- Charybdis's and coelanths can eat other creatures.

- Split charybdis's tail into several parts, the single stiff tail limb made it too difficult for it to turn around.
- Option to override the torque that's used to rotate the mainlimb of swimming creatures to the correct direction.
- The scale of the characters' limbs is taken into account in EditCharacterScreen.
This commit is contained in:
Joonas Rikkonen
2017-06-22 18:16:00 +03:00
parent 38f92acf8e
commit e090806d3a
8 changed files with 66 additions and 28 deletions
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Width:  |  Height:  |  Size: 609 KiB

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@@ -9,15 +9,22 @@
attackpriorityrooms="50.0"
attackpriorityweaker="50"
attackprioritystronger="-30"
eatpriority="40"
sight="0.5"
hearing="1.0"/>
<ragdoll waveamplitude="150.0" wavelength="10000" swimspeed="4.0" scale="1.5" canentersubmarine="false">
<ragdoll
waveamplitude="150.0"
wavelength="10000"
steertorque="1000"
swimspeed="4.0"
scale="1.5"
canentersubmarine="false">
<collider radius="80" height="440"/>
<!-- body -->
<limb id = "0" radius="100" height="470" type="Torso" steerforce="1.0">
<limb id = "0" radius="100" height="470" type="Torso" steerforce="1.0" mouthpos="0,260">
<sprite texture="Content/Characters/Charybdis/charybdis.png" sourcerect="160,0,242,688" depth="0.015" origin="0.5,0.5"/>
</limb>
@@ -33,17 +40,25 @@
</limb>
<!-- tail -->
<limb id = "3" radius="80" height="580" type="Tail">
<sprite texture="Content/Characters/Charybdis/charybdis.png" sourcerect="0,0,160,752" depth="0.02" origin="0.5,0.5"/>
<limb id = "3" radius="60" height="250" type="Tail">
<sprite texture="Content/Characters/Charybdis/charybdis.png" sourcerect="0,0,160,379" depth="0.02" origin="0.5,0.5"/>
</limb>
<limb id = "4" radius="30" height="168" type="Tail">
<sprite texture="Content/Characters/Charybdis/charybdis.png" sourcerect="24,402,83,228" depth="0.02" origin="0.5,0.5"/>
</limb>
<limb id = "5" radius="20" height="200" type="Tail">
<sprite texture="Content/Characters/Charybdis/charybdis.png" sourcerect="33,645,77,244" depth="0.02" origin="0.5,0.5"/>
</limb>
<!-- body to lower yaw -->
<joint limb1="0" limb1anchor="48,128" limb2="1" limb2anchor="-30,-90" lowerlimit="-10" upperlimit="30"/>
<!-- body to front fin -->
<joint limb1="0" limb1anchor="32,-32" limb2="2" limb2anchor="-32,260" lowerlimit="-50" upperlimit="0"/>
<!-- body to tail -->
<joint limb1="0" limb1anchor="0,-270" limb2="3" limb2anchor="0,280" lowerlimit="-20" upperlimit="20"/>
<joint limb1="0" limb1anchor="0,-270" limb2="3" limb2anchor="2,134" lowerlimit="-30" upperlimit="30"/>
<joint limb1="3" limb1anchor="-10,-153" limb2="4" limb2anchor="6,88" lowerlimit="-30" upperlimit="30"/>
<joint limb1="4" limb1anchor="-14,-95" limb2="5" limb2anchor="-18,108" lowerlimit="-30" upperlimit="30"/>
</ragdoll>
</Character>
@@ -6,20 +6,27 @@
<sound file="Content/Characters/Coelanth/idle2.ogg" state="None" />
<ai
combatstrength="300"
combatstrength="400"
attackpriorityhumans="90.0"
attackpriorityrooms="50.0"
attackpriorityweaker="50"
attackprioritystronger="-100"
eatpriority="40"
sight="0.1"
hearing="1.0"/>
<ragdoll waveamplitude="50.0" wavelength="2500" swimspeed="5.0" walkspeed="3.5" canentersubmarine="false">
<ragdoll
waveamplitude="50.0"
wavelength="2500"
steertorque="500"
swimspeed="5.0"
walkspeed="3.5"
canentersubmarine="false">
<collider radius="50" height="250"/>
<!-- head -->
<limb id = "0" radius="50" height="270" type="Head" steerforce="1.0">
<limb id = "0" radius="50" height="270" type="Head" steerforce="1.0" mouthpos="50,75">
<sprite texture="Content/Characters/Coelanth/coelanth.png" sourcerect="267,171,162,392" depth="0.02" origin ="0.5,0.5"/>
</limb>
@@ -15,8 +15,11 @@
sight="0.5"
hearing="1.0"/>
<ragdoll waveamplitude="50.0" wavelength="2500"
swimspeed="4.0" swimspeedmultiplier="1.5"
<ragdoll waveamplitude="50.0"
wavelength="2500"
steertorque="100"
swimspeed="4.0"
swimspeedmultiplier="1.5"
canentersubmarine="false">
<collider radius="50" height="320"/>