start.json#13
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sorry, let me rephrase, the #11 issue is to make phases work in the Invasion cog. I was just giving you an example format that could work for phases during our conversation. I'm pretty sure the only thing you'd need to alter is |
Chovin
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Please see previous comment. This issue isn't for creating a new monster that has phases, it's to add the capability of having enemies with phases.
Chovin
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please fix the commented sections.
also, it's alright since it's your first contribution, but in general you should only include the changes that implement the feature/fix in your PR. so for example all the formatting changes shouldn't be included in your commits
| ARRIVING_STATE = "arriving" | ||
| WIN_STATE = "dying" | ||
| LOSE_STATE = "attacking" | ||
| def new_func(): |
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this function isn't needed, please remove this ❤️
| "Divine" | ||
| "Angry", "Enraged", "Formidable", "Rampaging", "Ferocious", | ||
| "Epic", "Mythic", "Ancient", "Colossal", "Unstoppable", | ||
| "Apocalyptic", "Eternal", "Divine" |
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let's keep these each on a single line like they were before. makes them easier to read and maintain
| px = len(self._title_prefixes) - 1 | ||
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| return self._title_prefixes[ | ||
| # map value from between mn and mx (exclusive) to between pn and px (inclusive) |
| return | ||
| is_bomb = dmg_type == BOMB_DMG_TYPE | ||
| pid = player.id | ||
| # dmg as an arg for purchasable bombs |
| self.bombed_by[player.id] = self.bombed_by.get(player.id, 0) + 1 | ||
| return dmg | ||
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| def attack(self): |
| # Health-based state transitions | ||
| health_percentage = self.health_percentage | ||
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| if health_percentage > 0.75: |
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the phases should be based on the configuration done in the stats.json file for each monster. please don't hard-code a single monster's configuration into the code
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Ok I do again today |
Basic Information = Specifies the monster's name and total health.
Default States= Defines the monster's default states, including arriving (with animations and sounds), idle (with stats like armor, attack, defense, speed, and abilities), and a dying_state.
Phased States = Details how the monster transitions through three health phases:
1.0 Phase (100% Health) = Custom arrival animations and sounds while using default idle stats.
0.5 Phase (50% Health)= Introduces new arrival animations and an additional armor value.
0.25 Phase (25% Health)= Further customizes the arrival and significantly enhances attack and armor values, indicating the monster's heightened danger.