User prompt
when objsnakespit is instantiated play objsnakeattack01 sound
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the red flash effect seems to still be there, to not trigger it if snakehp = 1
User prompt
forget the flash effect before objsnake dies, just keep the red fade out
User prompt
the fade out effect should be red
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when snakehp reaches 0, trigger a fade out effect gradually reducing its alpha over a duration of 2 seconds.
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snakehp = 2
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before destroying objsnake, trigger a red flash effect
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when objsnake dies, trigger a red flash effect but slower
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trigger a red flash effect everytime objfireball intersects with objsnake
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if objsnake is dead, also destroy objsnakespit
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add between 0.15 to 0.25 seconds delay before destroying objfireball
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when objfireball instersects with objsnake, snakehp -1,
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when objfireball instersects with objsnake, snakehp -1, destroy objsnake when snakehp = 0
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objsnake should have health called snakeHP and have a value of 6
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Instantiate objSnakeSpit every 2.5 to 4.5 seconds while objSnake is present
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Instantiate objSnakeSpit every 3 to 5 seconds while objSnake is present
Code edit (1 edits merged)
Please save this source code
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exagerate the curve of objsnakespit
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if objsnakespit collides with objbarrier, destroy objsnakespit
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the movement of the objsnakespit should curve, not a straight line
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Please fix the bug: 'ReferenceError: objSnake is not defined' in or related to this line: 'if (objSnake && !objSnake.spitTimer) {' Line Number: 288
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while objsnake is present, every 2 to 4 seconds, instantiate objsnakespit starting from the snake and heading towards objherohealth, if it collides with objherohealth, game over
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Ensure objForestNext is properly initialized, Ensure objForestNext's movement logic is being executed in the game update loop.
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it's not working, its static
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Please fix the bug: 'ReferenceError: objForestNext is not defined' in or related to this line: 'if (objForestNext) {' Line Number: 217
/**** * Classes ****/ var objBatSpike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('objBatSpike', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7; LK.getSound('objBatAttack01').play(); self.trail = []; self.update = function () { // Create a new trail segment var trailSegment = self.attachAsset('objBatSpike', { anchorX: 0.5, anchorY: 0.5, alpha: 0.2 }); trailSegment.x = self.x; trailSegment.y = self.y; game.addChild(trailSegment); self.trail.push(trailSegment); // Remove old trail segments if (self.trail.length > 10) { var oldSegment = self.trail.shift(); oldSegment.destroy(); } if (!objHero) { return; } var directionX = objHero.x - self.x; var directionY = objHero.y - self.y; var magnitude = Math.sqrt(directionX * directionX + directionY * directionY); self.x += directionX / magnitude * self.speed; self.y += directionY / magnitude * self.speed; self.trail.forEach(function (segment) { if (segment.intersects(objBarrier)) { segment.destroy(); } }); if (self.intersects(objHeroHealthDisplay)) { objHeroHealth -= 1; self.trail.forEach(function (segment) { segment.destroy(); }); self.destroy(); } else if (self.intersects(objBarrier)) { var fadeOutDuration = 1000; // 1 second var fadeOutInterval = 100; // Interval for alpha reduction var fadeOutSteps = fadeOutDuration / fadeOutInterval; var alphaStep = self.alpha / fadeOutSteps; var fadeOutTimer = LK.setInterval(function () { if (self.alpha > 0) { self.alpha -= alphaStep; } else { self.trail.forEach(function (segment) { segment.destroy(); }); self.destroy(); LK.clearInterval(fadeOutTimer); } }, fadeOutInterval); } }; }); var objSnakeSpit = Container.expand(function () { var self = Container.call(this); var spitGraphics = self.attachAsset('objSnakeSpit', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { if (!objHeroHealthDisplay) { return; } var directionX = objHeroHealthDisplay.x - self.x; var directionY = objHeroHealthDisplay.y - self.y; var magnitude = Math.sqrt(directionX * directionX + directionY * directionY); var angle = Math.atan2(directionY, directionX); var curveFactor = 0.1; // Adjust this value to change the curvature angle += Math.sin(LK.ticks / 20) * curveFactor; self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; if (self.intersects(objHeroHealthDisplay)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Placeholder function for loading the forest level function loadForestLevel() { // TODO: Implement the forest level } var currentLevel = ['intro', 'Forest', 'Crypt', 'Ritual']; var objHeroHealth = 1; var objHero = null; var objHeroHealthDisplay, objAttack, objDefense, objBat, objBarrier, objSnake = null; var objFireball; var objTutorialSign = null; var objBat = null; var batHP = 2; if (currentLevel[0] === 'intro') { LK.getSound('objTitleScreenMusic').play(); LK.setInterval(function () { if (currentLevel[0] === 'intro') { LK.getSound('objTitleScreenMusic').play(); } }, 4000); var objTitleScreenBg = LK.getAsset('objTitleScreenBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(objTitleScreenBg); var objTitleScreenFlame = LK.getAsset('objTitleScreenFlame', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 280, y: 2732 / 2 - 225 }); game.addChild(objTitleScreenFlame); var objTitleScreenFrame = LK.getAsset('objTitleScreenFrame', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 50 }); game.addChild(objTitleScreenFrame); var objTitleScreenPapyrus2 = LK.getAsset('objTitleScreenPapyrus2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 1635 }); game.addChild(objTitleScreenPapyrus2); var objTitleScreenText = LK.getAsset('objTitleScreenText', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 20, y: 2732 / 2 - 825 }); var storyText = ["Once upon a time", "there was a hero", "seeking a lost", "enchanted artifact.", "The hero fought fierce", "monsters and faced", "great challenges alone.", "After many struggles,", "the hero found", "the artifact", "glowing with magic.", "The hero saved", "the kingdom and", "the hero's legend grew", "forever inspiring all."]; var currentLine = 0; var storyYPosition = 2732 / 2 - 50; // Center the story vertically var textLine = new Text2(storyText[currentLine], { size: 60, fill: "#ffffff", fontWeight: 'bold', font: 'Impact' }); textLine.anchor.set(0.5, 0); textLine.x = 2048 / 2; textLine.y = storyYPosition; game.addChild(textLine); game.addChild(objTitleScreenText); var objTitleScreenPapyrus = LK.getAsset('objTitleScreenPapyrus', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1850 }); game.addChild(objTitleScreenPapyrus); var objTitleScreenStart = LK.getAsset('objTitleScreenStart', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1250 }); game.addChild(objTitleScreenStart); // Create a timer to toggle the visibility of objTitleScreenStart every 0.5 second var toggleVisibility = LK.setInterval(function () { objTitleScreenStart.visible = !objTitleScreenStart.visible; }, 500); var changeText = LK.setInterval(function () { currentLine++; if (currentLine >= storyText.length) { currentLine = 0; } textLine.setText(storyText[currentLine]); }, 2000); // Create a timer to flip objTitleScreenFlame on the x axis every 0.1 seconds var flipFlame = LK.setInterval(function () { objTitleScreenFlame.scale.x *= -1; }, 100); // Add a click event to the start button to transition to the forest level game.update = function () { // Animate the story text to make it do a little wave textLine.y = storyYPosition + Math.sin(LK.ticks / 10) * 20; // Animate objBat to make it float a little bit if (objBat && objBat.spikeTimer) { objBat.y = 2732 / 2 - 500 + Math.sin(LK.ticks / 10) * 10; } // Rotate