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93 Commits

Author SHA1 Message Date
rixty a97404f246 A-0.06.59 2022-08-27 10:02:28 +02:00
rixty 1c697df984 A-0.06.58 2022-06-05 15:10:06 +02:00
rixty dac8877ee4 A-0.06.57 2021-11-30 15:43:58 +01:00
rixty 13d96574ca A-0.06.56 2021-10-09 09:04:31 +02:00
rixty c0e2903e91 A-0.06.55 2021-09-04 16:31:54 +02:00
rixty 0921dfb48f A-0.06.54 2021-08-29 17:00:36 +02:00
rixty 031a9744ef A-0.06.53 2021-08-07 20:34:20 +02:00
rixty 5432dac8ce A-0.06.52 2021-08-07 14:15:24 +02:00
rixty 8be55500a7 New Flare Release 2021-08-03 21:10:31 +02:00
rixty ca4c5c8553 A-0.06.51 2021-07-31 11:05:23 +02:00
rixty 54460807ab A-0.06.50 2021-07-25 16:04:42 +02:00
rixty 83eea174b0 A-0.06.49 2021-07-18 14:06:00 +02:00
rixty f2e398a2ed A-0.06.48 bug-fixing 2021-07-17 09:52:45 +02:00
rixty 5b67db67c7 A-0.06.47 2021-07-11 10:12:03 +02:00
rixty fc441056c2 A-0.06.46 2021-07-04 09:11:27 +02:00
rixty f34dcdc46b A-0.06.45 2021-07-03 10:11:09 +02:00
rixty 7f77174022 A-0.06.44 2021-07-02 14:44:16 +02:00
rixty e2ed677299 A-0.06.44 2021-06-30 13:01:43 +02:00
rixty 15fe4e4ff9 A-0.06.43 2021-06-27 18:23:29 +02:00
rixty 724c248cec A-0.06.43 2021-06-27 16:35:04 +02:00
rixty 112af518c4 A-0.06.42 2021-06-27 09:50:45 +02:00
rixty bd0564f955 A-0.06.41 2021-06-26 11:04:53 +02:00
rixty 10eb86e584 A-0.06.41 2021-06-26 11:00:37 +02:00
rixty 0d558eb38b A-0.06.41 2021-06-26 09:32:26 +02:00
rixty ba61969290 A-0.06.40 2021-06-23 10:14:02 +02:00
rixty 3ea6223154 A-0.06.39 2021-06-20 10:25:40 +02:00
rixty 9465366118 A-0.06.38 2021-06-13 11:38:25 +02:00
rixty 23156ff48e A-0.06.37 2021-06-12 16:41:11 +02:00
rixty daf5546bfd A-0.06.37 2021-06-12 16:37:18 +02:00
rixty bb8c7c4b6c A-0.06.36 2021-06-12 09:53:12 +02:00
rixty c330734352 A-0.06.36 2021-06-02 10:52:38 +02:00
rixty 4b308ae930 A-0.06.35 2021-05-26 10:47:25 +02:00
rixty 388caeda4d A-0.06.34 2021-05-23 17:42:31 +02:00
rixty 3f8f7308df A-0.06.33 2021-05-23 10:24:05 +02:00
rixty d2e353d74c A-0.06.32 2021-05-22 10:34:34 +02:00
rixty 9e9430f822 A-0.06.31 2021-05-16 09:20:34 +02:00
rixty 0af2ddeb9b A-0.06.30 2021-05-15 14:50:47 +02:00
rixty 2b4316e219 A-0.06.29 2021-05-15 09:43:58 +02:00
rixty aa2d7a2afe A-0.06.28 2021-05-12 18:33:47 +02:00
rixty ffe82e1d46 A-0.06.27 2021-05-12 13:42:01 +02:00
rixty 4b6e522502 A-0.06.26 2021-05-11 17:39:19 +02:00
rixty 28bd783237 A-0.06.25 2021-05-10 19:56:01 +02:00
rixty b80740af08 A-0.06.24 2021-05-09 15:09:32 +02:00
rixty 451a01f724 A-0.06.23 2021-05-09 09:32:39 +02:00
rixty 744b73b1c7 A-0.06.22 2021-05-08 17:21:05 +02:00
rixty a3ed0a7403 A-0.06.20 2021-05-05 20:41:36 +02:00
rixty 18cf9ec372 A-0.06.20 2021-05-05 09:17:56 +02:00
rixty c1063413c7 A-0.06.19 2021-05-02 13:37:43 +02:00
rixty 562fd02eff A-0.06.18 2021-05-01 15:56:26 +02:00
rixty ad8a69e2b3 A-0.06.18 2021-05-01 11:22:58 +02:00
rixty 97da9626bd A-0.06.17 2021-04-28 10:02:39 +02:00
rixty 5b7e388d4e A-0.06.16 2021-04-24 16:54:01 +02:00
rixty e53a19bf19 A-0.06.15 2021-04-22 14:50:35 +02:00
rixty 4caf549c05 A-0.06.14 2021-04-18 10:05:06 +02:00
rixty 777b11c370 A-0.06.13 2021-04-17 15:29:37 +02:00
rixty 6822a379fa A-0.06.13 2021-04-17 09:26:22 +02:00
rixty 65257420d1 A-0.06.12 2021-04-15 20:34:19 +02:00
rixty e6a28fdb5b A-0.06.11 2021-04-14 13:33:35 +02:00
rixty 28c13cd0cc A-0.06.10 2021-04-13 20:52:06 +02:00
rixty 6d9439fe06 A-0.06.9 2021-04-12 17:15:09 +02:00
rixty 2e519952ff A-0.06.8 2021-04-11 15:39:46 +02:00
rixty d97ba12811 A-0.06.8 2021-04-11 15:32:39 +02:00
rixty 7119c52413 A-0.06.7 2021-04-10 14:25:45 +02:00
rixty 3fb3d73134 A-0.06.6 2021-04-09 20:12:54 +02:00
rixty c55c52d2e4 A-0.06.5 2021-04-06 15:56:33 +02:00
rixty 79b5ccaec2 A-0.06.4 2021-04-04 17:52:30 +02:00
rixty 39bbbbb589 A-0.06.3 2021-04-04 12:08:00 +02:00
rixty 523e810e1f A-0.06.2 2021-04-03 20:15:36 +02:00
rixty 89bfd5363b A-0.06.1 2021-04-03 13:56:59 +02:00
rixty 45fe0a2c36 A-0.06 2021-04-03 09:56:05 +02:00
rixty c6f9b5d48e update 2021-04-02 11:40:07 +02:00
rixty 3f77b6cd83 update 2021-03-30 12:46:47 +02:00
rixty f86fcc08cc update 2021-03-29 15:12:46 +02:00
rixty 519568d79b update 2021-03-28 21:42:45 +02:00
rixty aa6f19e1e2 update 2021-03-28 15:16:19 +02:00
rixty 9b0944ab34 update 2021-03-27 14:23:35 +01:00
rixty eb803da524 update 2021-03-27 14:05:37 +01:00
rixty feb61373b5 update 2021-03-27 09:56:56 +01:00
rixty 6ed52c7790 update 2021-03-26 20:13:46 +01:00
rixty 003b546ce7 update 2021-03-26 11:58:56 +01:00
rixty 7b332f2d5b update 2021-03-26 11:56:40 +01:00
Rixty Dixet a7c6b9d9cb Delete 'Screenshot_2021-03-25_16-31-13.png' 2021-03-25 19:02:25 +00:00
rixty 3c6d2e94c4 update 2021-03-25 20:00:01 +01:00
rixty 665ec73193 update 2021-03-25 14:54:52 +01:00
rixty 7dccb47efc update 2021-03-24 20:32:22 +01:00
rixty 99a25971e1 update 2021-03-24 18:48:12 +01:00
rixty 6a4965486f update 2021-03-24 13:38:07 +01:00
rixty 9004fc020b update 2021-03-23 23:51:59 +01:00
rixty 500e7ac897 update 2021-03-23 18:56:06 +01:00
rixty 75c39f4214 update 2021-03-23 17:17:02 +01:00
rixty 426d039909 update 2021-03-23 17:11:32 +01:00
Rixty Dixet c6655f8a3d Delete 'maps/parallax/day-night.txt' 2021-03-23 14:50:23 +00:00
rixty a53ac31eca update 2021-03-23 15:48:13 +01:00
1023 changed files with 101589 additions and 2248 deletions

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# OpenValley
# OpenValley - CC-BY-NC-SA 4.0 [![Donate](https://img.shields.io/liberapay/receives/OpenValley.svg)](https://coindrop.to/openvalley)
Hi, i'm trying to re-create with Flare a completely open source version (using the Liberated Pixel Cup asset, present on OpenGameArt.org) of Stardew valley... i have no idea if this idea will last or i'll get tired before, but I try XD
Hi, i'm trying to re-create with Flare a completely *FREE version (using the Liberated Pixel Cup asset, present on OpenGameArt.org) of Stardew valley... i have no idea if this idea will last or i'll get tired before, but I try XD
currently the hours, days and seasons are disabled... I will re-enable them in the farmer's house, as soon as the house will be complete, because if I add them now, then editing the map file with tiled map editor, something disappears
[![](https://pod.geraspora.de/uploads/images/7a9ea689d344b44f8a5a.jpg)](https://creativecommons.org/licenses/by-nc-sa/4.0/)
*some humans don't want me to use the term "open source" because the license says Non Commercial, so I omit it.
the version of the engine currently used is in this repo, for an easier download,
windows version only, for other versions: https://github.com/flareteam/flare-engine
if you want to support the project: https://coindrop.to/openvalley
my contacts:
* mail - rixty@tuta.io
* telegram - https://t.me/tryckster
* matrix - @rixty.dixet:matrix.org
we have also been added on Open Source Game Clones - https://osgameclones.com/#stardew-valley-games

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TXT/GRASS.txt Normal file

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TXT/NPC-List.txt Normal file
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below will be listed all the NPCs of the game, with some personal data
some npcs will have their appearance and name created "randomly" (the character will be chosen from a list of XX available characters). some characters, instead, will be "unique" with their own story and will appear "randomly" inside Open Valley instead of a random character
Name: Luzi Fehr (instead of Haley/Riley)
Age: 25 years (approximately)
Occupation: working from home with smartphone and/or PC
Background: single mother, bisexual, with a form of autism who likes to have fun
particular signs: orange hair and blue/grey eyes
Name: Seline Fehr
Age: 11 years (approximately)
Occupation: student
Background: Luzi's daughter
Name: ʙᴀɴɪ Ψ
Age: 26 years
Occupation: freelancer
Background: Iranian indipendent girl

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TXT/PARALLAX.txt Normal file

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TXT/SLEEP.txt Normal file
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[event]
# sleep 05:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h09,h10,h11,h12,h01,h02,h03,h04
requires_status=sleep
set_status=h01
unset_status=h05
[event]
# sleep 05:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h11,h12,h01,h02,h03,h04,PM
requires_status=sleep
set_status=PM
unset_status=AM
[event]
# sleep 05:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=AM
unset_status=PM
[event]
# sleep 05:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=new_day
unset_status=PM
[event]
# sleep 06:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h05,h07,h08,h09,h10,h11,h12,h01,h02,h03,h04
requires_status=sleep
set_status=h02
unset_status=h06
[event]
# sleep 06:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h05,h07,h08,h09,h10,h11,h12,h01,h02,h03,h04,PM
requires_status=sleep
set_status=PM
unset_status=AM
[event]
# sleep 06:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h05,h07,h08,h09,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=AM
unset_status=PM
[event]
# sleep 06:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h05,h07,h08,h09,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=new_day
unset_status=PM
[event]
# sleep 07:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h05,h08,h09,h10,h11,h12,h01,h02,h03,h04
requires_status=sleep
set_status=h03
unset_status=h07
[event]
# sleep 07:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h05,h08,h09,h10,h11,h12,h01,h02,h03,h04,PM
requires_status=sleep
set_status=PM
unset_status=AM
[event]
# sleep 07:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h05,h08,h09,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=AM
unset_status=PM
[event]
# sleep 07:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h05,h08,h09,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=new_day
unset_status=PM
[event]
# sleep 08:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h05,h09,h10,h11,h12,h01,h02,h03,h04
requires_status=sleep
set_status=h04
unset_status=h08
[event]
# sleep 08:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h05,h09,h10,h11,h12,h01,h02,h03,h04,PM
requires_status=sleep
set_status=PM
unset_status=AM
[event]
# sleep 08:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h05,h09,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=AM
unset_status=PM
[event]
# sleep 08:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h05,h09,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=new_day
unset_status=PM
[event]
# sleep 09:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h05,h10,h11,h12,h01,h02,h03,h04
requires_status=sleep
set_status=h05
unset_status=h09
[event]
# sleep 09:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h05,h10,h11,h12,h01,h02,h03,h04,PM
requires_status=sleep
set_status=PM
unset_status=AM
[event]
# sleep 09:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h05,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=AM
unset_status=PM
[event]
# sleep 09:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h05,h10,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=new_day
unset_status=PM
[event]
# sleep 10:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h09,h05,h11,h12,h01,h02,h03,h04
requires_status=sleep
set_status=h06
unset_status=h10
[event]
# sleep 10:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h05,h11,h12,h01,h02,h03,h04,PM
requires_status=sleep
set_status=PM
unset_status=AM
[event]
# sleep 10:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h05,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=AM
unset_status=PM
[event]
# sleep 10:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h05,h11,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=new_day
unset_status=PM
[event]
# sleep 11:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h05,h12,h01,h02,h03,h04
requires_status=sleep
set_status=h07
unset_status=h11
[event]
# sleep 11:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h09,h10,h05,h12,h01,h02,h03,h04,PM
requires_status=sleep
set_status=PM
unset_status=AM
[event]
# sleep 11:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h05,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=AM
unset_status=PM
[event]
# sleep 11:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h05,h12,h01,h02,h03,h04,AM
requires_status=sleep
set_status=new_day
unset_status=PM
[event]
# sleep 12:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h09,h10,h11,h05,h01,h02,h03,h04
requires_status=sleep
set_status=h08
unset_status=h12
[event]
# sleep 12:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h11,h05,h01,h02,h03,h04,PM
requires_status=sleep
set_status=PM
unset_status=AM
[event]
# sleep 12:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h11,h05,h01,h02,h03,h04,AM
requires_status=sleep
set_status=AM
unset_status=PM
[event]
# sleep 12:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
requires_not_status=h06,h07,h08,h09,h10,h11,h05,h01,h02,h03,h04,AM
requires_status=sleep
set_status=new_day
unset_status=PM
[event]
# sleep 01:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h09,h10,h11,h12,h05,h02,h03,h04
requires_status=sleep
set_status=h09
unset_status=h01
[event]
# sleep 02:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h09,h10,h11,h12,h01,h05,h03,h04
requires_status=sleep
set_status=h10
unset_status=h02
[event]
# sleep 03:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h09,h10,h11,h12,h01,h02,h05,h04
requires_status=sleep
set_status=h11
unset_status=h03
[event]
# sleep 04:00
type=event
location=0,0,0,0
activate=static
delay=7ms
repeat=true
script=script/sleep.txt
requires_not_status=h06,h07,h08,h09,h10,h11,h12,h01,h02,h03,h05
requires_status=sleep
set_status=h12
unset_status=h04

