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Monsters
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{
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Green Slime
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{
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Health = 10
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Attack = 5
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CollisionDmg = 5
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MoveSpd = 110
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Size = 80
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XP = 2
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Strategy = Run Towards
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BumpStopChance = 2
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 10, 0.1, Repeat
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JUMP = 10, 0.06, Repeat
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SHOOT = 10, 0.1, OneShot
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DEATH = 10, 0.1, OneShot
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Green Slime Remains,30%,1,1
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DROP[1] = Minor Health Potion,5%,1,1
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DROP[2] = Berries,3%,1,1
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}
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Blue Slime
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{
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Health = 30
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Attack = 10
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CollisionDmg = 0
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MoveSpd = 70
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Size = 100
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XP = 6
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Strategy = Shoot Afar
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 10, 0.1, Repeat
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JUMP = 10, 0.06, Repeat
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SHOOT = 10, 0.1, Repeat
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DEATH = 10, 0.1, OneShot
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Blue Slime Remains,30%,1,1
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DROP[1] = Minor Mana Potion,5%,1,1
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DROP[2] = Berries,5%,1,1
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}
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Red Slime
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{
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Health = 25
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Attack = 10
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CollisionDmg = 10
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MoveSpd = 95
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Size = 120
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XP = 5
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Strategy = Run Towards
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 10, 0.1, Repeat
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JUMP = 10, 0.06, Repeat
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SHOOT = 10, 0.1, OneShot
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DEATH = 10, 0.1, OneShot
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Red Slime Remains,30%,1,1
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DROP[1] = Minor Health Potion,5%,1,1
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DROP[2] = Berries,5%,1,1
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}
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Yellow Slime
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{
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Health = 240
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Attack = 10
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CollisionDmg = 15
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MoveSpd = 40
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Size = 160
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XP = 18
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Strategy = Run Towards
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 10, 0.1, Repeat
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JUMP = 10, 0.06, Repeat
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SHOOT = 10, 0.1, OneShot
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DEATH = 10, 0.1, OneShot
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}
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# Jump property overrides
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JumpTimer = 10.0
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JumpDelayTime = 1.2
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JumpAttackDamage = 20
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JumpKnockbackFactor = 50.0
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JumpMoveSpd = 90
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# How much time remaining for the jump target being locked into place.
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JumpLockinTargetTime = 0.2
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Yellow Slime Remains,30%,1,1
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DROP[1] = Minor Recovery Potion,5%,1,1
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DROP[2] = Berries,7%,1,2
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}
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Flower Turret
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{
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Health = 40
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Attack = 10
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CollisionDmg = 0
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MoveSpd = 0
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Size = 100
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XP = 3
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Strategy = Turret
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 7, 0.1, PingPong
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JUMP = 1, 0.1, OneShot
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SHOOT = 5, 0.1, OneShot
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DEATH = 5, 0.2, OneShot
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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# Walk Sound = Slime Walk # DOES NOT WALK!
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Flower Petals,30%,1,1
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DROP[1] = Berries,5%,1,1
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DROP[2] = Bandages,10%,1,1
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}
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Slime King
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{
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Health = 8000
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Attack = 10
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CollisionDmg = 0
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MoveSpd = 100
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Size = 800
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XP = 150
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# A flag to show an arrow indicator when the boss is off-screen.
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ShowBossIndicator = True
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Strategy = Slime King
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StartPhase = 1
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 10, 0.1, Repeat
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JUMP = 10, 0.06, Repeat
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SHOOT = 10, 0.1, OneShot
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DEATH = 10, 0.1, OneShot
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CHARGEUP = 10, 0.04, Repeat
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Ring of the Slime King,100%,1,1
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}
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Windhound
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{
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Health = 110
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Attack = 12
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CollisionDmg = 12
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MoveSpd = 120%
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Size = 90%
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XP = 11
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Strategy = Wolf
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 3, 0.2, PingPong
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WALK = 4, 0.06, PingPong
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SHOOT = 10, 0.1, OneShot
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DEATH = 4, 0.1, OneShot
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}
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Windhound Skin,30%,1,1
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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}
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Frog
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{
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Health = 60
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Attack = 15
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CollisionDmg = 15
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MoveSpd = 70%
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Size = 70%
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XP = 12
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Strategy = Frog
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
|
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
|
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 4, 0.13, PingPong
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JUMP = 10, 0.06, Repeat
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SHOOT = 6, 0.15, PingPong
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DEATH = 6, 0.1, OneShot
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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DROP[0] = Frog Skin,50%,1,1
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}
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Bear
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{
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Health = 450
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Attack = 45
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CollisionDmg = 5
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MoveSpd = 75%
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Size = 200%
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XP = 33
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Strategy = Bear
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#Size of each animation frame
|
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|
|
SheetFrameSize = 24,24
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|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = False
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
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|
IDLE = 4, 0.3, Repeat
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JUMP = 5, 0.2, Repeat
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SHOOT = 3, 0.2, OneShot
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DEATH = 3, 0.15, OneShot
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SLAM = 4, 0.2, OneShot
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Bear Blood,10%,1,2
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|
DROP[1] = Bear Claw,30%,1,1
|
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|
}
|
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|
|
Ursule, Mother of Bears
|
|
|
|
{
|
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|
Health = 5500
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|
Attack = 30
|
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CollisionDmg = 10
|
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MoveSpd = 95%
|
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|
Size = 800%
|
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XP = 200
|
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|
|
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|
|
# A flag to show an arrow indicator when the boss is off-screen.
|
|
|
|
ShowBossIndicator = True
|
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|
Strategy = Ursule
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|
# vvvvv Bear script overrides vvvvv
|
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|
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# How close the bear has to get to begin its attack.
