Modding Enemies

To add new enemies or change existing ones, you must edit the monsters.dat file with a decent text editor, such as Notepad++ (if edditing it with the default windows notepad you will see a messy bunch of infomation).

Each monster is added within brackets { } and within a specific theme like DUNGEON : [ ]

The theme decides where the monster appears, each level is assigned a theme in dungeons.dat.

(see modding levels)

Example
"CUSTOM THEME" : [ { class:com.interrupt.dungeoneer.entities.Monster, tex:51, name:"SNAKE", speed:0.0025, atk:4, maxHp:4, hasAttackAnim:false, bloodType:Slime, damageType:POISON } ],

Variables

 * class: This will be com.interrupt.dungeoneer.entities.Monster, which is the code that the monster uses.
 * tex: Texture location in entities.png, starts with 0, so for the first tile the value would be 0. Each enemy can have 2 frames of animation for walking and one for attack. If the enemy does not have an attack sprite you can start drawing the next enemies sprite right after its second walking sprite. If the enemy does not have an attack animation, make sure you include "hasAttackAnim:false," into its block of code. See modding graphics  for more info.
 * name: Name of the monster
 * speed: movement speed, value range -1.0 to 1.0(?)
 * atk: Damage, value range 1-999(?)
 * maxHp: Max amount of hitpoints 1-999(?)
 * bloodType: color of the blood particles when the monster takes damage.
 * Values:
 * Slime


 * Bone


 * Insect


 * damageType: Decides the type of damage the monsters basic attacks deal.
 * Values:
 * ​ POISON


 * MAGIC


 * ICE


 * FIRE


 * floating: If set to true the monster will fly above the ground.
 * Values:
 * BOOLEAN (true / false)


 * ranged:
 * hasAttackAnim: set to false if the enemy doesn't use an attack sprite.
 *   Values:
 * BOOLEAN (true or false)


 * chaseTarget: If set to true the monster will always chase the player.
 * Values:
 * BOOLEAN (true or false)


 * baseLevel: