COMPANIONS + ENEMIES + SPECIES added to script!

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!
This commit is contained in:
2026-01-06 14:11:28 +01:00
parent fd66c9c624
commit 84cd30efb8

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@@ -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: