Enemy
Base Properties
fighterNameThe name of the enemy
descriptionA short description
enemyTypeThe available enemy types:
regularboss
previewImageNameThe file name of the preview image
SHOULD be square
needed for steam workshop
would be stretched otherwise
Can have transparency
minHpThe minimum HP of the enemy (higher min-hp means later enemy)
chanceForMoneyA chance out of
chanceForMoneyRangefor money
chanceForMoneyRangeThe range the random between 0 and
chanceForMoneyRangeis rolled
moneyWorthThe amount of money the player gets
biomesa 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.
idleIdle animation
attacksOneSideAttack animation
Is used as "the happy dance" when an enemy has killed the player
Will loop infinitely after the enemy killed the player
dyingThe dying animation when an enemy was killed
Transitions into
deadwhen the animation is finished
deadThe sprite shown on "Death Mountain"
Can be animated or a single image
timePerFrameTime in seconds between frames
Can be 0 if there is only 1 Frame
See Times for examples
frameNamesList of frames
The file names of the layer frames
If there is only 1 frame then there is only 1 file name
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:
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.