Last Stance Mod Manual Help

Enemy

Base Properties

  • fighterName

    • The name of the enemy

  • description

    • A short description

  • enemyType

    • The available enemy types:

      • regular

      • boss

  • previewImageName

    • The file name of the preview image

    • SHOULD be square

      • needed for steam workshop

      • would be stretched otherwise

    • Can have transparency

  • minHp

    • The minimum HP of the enemy (higher min-hp means later enemy)

  • chanceForMoney

    • A chance out of chanceForMoneyRange for money

    • more infos

  • chanceForMoneyRange

    • The range the random between 0 and chanceForMoneyRange is rolled

    • more infos

  • moneyWorth

  • biomes

    • a list of biomes names

    • empty list means allowing all levels for this enemy

Animations

All animations work the same (see Example: Enemy Shroom for a full example).
All animations are a list of timePerFrame and frameNames, where a random animation is picked from, meaning there can be 1 or more animations from which one is randomly chosen per animation type.

  • idle

    • Idle animation

  • attacksOneSide

    • Attack animation

    • Is used as "the happy dance" when an enemy has killed the player

    • Will loop infinitely after the enemy killed the player

  • dying

    • The dying animation when an enemy was killed

    • Transitions into dead when the animation is finished

  • dead

    • The sprite shown on "Death Mountain"

    • Can be animated or a single image

  • timePerFrame

    • Time in seconds between frames

    • Can be 0 if there is only 1 Frame

    • See Times for examples

  • frameNames

    • List of frames

    • The file names of the layer frames

    • If there is only 1 frame then there is only 1 file name

{ "idle": [ { "timePerFrame": 0.3, "frameNames": [ "shroom_idle_f1.png", "shroom_idle_f2.png" ] } ], "dead": [ { "timePerFrame": 0.1, "frameNames": [ "shroom_d_f1.png" ] } ] }

Details

chanceForMoney / chanceForMoneyRange

When an enemy is killed by the player, the player gets moneyWorth when the random picked number between 0 and chanceForMoneyRange is <= chanceForMoney.

Some examples:
If the chanceForMoney is 25 and the chanceForMoneyRange is 100, the player gets a chance of 25 out of 100 to get the moneyWorth amount of money when killing this enemy
If the chanceForMoney is 10 and the chanceForMoneyRange is 1000, the player gets a chance of 10 out of 1000 to get the moneyWorth amount of money when killing this enemy

Example:

{ "chanceForMoney": 25, "chanceForMoneyRange": 100, "moneyWorth": 1 }

Money Increase

When an enemy gets its hp increased, the money worth will be increased too by the % of the amount of health increased based in its original moneyWorth.

Example:

  • An enemy with 1hp and 1moneyWorth

  • It's hp gets increased to 2

  • The moneyWorth will be increased to 2

Bosses get 50% of their money increased based on how many bosses were killed this round.

Example:

Boss Kills

moneyWorth

0

100

1

150

2

200

3

250

etc

...

3hp enemies are special

3hp Enemies get special treatment to make the game more interesting and increase variety.

  • All Available 3hp enemies get shuffled

  • Every Level 3 enemies minHp will be increased by 1

Example:

  • We have four 3hp enemies:

    • 3hp / 2 moneyWorth

    • 3hp / 2 moneyWorth

    • 3hp / 2 moneyWorth

    • 3hp / 2 moneyWorth

  • We will have then only 1x 3hp enemy and the following:

    • 3hp / 2 moneyWorth

    • 4hp / 4 moneyWorth

    • 5hp / 6 moneyWorth

    • 6hp / 8 moneyWorth

They will get "spread out" for the unlock algorithm to give a better feel of progression.
Every other minHp enemy is not touched, this occurs only for the 3hp's.

Last modified: 11 August 2024