Missed a bit of the skullstorm override system. Fixed that and updated documentation.
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@@ -259,6 +259,32 @@ The `static` property means objects don't move - they stay in their fixed positi
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The `maximum_skulls` setting controls how many skulls can be falling simultaneously. `frequency` is the number of seconds that can elapse before the next skull falls.
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**Skull Storm Sound Overrides:**
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```json
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{
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"x_range": [40, 60],
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"y": 12,
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"type": "skull_storm",
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"damage": 4,
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"maximum_skulls": 2,
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"frequency": {"min": 1, "max": 4},
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"sound_overrides": {
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"skull_storm": "reindeer",
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"falling_skull": "falling_poop",
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"skull_lands": "poop_splat",
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"end_message": "The reindeer fly away.",
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"hit_message": "Hit by reindeer poop!"
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}
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}
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```
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**Override Properties:**
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- `skull_storm`: Sound when entering the skull storm area
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- `falling_skull`: Sound of skulls falling (system automatically uses numbered variants: falling_poop1, falling_poop2, etc. if they exist)
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- `skull_lands`: Sound when skulls hit the ground
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- `end_message`: TTS message when leaving the skull storm area
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- `hit_message`: TTS message when hit by a falling skull
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#### Catapult
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```json
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{
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