[global] { [PitFrog] { // Starting health startHealth = 3; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } [tongue] { damage = 3; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 7; // small/medium/large bead count beads = 2/0/0; } [punch1] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 4/0/0; } [punch2] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 4/1/0; } [punch3] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 4/2/0; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; // small/medium/large bead count beads = 2/0/0; } [death] { damage = 0; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 3/1/0; motes = 1; } } [Roach] { // Starting health startHealth = 1; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } [bomb] { damage = 2; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 5; beads = 1/0/0; } [punch1] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 1/0/0; } [punch2] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 0/1/0; } [punch3] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 0/0/1; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 0/0/1; } [death] { damage = 0; knockbackmin = 1; knockbackmax = 1; beads = 0/1/0; motes = 0; } } [MondoMole] { startHealth = 7; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } [hit] { damage = 3; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 0; knockbackmax = 0; beads = 0/1/0; } [punch1] { damage = 2; knockbackmin = 0; knockbackmax = 0; beads = 4/0/0; } [punch2] { damage = 2; knockbackmin = 0; knockbackmax = 0; beads = 6/0/0; } [punch3] { damage = 2; knockbackmin = 0; knockbackmax = 0; beads = 8/1/0; } [headslam] { damage = 3; knockbackmin = 0; knockbackmax = 0; beads = 1/0/0; } [death] { damage = 0; knockbackmin = 0; knockbackmax = 0; beads = 5/1/0; motes = 2; } } [BubbaGator] { // Starting health startHealth = 15; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 4; } [tail] { damage = 12; } [belly] { damage = 8; } [bite] { damage = 16; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 1; knockbackmax = 1; beads = 2/0/0; } [punch1] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 10/0/0; } [punch2] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 12/1/0; } [punch3] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 14/1/1; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 2/1/0; } [death] { damage = 0; knockbackmin = 1; knockbackmax = 1; beads = 0/5/2; motes = 4; } } [BrackishCrab] { // Starting health startHealth = 15; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 4; } [claw] { damage = 12; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 1; knockbackmax = 1; beads = 2/0/0; } [punch1] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 10/0/0; } [punch2] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 12/1/0; } [punch3] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 14/1/1; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 2/1/0; } [death] { damage = 0; knockbackmin = 1; knockbackmax = 1; beads = 0/5/2; motes = 4; } } [BrackishCrabJr] { // Starting health startHealth = 5; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage =2; } [claw] { damage = 6; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 1; knockbackmax = 1; beads = 2/0/0; } [punch1] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 10/0/0; } [punch2] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 12/1/0; } [punch3] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 14/1/1; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 2/1/0; } [death] { damage = 0; knockbackmin = 1; knockbackmax = 1; beads = 0/5/2; motes = 4; } } [FireBug] { // Starting health startHealth = 1; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 2; } [flame] { damage = 8; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 5; beads = 1/0/0; } [punch1] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 2/0/0; } [punch2] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 0/2/0; } [punch3] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 0/0/2; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 0/0/2; } [death] { damage = 0; knockbackmin = 1; knockbackmax = 1; beads = 0/0/1; motes = 0; } } [Imp] { startHealth = 7; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } [hit] { damage = 3; } [slash] { damage = 3; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 7; beads = 2/0/0; } [punch1] { damage = 2; knockbackmin = 3; knockbackmax = 5; beads = 6/0/0; } [punch2] { damage = 2; knockbackmin = 3; knockbackmax = 5; beads = 6/1/0; } [punch3] { damage = 2; knockbackmin = 3; knockbackmax = 5; beads = 6/1/1; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 2/1/0; } [death] { damage = 0; knockbackmin = 3; knockbackmax = 5; beads = 5/2/0; motes = 2; } } [KillerDillo] { startHealth = 9; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 4; } [bite] { damage = 6; } [explode] { damage = 8; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 5; beads = 2/0/0; } [punch1] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 8/0/0; } [punch2] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 4/1/0; } [punch3] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 2/1/1; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 2/1/0; } [death] { damage = 0; knockbackmin = 1; knockbackmax = 1; beads = 5/2/1; motes = 3; } } [airplane] { [bump] { damage = 4; } } } [frenchQuarter] { // All of the zones need to be listed here so single zone builds can figure out what level to load courtyard = 1; bakery = 1; bigpig = 1; mainstreet = 1; thesquare = 1; museum = 1; [Vince] { // Starting health startHealth = 8; // Quips [Quips] { [Damage] { quip = vquip_damage_01; quip = vquip_damage_02; quip = vquip_damage_03; quip = vquip_damage_05; quip = vquip_damage_06; quip = vquip_damage_07; quip = vquip_damage_10; quip = vquip_damage_11; quip = vquip_damage_13; quip = vquip_damage_15; quip = vquip_damage_17; quip = vquip_damage_18; quip = vquip_damage_21; quip = vquip_damage_22; quip = vquip_damage_23; quip = vquip_damage_25; quip = vquip_damage_26; quip = vquip_damage_27; quip = vquip_damage_29; } [Pickup] { quip = vquip_pickup_01; quip = vquip_pickup_03; quip = vquip_pickup_05; quip = vquip_pickup_06; quip = vquip_pickup_07; quip = vquip_pickup_10; quip = vquip_pickup_11; quip = vquip_pickup_13; quip = vquip_pickup_15; quip = vquip_pickup_17; quip = vquip_pickup_18; } [Resurrect] { quip = vquip_life_01; quip = vquip_life_03; quip = vquip_life_05; quip = vquip_life_06; quip = vquip_life_07; quip = vquip_life_09; quip = vquip_life_11; quip = vquip_life_13; } [MonsterKilled] { quip = vquip_mdeath_01; quip = vquip_mdeath_02; quip = vquip_mdeath_03; quip = vquip_mdeath_05; quip = vquip_mdeath_06; quip = vquip_mdeath_07; quip = vquip_mdeath_09; quip = vquip_mdeath_10; quip = vquip_mdeath_14; quip = vquip_mdeath_15; } } // Idles [Idles] { [Damage] { idle = vince_injured_ambient001; idle = vince_injured_ambient002; } [Back] { idle = vince_idle02; // Scratch butt idle = vince_idle03; // Turn around and shrug idle = vince_idle04; // Tap foot idle = vince_idle06; // Flex idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } [Any] { idle = vince_idle02; // Scratch butt idle = vince_idle04; // Tap foot idle = vince_idle05; // Smile and blink idle = vince_idle06; // Flex idle = vince_idle07; // Polish eye idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle09; // Look around idle = vince_idle10; // Dip head and blink idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye idle = vince_idle15; // Look Around } } // area settings [courtyard] { chapterStartHealth = 8; chapterPowerPunch = 0; chapterPowerSpinKick = 0; chapterPowerHeadSlam = 0; chapterPowerFloat = 0; chapterPowerDoubleJump = 0; chapterPowerBoomerang = 0; chapterPlayBeadHint = 1; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 1; } [bigpig] { chapterStartHealth = 12; chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 0; chapterPowerFloat = 0; chapterPowerDoubleJump = 0; chapterPowerBoomerang = 0; chapterPlayDrownComment = 1; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 1; } [mainstreet] { chapterStartHealth = 12; chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 0; chapterPowerFloat = 1; chapterPowerDoubleJump = 0; chapterPowerBoomerang = 0; chapterPlayDoubleJumpComment = 1; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 1; } [thesquare] { chapterStartHealth = 12; chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 0; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 2; } [museum] { chapterStartHealth = 16; chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } } [GingerDeadMan] { // Starting health startHealth = 2; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } // Damage to this critter from the various weapons Vince can wield in this level. [blender] { damage = 1000; // Overkill, but guarantees that they'll die if hit by the blender knockbackmin = 0; knockbackmax = 0; } [spin] { damage = 1; knockbackmin = 5; knockbackmax = 5; beads = 2/0/0; } [punch1] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 2/0/0; } [punch2] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 3/0/0; } [punch3] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 4/1/0; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 2/0/0; } [death] { damage = 0; knockbackmin = 1; knockbackmax = 1; beads = 2/1/0; motes = 1; } } [BigPig] { // No start health - can't be hurt by weapons // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } } [Reggie] { // No start health - can't be hurt by weapons // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 2; } [wrench] { damage = 2; } // Damage to this critter from the various weapons Vince can wield in this level. } [Primo] { // No start health - can't be hurt by weapons // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 2; } // Damage to this critter from the various weapons Vince can wield in this level. } [TrainingFrog] { // Starting health startHealth = 1; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } [tongue] { damage = 2; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 5; beads = 2/0/0; } [punch1] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 2/0/0; } [punch2] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 3/0/0; } [punch3] { damage = 2; knockbackmin = 2; knockbackmax = 2; beads = 4/1/0; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; beads = 2/0/0; } [death] { damage = 0; knockbackmin = 1; knockbackmax = 1; beads = 2/1/0; motes = 1; } } [ClockFigure] { // No start health - can't be hurt by weapons // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } } [TurboDactyl] { // No start health - can't be hurt by weapons // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } [egg] { damage = 1; } // Damage to this critter from the various weapons Vince can wield in this level. } [DinoBoss] { // No start health - can't be hurt by weapons // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } [tail] { damage = 2; } [chomp] { damage = 4; } } [LevelWhammys] { levelwhammy = whammypin; levelwhammy = whammyacid; levelwhammy = whammyanvil; levelwhammy = whammybeartrap; levelwhammy = whammybomb; levelwhammy = whammychainsaw; levelwhammy = whammyironmaiden; levelwhammy = whammykillerbee; levelwhammy = whammylawnmower; levelwhammy = whammymagnet; levelwhammy = whammypitchfork; levelwhammy = whammyufo; } } [sewers] { maintunnel = 1; stealthroom = 1; basketcase = 1; propellerroom = 1; rocketlab = 1; throttleup = 1; wrathofjanice = 1; [Vince] { // Starting health startHealth = 16; // Quips [Quips] { [Damage] { quip = vquip_damage_02; quip = vquip_damage_05; quip = vquip_damage_06; quip = vquip_damage_08; quip = vquip_damage_09; quip = vquip_damage_10; quip = vquip_damage_12; quip = vquip_damage_14; quip = vquip_damage_16; quip = vquip_damage_17; quip = vquip_damage_18; quip = vquip_damage_20; quip = vquip_damage_21; quip = vquip_damage_24; quip = vquip_damage_25; quip = vquip_damage_26; quip = vquip_damage_28; quip = vquip_damage_30; } [Pickup] { quip = vquip_pickup_02; quip = vquip_pickup_04; quip = vquip_pickup_05; quip = vquip_pickup_06; quip = vquip_pickup_09; quip = vquip_pickup_10; quip = vquip_pickup_12; quip = vquip_pickup_13; quip = vquip_pickup_14; quip = vquip_pickup_16; quip = vquip_pickup_18; } [Resurrect] { quip = vquip_life_02; quip = vquip_life_03; quip = vquip_life_05; quip = vquip_life_06; quip = vquip_life_08; quip = vquip_life_10; quip = vquip_life_11; quip = vquip_life_13; } [MonsterKilled] { quip = vquip_mdeath_01; quip = vquip_mdeath_05; quip = vquip_mdeath_06; quip = vquip_mdeath_10; quip = vquip_mdeath_12; quip = vquip_mdeath_13; quip = vquip_mdeath_14; } } // Idles [Idles] { [Damage] { idle = vince_injured_ambient001; idle = vince_injured_ambient002; } [Back] { idle = vince_idle02; // Scratch butt idle = vince_idle03; // Turn around and shrug idle = vince_idle04; // Tap foot idle = vince_idle06; // Flex idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } [Any] { idle = vince_idle02; // Scratch butt idle = vince_idle04; // Tap foot idle = vince_idle05; // Smile and blink idle = vince_idle06; // Flex idle = vince_idle07; // Polish eye idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle09; // Look around idle = vince_idle10; // Dip head and blink idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } } // Area settings [maintunnel] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } [stealthroom] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } [basketcase] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } [propellerroom] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } [rocketlab] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } [throttleup] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } [wrathofjanice] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } } [LevelWhammys] { levelwhammy = whammypin; levelwhammy = whammyacid; levelwhammy = whammyarrows; levelwhammy = whammybeartrap; levelwhammy = whammydrill; levelwhammy = whammykillerbee; levelwhammy = whammylawnmower; levelwhammy = whammylaxative; levelwhammy = whammymagnet; levelwhammy = whammypitchfork; levelwhammy = whammyufo; levelwhammy = whammywreckingball; } [janice] { [bump] { damage = 4; } [eyes] { damage = 30; } } } [cryptCity] { gatekeeperjam = 1; sarcophagushustle = 1; zombieguidancecounselor = 1; gwistlethorpemausoleum = 1; ratracerodeo = 1; [Vince] { // Starting health startHealth = 20; // Quips [Quips] { [Damage] { quip = vquip_damage_01; quip = vquip_damage_03; quip = vquip_damage_04; quip = vquip_damage_05; quip = vquip_damage_07; quip = vquip_damage_08; quip = vquip_damage_09; quip = vquip_damage_11; quip = vquip_damage_13; quip = vquip_damage_19; quip = vquip_damage_20; quip = vquip_damage_21; quip = vquip_damage_23; quip = vquip_damage_28; quip = vquip_damage_29; } [Pickup] { quip = vquip_pickup_01; quip = vquip_pickup_03; quip = vquip_pickup_05; quip = vquip_pickup_07; quip = vquip_pickup_08; quip = vquip_pickup_09; quip = vquip_pickup_11; quip = vquip_pickup_13; quip = vquip_pickup_15; quip = vquip_pickup_16; quip = vquip_pickup_17; } [Resurrect] { quip = vquip_life_03; quip = vquip_life_04; quip = vquip_life_07; quip = vquip_life_08; quip = vquip_life_09; quip = vquip_life_11; quip = vquip_life_12; quip = vquip_life_13; } [MonsterKilled] { quip = vquip_mdeath_01; quip = vquip_mdeath_03; quip = vquip_mdeath_05; quip = vquip_mdeath_07; quip = vquip_mdeath_09; quip = vquip_mdeath_12; quip = vquip_mdeath_13; } } // Idles [Idles] { [Damage] { idle = vince_injured_ambient001; idle = vince_injured_ambient002; } [Back] { idle = vince_idle02; // Scratch butt idle = vince_idle03; // Turn around and shrug idle = vince_idle04; // Tap foot idle = vince_idle06; // Flex idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } [Any] { idle = vince_idle02; // Scratch butt idle = vince_idle04; // Tap foot idle = vince_idle05; // Smile and blink idle = vince_idle06; // Flex idle = vince_idle07; // Polish eye idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle09; // Look around idle = vince_idle10; // Dip head and blink idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } } // Area settings [gatekeeperjam] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } [sarcophagushustle] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 3; } [zombieguidancecounselor] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 4; } [gwistlethorpemausoleum] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 0; chapterMaxSkulls = 4; } [ratracerodeo] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 5; } } [MrsG] { // No start health - can't be hurt by weapons // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } [shockwave] { damage = 4; } } [LevelWhammys] { levelwhammy = whammypin; levelwhammy = whammyacid; levelwhammy = whammyarrows; levelwhammy = whammydrill; levelwhammy = whammygiantmallet; levelwhammy = whammyjackhammer; levelwhammy = whammylaxative; levelwhammy = whammypinata; levelwhammy = whammyspacejunk; levelwhammy = whammytornado; levelwhammy = whammywaringblender; levelwhammy = whammywreckingball; } } [ManorHouse] { // All of the zones need to be listed here so single zone builds can figure out what level to load frontporch = 1; tumblerroom = 1; bowlingalley = 1; captainsroom = 1; tintoyterror = 1; playroom = 1; //BUGBUG: Zone 7 goes here glowberrytangle = 1; boltroidbattle = 1; [Vince] { // Starting health startHealth = 24; // Quips [Quips] { [Damage] { quip = vquip_damage_02; quip = vquip_damage_03; quip = vquip_damage_06; quip = vquip_damage_07; quip = vquip_damage_08; quip = vquip_damage_10; quip = vquip_damage_12; quip = vquip_damage_14; quip = vquip_damage_15; quip = vquip_damage_16; quip = vquip_damage_18; quip = vquip_damage_22; quip = vquip_damage_23; quip = vquip_damage_26; quip = vquip_damage_27; quip = vquip_damage_30; } [Pickup] { quip = vquip_pickup_03; quip = vquip_pickup_04; quip = vquip_pickup_06; quip = vquip_pickup_10; quip = vquip_pickup_11; quip = vquip_pickup_14; quip = vquip_pickup_15; quip = vquip_pickup_16; quip = vquip_pickup_18; } [Resurrect] { quip = vquip_life_02; quip = vquip_life_03; quip = vquip_life_04; quip = vquip_life_08; quip = vquip_life_10; quip = vquip_life_11; quip = vquip_life_12; } [MonsterKilled] { quip = vquip_mdeath_03; quip = vquip_mdeath_04; quip = vquip_mdeath_06; quip = vquip_mdeath_07; quip = vquip_mdeath_08; quip = vquip_mdeath_10; quip = vquip_mdeath_11; quip = vquip_mdeath_12; quip = vquip_mdeath_15; } } // Idles [Idles] { [Damage] { idle = vince_injured_ambient001; idle = vince_injured_ambient002; } [Back] { idle = vince_idle02; // Scratch butt idle = vince_idle03; // Turn around and shrug idle = vince_idle04; // Tap foot idle = vince_idle06; // Flex idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } [Any] { idle = vince_idle02; // Scratch butt idle = vince_idle04; // Tap foot idle = vince_idle05; // Smile and blink idle = vince_idle06; // Flex idle = vince_idle07; // Polish eye idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle09; // Look around idle = vince_idle10; // Dip head and blink idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } } // Area settings [boltroidbattle] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 6; } [captainsroom] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 1; wasbutlersummoned = 1; chapterMaxSkulls = 5; } [frontporch] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 5; } [glowberrytangle] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 5; } [playroom] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 5; } [tintoyterror] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 5; } [tumblerroom] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 0; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 5; } } [DollyBoss] { // Damage to vince from dolly boss attacks [poodle] { damage = 3; } [bullet] { damage = 3; } [bump] { damage = 3; } } [LevelWhammys] { levelwhammy = whammypin; levelwhammy = whammyangrygod; levelwhammy = whammygiantmallet; levelwhammy = whammyironmaiden; levelwhammy = whammyjackhammer; levelwhammy = whammypinata; levelwhammy = whammyscissors; levelwhammy = whammysharktub; levelwhammy = whammyspacejunk; levelwhammy = whammytornado; levelwhammy = whammytruck; levelwhammy = whammywaringblender; } } [Bayou] { // All of the zones need to be listed here so single zone builds can figure out what level to load belowdecks = 1; crawdadjimmys = 1; earthwoodandwater = 1; hurricanehannah = 1; jeanlafittesship = 1; jimmysfanboat = 1; thebogwallow = 1; thesausageworks = 1; [Vince] { // Starting health startHealth = 28; chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 6; // Quips [Quips] { [Damage] { quip = vquip_damage_01; quip = vquip_damage_03; quip = vquip_damage_05; quip = vquip_damage_07; quip = vquip_damage_09; quip = vquip_damage_10; quip = vquip_damage_11; quip = vquip_damage_14; quip = vquip_damage_15; quip = vquip_damage_18; quip = vquip_damage_19; quip = vquip_damage_20; quip = vquip_damage_21; quip = vquip_damage_22; quip = vquip_damage_24; quip = vquip_damage_25; quip = vquip_damage_26; quip = vquip_damage_27; quip = vquip_damage_29; quip = vquip_damage_30; } [Pickup] { quip = vquip_pickup_01; quip = vquip_pickup_02; quip = vquip_pickup_03; quip = vquip_pickup_05; quip = vquip_pickup_07; quip = vquip_pickup_10; quip = vquip_pickup_11; quip = vquip_pickup_13; quip = vquip_pickup_14; quip = vquip_pickup_15; quip = vquip_pickup_18; } [Resurrect] { quip = vquip_life_01; quip = vquip_life_06; quip = vquip_life_08; quip = vquip_life_09; quip = vquip_life_10; quip = vquip_life_11; quip = vquip_life_13; } [MonsterKilled] { quip = vquip_mdeath_01; quip = vquip_mdeath_03; quip = vquip_mdeath_05; quip = vquip_mdeath_06; quip = vquip_mdeath_07; quip = vquip_mdeath_10; quip = vquip_mdeath_11; quip = vquip_mdeath_12; quip = vquip_mdeath_14; } } // Idles [Idles] { [Damage] { idle = vince_injured_ambient001; idle = vince_injured_ambient002; } [Back] { idle = vince_idle02; // Scratch butt idle = vince_idle03; // Turn around and shrug idle = vince_idle04; // Tap foot idle = vince_idle06; // Flex idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } [Any] { idle = vince_idle02; // Scratch butt idle = vince_idle04; // Tap foot idle = vince_idle05; // Smile and blink idle = vince_idle06; // Flex idle = vince_idle07; // Polish eye idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle09; // Look around idle = vince_idle10; // Dip head and blink idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } } // Area settings [belowdecks] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 7; } [crawdadjimmys] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 6; } [earthwoodandwater] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 7; } [hurricanehannah] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 8; } [jeanlafittesship] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 7; } [jimmysfanboat] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 7; } [thebogwallow] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 7; } [thesausageworks] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 8; } } [LevelWhammys] { levelwhammy = whammypin; levelwhammy = whammyangrygod; levelwhammy = whammyfallingcow; levelwhammy = whammyironmaiden; levelwhammy = whammymeatcleaver; levelwhammy = whammymobhit; levelwhammy = whammypitchfork; levelwhammy = whammyscissors; levelwhammy = whammysharktub; levelwhammy = whammyswamppepper; levelwhammy = whammytoxic; levelwhammy = whammytruck; } [Onion] { startHealth = 1; [spin] { damage = 0; knockbackmin = 5; knockbackmax = 5; } [punch1] { damage = 0; knockbackmin = 2; knockbackmax = 2; } [punch2] { damage = 0; knockbackmin = 2; knockbackmax = 2; } [punch3] { damage = 0; knockbackmin = 2; knockbackmax = 2; } [headslam] { damage = 0; knockbackmin = 3; knockbackmax = 3; } } [SausageGoo] { [hit] { damage = 2; } } [hannah] { // No start health - can't be hurt by weapons // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [debris] { damage = 6; } } [crawdaddy] { [bump] { damage = 2; } [claw] { damage = 4; } } [jimmysfanboat] { // Quips [Quips] { [jimmywinning] { quip = jimmy_b_fr_04; quip = jimmy_b_fr_06; quip = jimmy_b_fr_09; quip = jimmy_b_fr_10; } [jimmylosing] { quip = jimmy_b_fr_05; quip = jimmy_b_fr_07; quip = jimmy_b_fr_08; } [vincewinning] { quip = vquip_celebrate_02; quip = vquip_celebrate_04; quip = vquip_celebrate_05; quip = vquip_celebrate_07; quip = vquip_celebrate_09; quip = vquip_celebrate_10; quip = vquip_celebrate_12; quip = vquip_celebrate_13; } } } } [Carnival] { // All of the zones need to be listed here so single zone builds can figure out what level to load bumpercarbumpoff = 1; fightingace = 1; houseomirrors = 1; insidekosmobot = 1; landorides = 1; midriffbattle = 1; midway = 1; scarehouse = 1; [Vince] { // Starting health startHealth = 32; chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 8; // Quips [Quips] { [Damage] { quip = vquip_damage_01; quip = vquip_damage_04; quip = vquip_damage_05; quip = vquip_damage_09; quip = vquip_damage_10; quip = vquip_damage_11; quip = vquip_damage_12; quip = vquip_damage_13; quip = vquip_damage_14; quip = vquip_damage_15; quip = vquip_damage_19; quip = vquip_damage_20; quip = vquip_damage_23; quip = vquip_damage_24; quip = vquip_damage_27; quip = vquip_damage_30; } [Pickup] { quip = vquip_pickup_01; quip = vquip_pickup_02; quip = vquip_pickup_03; quip = vquip_pickup_04; quip = vquip_pickup_07; quip = vquip_pickup_08; quip = vquip_pickup_09; quip = vquip_pickup_12; quip = vquip_pickup_13; quip = vquip_pickup_15; quip = vquip_pickup_16; quip = vquip_pickup_18; } [Resurrect] { quip = vquip_life_01; quip = vquip_life_02; quip = vquip_life_05; quip = vquip_life_06; quip = vquip_life_07; quip = vquip_life_09; quip = vquip_life_10; quip = vquip_life_13; } [MonsterKilled] { quip = vquip_mdeath_01; quip = vquip_mdeath_06; quip = vquip_mdeath_07; quip = vquip_mdeath_08; quip = vquip_mdeath_09; quip = vquip_mdeath_10; quip = vquip_mdeath_13; quip = vquip_mdeath_14; quip = vquip_mdeath_15; } } // Idles [Idles] { [Damage] { idle = vince_injured_ambient001; idle = vince_injured_ambient002; } [Back] { idle = vince_idle02; // Scratch butt idle = vince_idle03; // Turn around and shrug idle = vince_idle04; // Tap foot idle = vince_idle06; // Flex idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } [Any] { idle = vince_idle02; // Scratch butt idle = vince_idle04; // Tap foot idle = vince_idle05; // Smile and blink idle = vince_idle06; // Flex idle = vince_idle07; // Polish eye idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle09; // Look around idle = vince_idle10; // Dip head and blink idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } } // Area settings [bumpercarbumpoff] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 9; } [fightingace] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 9; } [houseomirrors] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 9; } [insidekosmobot] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 