animal zombie variations (#5286)

* units - move SotA zombie rats to core

* units - hackish movement anim for zombie gryphons

* units/monsters - better choices from available undead_variations

* units - falcon zombie (no soulless yet)

* units - adding zombie falcon portrait

* units - adding soulless falcon

* units - adding gorer portrait

* units - slight adjustment to zombie falcon

* units - adding zombie rat portrait

* units - zombie tusker

* units - tusker soulless

* units - wire in new undead variations to falcon and tusker

* units - fix some sprite shadows in the zombie tuskers
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doofus-01 2020-11-26 19:19:16 -08:00 committed by GitHub
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75 changed files with 196 additions and 6 deletions

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@ -139,7 +139,7 @@ In times of strife, the hierarchy of command becomes more adaptable, with the or
plural_name= _ "race^Falcons"
description= _ "Falcons are birds of prey, noted for their exceptional speed and agility. Lighter and with less powerful talons than other raptors, falcons instead favor the use of their beak to kill their targets. Their keen eye and capacity for domestication makes them a populous and well-known creature, used both by nobles in sport, and by nomads or tribes who find them useful in hunting for food. Falcons occasionally find a role on the field of war as well, with certain falconers training their birds to distinguish between friend and foe, making them a useful asset to aid in an armys charge."
num_traits=2
undead_variation=gryphon
undead_variation=falcon
markov_chain_size=2
{OGRE_NAMES}
[/race]

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@ -18,6 +18,7 @@
usage=fighter
description= _ "Giant Ants are common in almost any environment, from caverns deep under the earth to the tops of tall mountains. Though normally not hostile, they can bite at close range."
die_sound=hiss-die.wav
undead_variation=spider # not perfect, but better than a bald man
[movement_costs]
fungus=2
[/movement_costs]

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@ -18,6 +18,7 @@
usage=fighter
description= _ "Cave Bears are large, powerful beasts with sharp claws and large teeth. Adapted to roaming the dark caves, they have a keen sense of smell and hearing, but poor eyesight. When a rival predator, or some other threat, gets too close, a bear will reliably attack."
die_sound=drake-die.ogg
undead_variation=wolf
[standing_anim]
start_time=-50
[frame]

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@ -18,6 +18,7 @@
description= _ "Elder Falcons bear the telltale scars of veteran warriors from protecting their masters, their bodies proof of repeated dives into a swirling melee. Stronger and faster than their younger kin, they are rumored to hit with enough force to remove an enemys head."
{NOTE_CHARGE}
die_sound={SOUND_LIST:GRYPHON_DIE}
undead_variation=falcon
{DEFENSE_ANIM "units/monsters/falcon/elder-falcon.png" "units/monsters/falcon/elder-falcon.png" {SOUND_LIST:GRYPHON_HIT} }
[defense]
village=50

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@ -13,6 +13,7 @@
level=0
alignment=neutral
advances_to=Elder Falcon
undead_variation=falcon
cost=12
usage=scout
description= _ "Seen as status symbols of the nobles, falcons are precious possessions normally used for sport. The same techniques are employed to rend and tear foes on the battlefield, and their great speed is a boon to scouting out the land."

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@ -45,6 +45,7 @@ units/monsters/ant/#enddef
usage=fighter
description= _ "Lorem ipsem ..."
die_sound=hiss-die.wav
undead_variation=spider
[movement_costs]
fungus=2
[/movement_costs]

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@ -14,7 +14,7 @@
advances_to=null
{AMLA_DEFAULT}
cost=5
undead_variation=saurian
undead_variation=rat
usage=fighter
description= _ "Much larger than the common rats which often inhabit major cities, these vermin can injure an unarmed civilian, and can prove frustratingly elusive on any footing. While notably aggressive at night, these creatures do not pose much of a threat to any serious fighter."
{DEFENSE_ANIM "units/monsters/giant-rat-defend-2.png" "units/monsters/giant-rat-defend-1.png" {SOUND_LIST:BAT_HIT} }

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@ -19,6 +19,7 @@
description= _ "Giant Stoats are a devious rodent predominantly found in the frozen parts of the Northlands, although they can survive anywhere. They generally scavenge and hunt smaller animals, but are territorial and the young adults have been known to attack larger intruders, including humans and orcs."
{NOTE_SKIRMISHER}
die_sound=hiss-die.wav
undead_variation=rat
[abilities]
{ABILITY_SKIRMISHER}
[/abilities]

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@ -28,7 +28,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
undead_variation=mounted
undead_variation=wolf
cost=11
usage=fighter
description=_ "Icemonax are a strange beast of the frozen north, best described as a large, armored ground squirrel. Their armor accumulates frost and snow, even in more temperate climates. Most Icemonax are curious, often wandering into places they do not belong. Despite this, efforts to study and domesticate them have failed, as they die soon after capture."