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TO DO List
✅ remember how to edit the files to start the game (lol)
✅ try to figure out if NPCs can move from point A to point B (years ago you couldn't)
✅ finish changing original tilesheets to open versions
✅ add a set of tool (axe, hoe, pick, etc) to the character to make him cut down trees, hoe, etc
✅ set the sprites of the characters
✅ add hours (24), days (7), dates (31), seasons (4) and years (9999)
✅ add day/night cycle and weather conditions
🔳 create all the (outdoor) maps and houses in the game
🔳 create all the npc (outdoor)
🔳 give the possibility of saving the game only by sleeping (if you sleep the time will go on for 6 hours)
🔳 finish setting the tilesetsdefs for all maps
🔳 change Joja Mart to Joy Mart
🔳 set the spawn of trees and all things that can be cut/broken, in the farm (trees, branches, trunks, grass, stones, boulders and other such things)
🔳 try to make the setting medieval
🔳 stop and fix what you have done up to this point

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these events will be inserted on EVERY (oudoor) map that will be created
[event]
# weather
type=event
location=0,0,0,0
activate=on_load
delay=1s
requires_status=weather
unset_status=weather
[event]
# weather
type=event
location=0,0,0,0
activate=on_load
requires_status=weather
unset_status=weather1
[event]
# weather
type=event
location=0,0,0,0
activate=on_load
requires_status=weather
unset_status=weather2
[event]
# weather
type=event
location=0,0,0,0
activate=on_load
requires_status=weather
unset_status=weather3
these events will be inserted on EVERY (indoor) map that will be created
[event]
# weather1
type=event
location=0,0,0,0
activate=static
repeat=false
requires_status=weather
set_status=weather1
[event]
# weather2
type=event
location=0,0,0,0
activate=static
delay=40ms
repeat=false
requires_status=weather
set_status=weather2
[event]
# weather3
type=event
location=0,0,0,0
activate=static
delay=40ms
repeat=false
requires_status=weather
set_status=weather3
[event]
# spring fog
type=event
location=6,11,1,1
activate=on_trigger
repeat=false
chance_exec=30
hotspot=location
requires_not_status=clear,rain,snow,summer,fall,winter
requires_status=weather
set_status=fog
[event]
# spring rain
type=event
location=6,11,1,1
activate=on_trigger
repeat=false
chance_exec=30
hotspot=location
requires_not_status=clear,fog,snow,summer,fall,winter
requires_status=weather
set_status=rain
[event]
# spring clear
type=event
location=6,11,1,1
activate=on_trigger
repeat=false
chance_exec=40
hotspot=location
requires_not_status=fog,rain,snow,summer,fall,winter
requires_status=weather
set_status=clear
[event]
# snow
type=event
location=6,11,1,1
activate=on_trigger
repeat=false
chance_exec=10
hotspot=location
requires_not_status=clear,rain,fog,spring,summer,fall
requires_status=weather
set_status=snow
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h02
set_status=weather
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h02
unset_status=clear
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h02
unset_status=fog
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h02
unset_status=rain
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h02
unset_status=snow
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h02
unset_status=clear
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h04
set_status=weather
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h04
unset_status=clear
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h04
unset_status=fog
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h04
unset_status=rain
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h04
unset_status=snow
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h06
set_status=weather
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h06
unset_status=clear
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h06
unset_status=fog
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h06
unset_status=rain
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h06
unset_status=snow
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h08
set_status=weather
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h08
unset_status=clear
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h08
unset_status=fog
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h08
unset_status=rain
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h08
unset_status=snow
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h10
set_status=weather
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h10
unset_status=clear
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h10
unset_status=fog
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h10
unset_status=rain
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h10
unset_status=snow
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h12
set_status=weather
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h12
unset_status=clear
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h12
unset_status=fog
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h12
unset_status=rain
[event]
# weather
type=event
location=0,0,0,0
activate=static
repeat=false
requires_not_status=m00,m20,m30,m40,m50
requires_status=h12
unset_status=snow

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@ -0,0 +1,106 @@
are needed to activate the time, days, dates, and seasons when the character is created
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
delay=2ms
requires_not_status=block_clock
set_status=block_clock
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=h06
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=m00
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=AM
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=s_yes
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=sunday
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=d01
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=spring
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=y0
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=y00
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=y000
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=y0000
[event]
# copy it only to the first map
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_clock
set_status=weather

121
TXT/features.md Normal file
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@ -0,0 +1,121 @@
Future Features:
- change Morris to Joyce Juice
- change Claire to Luzi Fehr
- Change Jas to Seline Fehr
- Give a surname to all NPCs
- all NPCs and the character change clothes automatically when the season changes, on holidays, if they are at home or in other places or circumstances (like at the beach)
- school-age NPCs will go to school, or places suitable for teaching (stardew valley has this option only for the two NPC children, but not for high school/college-age children)- EVENT/QUEST: creation of a school for student-age NPCs
- NPCs will not have a favorite gift, but will have a series of gifts, among which they will choose their favorite, daily, based on their mood (therefore random)
- NPCs will have a life of their own, made up of quarrels, friendships, rivalries, deaths, secret meetings, marriages and (new) children, to make the life of the village as "real" as possible
- when, in the course of the story an NPC dies, it will be replaced (after a few days) by a new one with random name, appearance, and personal history
- the character can never, in any way, kill an NPC that is not a monster
- the user will only be able to choose the face, gender and hairstyle of the character
- the character can sit on any chair in the game, and can decorate his own house, the city, and the houses of other NPCs with furniture and flooring
- the character can cut any tree, bush or other type of plant present in the game (plants will automatically grow back after a certain amount of time, unless a floor is put on the ground)
- holidays will be as follows: summer solstice, autumn equinox, winter solstice, spring equinox, christmas, halloween (others to be defined) and all birthdays of all NPCs
- there will be a censored mode, where NPCs won't use bad language, and an uncensored one, where NPCs will behave like in the "[CP] Horny Girls of Stardew Valley" mod
- the prices of all things within the game will fluctuate in a "random" way so as not to get rich selling/cultivating always the same things
- the character can marry any of the NPCs, with all the consequences if the chosen NPC is married and/or has children EXCEPT the children
- the supermarket is CLOSED on sunday afternoon
- the minimarket is CLOSED on sunday and wednesday
- original NPC List (all the NPCs will be created in a random way (both appearance and name, except Joyce Juice) the list is useful to see if you want to create some specific NPcs, instead of the original ones, that could appear during the game):
Abigail,
Alex,
Birdie,
Bouncer,
Caroline,
- Claire (the NPC cashier of the supermarket - change to Luzi Fehr),
Clint,
Demetrius,
Dwarf,
Elliott,
Emily,
Evelyn,
George,
Gil,
Governor,
Grandpa,
Gunther,
Gus,
Haley (maybe she will change her hair color, randomly, once a day),
Harvey,
Henchman,
- Jas - (change to seline Fehr),
Jodi,
Kent,
Krobus,
Leah,
Leo,
Lewis,
Linus,
Marlon,
Marnie,
Maru,
- Morris - (change to Joyce Juice),
Mr. Qi,
Pam,
Penny,
Pierre,
Professor Snail,
Robin,
Sam,
Sandy,
Sebastian,
Shane,
Willy,
Wizard,
Vincent
- when 20 affinity points are reached, two NPCs can marry each other. Affinity points are given in the following way, every day:
if 0: 1
if 1: 0 or 2
if 2: 1 or 3
if 3: 2 or 4
if 4: 3 or 5 (if married flag isn't active)
at 5 points the friendship flag is activatedif you go down to 5 with married flag active, activate the divorce flag, deactivate the married flag, the affinity go down to 4 points and will no longer rise above 4 points and the two NPCs can marry again, but with other NPCs
if 5: 6
if 6: 5 or 8
if 7: 6 or 8
if 8: 7 or 10 (if married flag isn't active)
if 9: 8 or 10 (if married flag isn't active)
at 10 points the engaged flag is activatedif you go down to 10 with married flag active, the quarrel flag is activated, the affinity go down to 9 points and does not rise above 10 points anymore
if 10: 11
if 11: 10 or 13
if 12: 10 or 14
if 13: 11 or 15
if 14: 12 or 16
if 15: 13 or 17
if 16: 14 or 18
if 17: 15 or 19
if 18: 16 or 20
if 19: 17 or 20
at 20 points the two NPCs will be marriedif 20: 18 or 20
Married characters will have a 5% chance of getting pregnant (if women) once every 28 days, if they don't already have a child, otherwise after their last child is at least two years old, and they can't have more than two children in their life.
All NPCs will have 4 stages/flags:
newborn, kid/young, adult and old

