0] = MY_NEW_ANIMATION
}
@ -150,6 +168,9 @@ Monsters
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
#DROP[0] = Bandages,30%,1,1
#Additional custom animations go down below. Start with ANIMATION[0]
ANIMATION[0] = monsters/Slime King - Cast.png
}

@ -164,4 +164,14 @@ ItemDatabase
Description = The remains of a red slime. It stares at you intently.
ItemCategory = Materials
}
Logs
{
Description = A small unrefined pile of logs.
ItemCategory = Materials
}
Green Gemstone
{
Description = Radiating with energy from the forest, it is used to refine stronger equipment.
ItemCategory = Materials
}
}

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