objBarrier slowly if it exists if (objBarrier) { objBarrier.rotation += 0.02; // Adjust the increment value for desired rotation speed if (objDefense) { objDefense.alpha = 0.3; // Ensure objDefense alpha is 0.3 while objBarrier is active } if (objAttack) { objAttack.alpha = 0.3; // Ensure objAttack alpha is 0.3 while objBarrier is active } } else { if (objDefense) { objDefense.alpha = 1; // Reset objDefense alpha to 1 when objBarrier is not active } if (objAttack) { objAttack.alpha = 1; // Reset objAttack alpha to 1 when objBarrier is not active objAttack.down = function (x, y, obj) { // Handle the down event for objAttack if (objFireball) { return; // Exit the function if objFireball already exists } console.log("objAttack was pressed at", x, y); // Initialize and instantiate objFireball objFireball = LK.getAsset('objFireball', { anchorX: 0.5, anchorY: 0.5, x: objHero.x - 150, y: objHero.y - 250 }); // Add objFireball to the game game.addChild(objFireball); // Play objFireballSound when objFireball is instantiated LK.getSound('objFireballSound').play(); }; } } if (objBat) { if (objBat && !objBat.spikeTimer) { objBat.spikeTimer = LK.setInterval(function () { if (objBat) { var newSpike = new objBatSpike(); newSpike.x = objBat.x; newSpike.y = objBat.y + 150; game.addChild(newSpike); } }, 4000 + Math.random() * 2000); } } if (objSnake && !objSnake.spitTimer) { objSnake.spitTimer = LK.setInterval(function () { if (objSnake) { var newSpit = new objSnakeSpit(); newSpit.x = objSnake.x; newSpit.y = objSnake.y; game.addChild(newSpit); } }, 2000 + Math.random() * 2000); } if (batHP <= 0 && objBat) { // Gradually reduce bat's alpha over 2 seconds before destroying it var fadeOutDuration = 2000; // 2 seconds var fadeOutInterval = 100; // Interval for alpha reduction var fadeOutSteps = fadeOutDuration / fadeOutInterval; var alphaStep = objBat.alpha / fadeOutSteps; // Play objBatDeathSound while objBat is fading out var fadeOutTimer = LK.setInterval(function () { if (objBat && objBat.alpha > 0) { objBat.alpha -= alphaStep; } else { // Destroy the bat after fading out if (objBat) { LK.getSound('objBatDeathSound').play(); objBat.destroy(); // Instantiate objForestNext in place of objBat var objForestNext = LK.getAsset('objForestNext', { anchorX: 0.5, anchorY: 0.5, x: objBat.x, y: objBat.y + 500 }); game.addChild(objForestNext); objForestNext.down = function (x, y, obj) { objForestNext.destroy(); objSnake = LK.getAsset('objSnake', { anchorX: 0.5, anchorY: 0.5, x: objForestNext.x, y: objForestNext.y - 675 }); game.addChild(objSnake); }; } if (objBat && objBat.spikeTimer) { LK.clearInterval(objBat.spikeTimer); objBat.spikeTimer = null; } // Destroy all objBatSpike instances and their trails game.children.forEach(function (child) { if (child instanceof objBatSpike) { child.trail.forEach(function (segment) { segment.destroy(); }); child.destroy(); } }); objBat = null; LK.clearInterval(fadeOutTimer); } }, fadeOutInterval); } else if (objFireball) { if (objAttack) { objAttack.alpha = 0.3; // Ensure objAttack alpha is 0.3 while objFireball is active } objFireball.y -= 25; // Move objFireball upwards objFireball.x += 1; // Move objFireball slightly to the right // Alternate objFireball's x axis every 0.1 seconds if (LK.ticks % 6 == 0) { objFireball.scale.x *= -1; } if (objFireball && objBat && objFireball.intersects(objBat) && !objFireball.dealtDamage) { if (batHP === 1) { // Trigger flash effect on objBat for 3 seconds if it's on its last life LK.effects.flashObject(objBat, 0xff0000, 3000); } else { // Trigger flash effect on objBat for 1.5 seconds LK.effects.flashObject(objBat, 0xff0000, 1500); } // Reduce bat's HP by 1 batHP -= 1; // Mark fireball as having dealt damage objFireball.dealtDamage = true; // Destroy objBat after the flash effect duration if (batHP <= 0) { LK.setTimeout(function () { if (objBat) { objBat.destroy(); objBat = null; } }, batHP === 0 ? 