9; } [landorides] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 8; solvedSH = 1; solvedHOM = 1; } [midriffbattle] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 9; } [midway] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 8; } [scarehouse] { chapterPowerPunch = 1; chapterPowerSpinKick = 1; chapterPowerHeadSlam = 1; chapterPowerFloat = 1; chapterPowerDoubleJump = 1; chapterPowerBoomerang = 1; chapterPowerAllSeeingEye = 1; chapterMaxSkulls = 9; } } [ScareHouse] { startHealth = 1; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } } [EvilVince] { startHealth = 3; [bump] { damage = 1; } [whammy] { damage = 4; } [spin] { damage = 1; } [punch1] { damage = 1; } [punch2] { damage = 1; } [punch3] { damage = 1; } [headslam] { damage = 1; } [death] { damage = 0; } } [TrailerFrog] { // Starting health startHealth = 15; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 5; } [tongue] { damage = 10; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 7; // small/medium/large bead count beads = 0/0/1; } [punch1] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 0/0/1; } [punch2] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 0/0/2; } [punch3] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 0/0/3; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; // small/medium/large bead count beads = 0/0/1; } [death] { damage = 0; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 5/0/0; motes = 1; } } [frogofmystery] { // Starting health startHealth = 15; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 5; } [tongue] { damage = 10; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 7; // small/medium/large bead count beads = 0/0/1; } [punch1] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 0/0/1; } [punch2] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 0/0/2; } [punch3] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 0/0/3; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; // small/medium/large bead count beads = 0/0/1; } [death] { damage = 0; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 5/0/0; motes = 1; } } [KosmoBot] { // Damage to vince from clown missiles [clownmissile] { // Starting health startHealth = 1; damage = 4; } } [kosmobotlegs] { [bump] { damage = 16; } } [KosmoBotHead] { startHealth = 4; } [tentplane] { [bullet] { damage = 1; } } [minibrains] { [lightning] { damage = 1; } } [mainbrain] { // Starting health startHealth = 50; // Damage to vince from collision or attack. Collision must always be named bump. // Attack names should be the name of the attack [bump] { damage = 1; } // Damage to this critter from the various weapons Vince can wield in this level. [spin] { damage = 1; knockbackmin = 5; knockbackmax = 7; // small/medium/large bead count beads = 5/5/5; } [punch1] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 5/5/5; } [punch2] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 5/5/5; } [punch3] { damage = 2; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 5/5/5; } [headslam] { damage = 3; knockbackmin = 3; knockbackmax = 3; // small/medium/large bead count beads = 5/5/5; } [death] { damage = 0; knockbackmin = 3; knockbackmax = 5; // small/medium/large bead count beads = 50/50/50; motes = 50; } } [LevelWhammys] { levelwhammy = whammypin; levelwhammy = whammyangrygod; levelwhammy = whammyfallingcow; levelwhammy = whammyguillotine; levelwhammy = whammyjackhammer; levelwhammy = whammylaxative; levelwhammy = whammylightening; levelwhammy = whammymeatcleaver; levelwhammy = whammymobhit; levelwhammy = whammyscissors; levelwhammy = whammyswamppepper; levelwhammy = whammytoxic; } } [voodooshop] { [Vince] { // Idles [Idles] { [Any] { idle = vince_idle02; // Scratch butt idle = vince_idle04; // Tap foot idle = vince_idle05; // Smile and blink idle = vince_idle06; // Flex idle = vince_idle07; // Polish eye idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle09; // Look around idle = vince_idle10; // Dip head and blink idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } } } } [e3wrapper] { [Vince] { // Idles [Idles] { [Any] { idle = vince_idle02; // Scratch butt idle = vince_idle04; // Tap foot idle = vince_idle05; // Smile and blink idle = vince_idle06; // Flex idle = vince_idle07; // Polish eye idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle08; // Blink idle = vince_idle09; // Look around idle = vince_idle10; // Dip head and blink idle = vince_idle11; // Belch idle = vince_idle12; // Brush off idle = vince_idle13; // Toss eye } } } }