It's really awesome that feature you comment
jaxad0127. I see something similar with NPCs but I dont know that this could be possible for monsters too.
I try adding the monster on monsters.xml with some lines (using the spritesheet that fits)
<monster id="37" name="Skeleton">
<sprite>skeleton.xml</sprite>
<sprite>player_male_base.xml</sprite>
<sprite>feet-boots-male.xml|#4f2d29,c89078</sprite>
<sprite>leg-chaps-male.xml</sprite>
<sprite>hairstyle0.xml|#000000,ffee33</sprite>
<attributes
hp="1000"
size="6"
speed="64"
attack-min="50"
attack-delta="9"
attack-magic="0"
hit="100"
evade="500"
physical-defence="500"
magical-defence="0"
mutation="50"
/>
That seems strange to me is that skeletons will walk and death as human spritesheet do (better if walk as zombie or undead, and back to death of a different way), also the .xml has other positions as sit that may be deleted for a monster. That changes couldnt fit with other item spritesheets.. Also is possible to do a single "armor recolorable" version of skeletons.
I was reading some line on items.xml:
<!-- Treating the base sprite as equipment too will be useful when we
implement other playable races -->
<item id="-100" type="racesprite" name="Human">
<sprite gender="male">player_male_base.xml</sprite>
<sprite gender="female">player_female_base.xml</sprite>
</item>
¿Can skeleton spritesheet be added as playable race in part of some quest?
For example: Some magic barrier avoid that live people enter to graveyard, but some NPC can change our "race sprite" and become us on skeletons. (Same logic that barber script has changing hairsprites).
As I dont know how to add races, I try to add skeleton spritesheet as hairsprite and changing it with baber. it seem xray over human spritesheet and works, I dont know if that idea is better than do a monster, im just curious (excuses
). I like FotherJ work, im sure he can do great things with his graphics.