# Skeleton config file # $ string # @ array # sprite $sprite_factory = zombie_sprite $sprite_texture = Entities/Actors/Sprites/ZombieArm.png s32_sprite_frame_width = 16 s32_sprite_frame_height = 16 $sprite_sound_death_hit = $sprite_sound_flesh_hit = Entities/Actors/Sounds/SkeletonHit.ogg $sprite_sound_die = $sprite_sound_spawn = Entities/Actors/Sounds/SkeletonSpawn?.ogg $sprite_sound_gib = Entities/Actors/Sounds/SkeletonBreak1.ogg $sprite_sound_emit = $sprite_gibs_start = *start* #head or ribcage $gib_type = static_particle $gib_file = Entities/Actors/Sprites/ZombieGibs.png u8_gib_count = 1 u8_gib_style = 0 u8_frame_width = 8; u8_frame_height = 8; @u8_gib_frame = 0; 1; $gib_collide_sound = Sounds/bone_fall?.ogg f32_gib_mass = 1.5 u8_gib_emit = 255 f32_velocity = 8.0 f32_offset_x = 0.0 f32_offset_y = -5.0 $gib_type = predefined $gib_style = bone u8_gib_count = 1 #number of gibs @u8_gib_frame = 1; 2; 3; f32_velocity = 5.0 f32_offset_x = 0.0 f32_offset_y = 0.0 $gib_type = predefined $gib_style = bone u8_gib_count = 5 @u8_gib_frame = 4; 5; 6; 7; f32_velocity = 10.0 f32_offset_x = 0.0 f32_offset_y = 0.0 $sprite_gibs_end = *end* f32_blood_multiplier = 8.0 clr_blood_color = 255; 200; 0; 0 $sprite_animation_start = *start* # stand $sprite_animation_stand_name = stand u16_sprite_animation_stand_time = 4 u8_sprite_animation_stand_loop = 1 @u16_sprite_animation_stand_frames = 0; 0; 0; 0; 0; 0; 0; 4; # walk $sprite_animation_walk_name = walk u16_sprite_animation_walk_time = 5 u8_sprite_animation_walk_loop = 1 @u16_sprite_animation_walk_frames = 0; 1; 2; 3; # attack $sprite_animation_attack_name = attack u16_sprite_animation_attack_time = 3 u8_sprite_animation_attack_loop = 1 @u16_sprite_animation_attack_frames = 4; 4; 4; 4; 5; 5; 6; 7; # dead - should always gib $sprite_animation_dead_name = dead u16_sprite_animation_dead_time = 4 u8_sprite_animation_dead_loop = 0 @u16_sprite_animation_dead_frames = 9; 9; # revive $sprite_animation_revive_name = revive u16_sprite_animation_revive_time = 4 u8_sprite_animation_revive_loop = 0 @u16_sprite_animation_revive_frames = 9; 9; # climb $sprite_animation_climb_name = climb u16_sprite_animation_climb_time = 4 u8_sprite_animation_climb_loop = 1 @u16_sprite_animation_climb_frames = 8; 9; 10; 11; $sprite_animation_end = *end* u16_attack_hit_frame = 6 $sprite_sound_attack = $sprite_sound_spot = Entities/Actors/Sounds/SkeletonSayDuh.ogg $sprite_bloodsquirt_file = $sprite_bloodsmall_file = # ball $ball_factory = zombie_ball f32_ball_width = 8.0 f32_ball_height = 8.0 f32_ball_radius = 6.0 f32_ball_max_upspeed = 1.0 f32_ball_max_fallspeed = 6.0 f32_ball_max_airspeed = 1.0 f32_ball_max_groundspeed = 0.2 f32_ball_max_actionspeed = 1.0 f32_ball_gravity = 0.3 f32_ball_ground_slide = 3.0 f32_ball_wall_slide = 1.95 f32_ball_ladder_slide = 0.2 f32_ball_ground_bounce = 0.0 f32_ball_wall_bounce = 0.0 1_ball_opens_doors = 1 1_ball_opens_bridges = 1 f32_ball_hit_momentum = 0.0 # zombie 1_ball_climb_walls = 0 1_ball_climb_ceiling = 0 1_ball_collides_with_team = 1 # movement $movement_factory = zombie_movement f32_movement_airacc = 0.1 f32_movement_groundacc = 0.5 f32_movement_actionacc = 0.01 f32_movement_ladderacc = 0.5 f32_movement_jumpacc1 = 0.95 f32_movement_jumpacc2 = 0.35 f32_movement_jumpactiondec = 0.69 f32_movement_groundslide = 0.5 u16_movement_jump2start = 3 # weapon $weapon_factory = zombie_bite f32_attack_power = 0.5 # hearts f32_attack_radius = 1.2 # percentage of actor radius u8_hitter_type = 10 #@u8_destructible_blocks = 128; 143; # pairs of ranges x-y ; 0 - all destructible @u8_destructible_blocks = # 0 - destroy always; 1 - destroy when stuck; 2 - destroy when angry u8_destruction_style = 0 u8_destruction_power = 1 # brain $brain_factory = zombie_brain u8_visible_distance_tiles = 205 u8_attack_init_distance_tiles = 200 u16_stuck_tolerance = 1200 # the lower he value the faster it acknowledges being stuck; 30 = second u8_path_search_style = 0 #zombie u8_anger_tolerance = 5 $attachment_factory = # general $name = zombie_knight f32_health = 2.0 f32 gib_health = 0.0 f32 heal_amount = 0.2 f32_stun_health = 0.5