The Cove's shore life: crabs up the beach from dusk till dawn (keep to the sand, pinch if you get close, crab meat to cook), gulls after food on the sand and fish on a smoking rack; online too
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@@ -54,6 +54,16 @@ const KINDS := {
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"fox": {"name": "Fox", "hp": 25.0, "walk": 1.5, "run": 7.6, "turn": 7.0,
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"notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
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"drops": {"raw_meat": [1, 1], "hide": [1, 1]}},
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# 0.6.0, the Cove only: crabs come up the beach at dusk and pinch anyone
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# who walks too close (crab.gd, shore.gd); gulls are the Cove's crows,
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# after food left on the sand and fish on a smoking rack (gull.gd).
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"crab": {"name": "Crab", "hp": 14.0, "walk": 0.9, "run": 2.6, "turn": 7.0,
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"notice": 0.0, "notice_loud": 0.0, "calm": 20.0,
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"damage": 5.0, "attack_range": 1.7, "attack_cd": 1.3, "aggro": 5.0,
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"drops": {"crab_meat": [1, 2]}},
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"gull": {"name": "Gull", "hp": 8.0, "walk": 1.0, "run": 11.0, "turn": 8.0,
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"notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
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"drops": {"feather": [1, 3]}},
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# The barrow's skeletal guards (guard.gd, barrow.gd). Slow (you can walk
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# away from one) but they hit hard; bone, so blunt weapons do +50%.
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"guard": {"name": "Barrow Guard", "hp": 80.0, "walk": 1.4, "run": 3.4, "turn": 4.0,
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@@ -172,7 +182,7 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
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cs.position = Vector3(0, parts.height * 0.5, 0)
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if not k in ["rabbit", "guard", "drowned"]: # (rabbits are round, guards stand upright)
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# Long bodies: lay the capsule along the spine.
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cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25, "alpha": 1.65, "bear": 2.0, "fox": 0.8, "crow": 0.3, "old_stag": 3.3, "spirit_wolf": 1.25}.get(k, 1.4)
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cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25, "alpha": 1.65, "bear": 2.0, "fox": 0.8, "crow": 0.3, "gull": 0.4, "crab": 0.45, "old_stag": 3.3, "spirit_wolf": 1.25}.get(k, 1.4)
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cs.rotation.x = PI * 0.5
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cs.position = Vector3(0, parts.height * 0.55, 0)
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add_child(cs)
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@@ -525,6 +535,8 @@ const VOICES := {
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"drowned": {"alert": "guard_rattle", "angry": "guard_rattle", "attack": "guard_rattle"},
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"crow": {"alert": "crow_caw", "hurt": "crow_caw", "idle": "crow_caw"},
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"fox": {"alert": "fox_yip", "hurt": "fox_yip"},
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"gull": {"alert": "gull_cry", "hurt": "gull_cry", "idle": "gull_cry"},
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"crab": {"alert": "crab_click", "attack": "crab_click"},
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}
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## States a creature is in when it's after someone (music.gd's list too).
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const ANGRY := ["charge", "stalk", "lunge", "bash", "stomp", "telegraph", "warn", "raid", "summon"]
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