Can I have a list of the new enemy names so I can put them in with Magic Signs?
oBlob
oCobra
oGreenSpider
oGreenSpiderHang
oGreenFrog
oFrogSpit - set xVel/yVel on creation (sprite will auto face left/right based on xVel)
oMan - default variables:
hat = sLinkHat // hat sprites available: sLinkHat, sSantaHat, sCrownHat, sWizardHat, sHelmet, sGhostMask, sSpelunkerMask, sTunnelMask, sDamselMask, sShopkeeperMask, sBlobMask
drop = oGoldNugget // object to drop on death
dropNum = 1 // number of 'drop' objects to drop on death
friendly = false // is friendly to player until he takes damage
canThrow = true // can pick up and throw rocks
armed = false // is holding rock
armedBomb = false // is holding bomb
showHat = true // if hat is visible
bombs = 0; // bomb inventory count
mage = false; // has magic abilities
willJump = false; // if will try to hop up next time he comes to a wall
These child objects set the hat/abilities/drops of certain types of oMan:
oManLink, oManCrown, oManWizard, oManHelmet, oManBomber, oManBlob, oManSanta
oMiniOlmec
oFloater (based on scarabs, but unfriendly)
Defaults:
iVel = 2 // initial velocity (when starts moving)
slow = 0.03 // slowdown per step
waitMin = 0.5 // after stopping, min/max seconds to wait until start moving again
waitMax = 3
explosive = false // if explodes on death or contact with player
range = 128 // will try to move toward player if he is in this range
oFireball - much the same as oMagma but does not spawn a magma man after hitting the ground (default xVel/yVel launches in random upward direction on creation)
oHurt - a generic damage on touch object, set whatever sprite you like...these are either stationary or orbiting, can't be used as projectiles (no xVel/yVel). Has these default variables:
damage = 1
invincible = true (if false, oHurt is destroyed on first contact with player)
enemy = false (if true, it will also cause damage to other enemies and Damsel)
knockback = 6 (player knockback amount caused)
orbit = false // orbiting movement
radius = 48 // distance of orbit from target
spd = 2 // speed of orbit
originX = x+8 // coords to orbit around
originY = y+8
reverse = false // orbit direction
edit: try oHurt with 0 damage and lots of knockback for cool 'push' effects