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animation delays and monsters stats

Posted: Fri Apr 15, 2005 2:57 pm
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.

Posted: Mon Apr 18, 2005 10:37 am
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).

Posted: Mon Apr 18, 2005 1:38 pm
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.

Posted: Mon Apr 18, 2005 1:57 pm
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.