public AbyssalTendrilTree(SceneGame world) : base(world) { Name = "Abyssal Tendril Tree"; Description = "Dread mummy"; Render = new CreatureStaticRender() { Color = ColorMatrix.Identity, Sprite = SpriteLoader.Instance.AddSprite("abyssal_tendril_tree"), }; Mask.Add(new Point(0, 0)); Mask.Add(new Point(0, 1)); Mask.Add(new Point(1, 0)); Mask.Add(new Point(1, 1)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 950)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 50)); Effect.ApplyInnate(new EffectFamily(this, Family.Plant)); Effect.ApplyInnate(new EffectFamily(this, Family.Abyssal)); Effect.ApplyInnate(new EffectTrait(this, Trait.BloodThroesAcid)); Effect.ApplyInnate(new EffectTrait(this, Trait.DeathThroesTendril)); Effect.ApplyInnate(new EffectMovementType(this, MovementType.Stationary, 10)); Skills.Add(new SkillCreateTentacles()); Skills.Add(new SkillGrabbingTentacle()); Skills.Add(new SkillVenomBite()); Skills.Add(new SkillLick()); }
public WalkingCauldron(SceneGame world) : base(world) { Name = "Walking Cauldron"; Description = "Humpty Dumpty"; Render = new CreatureStaticRender() { Sprite = SpriteLoader.Instance.AddSprite("content/walking_cauldron"), }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 400)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 5)); Effect.ApplyInnate(new EffectStatPercent(this, Element.Fire.DamageRate, -0.5)); Effect.ApplyInnate(new EffectTrait(this, Trait.Broiling)); }
public AutoBomb(SceneGame world) : base(world) { Name = "Auto Bomb"; Description = "Does not enable wall clips."; Render = new CreatureStaticRender() { Sprite = SpriteLoader.Instance.AddSprite("content/mine"), }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 150)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 10)); Effect.ApplyInnate(new EffectStatPercent(this, Element.Fire.DamageRate, -0.5)); Effect.ApplyInnate(new EffectTrait(this, Trait.DeathThroesFireBlast)); Skills.Add(new SkillKamikaze()); }