Slime King Graphics prepared.
@ -19,7 +19,7 @@
|
|||||||
|
|
||||||
INCLUDE_EMITTER_LIST
|
INCLUDE_EMITTER_LIST
|
||||||
|
|
||||||
//192x192
|
//360x240
|
||||||
vi2d WINDOW_SIZE={24*15,24*10};
|
vi2d WINDOW_SIZE={24*15,24*10};
|
||||||
safemap<std::string,Animate2D::FrameSequence>ANIMATION_DATA;
|
safemap<std::string,Animate2D::FrameSequence>ANIMATION_DATA;
|
||||||
std::vector<Monster>MONSTER_LIST;
|
std::vector<Monster>MONSTER_LIST;
|
||||||
|
@ -316,6 +316,7 @@
|
|||||||
<ClCompile Include="Ranger.cpp" />
|
<ClCompile Include="Ranger.cpp" />
|
||||||
<ClCompile Include="RUN_STRATEGY.cpp" />
|
<ClCompile Include="RUN_STRATEGY.cpp" />
|
||||||
<ClCompile Include="ShootAfar.cpp" />
|
<ClCompile Include="ShootAfar.cpp" />
|
||||||
|
<ClCompile Include="SlimeKing.cpp" />
|
||||||
<ClCompile Include="Thief.cpp" />
|
<ClCompile Include="Thief.cpp" />
|
||||||
<ClCompile Include="Trapper.cpp" />
|
<ClCompile Include="Trapper.cpp" />
|
||||||
<ClCompile Include="Turret.cpp" />
|
<ClCompile Include="Turret.cpp" />
|
||||||
|
@ -233,6 +233,9 @@
|
|||||||
<ClCompile Include="RUN_STRATEGY.cpp">
|
<ClCompile Include="RUN_STRATEGY.cpp">
|
||||||
<Filter>Source Files\Monster Strategies</Filter>
|
<Filter>Source Files\Monster Strategies</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="SlimeKing.cpp">
|
||||||
|
<Filter>Source Files\Monster Strategies</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="cpp.hint" />
|
<None Include="cpp.hint" />
|
||||||
|
@ -72,6 +72,12 @@ MonsterStrategy
|
|||||||
{
|
{
|
||||||
# The Slime King Boss script.
|
# The Slime King Boss script.
|
||||||
Name = Slime King
|
Name = Slime King
|
||||||
|
# How much time a jump will be pre-telegraphed.
|
||||||
|
JumpWarningIndicatorTime = 1.0
|
||||||
|
# Distance to jump up into the sky. A higher value causes it to launch up and down seemingly faster.
|
||||||
|
JumpHeight = 1500
|
||||||
|
ProjectileDamage = 10
|
||||||
|
JumpAttackDamage = 20
|
||||||
Phase1
|
Phase1
|
||||||
{
|
{
|
||||||
Size = 800
|
Size = 800
|
||||||
@ -79,8 +85,7 @@ MonsterStrategy
|
|||||||
ShootRingCount = 3
|
ShootRingCount = 3
|
||||||
#In degrees.
|
#In degrees.
|
||||||
RingOffset = 10
|
RingOffset = 10
|
||||||
# Number of pattern repeats before a jump occurs.
|
JumpAfter = 4 shots
|
||||||
JumpAfter = 4
|
|
||||||
AirborneTime = 3.0
|
AirborneTime = 3.0
|
||||||
LandingRingCount = 1
|
LandingRingCount = 1
|
||||||
LandingRecoveryTime = 2.0
|
LandingRecoveryTime = 2.0
|
||||||
@ -91,20 +96,48 @@ MonsterStrategy
|
|||||||
# Percentage of health to transition to Phase 2
|
# Percentage of health to transition to Phase 2
|
||||||
Change = 75%
|
Change = 75%
|
||||||
MonsterSpawnOnChange = Red Slime, 2
|
MonsterSpawnOnChange = Red Slime, 2
|
||||||
|
ShootRate = 1.0
|
||||||
|
ShootProjectileCount = 3
|
||||||
|
ShootCount = 5
|
||||||
|
ShootAngleSpread = 45
|
||||||
|
JumpChargeTime = 5.0
|
||||||
|
JumpAfter = 5 shots
|
||||||
|
JumpCount = 3
|
||||||
|
# Delay times per jump in seconds.
|
||||||
|
Jump[1] = 2.0
|
||||||
|
Jump[2] = 0.3
|
||||||
|
Jump[3] = 0.75
|
||||||
}
|
}
|
||||||
Phase2Change = 75
|
Phase3
|
||||||
Phase2Size = 600
|
{
|
||||||
|
Size = 400
|
||||||
# Percentage of health to transition to Phase 3
|
# Percentage of health to transition to Phase 3
|
||||||
Phase3Change = 50
|
Change = 50%
|
||||||
Phase3Size = 400
|
MonsterSpawnOnChange = Red Slime, 2
|
||||||
|
ShootRate = 0.5
|
||||||
|
ShootProjectileCount = 3
|
||||||
|
ShootAngleSpread = 45
|
||||||
|
JumpDelayTime = 0.5
|
||||||
|
JumpRecoveryTime = 2.0
|
||||||
|
}
|
||||||
|
Phase4
|
||||||
|
{
|
||||||
|
Size = 200
|
||||||
# Percentage of health to transition to Phase 4
|
# Percentage of health to transition to Phase 4
|
||||||
Phase4Change = 25
|
Change = 25%
|
||||||
Phase4Size = 200
|
MonsterSpawnOnChange = Blue Slime, 2
|
||||||
# How often the enemy shoots.
|
MoveSpdModifier = 50%
|
||||||
ShootingSpeed = 0.6
|
ShootRate = 0.1
|
||||||
BulletSpeed = 450
|
RandomOffsetAngle = 75
|
||||||
BulletSize = 30
|
JumpDistance = 1000
|
||||||
BulletColor = 0, 255, 0, 255
|
}
|
||||||
|
Phase5
|
||||||
|
{
|
||||||
|
SizeLossPerHit=50%
|
||||||
|
IframeTimePerHit = 1.0
|
||||||
|
MoveSpdModified = 50%
|
||||||
|
# Percentage of health to transition to Phase 5
|
||||||
|
Change = 0%
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -123,6 +123,31 @@ Monsters
|
|||||||
ShootAnimation = 5, 0.1, OneShot
|
ShootAnimation = 5, 0.1, OneShot
|
||||||
DeathAnimation = 5, 0.2, OneShot
|
DeathAnimation = 5, 0.2, OneShot
|
||||||
|
|
||||||
|
#Additional custom animations go down below. Start with ANIMATION[0]
|
||||||
|
#ANIMATION[0] = MY_NEW_ANIMATION
|
||||||
|
}
|
||||||
|
5
|
||||||
|
{
|
||||||
|
DisplayName = Slime King
|
||||||
|
Health = 1200
|
||||||
|
Attack = 10
|
||||||
|
|
||||||
|
CollisionDmg = 0
|
||||||
|
|
||||||
|
MoveSpd = 0
|
||||||
|
Size = 800
|
||||||
|
|
||||||
|
Strategy = Slime King
|
||||||
|
|
||||||
|
#Size of each animation frame
|
||||||
|
SheetFrameSize = 24,24
|
||||||
|
|
||||||
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
|
||||||
|
IdleAnimation = 10, 0.1, Repeat
|
||||||
|
JumpAnimation = 10, 0.06, Repeat
|
||||||
|
ShootAnimation = 10, 0.1, OneShot
|
||||||
|
DeathAnimation = 10, 0.1, OneShot
|
||||||
|
|
||||||
#Additional custom animations go down below. Start with ANIMATION[0]
|
#Additional custom animations go down below. Start with ANIMATION[0]
|
||||||
#ANIMATION[0] = MY_NEW_ANIMATION
|
#ANIMATION[0] = MY_NEW_ANIMATION
|
||||||
}
|
}
|
||||||
|
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 4.7 KiB |
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 4.7 KiB |
Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 6.3 KiB |
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 7.1 KiB |
BIN
Crawler/assets/monsters/Slime King.xcf
Normal file
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 6.3 KiB |