P5 the Old Stag: standing stones and altar, three-phase boss with charges, stun window, spirit wolves and stomps; antler pickaxe and trophy; group scaling and credit for every fighter; online 3-player test (protocol 12)
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@@ -60,6 +60,14 @@ const KINDS := {
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"notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
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"damage": 20.0, "attack_range": 2.0, "attack_cd": 2.0, "bone": true,
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"drops": {"iron_nugget": [1, 2]}},
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# P5: the Old Stag (old_stag.gd), called by the standing stones, and the
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# spirit wolves it summons (they just run at you: the base "charge").
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"old_stag": {"name": "Old Stag", "hp": 900.0, "walk": 2.0, "run": 13.0, "turn": 3.0,
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"notice": 0.0, "notice_loud": 0.0, "calm": 60.0,
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"damage": 30.0, "attack_range": 2.8, "attack_cd": 1.0, "drops": {}},
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"spirit_wolf": {"name": "Spirit Wolf", "hp": 40.0, "walk": 1.6, "run": 7.4, "turn": 6.0,
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"notice": 0.0, "notice_loud": 0.0, "calm": 60.0,
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"damage": 8.0, "attack_range": 1.8, "attack_cd": 1.3, "aggro": 9999.0, "drops": {}},
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# One bear per island, in the deep forest by the rim (bear.gd, bear_range.gd).
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# Slower than you sprinting, but it hits like a falling tree.
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"bear": {"name": "Bear", "hp": 220.0, "walk": 1.3, "run": 7.0, "turn": 3.5,
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@@ -132,7 +140,8 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
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var eyes := MeshInstance3D.new()
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eyes.mesh = parts.eyes
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var em := StandardMaterial3D.new()
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var eye: Color = {"alpha": Color(1.0, 0.18, 0.1), "guard": Color(0.45, 0.8, 1.0)}.get(k, Color(1.0, 0.75, 0.3))
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var eye: Color = {"alpha": Color(1.0, 0.18, 0.1), "guard": Color(0.45, 0.8, 1.0), "old_stag": Color(0.55, 0.95, 1.0),
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"spirit_wolf": Color(0.55, 0.95, 1.0)}.get(k, Color(1.0, 0.75, 0.3))
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em.albedo_color = eye.lerp(Color.WHITE, 0.2)
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em.emission_enabled = true
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em.emission = eye
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@@ -157,7 +166,7 @@ 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 k != "rabbit" and k != "guard": # (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}.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, "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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@@ -411,7 +420,7 @@ func take_hit(damage: float, from: Vector3, embed_id: String = "") -> void:
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## How a living animal responds to being hit (wolves override this).
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func _react(from: Vector3) -> void:
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if kind == "boar" and hp > def.hp * 0.3:
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if (kind == "boar" and hp > def.hp * 0.3) or kind == "spirit_wolf": # (spirit wolves never run)
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state = "charge"
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_aggro = def.aggro
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_attack_cd = 0.4
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