3000 : 1500); } // Generate a random delay between 0.15 and 0.25 seconds (150 to 250 milliseconds) var randomDelay = 150 + Math.random() * 100; // Use LK.setTimeout to delay the destruction of the fireball LK.setTimeout(function () { if (objFireball) { objFireball.destroy(); objFireball = null; // Allow future instantiations } }, randomDelay); } else if (objFireball.y < 0) { // Check if objFireball is out of screen objFireball.destroy(); objFireball = null; // Allow future instantiations } } else { if (objAttack && !objBarrier) { objAttack.alpha = 1; // Reset objAttack alpha to 1 when objFireball and objBarrier are not active } if (objHeroHealth <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } }; var introClicked = false; game.down = function (x, y, obj) { // Only transition to the forest level if the current level is 'intro' and intro has not been clicked yet if (currentLevel[0] === 'intro' && !introClicked) { introClicked = true; // Play objTitleScreenStartSound LK.getSound('objTitleScreenStartSound').play(); // Delay the execution of the rest of the script by one second LK.setTimeout(function () { // Clear the intro screen game.removeChildren(); // Transition to the forest level currentLevel[1] = 'Forest'; // Load the forest level directly if (currentLevel[1] === 'Forest') { var objEvilForestBg = LK.getAsset('objEvilForestBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(objEvilForestBg); objBat = LK.getAsset('objBat', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 500 }); game.addChild(objBat); objTutorialSign = LK.getAsset('objTutorialSign', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 250 }); game.addChild(objTutorialSign); LK.setTimeout(function () { if (objTutorialSign) { objTutorialSign.destroy(); objTutorialSign = null; } }, 3000); if (!objHero) { objHero = LK.getAsset('objHero', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 100, y: 2732 / 2 + 1100 }); objHeroHealthDisplay = LK.getAsset('objHeroHealth', { anchorX: 0.5, anchorY: 0.5, x: objHero.x - 55, y: objHero.y - 175 }); game.addChild(objHeroHealthDisplay); game.addChild(objHero); } if (!objAttack) { objAttack = LK.getAsset('objAttack', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 600, y: 2732 / 2 + 1100 }); game.addChild(objAttack); objAttack.down = function (x, y, obj) { // Handle the down event for objAttack if (objFireball) { return; // Exit the function if objFireball already exists } console.log("objAttack was pressed at", x, y); // Initialize and instantiate objFireball objFireball = LK.getAsset('objFireball', { anchorX: 0.5, anchorY: 0.5, x: objHero.x - 150, y: objHero.y - 250 }); // Add objFireball to the game game.addChild(objFireball); // Play objFireballSound when objFireball is instantiated LK.getSound('objFireballSound').play(); }; } if (!objDefense) { objDefense = LK.getAsset('objDefense', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 650, y: 2732 / 2 + 1120 }); game.addChild(objDefense); objDefense.down = function (x, y, obj) { // Handle the down event for objDefense console.log("objDefense was pressed at", x, y); // Check if objBarrier is already instantiated if (objBarrier) { return; // Exit the function if objBarrier already exists } // Initialize and instantiate objBarrier objBarrier = LK.getAsset('objBarrier', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 800 }); // Set objDefense alpha to 0.3 objDefense.alpha = 0.3; // Set objAttack alpha to 0.3 if (objAttack) { objAttack.alpha = 0.3; // Disable objAttack down listener objAttack.down = null; } // Set 50% transparency objBarrier.alpha = 0.5; // Add objBarrier to the game game.addChild(objBarrier); // Play objBarrierSound when objBarrier is instantiated LK.getSound('objBarrierSound').play(); // Destroy objBarrier after three seconds LK.setTimeout(function () { if (objBarrier) { objBarrier.destroy(); objBarrier = null; // Reset objBarrier to allow future instantiations objDefense.alpha = 1; // Reset objDefense alpha to 1 // Reset objAttack alpha to 1 and re-enable its down listener if (objAttack) { objAttack.alpha = 1; objAttack.down = function (x, y, obj) { // Handle the down event for objAttack if (objFireball) { return; // Exit the function if objFireball already exists } console.log("objAttack was pressed at", x, y); // Initialize and instantiate objFireball objFireball = LK.getAsset('objFireball', { anchorX: 0.5, anchorY: 0.5, x: objHero.x - 150, y: objHero.y - 250 }); // Add objFireball to the game game.addChild(objFireball); // Play objFireballSound when objFireball is instantiated LK.getSound('objFireballSound').play(); }; } } }, 2000); }; } currentLevel = 1; } }, 1000); } }; }
===================================================================