14
TXT/level-up.md Normal file
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@ -0,0 +1,14 @@
LVL - EXP
* 1 - 150
* 2 - 450
* 3 - 900
* 4 - 1500
* 5 - 2250
* 6 - 3160
* 7 - 4210
* 8 - 5410
* 9 - 6760
* 10 - 8260
at the moment the skill levels will be purely aesthetic

9
TXT/suggest.md Normal file
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@ -0,0 +1,9 @@
* from ww user:
Would you consider to let the world continue even when the player is not playing
[you could add events that can advance the game by 12 hours, a day, or 3 days, with a certain percentage that these events trigger every time you start the game]
* from Ca Mille user:
maybe a quest of needing the honey..for u to get the honey u need a boar..if the boar attacks you run to the nearest tree that have beehive and hide there to knock down the tree and pop! There's come the honey!!
* from me:
create a sort of basement, under the farm-house to be used for cultivation even in winter, that the player will have to fill with fertile soil

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@ -4,7 +4,7 @@
# must meet the same frames, durations, types
[stance]
frames=1
frames=2
duration=33ms
type=back_forth

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@ -0,0 +1,13 @@
image=images/loot/coins100.png
[power]
frames=6
duration=600ms
type=play_once
frame=0,0,0,71,38,52,10,70
frame=1,0,41,0,44,64,12,85
frame=2,0,69,64,44,64,13,86
frame=3,0,0,0,41,71,14,75
frame=4,0,38,71,31,43,15,36
frame=5,0,85,0,29,15,15,8

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@ -0,0 +1,13 @@
image=images/loot/coins25.png
[power]
frames=6
duration=600ms
type=play_once
frame=0,0,41,62,39,52,10,71
frame=1,0,0,62,41,61,9,85
frame=2,0,0,0,38,62,9,85
frame=3,0,38,0,34,62,10,66
frame=4,0,72,13,23,24,12,18
frame=5,0,72,0,24,13,13,7

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@ -0,0 +1,13 @@
image=images/loot/coins5.png
[power]
frames=6
duration=600ms
type=play_once
frame=0,0,37,56,32,50,7,69
frame=1,0,0,0,40,56,10,84
frame=2,0,0,56,37,59,9,82
frame=3,0,40,0,26,55,8,59
frame=4,0,37,106,17,11,7,7
frame=5,0,54,106,17,9,7,5

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@ -0,0 +1,12 @@
image=images/loot/small1.png
[animarion]
frames=6
duration=600ms
type=play_once
frame=0,0,0,32,32,32,32
frame=1,0,0,32,32,32,32
frame=2,0,0,32,32,32,32
frame=3,0,0,32,32,32,32
frame=4,0,0,32,32,32,32
frame=5,0,0,32,32,32,32

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@ -0,0 +1,12 @@
image=images/loot/small2.png
[animarion]
frames=6
duration=600ms
type=play_once
frame=0,0,0,32,32,32,32
frame=1,0,0,32,32,32,32
frame=2,0,0,32,32,32,32
frame=3,0,0,32,32,32,32
frame=4,0,0,32,32,32,32
frame=5,0,0,32,32,32,32

View File

@ -0,0 +1,13 @@
image=images/loot/woods100.png
[animation]
frames=6
duration=600ms
type=play_once
frame=0,0,0,32,32,32,32,32
frame=1,0,0,32,32,32,32,32
frame=2,0,0,32,32,32,32,32
frame=3,0,0,32,32,32,32,32
frame=4,0,0,32,32,32,32,32
frame=5,0,0,32,32,32,32,32

View File

@ -0,0 +1,13 @@
image=images/loot/woods25.png
[animation]
frames=6
duration=600ms
type=play_once
frame=0,0,0,32,32,32,32,32
frame=1,0,0,32,32,32,32,32
frame=2,0,0,32,32,32,32,32
frame=3,0,0,32,32,32,32,32
frame=4,0,0,32,32,32,32,32
frame=5,0,0,32,32,32,32,32

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@ -0,0 +1,13 @@
image=images/loot/woods5.png
[animation]
frames=6
duration=600ms
type=play_once
frame=0,0,0,32,32,32,32,32
frame=1,0,0,32,32,32,32,32
frame=2,0,0,32,32,32,32,32
frame=3,0,0,32,32,32,32,32
frame=4,0,0,32,32,32,32,32
frame=5,0,0,32,32,32,32,32

17
animations/powers/axe.txt Normal file
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@ -0,0 +1,17 @@
image=images/powers/axe_female.png
render_size=16,16
render_offset=8,8
[power]
position=0
frames=6
duration=33ms
type=looped
active_frame=all
frame=0,0,0,0,37,26,20,34
frame=1,1,32,0,30,32,14,40
frame=2,2,64,0,13,34,2,42
frame=3,3,96,0,29,32,6,40
frame=4,4,128,0,36,26,8,34
frame=5,5,160,0,29,34,6,35

View File

@ -0,0 +1,17 @@
image=images/powers/axe_female.png
render_size=16,16
render_offset=8,8
[power]
position=0
frames=6
duration=33ms
type=looped
active_frame=all
frame=0,0,0,0,37,26,20,34
frame=1,1,32,0,30,32,14,40
frame=2,2,64,0,13,34,2,42
frame=3,3,96,0,29,32,6,40
frame=4,4,128,0,36,26,8,34
frame=5,5,160,0,29,34,6,35

View File

@ -0,0 +1,40 @@
image=images/rocks/large1.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,150,80,190
frame=0,W,0,0,160,150,80,190
frame=0,NW,0,0,160,150,80,190
frame=0,N,0,0,160,150,80,190
frame=0,NE,0,0,160,150,80,190
frame=0,E,0,0,160,150,80,190
frame=0,SE,0,0,160,150,80,190
frame=0,S,0,0,160,150,80,190
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,150,80,190
frame=0,W,0,0,160,150,80,190
frame=0,NW,0,0,160,150,80,190
frame=0,N,0,0,160,150,80,190
frame=0,NE,0,0,160,150,80,190
frame=0,E,0,0,160,150,80,190
frame=0,SE,0,0,160,150,80,190
frame=0,S,0,0,160,150,80,190
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/rocks/large2.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,150,80,190
frame=0,W,0,0,160,150,80,190
frame=0,NW,0,0,160,150,80,190
frame=0,N,0,0,160,150,80,190
frame=0,NE,0,0,160,150,80,190
frame=0,E,0,0,160,150,80,190
frame=0,SE,0,0,160,150,80,190
frame=0,S,0,0,160,150,80,190
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,150,80,190
frame=0,W,0,0,160,150,80,190
frame=0,NW,0,0,160,150,80,190
frame=0,N,0,0,160,150,80,190
frame=0,NE,0,0,160,150,80,190
frame=0,E,0,0,160,150,80,190
frame=0,SE,0,0,160,150,80,190
frame=0,S,0,0,160,150,80,190
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/rocks/large3.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,150,80,190
frame=0,W,0,0,160,150,80,190
frame=0,NW,0,0,160,150,80,190
frame=0,N,0,0,160,150,80,190
frame=0,NE,0,0,160,150,80,190
frame=0,E,0,0,160,150,80,190
frame=0,SE,0,0,160,150,80,190
frame=0,S,0,0,160,150,80,190
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,150,80,190
frame=0,W,0,0,160,150,80,190
frame=0,NW,0,0,160,150,80,190
frame=0,N,0,0,160,150,80,190
frame=0,NE,0,0,160,150,80,190
frame=0,E,0,0,160,150,80,190
frame=0,SE,0,0,160,150,80,190
frame=0,S,0,0,160,150,80,190
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/rocks/medium1.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,60,57,80,190
frame=0,W,0,0,60,57,80,190
frame=0,NW,0,0,60,57,80,190
frame=0,N,0,0,60,57,80,190
frame=0,NE,0,0,60,57,80,190
frame=0,E,0,0,60,57,80,190
frame=0,SE,0,0,60,57,80,190
frame=0,S,0,0,60,57,80,190
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,60,57,80,190
frame=0,W,0,0,60,57,80,190
frame=0,NW,0,0,60,57,80,190
frame=0,N,0,0,60,57,80,190
frame=0,NE,0,0,60,57,80,190
frame=0,E,0,0,60,57,80,190
frame=0,SE,0,0,60,57,80,190
frame=0,S,0,0,60,57,80,190
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/rocks/medium2.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,60,57,80,190
frame=0,W,0,0,60,57,80,190
frame=0,NW,0,0,60,57,80,190
frame=0,N,0,0,60,57,80,190
frame=0,NE,0,0,60,57,80,190
frame=0,E,0,0,60,57,80,190
frame=0,SE,0,0,60,57,80,190
frame=0,S,0,0,60,57,80,190
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,60,57,80,190
frame=0,W,0,0,60,57,80,190
frame=0,NW,0,0,60,57,80,190
frame=0,N,0,0,60,57,80,190
frame=0,NE,0,0,60,57,80,190
frame=0,E,0,0,60,57,80,190
frame=0,SE,0,0,60,57,80,190
frame=0,S,0,0,60,57,80,190
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/rocks/medium3.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,60,57,80,190
frame=0,W,0,0,60,57,80,190
frame=0,NW,0,0,60,57,80,190
frame=0,N,0,0,60,57,80,190
frame=0,NE,0,0,60,57,80,190
frame=0,E,0,0,60,57,80,190
frame=0,SE,0,0,60,57,80,190
frame=0,S,0,0,60,57,80,190
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,60,57,80,190
frame=0,W,0,0,60,57,80,190
frame=0,NW,0,0,60,57,80,190
frame=0,N,0,0,60,57,80,190
frame=0,NE,0,0,60,57,80,190
frame=0,E,0,0,60,57,80,190
frame=0,SE,0,0,60,57,80,190
frame=0,S,0,0,60,57,80,190
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/rocks/small1.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,32,32,27,27
frame=0,W,0,0,32,32,27,27
frame=0,NW,0,0,32,32,27,27
frame=0,N,0,0,32,32,27,27
frame=0,NE,0,0,32,32,27,27
frame=0,E,0,0,32,32,27,27
frame=0,SE,0,0,32,32,27,27
frame=0,S,0,0,32,32,27,27
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,32,32,27,27
frame=0,W,0,0,32,32,27,27
frame=0,NW,0,0,32,32,27,27
frame=0,N,0,0,32,32,27,27
frame=0,NE,0,0,32,32,27,27
frame=0,E,0,0,32,32,27,27
frame=0,SE,0,0,32,32,27,27
frame=0,S,0,0,32,32,27,27
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/rocks/small2.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,32,32,27,27
frame=0,W,0,0,32,32,27,27
frame=0,NW,0,0,32,32,27,27
frame=0,N,0,0,32,32,27,27
frame=0,NE,0,0,32,32,27,27
frame=0,E,0,0,32,32,27,27
frame=0,SE,0,0,32,32,27,27
frame=0,S,0,0,32,32,27,27
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,32,32,27,27
frame=0,W,0,0,32,32,27,27
frame=0,NW,0,0,32,32,27,27
frame=0,N,0,0,32,32,27,27
frame=0,NE,0,0,32,32,27,27
frame=0,E,0,0,32,32,27,27
frame=0,SE,0,0,32,32,27,27
frame=0,S,0,0,32,32,27,27
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

13
animations/tools/axe.txt Normal file
View File

@ -0,0 +1,13 @@
image=images/loot/battle_axe.png
[animation]
frames=6
duration=600ms
type=play_once
frame=0,0,45,54,46,39,15,51
frame=1,0,45,0,48,54,16,74
frame=2,0,0,0,45,75,13,105
frame=3,0,93,0,31,66,4,84
frame=4,0,91,66,29,35,11,33
frame=5,0,0,75,31,17,17,8

View File

@ -0,0 +1,13 @@
image=images/loot/battle_axe.png
[animation]
frames=6
duration=600ms
type=play_once
frame=0,0,45,54,46,39,15,51
frame=1,0,45,0,48,54,16,74
frame=2,0,0,0,45,75,13,105
frame=3,0,93,0,31,66,4,84
frame=4,0,91,66,29,35,11,33
frame=5,0,0,75,31,17,17,8

View File

@ -0,0 +1,13 @@
image=images/loot/battle_axe.png
[animation]
frames=6
duration=600ms
type=play_once
frame=0,0,45,54,46,39,15,51
frame=1,0,45,0,48,54,16,74
frame=2,0,0,0,45,75,13,105
frame=3,0,93,0,31,66,4,84
frame=4,0,91,66,29,35,11,33
frame=5,0,0,75,31,17,17,8

