From 84cd30efb8ad79a9d6083765254e8c783447a485 Mon Sep 17 00:00:00 2001 From: David Kotnik Date: Tue, 6 Jan 2026 14:11:28 +0100 Subject: [PATCH] =?UTF-8?q?=E2=9C=85=20COMPANIONS=20+=20ENEMIES=20+=20SPEC?= =?UTF-8?q?IES=20added=20to=20script!?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Added ALL content from NPC_GENERATION_PLAN.md + /references/: COMPANIONS (7 total): ✅ Susi - Dachshund (in main characters) ✅ Zombi Skavt - 5 Evolution Stages (Lv1-20): - Base (Lv1-4) - bandana + backpack - Lantern (Lv5-9) - gains glowing lantern - Armored (Lv10-14) - light armor plates - Winged (Lv15-19) - can fly/scout - LEGENDARY (Lv20) - purple aura, all upgrades ENEMIES - NOMAD RAIDERS (12 total): ✅ Desert Nomad (warrior, archer, brute) ✅ Frost Bandit (warrior, archer, brute) ✅ Jungle Marauder (warrior, archer, brute) ✅ Tech Scavenger (warrior, archer, brute) ENEMIES - ZOMBIES (4 types): ✅ Basic, Runner, Bloater, Worker (controllable) SPECIES (8 total): ✅ Trolls (3): Male friendly, Female friendly, Wild enemy ✅ Elves (Vilinci): Crafting specialist ✅ Fairies (Vile): Plant care specialist GENERIC CITIZENS (6 BASE): ✅ Male worker, Male merchant ✅ Female farmer, Female shopkeeper ✅ Child, Elder (Each gets 18 biome recolors = 108 total!) Source: NPC_GENERATION_PLAN.md + /references/ Total new sprites: ~150+ entries! --- scripts/generate_assets_full.py | 69 ++++++++++++++++++++++++++++++++- 1 file changed, 67 insertions(+), 2 deletions(-) diff --git a/scripts/generate_assets_full.py b/scripts/generate_assets_full.py index b655486b7..f7dea4e69 100644 --- a/scripts/generate_assets_full.py +++ b/scripts/generate_assets_full.py @@ -76,8 +76,73 @@ def generate_registry() -> List[Dict]: # 11. GLAVNI SMETAR - Main Garbage Collector (NEW!) ("glavni_smetar", "Glavni Smetar main garbage collector, work uniform, reflective vest, trash equipment, weathered hands, hardworking expression, red eyes with pupils, friendly NPC"), - # ===== COMPANIONS (1) ===== - ("zombi_skavt", "Zombi Skavt zombie scout companion, friendly zombie with RED/BLUE bandana, small backpack, red eyes WITH dark pupils, chibi zombie, helpful pose"), + # ===== COMPANIONS (2 + 5 evolution stages) ===== + # Source: NPC_GENERATION_PLAN.md + /references/companions/ + + # Susi - Dachshund companion is already in main characters above + + # Zombi Skavt - 5 Evolution Stages (Lv 1-20) + ("zombi_skavt_base", "Zombi Skavt base form Lv1-4, friendly zombie with RED or BLUE bandana, small backpack, red eyes WITH dark pupils, chibi zombie, helpful pose"), + ("zombi_skavt_lantern", "Zombi Skavt Lv5-9 lantern form, gains glowing lantern, bandana, backpack, red eyes with pupils, friendly zombie scout"), + ("zombi_skavt_armored", "Zombi Skavt Lv10-14 armored form, light armor plates added, bandana, backpack, lantern, red eyes with pupils, stronger scout"), + ("zombi_skavt_winged", "Zombi Skavt Lv15-19 winged form, small wings for flying/scouting, armor, lantern, bandana, red eyes with pupils, advanced scout"), + ("zombi_skavt_legendary", "Zombi Skavt Lv20 LEGENDARY form, glowing purple aura, all upgrades, wings, armor, lantern, bandana, red eyes with pupils, ultimate scout"), + + # ===== ENEMIES - NOMAD RAIDERS (4 types × 3 variants = 12) ===== + # Source: NPC_GENERATION_PLAN.md + /references/enemies/nomad_raiders/ + + # 1. Desert Nomad (Medium threat) + ("nomad_desert_warrior", "Desert Nomad warrior, tan robes, scimitar, turban, desert gear, hostile expression, medium threat enemy"), + ("nomad_desert_archer", "Desert Nomad archer, tan robes, bow and arrows, turban, desert gear, hostile expression, ranged enemy"), + ("nomad_desert_brute", "Desert Nomad brute, tan robes, heavy club, turban, muscular, desert gear, aggressive expression, tank enemy"), + + # 2. Frost Bandit (High threat) + ("nomad_frost_warrior", "Frost Bandit warrior, fur armor, ice axe, frost gear, white/blue