Begin Pirate Captain AI implementation.
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@ -47,5 +47,18 @@ using A=Attribute;
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INCLUDE_game
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INCLUDE_game
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void Monster::STRATEGY::PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std::string strategy){
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void Monster::STRATEGY::PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INIT,
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MOVE,
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};
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switch(m.phase){
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case INIT:{
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m.F(A::TARGET_TIMER)=
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m.phase=MOVE;
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}break;
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case MOVE:{
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GOBLIN_DAGGER(m,fElapsedTime,"Goblin Dagger");
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}break;
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}
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}
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}
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@ -1397,6 +1397,43 @@ Monsters
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = True
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4-Way Spritesheet = True
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#### Script Override ####
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# The Pirate Captain normally behaves as the Pirate, which also borrows from Goblin Dagger.
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## Goblin Dagger Overrides ##
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# Distance from player to run to before swinging weapon.
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Attack Spacing = 100
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# Number of pixels from the dagger's center that the player would be hit by.
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Dagger Hit Radius = 16
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# Number of pixels of reach the dagger stab has.
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Dagger Stab Distance = 4
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# Number of pixels of reach the dagger slash has from the monster.
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Dagger Slash Distance = 12
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# Slash Attack windup time
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Slash Windup Time = 0.2s
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# Stab Attack windup time
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Stab Windup Time = 0.2s
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# Amount of time where nothing happens after an attack.
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Attack Recovery Time = 0.6s
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Dagger Stab Image = "pirate_dagger.png"
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Dagger Slash Image = "pirate_slash.png"
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# Offset for the dagger stab effect per direction from the monster's center.
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Dagger Up Offset = -6,-5.5
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Dagger Down Offset = -5,-1
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Dagger Right Offset = 9,0
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Dagger Left Offset = -8,-2
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########
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Animations
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Animations
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{
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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