View File

@ -0,0 +1,40 @@
image=images/trees/stump.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,32,32,32,32
frame=0,W,0,0,32,32,32,32
frame=0,NW,0,0,32,32,32,32
frame=0,N,0,0,32,32,32,32
frame=0,NE,0,0,32,32,32,32
frame=0,E,0,0,32,32,32,32
frame=0,SE,0,0,32,32,32,32
frame=0,S,0,0,32,32,32,32
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,32,32,32,32
frame=0,W,0,0,32,32,32,32
frame=0,NW,0,0,32,32,32,32
frame=0,N,0,0,32,32,32,32
frame=0,NE,0,0,32,32,32,32
frame=0,E,0,0,32,32,32,32
frame=0,SE,0,0,32,32,32,32
frame=0,S,0,0,32,32,32,32
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/trees/tree1.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,128,192,80,190
frame=0,W,0,0,128,192,80,190
frame=0,NW,0,0,128,192,80,190
frame=0,N,0,0,128,192,80,190
frame=0,NE,0,0,128,192,80,190
frame=0,E,0,0,128,192,80,190
frame=0,SE,0,0,128,192,80,190
frame=0,S,0,0,128,192,80,190
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,128,192,80,190
frame=0,W,0,0,128,192,80,190
frame=0,NW,0,0,128,192,80,190
frame=0,N,0,0,128,192,80,190
frame=0,NE,0,0,128,192,80,190
frame=0,E,0,0,128,192,80,190
frame=0,SE,0,0,128,192,80,190
frame=0,S,0,0,128,192,80,190
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/trees/tree10.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,164,100,160
frame=0,W,0,0,160,164,100,160
frame=0,NW,0,0,160,164,100,160
frame=0,N,0,0,160,164,100,160
frame=0,NE,0,0,160,164,100,160
frame=0,E,0,0,160,164,100,160
frame=0,SE,0,0,160,164,100,160
frame=0,S,0,0,160,164,100,160
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,164,100,160
frame=0,W,0,0,160,164,100,160
frame=0,NW,0,0,160,164,100,160
frame=0,N,0,0,160,164,100,160
frame=0,NE,0,0,160,164,100,160
frame=0,E,0,0,160,164,100,160
frame=0,SE,0,0,160,164,100,160
frame=0,S,0,0,160,164,100,160
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/trees/tree11.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,128,128,90,130
frame=0,W,0,0,128,128,90,130
frame=0,NW,0,0,128,128,90,130
frame=0,N,0,0,128,128,90,130
frame=0,NE,0,0,128,128,90,130
frame=0,E,0,0,128,128,90,130
frame=0,SE,0,0,128,128,90,130
frame=0,S,0,0,128,128,90,130
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,128,128,90,130
frame=0,W,0,0,128,128,90,130
frame=0,NW,0,0,128,128,90,130
frame=0,N,0,0,128,128,90,130
frame=0,NE,0,0,128,128,90,130
frame=0,E,0,0,128,128,90,130
frame=0,SE,0,0,128,128,90,130
frame=0,S,0,0,128,128,90,130
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/trees/tree12.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,96,128,60,120
frame=0,W,0,0,96,128,60,120
frame=0,NW,0,0,96,128,60,120
frame=0,N,0,0,96,128,60,120
frame=0,NE,0,0,96,128,60,120
frame=0,E,0,0,96,128,60,120
frame=0,SE,0,0,96,128,60,120
frame=0,S,0,0,96,128,60,120
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,96,128,60,120
frame=0,W,0,0,96,128,60,120
frame=0,NW,0,0,96,128,60,120
frame=0,N,0,0,96,128,60,120
frame=0,NE,0,0,96,128,60,120
frame=0,E,0,0,96,128,60,120
frame=0,SE,0,0,96,128,60,120
frame=0,S,0,0,96,128,60,120
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/trees/tree13.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,128,192,80,190
frame=0,W,0,0,128,192,80,190
frame=0,NW,0,0,128,192,80,190
frame=0,N,0,0,128,192,80,190
frame=0,NE,0,0,128,192,80,190
frame=0,E,0,0,128,192,80,190
frame=0,SE,0,0,128,192,80,190
frame=0,S,0,0,128,192,80,190
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,128,192,80,190
frame=0,W,0,0,128,192,80,190
frame=0,NW,0,0,128,192,80,190
frame=0,N,0,0,128,192,80,190
frame=0,NE,0,0,128,192,80,190
frame=0,E,0,0,128,192,80,190
frame=0,SE,0,0,128,192,80,190
frame=0,S,0,0,128,192,80,190
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/trees/tree14.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,164,100,160
frame=0,W,0,0,160,164,100,160
frame=0,NW,0,0,160,164,100,160
frame=0,N,0,0,160,164,100,160
frame=0,NE,0,0,160,164,100,160
frame=0,E,0,0,160,164,100,160
frame=0,SE,0,0,160,164,100,160
frame=0,S,0,0,160,164,100,160
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,160,164,100,160
frame=0,W,0,0,160,164,100,160
frame=0,NW,0,0,160,164,100,160
frame=0,N,0,0,160,164,100,160
frame=0,NE,0,0,160,164,100,160
frame=0,E,0,0,160,164,100,160
frame=0,SE,0,0,160,164,100,160
frame=0,S,0,0,160,164,100,160
[die]
frames=1
duration=33ms
type=looped
frame=0,0,0,0,0,0,0,0
frame=0,1,0,0,0,0,0,0
frame=0,2,0,0,0,0,0,0
frame=0,3,0,0,0,0,0,0
frame=0,4,0,0,0,0,0,0
frame=0,5,0,0,0,0,0,0
frame=0,6,0,0,0,0,0,0
frame=0,7,0,0,0,0,0,0

View File

@ -0,0 +1,40 @@
image=images/trees/tree15.png
[stance]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,128,128,90,130
frame=0,W,0,0,128,128,90,130
frame=0,NW,0,0,128,128,90,130
frame=0,N,0,0,128,128,90,130
frame=0,NE,0,0,128,128,90,130
frame=0,E,0,0,128,128,90,130
frame=0,SE,0,0,128,128,90,130
frame=0,S,0,0,128,128,90,130
[run]
frames=1
duration=400ms
type=looped
frame=0,SW,0,0,128,128,90,130
frame=0,W,0,0,128,128,90,130
frame=0,NW,0,0,128,128,90,130
frame=0,N,0,0,128,128,90,130
frame=0,NE,0,0,128,128,90,130
frame=0,E,0,0,128,128,90,130
frame=0,SE,0,0,128,128,90,130
frame=0,S,0,0,128,128,90,130
[die]
frames=1
duration=33ms
type=looped
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View File

@ -0,0 +1,40 @@
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View File

@ -0,0 +1,40 @@
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View File

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View File

@ -0,0 +1,40 @@
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View File

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View File

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View File

@ -0,0 +1,40 @@
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View File

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View File

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View File

@ -0,0 +1,40 @@
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View File

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View File

@ -0,0 +1,40 @@
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View File

@ -1,55 +1,79 @@
* subdivision of the maps into subfolders, to make everything simpler and cleaner
* added (basic) maps for each season
Alpha 0.08
* move repo to gitea.it
* the game start on sunday, first day of spring, at 06:00AM
* Removed the experience bar, which will be inserted in the skill menu, together with the other bars
* created and add 100 trees (trees change appearance according to season) and stumps, cuttable, to the farm map
* use tools now costs energy points
* all bridges in the maps, now, will be repaired (with logs and nails... for now this function is not implemented)
* added tabs, in the skill menu (for now they are only for testing)
* added images of logs and rocks breakable by the player
* added a file with the list of future "special" NPCs
* added the pickaxe and 100 rocks breakable with the pickaxe
* added the zip file of the currently used version of the engine, so you have everything in one place
* fixed the bug of the skill bars, with the new version of the engine
* added a single icon for the mouse cursor to fix a bug in the engine that did not make it "change" when a menu was open
* completed the bar of the first skill (foraging)
* added all the trunks breakable with the axe
* created 10 additional layers, in the map, under the character, to be able to arrange the edges of the grass properly
* removed the season in the name of the maps because I will try to put all the seasons in a single map, instead of making 4 identical ones, one per season
* changed the tile of the grass to be cut and animated (animation should be improved)
* added snow, rain and fog parallax images for the day/night cycle
* added tavern
* added the hours cycle, the days cycle, the dates cycle and the seasons cycle
* added the day and night cycle (for now without weather conditions)
* changed the days of the seasons from 28 to 31 (to not have each season start with the same day of the week)
* added a cycle of 9999 years
* added some soundfx
* added 1456 grass tiles (farm map), actualy not activated
* added the first tile of cutable grass (without character animation)
* set the grass disappearing in winter
* changed the day/night cycle, with the sunrise and sunset change time according to the season. now the day/night cycle changes every in-game half hour
* set the change of weather conditions that are activated every in-game 2 hours
* every time the character sleeps the time goes forward by 8 hours and the game save is turned on
* when the character sleeps a description of a dream will appear (random)
* started crossroad.txt map
Known BUGS
* when, while sleeping, you switch from one day to another, in the time menu the day changes after 7 seconds, instead of instantaneously (it is a known bug, because every event that changes the time, date, season and year is always updated every 7 seconds)
............................................
* deleted the folders with the seasonal maps... I will add them again when I have completed all the maps
Alpha 0.05
* added the parallax for the day/night cycle that with the latest version of flare can be loaded via event
* added lights to the windows of the farm that turn on and off at set times (will be implemented when I reimplement the hours)
* added tools and money icons
* added sounds to the farm map
* Removed the ability to create alternative stash. The engine does not allow it
* Started the creation of the village map
* the main character can cut trees, using only the axe tool, that drop wood (animations are still missing)
............................................
* feb. 07, 2021 - update the main folder
* created a test npc, which moves and with which you can interact (not while moving). Flare allows you to create only static NPCs, so I had to adopt alternative solutions
* I am continuing to insert all the tiles of all the tilesets.... it's a big and tedious job, but it's progressing... in more I am adding also the tiles of the various animations, hand to hand that I find them
Alpha 0.04
* started again the creation of the maps, from scratch, using tilesets completely different from the originals. all to avoid copyright issues
* cleaned up folders from unnecessary files
* added a save point with popup message
* added a kind of refrigerator where to put objects (for now it works very badly)
............................................
* feb. 12, 2021 - update the main folder
* changed the system that marks the hours (to be improved, currently does not work graphics due to a bug in the engine)
* the game now starts inside the farmer's house
* created the first teleport that leads to the farm (currently not the tilesetdef)
* when the time arrives at 12.30 am the character is teleported to his bed (and should trigger a new day, but I have not yet implemented for technical problems)
Alpha 0.03
* updated the game to today's date March 12, 2021
* completed the "secret woods" map and created some "hidden" passages
* hidden the teleport icons for map change and enemy from the minimap
............................................
* feb. 13 2021 - update the main folder
* updated the file /map/farm.txt and the file /tilesetdef/spring_outdoor.txt
Alpha 0.02
............................................
* feb. 15 2021 - update main folder
* add /soundfx and /map/parallax folder
* now the character can move on three maps (crossroads is not finished yet)
* update the TO-DO.md file
............................................
* I have updated the files to today's date: February 18, 2021
* I managed to get the time and the days of the week to work correctly (when starting the game the first day is NOT shown because I still have to finish setting the icons correctly)
* I uploaded a zipper file with flare and the game, so you only need to download the zipper file to try it, without having to download anything else (windows only) - the zipper file only weighs 29.1mb
............................................
* feb. 20 2021 - update main folder
* disabled all automatic saves: you only save when you go to sleep (even if it doesn't work perfectly)
* finished the map crossroad.txt and started the map forest.txt
* created the links between crossroad and forest and between forest and farm
* if you download the .7z file, you must replace the files in the OpenValley folder with those found here
* currently the days are bugged... I have to figure out what I did wrong
............................................
* feb. 22, 2021 - update mail folder
* fixed the days of the week bug and added dates and seasons (for now years will not be implemented)
* continued to work on the file /maps/spring_forest.txt
* expanded the file /tilesetdef/spring_outdoor.txt
............................................
@ -63,24 +87,57 @@ Alpha 0.01
............................................
Alpha 0.02
* continued to work on the file /maps/spring_forest.txt
* expanded the file /tilesetdef/spring_outdoor.txt
* feb. 22, 2021 - update mail folder
* fixed the days of the week bug and added dates and seasons (for now years will not be implemented)
............................................
Alpha 0.03
* updated the game to today's date March 12, 2021
* completed the "secret woods" map and created some "hidden" passages
* hidden the teleport icons for map change and enemy from the minimap
* feb. 20 2021 - update main folder
* disabled all automatic saves: you only save when you go to sleep (even if it doesn't work perfectly)
* finished the map crossroad.txt and started the map forest.txt
* created the links between crossroad and forest and between forest and farm
* if you download the .7z file, you must replace the files in the OpenValley folder with those found here
* currently the days are bugged... I have to figure out what I did wrong
............................................
Alpha 0.04
* I have updated the files to today's date: February 18, 2021
* I managed to get the time and the days of the week to work correctly (when starting the game the first day is NOT shown because I still have to finish setting the icons correctly)
* I uploaded a zipper file with flare and the game, so you only need to download the zipper file to try it, without having to download anything else (windows only) - the zipper file only weighs 29.1mb
* started again the creation of the maps, from scratch, using tilesets completely different from the originals. all to avoid copyright issues
* cleaned up folders from unnecessary files
* added a save point with popup message
* added a kind of refrigerator where to put objects (for now it works very badly)
............................................
* feb. 15 2021 - update main folder
* add /soundfx and /map/parallax folder
* now the character can move on three maps (crossroads is not finished yet)
* update the TO-DO.md file
............................................
* feb. 13 2021 - update the main folder
* updated the file /map/farm.txt and the file /tilesetdef/spring_outdoor.txt
............................................
* feb. 12, 2021 - update the main folder
* changed the system that marks the hours (to be improved, currently does not work graphics due to a bug in the engine)
* the game now starts inside the farmer's house
* created the first teleport that leads to the farm (currently not the tilesetdef)
* when the time arrives at 12.30 am the character is teleported to his bed (and should trigger a new day, but I have not yet implemented for technical problems)
............................................
* feb. 07, 2021 - update the main folder
* created a test npc, which moves and with which you can interact (not while moving). Flare allows you to create only static NPCs, so I had to adopt alternative solutions
* I am continuing to insert all the tiles of all the tilesets.... it's a big and tedious job, but it's progressing... in more I am adding also the tiles of the various animations, hand to hand that I find them
............................................
* deleted the folders with the seasonal maps... I will add them again when I have completed all the maps
............................................
* subdivision of the maps into subfolders, to make everything simpler and cleaner
* added (basic) maps for each season
............................................

122
cutscenes/credits.txt Normal file
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@ -0,0 +1,122 @@
# menu_backgrounds=true
[vscroll]
image=images/credits/flare_default.png
separator=8
text=Flare Engine Credits
separator=32
text=Lead Programmers
separator=16
text=Clint Bellanger
text=Henrik Andersson
text=Igor Paliychuk
text=Justin Jacobs
text=Stefan Beller
text=Thane Brimhall
separator=32
text=Programmers
separator=16
text=Andrew Engelbrecht
text=Anton Golov
text=Artur Rojek
text=blazindragon
text=Bonbadil
text=Chris Oelmueller
text=David Bariod
text=Daniel Santos
text=Gallaecio
text=Joseph Bleu
text=Juan PabloTamayo
text=Kitano
text=Kyle Belanger
text=LongerDev
text=Manuel A. Fernandez Montecelo
text=Matthew Krohn
text=Nojan
text=Pavel Kirpichyov
text=runtime-x86
text=Ryan Dansie
separator=32
text=Default Art
separator=16
text=Clint Bellanger
separator=32
text=Translators
separator=16
text=Adrian Chaves Fernandez
text=Andrea Ranaldi
text=Andreas Berheim Brudin
text=Bas Doodeman
text=Bonbadil
text=Carlos Sanchez
text=Chris Oelmueller
text=Christoph J. Thompson
text=Evgen Pavlov
text=Gianfranco Del Borrello
text=Giovanni Dalla Torre
text=GunChleoc
text=Hans Joachim Desserud
text=Igor Paliychuk
text=Janet Hunt
text=Juan Pablo Tamayo
text=losine
text=Michael Papageorgiou
text=Mikhail Karalevich
text=Miro Jánošík
text=Morgan Strauss
text=Nikita Vanku
text=Paul Wortmann
text=Pawel Puszczynski
text=Quentin Stievenart
text=Sergey Basalaev
text=Stefan Beller
text=Stefano Peris
text=sujiniku
text=Thomas Glamsch
text=Timo Sievänen
text=Wuzzy2
text=Yannis Anthymidis
separator=32
text=Distributors
separator=16
text=Ablu
text=Feillyne
text=Jan-Hendrik Peters
text=Manuel A. Fernandez Montecelo
text=miffe
separator=32
text=Special Thanks
separator=16
image=images/credits/oga.png
separator=8
text=For giving constant feedback and testing:
text=Bart Kelsey
text=The community at OpenGameArt
separator=16
image=images/credits/tiled.png
separator=8
text=For Tiled and the Flare map exporter:
text=Thorbjørn Lindeijer
text=Stefan Beller
text=Ranie Jade Ramiso
separator=64
[vscroll]
image=images/credits/diablosaga_logo.png
separator=32
text=A special thanks to:
separator=16
text=Justin Jacobs - dorkster
separator=8
text=For help, suggestions, and for the patience
separator=64

9
cutscenes/sleep1.txt Normal file
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@ -0,0 +1,9 @@
#this scales art to width of flare window
#scale_gfx=true
caption_margins=5,65
#caption_background=0,0,0,200
[scene]
caption=You dream that someone has a crush on you, and that keeps you up late at night talking. Also, a ghost of someone who was killed by an old farm owner visits you.
pause=8s

9
cutscenes/sleep2.txt Normal file
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@ -0,0 +1,9 @@
#this scales art to width of flare window
#scale_gfx=true
caption_margins=5,65
#caption_background=0,0,0,200
[scene]
caption=You dream of a sick person who keeps complaining, also, a vampiric tries to enchant you to be his slave
pause=8s

9
cutscenes/sleep3.txt Normal file
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@ -0,0 +1,9 @@
#this scales art to width of flare window
#scale_gfx=true
caption_margins=5,65
#caption_background=0,0,0,200
[scene]
caption=You dream you're a magician dabbling in black magic and you accidentally summon a demon/evil that's more powerful than you anticipated and all hell breaks loose. Literally.
pause=8s

30
enemies/fall-tree1.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree1,tree
rarity=common
xp=0
defeat_status=cut1
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree10.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree10,tree
rarity=common
xp=0
defeat_status=cut10
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree100.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree100,tree
rarity=common
xp=0
defeat_status=cut100
animations=animations/trees/tree12.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree11.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree11,tree
rarity=common
xp=0
defeat_status=cut11
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree12.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree12,tree
rarity=common
xp=0
defeat_status=cut12
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree13.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree13,tree
rarity=common
xp=0
defeat_status=cut13
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree14.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree14,tree
rarity=common
xp=0
defeat_status=cut14
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree15.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree15,tree
rarity=common
xp=0
defeat_status=cut15
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree16.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree16,tree
rarity=common
xp=0
defeat_status=cut16
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree17.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree17,tree
rarity=common
xp=0
defeat_status=cut17
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree18.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree18,tree
rarity=common
xp=0
defeat_status=cut18
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree19.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree19,tree
rarity=common
xp=0
defeat_status=cut19
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree2.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree2,tree
rarity=common
xp=0
defeat_status=cut2
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree20.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree20,tree
rarity=common
xp=0
defeat_status=cut20
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree21.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree21,tree
rarity=common
xp=0
defeat_status=cut21
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree22.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree22,tree
rarity=common
xp=0
defeat_status=cut22
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree23.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree23,tree
rarity=common
xp=0
defeat_status=cut23
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree24.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree24,tree
rarity=common
xp=0
defeat_status=cut24
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree25.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree25,tree
rarity=common
xp=0
defeat_status=cut25
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree26.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree26,tree
rarity=common
xp=0
defeat_status=cut26
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree27.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree27,tree
rarity=common
xp=0
defeat_status=cut27
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree28.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree28,tree
rarity=common
xp=0
defeat_status=cut28
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree29.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree29,tree
rarity=common
xp=0
defeat_status=cut29
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree3.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree3,tree
rarity=common
xp=0
defeat_status=cut3
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree30.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree30,tree
rarity=common
xp=0
defeat_status=cut30
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree31.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree31,tree
rarity=common
xp=0
defeat_status=cut31
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree32.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree32,tree
rarity=common
xp=0
defeat_status=cut32
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree33.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree33,tree
rarity=common
xp=0
defeat_status=cut33
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree34.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree34,tree
rarity=common
xp=0
defeat_status=cut34
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree35.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree35,tree
rarity=common
xp=0
defeat_status=cut35
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree36.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree36,tree
rarity=common
xp=0
defeat_status=cut36
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree37.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree37,tree
rarity=common
xp=0
defeat_status=cut37
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree38.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree38,tree
rarity=common
xp=0
defeat_status=cut38
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree39.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree39,tree
rarity=common
xp=0
defeat_status=cut39
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree4.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree4,tree
rarity=common
xp=0
defeat_status=cut4
animations=animations/trees/tree9.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree40.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree40,tree
rarity=common
xp=0
defeat_status=cut40
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree41.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree41,tree
rarity=common
xp=0
defeat_status=cut41
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree42.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree42,tree
rarity=common
xp=0
defeat_status=cut42
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree43.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree43,tree
rarity=common
xp=0
defeat_status=cut43
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree44.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree44,tree
rarity=common
xp=0
defeat_status=cut44
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

30
enemies/fall-tree45.txt Normal file
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@ -0,0 +1,30 @@
name=Tree
level=1
categories=fall-tree45,tree
rarity=common
xp=0
defeat_status=cut45
animations=animations/trees/tree10.txt
suppress_hp=true
loot=loot/tree-woods.txt
# combat stats
stat=hp,120
speed=0
melee_range=1
threat_range=16
turn_delay=400ms
chance_pursue=5
power=melee,2,100
cooldown_hit=133ms
stat=accuracy,100
stat=avoidance,0
stat=dmg_melee_min,0
stat=dmg_melee_max,0
cooldown=1s

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