all bunnies unique and starting to add weapons
This commit is contained in:
parent
c9ebba829a
commit
3a87c67e9e
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@ -180,12 +180,18 @@
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"IncludedFiles": [
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{"CopyToMask":-1,"filePath":"datafiles","resourceVersion":"1.0","name":"shrine thing tex.png","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles","resourceVersion":"1.0","name":"shrine thing.dat","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/map1","resourceVersion":"1.0","name":"map1.dat","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/map1","resourceVersion":"1.0","name":"map1.size","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/map1","resourceVersion":"1.0","name":"mapatlas.png","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/testmap","resourceVersion":"1.0","name":"gbatest.dat","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/testmap","resourceVersion":"1.0","name":"gbatest.size","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/testmap","resourceVersion":"1.0","name":"gbatestatlas.png","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/Forest Battle","resourceVersion":"1.0","name":"forestatlas.png","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/Forest Battle","resourceVersion":"1.0","name":"forestbattle.dat","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/Forest Battle","resourceVersion":"1.0","name":"forestbattle.size","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/Plains Battle","resourceVersion":"1.0","name":"plainsatlas.png","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/Plains Battle","resourceVersion":"1.0","name":"plainsbattle.dat","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/Plains Battle","resourceVersion":"1.0","name":"plainsbattle.size","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/map1","resourceVersion":"1.0","name":"map1.dat","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/map1","resourceVersion":"1.0","name":"map1.size","resourceType":"GMIncludedFile",},
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{"CopyToMask":-1,"filePath":"datafiles/map1","resourceVersion":"1.0","name":"mapatlas.png","resourceType":"GMIncludedFile",},
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],
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"MetaData": {
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"IDEVersion": "2.3.3.574",
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@ -4,47 +4,47 @@ function c_loadstageone() {
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c_addweapon(chara, wp[$"iron sword"], true);
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var kris = c_inheritunit(10, 5, un.kris, ARMY.THEM);
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c_addweapon(kris, wp[$"iron sword"], true, true);*/
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var momiji = c_inheritunit(5, 9, un.momiji, ARMY.US);
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var momiji = c_inheritunit(5, 9, un.Momiji, ARMY.US);
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c_addweapon(momiji, wp[$"iron sword"], true);
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var nitori = c_inheritunit(4, 10, un.nitori, ARMY.US);
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var nitori = c_inheritunit(4, 10, un.Nitori, ARMY.US);
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c_addweapon(nitori, wp[$"iron sword"], true);
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bunny = c_inheritunit(19, 3, un.bunny, ARMY.THEM);
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var bunny = c_inheritunit(19, 3, un[$"Bunny Buddy"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(17, 2, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(17, 2, un[$"Final Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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var bunny = c_inheritunit(8, 2, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(8, 2, un[$"Forest Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(10, 3, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(10, 3, un[$"Plains Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(12, 4, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(12, 4, un[$"Mountain Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(9, 10, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(9, 10, un[$"Bunny Forerunner"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(10, 8, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(10, 8, un[$"Bold Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(12, 10, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(12, 10, un[$"Admiring Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(13, 7, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(13, 7, un[$"Bunny in the Middle"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(16, 12, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(16, 12, un.Bnuuy, ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(16, 5, un.bunnyguard, ARMY.THEM);
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bunny = c_inheritunit(16, 5, un[$"Bored Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(17, 6, un.bunnyguard, ARMY.THEM);
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bunny = c_inheritunit(17, 6, un[$"Veteran Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(18, 7, un.bunnyguard, ARMY.THEM);
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bunny = c_inheritunit(18, 7, un[$"Rabbit"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(19, 13, un.bunnythief, ARMY.THEM);
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bunny = c_inheritunit(19, 13, un[$"Sneaky Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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var reisen = c_inheritunit(19, 1, un[$"rei'sen"], true, ARMY.THEM);
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var reisen = c_inheritunit(19, 1, un[$"Rei'sen"], true, ARMY.THEM);
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c_addweapon(reisen, wp[$"iron sword"], true);
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}
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@ -35,6 +35,19 @@ nu weapon("nothing", "it's literally nothing", WPTYPE.NULL);
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nu weapon("knife", "bleed, bleed", WPTYPE.SWORD, [new statmod(st.str, 20, add), new statmod(st.hit, 100, add)]);
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nu weapon("iron sword", "made of a cringe material", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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nu weapon("Blade", "it's blade.", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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nu weapon("Maple Leaf", "eh? not going for true end?", WPTYPE.SWORD, [new statmod(st.str, 5, add), new statmod(st.hit, 95, add)]);
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nu weapon("Microlaser", "special science laser instead of magic!", WPTYPE.SWORD, [new statmod(st.str, 4, add), new statmod(st.hit, 90, add)]);
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nu weapon("Wrench", "a wrench of a common material", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 60, add)]);
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nu weapon("Bayonet", "it's out of ammo...", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 80, add)]);
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nu weapon("", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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nu weapon("", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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nu weapon("", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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nu weapon("", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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function c_modifierreset(target) {
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var dudes = variable_struct_get_names(target.data);
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var lads = variable_struct_get_names(st);
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@ -29,7 +29,7 @@ mydata = {
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nu unit(mydata, mydata, [st.hp.add(110), st.str.add(20), st.def.add(10), st.spd.add(5), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "momiji",
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name: "Momiji",
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desc: "",
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skills: [],
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idle: s_momiji,
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@ -39,7 +39,7 @@ mydata = {
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}
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nu unit(mydata, mydata, [st.hp.add(30), st.str.add(12), st.def.add(8), st.spd.add(10), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "nitori",
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name: "Nitori",
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desc: "",
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skills: [],
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idle: s_bunny,
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@ -60,8 +60,100 @@ mydata = {
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "bunnyguard",
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name: "Bunny Forerunner",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Bold Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Admiring Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Bunny in the Middle",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Forest Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Plains Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Mountain Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Bunny Buddy",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Final Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.KILLER,
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}
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nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Bored Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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@ -71,7 +163,37 @@ mydata = {
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}
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nu unit(mydata, mydata, [st.hp.add(20), st.str.add(8), st.def.add(8), st.spd.add(10), st.mov.add(0), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "bunnythief",
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name: "Veteran Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.WAITER,
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}
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nu unit(mydata, mydata, [st.hp.add(20), st.str.add(8), st.def.add(8), st.spd.add(10), st.mov.add(0), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Rabbit",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.WAITER,
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}
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nu unit(mydata, mydata, [st.hp.add(20), st.str.add(8), st.def.add(8), st.spd.add(10), st.mov.add(0), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Bnuuy",
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desc: "",
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skills: [],
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idle: s_bunny,
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up: s_bunnyup,
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down: s_bunnydown,
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aitype: AI.WAITER,
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}
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nu unit(mydata, mydata, [st.hp.add(20), st.str.add(8), st.def.add(8), st.spd.add(10), st.mov.add(0), st.hit.add(0), st.rng.add(1)]);
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mydata = {
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name: "Sneaky Bunny",
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desc: "",
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skills: [],
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idle: s_bunny,
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mydata = {
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name: "rei'sen",
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name: "Rei'sen",
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desc: "",
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skills: [],
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idle: s_reisen,
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