--- original.js
+++ change.js
@@ -77,10 +77,13 @@
}
var directionX = objHeroHealthDisplay.x - self.x;
var directionY = objHeroHealthDisplay.y - self.y;
var magnitude = Math.sqrt(directionX * directionX + directionY * directionY);
- self.x += directionX / magnitude * self.speed;
- self.y += directionY / magnitude * self.speed;
+ var angle = Math.atan2(directionY, directionX);
+ var curveFactor = 0.1; // Adjust this value to change the curvature
+ angle += Math.sin(LK.ticks / 20) * curveFactor;
+ self.x += Math.cos(angle) * self.speed;
+ self.y += Math.sin(angle) * self.speed;
if (self.intersects(objHeroHealthDisplay)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
A wizard hero facing away with his back turned with his staff in the air I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. The environment should have a rich, fantasy-themed design with intricate backgrounds and a nostalgic, old-school feel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A campfire setting with a teacher and kids sitting down. Everyone dressed as wizards. I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. The environment should have a rich, fantasy-themed design with intricate backgrounds and a nostalgic, old-school feel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"A Hero's Tale" title screen text I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. The environment should have a rich, fantasy-themed design with intricate backgrounds and a nostalgic, old-school feel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Wooden engrained frame. I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. The environment should have a rich, fantasy-themed design with intricate backgrounds and a nostalgic, old-school feel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
purple flame. I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
evil enchanted dark forest background, 1st person perspective, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
evil large flying bat, front view, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fireball spell icon with a frame, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue shield spell icon with a frame, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bone spike, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Text that says Defeat the creature, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue semi transparent magical seal, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A mythical treasure chest, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
evil enchanted dark catacombs background, 1st person perspective, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
evil enchanted dark catacombs background, 1st person perspective, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single blue gray skeleton bone, front view, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
danger sign with an exclamation mark and the word 'danger' written on it, front view, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
crystal tube, front view, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ancient artifact, front facing, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
high definition closeup for a game titled "A Hero's Tale" and with the description "Embark on an epic quest as a powerful spellcaster, battle fierce foes across diverse and unique locations uncovering treasures.". Show text "Thanks for playing" Show Purple Spellcaster, show evil monster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single brown leaf, front facing, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
text that says 'To Be Continued', front facing, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
objTitleScreenMusic
Sound effect
objTitleScreenStartSound
Sound effect
objFireballSound
Sound effect
objBarrierSound
Sound effect
objBatDeathSound
Sound effect
objBatAttack01
Sound effect
objSnakeAttack01
Sound effect
objSnakeDeathSound
Sound effect
objTreasureSound
Sound effect
objWraithAttack01
Sound effect
objWraithDeathSound
Sound effect
objDieMonsterSound
Sound effect
objAlrightSound
Sound effect
objWatchOutSound
Sound effect
objLairMusicSound
Sound effect
objBossBattleSpeech01Sound
Sound effect
objBossBattleHeroSound
Sound effect
objForestSound
Sound effect