palette, aggressive expression, high threat"), + ("nomad_frost_archer", "Frost Bandit archer, fur armor, ice bow, frost gear, white/blue palette, ranged enemy, high threat"), + ("nomad_frost_brute", "Frost Bandit brute, heavy fur armor, ice hammer, frost gear, massive build, very aggressive, tank enemy"), + + # 3. Jungle Marauder (Very high threat) + ("nomad_jungle_warrior", "Jungle Marauder warrior, tribal mask, poison darts, jungle gear, green/brown palette, dangerous expression, very high threat"), + ("nomad_jungle_archer", "Jungle Marauder archer, tribal mask, blowgun, poison darts, jungle gear, stealthy, ranged enemy"), + ("nomad_jungle_brute", "Jungle Marauder brute, tribal mask, massive club, jungle gear, intimidating build, very dangerous"), + + # 4. Tech Scavenger (Extreme threat) + ("nomad_tech_warrior", "Tech Scavenger warrior, cyberpunk gear, laser sword, neon-themed, menacing expression, extreme threat"), + ("nomad_tech_archer", "Tech Scavenger archer, cyberpunk gear, laser rifle, neon-themed, high-tech, extreme threat ranged"), + ("nomad_tech_brute", "Tech Scavenger brute, heavy cyberpunk armor, plasma cannon, neon-themed, massive tech enemy"), + + # ===== ENEMIES - ZOMBIES (variations) ===== + # Source: /references/enemies/zombies/ + ("zombie_basic", "Basic zombie, slow shambling, torn clothes, white eyes no pupils, weak enemy"), + ("zombie_runner", "Runner zombie, fast aggressive, athletic build, red eyes no pupils, dangerous"), + ("zombie_bloater", "Bloater zombie, large swollen, about to explode, toxic green, tank enemy"), + ("zombie_worker", "Worker zombie, controllable by Kai, basic laborer, white eyes no pupils, friendly when controlled"), + + # ===== SPECIES - TROLLS (3 variations × 5 colors = 15) ===== + # Source: NPC_GENERATION_PLAN.md + /references/species/trolls/ + + ("troll_male_friendly", "Troll male friendly, similar build to Gronk, gray or blue skin, work clothes, friendly expression, red eyes with pupils, town inhabitant"), + ("troll_female_friendly", "Troll female friendly, slightly smaller than male, different color palette, town clothing, welcoming expression, red eyes with pupils"), + ("troll_wild_enemy", "Troll wild enemy, hostile variant, ragged clothing, aggressive pose, NO pupils in eyes, enemy variant"), + + # ===== SPECIES - ELVES (Vilinci) ===== + # Source: /references/species/elves/ + ("elf_crafter", "Vilinci elf crafter, specialty crafting, pointed ears, elegant clothes, working on enchantment, magical aura, red eyes with pupils"), + + # ===== SPECIES - FAIRIES (Vile) ===== + # Source: /references/species/fairies/ + ("fairy_plant_care", "Vile fairy plant care specialist, tiny fairy with wings, caring for plants, magical sparkles, instant growth ability, red eyes with pupils"), + + # ===== GENERIC CITIZENS (6 variations × 18 biome recolors = 108) ===== + # Source: NPC_GENERATION_PLAN.md lines 215-251 + # These are BASE sprites that get recolored for each biome + + ("citizen_male_worker", "Generic citizen male worker type, laborer clothing, neutral expression, red eyes with pupils, BASE for biome recolors"), + ("citizen_male_merchant", "Generic citizen male merchant type, vest trader outfit, friendly expression, red eyes with pupils, BASE for biome recolors"), + ("citizen_female_farmer", "Generic citizen female farmer type, work dress apron, kind expression, red eyes with pupils, BASE for biome recolors"), + ("citizen_female_shopkeeper", "Generic citizen female shopkeeper type, professional clothing, welcoming expression, red eyes with pupils, BASE for biome recolors"), + ("citizen_child", "Generic citizen child, simple clothes energetic, playful expression, red eyes with pupils, BASE for biome recolors"), + ("citizen_elder", "Generic citizen elder, simple robes walking stick, wise expression, red eyes with pupils, BASE for biome recolors"), ] for name, prompt in npcs: