Missed a bit of the skullstorm override system. Fixed that and updated documentation.

This commit is contained in:
Storm Dragon
2025-09-21 23:40:10 -04:00
parent 77633adf14
commit a686e816f5
3 changed files with 32 additions and 3 deletions

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