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* * Add burrowing animation for `Giant Mole` * Add component ID to `warning_dark` interface * Add `level_one_darkness`, `level_two_darkness`, `level_three_darkness` overlays for different strength of darkness * Add stats for `Giant Mole` in `npcs.yml` * Add new area called `giant_mole_lair` to `areas.yml` * Add `Giant Mole` spawn to `npc-spawns.yml` * Add `GiantMole.kts` to handle `Giant Moles` fight mechanics * * Add `attack`, `hit`, and `death` animation for Giant Mole in `animations.yml` * Add `dirt_on_screen` overlay to `interfaces.yml` * Add `race: giant_mole` to `Giant Mole` in `npcs.yml` * Add the `giant_mole_lair_escape_rope` object to `objects.yml` * Extend boundary for `giant_mole_lair` to cover that whole area, before the north and south parts of the lair weren't included in the area * Add `objectOperate` to `GiantMole.kts` to handle when a player climbs the rope. * * Add animation `dirt_projectile` to `animation.yml` * Add Graphic `burrow_dust` to `graphics.yml` * Add `giant_mole_spawn_area` to `areas.yml` This seems to fix the issues with the mole spawning outside the playing area due to the north and south sides of the lair having walkable tiles outside the playable space. * Add common drops for `giant_mole` to `drops.yml` * Add the mechanic that allows the `giant mole` to burrow with a small chance to throw dirt on the players screen and extinguish any naked flames (candles) * Changed the percentage of the `giant mole` burrowing chance back to 25% * * Add animation `giant_mole_burrow_up` to `animation.yml` * Remove redundant comment in `npcs.yml` * Add sounds `giant_mole_burrow_down`, `giant_mole_attack`, `giant_mole_hit`, `giant_mole_burrow`, and `giant_mole_death` to `sounds.yml` * Add complete drop table for `Giant mole` in `drops.yml` * Remove redundant commends from `GiantMole.kts` * Add `giant_mole_burrow_down` sound when the `Giant mole` burrow to a new location * Add `mole_burrow_up` when the `Giant mole` has move to it's new location * Add inventory check in a scenario where a player may drop their light source or was extinguished to then remove or apple the darkness overlay * * Fix capitalization error in `animation.yml` * Add `Baby Mole` spawns to `npcs-spawns.ym` * Add `Baby Mole` to `npcs.yml` * Change world timer checking to an NPC Clock * Fix incorrect implementation of clearing current attacks on giant mole * * Add mole `attackers clear` when stopping players attacking the mole * * Change `inventoryOption` to include the item that is being used. * Change `World.queue` to `mole.queue` * * Change the directional choices for the mole to include northeast, northwest, southeast, and southwest options instead of just north, east, south, and west * Add directional choices to be random * Fix spade --------- Co-authored-by: GregHib <[email protected]>
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