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@ -29,7 +29,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
undead_variation=mounted
undead_variation=wolf
cost=26
usage=fighter
description=_ "Icemonax are a strange beast of the frozen north, best described as a large, armored ground squirrel. Their armor accumulates ice and snow, even when the climate is warm and dry. Some Icemonax grow to be quite large and powerful, guarding their smaller, younger kin."

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@ -4,6 +4,7 @@
name= _ "Gorer"
race=monster
image="units/monsters/tusker/gorer.png"
profile="portraits/monsters/gorer.png"
[standing_anim]
start_time=-50
[frame]
@ -28,7 +29,7 @@
level=1
alignment=neutral
advances_to=null
undead_variation=mounted
undead_variation=tusker
cost=15
usage=fighter
description=_ "As Tuskers age, their already formidable teeth grow longer and more numerous. A mature boar gorer is a valuable asset to any farmer. And an angry boar gorer is a challenge even to the best hunters."

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@ -27,7 +27,7 @@
level=0
alignment=neutral
advances_to=Gorer
undead_variation=mounted
undead_variation=tusker
cost=10
usage=fighter
description=_ "Young tuskers are as notoriously bad-tempered as the adults of the species, if a little less of a challenge. But woe betide the unfortunate who comes between a Tusklet and its parents."

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@ -7,6 +7,24 @@
movement={MOVES_NUMBER}
#enddef
#define UNIT_BODY_SOULLESS_ATTACK ATTACK_NAME ATTACK_ICON ATTACK_TYPE
# The human-looking hand in the attack icon doesn't work well for some races, so it's
# changeable here. The animals have no hands at all, so they get fangs. The internal
# name can't change from touch though.
[attack]
name=touch
description={ATTACK_NAME}
icon={ATTACK_ICON}
range=melee
type={ATTACK_TYPE}
damage=7
number=3
[specials]
{WEAPON_SPECIAL_PLAGUE}
[/specials]
[/attack]
#enddef
# Variant animations for the Soulless
#define UNIT_BODY_SOULLESS_GRAPHICS BASE_NAME
image="units/undead/{BASE_NAME}.png"
@ -123,6 +141,40 @@
[/movement_costs]
[/variation]
[variation]
variation_id=falcon
variation_name= _ "wc_variation^Falcon"
inherit=yes
profile=portraits/undead/zombie-falcon.png
{UNIT_BODY_SOULLESS_STATS fly 6 28}
{UNIT_BODY_SOULLESS_GRAPHICS soulless-falcon}
[movement_costs]
deep_water=1
[/movement_costs]
[defense]
mountains=40
deep_water=50
[/defense]
[standing_anim]
start_time=0
bird_start_time=0
bird_y=0~-3:400,-3~3:800,3~0:400
[frame]
image="units/undead/zombie-falcon-shadow.png:1600"
[/frame]
[bird_frame]
image="units/undead/soulless-falcon.png:1600"
auto_vflip=no
[/bird_frame]
[/standing_anim]
[movement_anim]
start_time=0
[frame]
image="units/undead/zombie-falcon-shadow.png~BLIT(units/undead/soulless-falcon.png):150"
[/frame]
[/movement_anim]
[/variation]
[variation]
variation_id=goblin
variation_name= _ "wc_variation^Goblin"
@ -157,8 +209,33 @@
mountains=40
deep_water=50
[/defense]
# maybe there will be actual frames for this some day, but not yet
[movement_anim]
start_time=0
[frame]
image="units/monsters/gryphon-flying-[1~8].png~CS(-80,0,-10):150"
[/frame]
[/movement_anim]
[/variation]
[variation]
variation_id=rat
variation_name= _ "wc_variation^Rat"
inherit=yes
profile=portraits/undead/zombie-rat.png
{UNIT_BODY_SOULLESS_STATS rodentfoot 3 20}
{UNIT_BODY_SOULLESS_GRAPHICS soulless-rat}
cost=5
[movement_costs]
deep_water=3
[/movement_costs]
[defense]
deep_water=90
[/defense]
{UNIT_BODY_SOULLESS_ATTACK ( _ "bite") "attacks/fangs-rodent.png" blade}
[/variation]
[variation]
variation_id=saurian
variation_name= _ "wc_variation^Saurian"
@ -205,6 +282,19 @@
{UNIT_BODY_SOULLESS_GRAPHICS soulless-troll}
[/variation]
[variation]
variation_id=tusker
variation_name= _ "wc_variation^Tusker"
inherit=yes
profile=portraits/undead/zombie-tusker.png
{UNIT_BODY_SOULLESS_STATS smallfoot 5 31}
{UNIT_BODY_SOULLESS_GRAPHICS soulless-tusker}
[defense]
village=50
[/defense]
{UNIT_BODY_SOULLESS_ATTACK ( _ "tusk") "attacks/tusk.png" blade}
[/variation]
[variation]
variation_id=wose
variation_name= _ "wc_variation^Wose"
@ -362,3 +452,4 @@
#undef UNIT_BODY_SOULLESS_STATS
#undef UNIT_BODY_SOULLESS_GRAPHICS
#undef UNIT_BODY_SOULLESS_ATTACK

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@ -7,6 +7,26 @@
movement={MOVES_NUMBER}
#enddef
#define UNIT_BODY_WALKING_CORPSE_ATTACK ATTACK_NAME ATTACK_ICON ATTACK_TYPE
# The human-looking hand in the attack icon doesn't work well for some races, so it's
# changeable here. The animals have no hands at all, so they get fangs. The internal
# name can't change from touch though.
[attack]
name=touch
description={ATTACK_NAME}
icon={ATTACK_ICON}
range=melee
type={ATTACK_TYPE}
damage=6
number=2
[specials]
{WEAPON_SPECIAL_PLAGUE}
[/specials]
[/attack]
#enddef
# Variant animations for the Walking Corpse
#define UNIT_BODY_WALKING_CORPSE_GRAPHICS BASE_NAME
image="units/undead/{BASE_NAME}.png"
@ -122,6 +142,40 @@
[/movement_costs]
[/variation]
[variation]
variation_id=falcon
variation_name= _ "wc_variation^Falcon"
inherit=yes
profile=portraits/undead/zombie-falcon.png
{UNIT_BODY_WALKING_CORPSE_STATS fly 6 16}
{UNIT_BODY_WALKING_CORPSE_GRAPHICS zombie-falcon}
[movement_costs]
deep_water=1
[/movement_costs]
[defense]
mountains=40
deep_water=50
[/defense]
[standing_anim]
start_time=0
bird_start_time=0
bird_y=0~-3:400,-3~3:800,3~0:400
[frame]
image="units/undead/zombie-falcon-shadow.png:1600"
[/frame]
[bird_frame]
image="units/undead/zombie-falcon.png:1600"
auto_vflip=no
[/bird_frame]
[/standing_anim]
[movement_anim]
start_time=0
[frame]
image="units/undead/zombie-falcon-shadow.png~BLIT(units/undead/zombie-falcon.png):150"
[/frame]
[/movement_anim]
[/variation]
[variation]
variation_id=goblin
variation_name= _ "wc_variation^Goblin"
@ -146,6 +200,13 @@
mountains=40
deep_water=50
[/defense]
# maybe there will be actual frames for this some day, but not yet
[movement_anim]
start_time=0
[frame]
image="units/monsters/gryphon-flying-[1~8].png~CS(-50,5,5):150"
[/frame]
[/movement_anim]
[/variation]
[variation]
@ -158,6 +219,23 @@
{NOTE_DEFENSE_CAP}
[/variation]
[variation]
variation_id=rat
variation_name= _ "wc_variation^Rat"
inherit=yes
profile=portraits/undead/zombie-rat.png
{UNIT_BODY_WALKING_CORPSE_STATS rodentfoot 3 12}
{UNIT_BODY_WALKING_CORPSE_GRAPHICS zombie-rat}
cost=5
[movement_costs]
deep_water=3
[/movement_costs]
[defense]
deep_water=90
[/defense]
{UNIT_BODY_WALKING_CORPSE_ATTACK ( _ "bite") "attacks/fangs-rodent.png" blade}
[/variation]
[variation]
variation_id=saurian
variation_name= _ "wc_variation^Saurian"
@ -204,6 +282,19 @@
{UNIT_BODY_WALKING_CORPSE_GRAPHICS zombie-troll}
[/variation]
[variation]
variation_id=tusker
variation_name= _ "wc_variation^Tusker"
inherit=yes
profile=portraits/undead/zombie-tusker.png
{UNIT_BODY_WALKING_CORPSE_STATS smallfoot 5 19}
{UNIT_BODY_WALKING_CORPSE_GRAPHICS zombie-tusker}
[defense]
village=50
[/defense]
{UNIT_BODY_WALKING_CORPSE_ATTACK ( _ "tusk") "attacks/tusk.png" blade}
[/variation]
[variation]
variation_id=wose
variation_name= _ "wc_variation^Wose"
@ -362,3 +453,4 @@
#undef UNIT_BODY_WALKING_CORPSE_STATS
#undef UNIT_BODY_WALKING_CORPSE_GRAPHICS
#undef UNIT_BODY_WALKING_CORPSE_ATTACK