/** * Lantern Wake's wildlife, the Western Kingdoms' first stop (slices 1c-7 and 1c-8, 2026-10-11; plan * `.cursor/task-plans/2026-10-10-western-1c-first-stop-plan.md`, "The creatures"; ChatGPT's sheet 6 "The First Ten Minutes * of Ground", filed as design-references western-kingdoms-first-stop-6-first-ten-minutes). * * Four kinds of its own, every one passive (it fights back only when struck) and none hitting hard, laid out so the levels * rise along the ten-minute walk from the station to the edge of the sunken city: * * - the Beacon Gull on Crab Beach, the cove and the sand by the coast path, and the Tidepool Crab on Crab Beach's sand * (levels 1-2), drawn on the coast kit's Blender gull and the procedural beach crab; * - the Grey Heron of the tide pools and the cove, and the Rock Lizard on the coast path's warm stones and the Forest Edge * (levels 2-4): the heron a kind of its own drawn on Hollin Brook's Blender heron (heron_v002.py, the same bird), the * lizard a Blender model of its own (creature-workshop/coast rocklizard_v002.py + rig_rocklizard.py). * * Three kinds the game already has are spawned here too, unchanged (LANTERN_WAKE_REUSED_KINDS): the Western Entrance's * feral goats on the beacon headland's grass (6-8), the Sundered Coast's shellback crabs on the sunken ruins' plaza (8, the * sheet's barnacle crab: its model IS a barnacled dome) and grey seals on the sand by the Sunken Arch (level 0, never a * fight). The sheet's Tide Snapper (a fish) and Sea Turtle are later (backend NEXT_STEPS). * * Kinds of their own, not `seagull`/`crab` (a quest counts those) nor the Western Entrance's `headlandgull`/`shorecrab` nor * Hollin Brook's `heron` (each carries its own levels, guide row and spots). The spots and the spawning are the backend's * (src/lanternWakeWildlife.ts): it needs the built world to find open ground. No creature heals a player, and a death here * still wakes on Hope Beach (James, 2026-10-10). */ export declare const LANTERN_WAKE_WILDLIFE_KINDS: readonly ["rocklizard", "greyheron", "wakegull", "tidecrab"]; export type LanternWakeWildlifeKind = (typeof LANTERN_WAKE_WILDLIFE_KINDS)[number]; export declare function isLanternWakeWildlifeKind(kind: string): kind is LanternWakeWildlifeKind; export declare const ROCK_LIZARD_KIND: "rocklizard"; export declare const GREY_HERON_KIND: "greyheron"; export declare const BEACON_GULL_KIND: "wakegull"; export declare const TIDEPOOL_CRAB_KIND: "tidecrab"; export type LanternWakeCreatureStats = { name: string; /** Rolled each life, inclusive. */ level: readonly [number, number]; maxHit: number; /** The visual scale the server sends (the client's NPC `scale`): each model file is built against it. */ scale: number; /** One line for the guide and the examine card. */ note: string; }; export declare const LANTERN_WAKE_CREATURES: Readonly>; /** The name a player sees (the plate, the examine card, the guide). */ export declare const LANTERN_WAKE_CREATURE_NAMES: Readonly>; /** * The visual scale the server sends for each (the client's NPC `scale`): the model files are built at their game size * against this standard (creatureModels.ts CREATURE_AUTHORED_SCALE). */ export declare const LANTERN_WAKE_WILDLIFE_SCALE: Readonly>; /** What each is drawn on while its model file streams in (frontend render/assets/lanternWakeWildlife.ts), or for good. */ export declare const LANTERN_WAKE_WILDLIFE_STAND_IN: Readonly>; /** The kinds the game already had, spawned at Lantern Wake as they are (their stats, drops and models unchanged). */ export declare const LANTERN_WAKE_REUSED_KINDS: readonly ["feralgoat", "shellback", "greyseal"]; export type LanternWakeReusedKind = (typeof LANTERN_WAKE_REUSED_KINDS)[number]; //# sourceMappingURL=lanternWakeWildlife.d.ts.map