animation delays and monsters stats

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linflas
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animation delays and monsters stats

Post by linflas »

hi,
i'm integrating EOB monsters into "Sukumvit's Labyrinth"... and trying to make nice 2 bitmaps attack animations with the ripped graphics.
what is the delay (between frame val + between loop val = delay ?) for a monster attack ? does it depend on one of its movement value ?

about monsters, i'm very happy to have created something like the thief or the axeman in DM2 but i have more questions on stats.
do attack1/attack2/attack3 have the same priority ?
what is the influence of body height ? throwing a rock on a flat/short creature, etc.
what are the min/max values for : movement, jiggle, flip, view range, poisonousness, fearfulness ?

thanks for help.
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Post by George Gilbert »

Here goes...

- The delay in graphics is completely independent of anything else.
- Attack values are all the same priority
- Body height is only used for the door animation (how low it goes until it goes back up again when the creature is beneath it).
- For all, min is 0 and there is no max. -1 is special and means "does not apply" (e.g. a movement delay of --1 means they don't move - equivalent to a delay of infinity).
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linflas
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Post by linflas »

George Gilbert wrote: - The delay in graphics is completely independent of anything else.
that's why i noticed weird things : the animation doesn't start by displaying the first bitmap each time a hit is done by the creature.
i guess there's a different delay for each attack : a thump is twice longer than a stab approximately... so this must be the reason why there's an independent loop for the animation and when the monster attacks, it just displays the current bitmap in the loop.
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Post by linflas »

here's an example : http://redribbon.planet-d.net/dm/kenku.RTC
these guys are "Kenku" from EOB, they replace Trolins in Sukumvit's.
i noticed that the independent attack animation loops are perfectly synchronized for the 2 front monsters.
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