|
|
|
|
Attack Range = 500
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|
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|
|
# How large the range of the attack is.
|
|
|
|
Smash Attack Diameter = 640
|
|
|
|
|
|
|
|
# How long the bear charges up its attack.
|
|
|
|
Chargeup Time = 0.8s
|
|
|
|
|
|
|
|
# How long to wait in animation time before the attack hits.
|
|
|
|
Attack Animation Wait Time = 0.3s
|
|
|
|
|
|
|
|
# How long the duration of the knockup is.
|
|
|
|
Attack Knockup Duration = 0.4s
|
|
|
|
|
|
|
|
# Sets how much knockback the attack will have.
|
|
|
|
Attack Knockback Amount = 250
|
|
|
|
|
|
|
|
# ^^^^^ End Bear script overrides ^^^^^
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 26,26
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = False
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 4, 0.3, Repeat
|
|
|
|
JUMP = 5, 0.2, Repeat
|
|
|
|
SHOOT = 3, 0.2, OneShot
|
|
|
|
DEATH = 3, 0.15, OneShot
|
|
|
|
SLAM = 4, 0.1, OneShot
|
|
|
|
SIT = 6, 0.15, OneShot
|
|
|
|
GLARE = 2, 0.2, Reverse
|
|
|
|
CHARGING = 5, 0.1, Repeat
|
|
|
|
CHARGE = 4, 0.3, Repeat
|
|
|
|
}
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Ring of the Bear,100%,1,1
|
|
|
|
DROP[1] = Bear Blood,10%,1,2
|
|
|
|
DROP[2] = Bear Claw,30%,1,1
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Ursule Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
}
|
|
|
|
Bun
|
|
|
|
{
|
|
|
|
Health = 750
|
|
|
|
Attack = 35
|
|
|
|
|
|
|
|
CollisionDmg = 35
|
|
|
|
|
|
|
|
MoveSpd = 80
|
|
|
|
Size = 200
|
|
|
|
|
|
|
|
XP = 6
|
|
|
|
|
|
|
|
Strategy = Shoot Afar
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 24,24
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = False
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 10, 0.1, Repeat
|
|
|
|
JUMP = 10, 0.06, Repeat
|
|
|
|
SHOOT = 10, 0.1, OneShot
|
|
|
|
DEATH = 10, 0.1, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
Range = 200
|
|
|
|
CloseInRange = 600
|
|
|
|
|
|
|
|
ShootingSpeed = 0.4
|
|
|
|
|
|
|
|
BulletSpeed = 350
|
|
|
|
BulletSize = 40
|
|
|
|
BulletColor = 204, 108, 231, 255
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Slimy Bun,100%,1,1
|
|
|
|
}
|
|
|
|
Boar
|
|
|
|
{
|
|
|
|
Health = 260
|
|
|
|
Attack = 24
|
|
|
|
|
|
|
|
CollisionDmg = 24
|
|
|
|
|
|
|
|
MoveSpd = 100%
|
|
|
|
Size = 110%
|
|
|
|
|
|
|
|
XP = 19
|
|
|
|
|
|
|
|
Strategy = Boar
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 1, 0.6, Repeat
|
|
|
|
WALK = 4, 0.2, Repeat
|
|
|
|
SCRATCH = 5, 0.1, Repeat
|
|
|
|
DEATH = 4, 0.15, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Boar Meat,20%,1,1
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
}
|
|
|
|
Goblin (Dagger)
|
|
|
|
{
|
|
|
|
Health = 120
|
|
|
|
Attack = 18
|
|
|
|
|
|
|
|
CollisionDmg = 5
|
|
|
|
|
|
|
|
MoveSpd = 90%
|
|
|
|
Size = 90%
|
|
|
|
|
|
|
|
XP = 14
|
|
|
|
|
|
|
|
Strategy = Goblin Dagger
|
|
|
|
|
|
|
|
# Wait time override for Run Towards strategy.
|
|
|
|
WaitTime = 0
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 2, 0.6, Repeat
|
|
|
|
WALK = 4, 0.15, Repeat
|
|
|
|
STABBING = 4, 0.075, OneShot
|
|
|
|
DEATH = 4, 0.15, OneShot
|
|
|
|
SLASHING = 4, 0.075, OneShot
|
|
|
|
STAB = 1, 0.1, OneShot
|
|
|
|
SLASH = 1, 0.1, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Broken Dagger,30%,1,1
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
}
|
|
|
|
Goblin (Bow)
|
|
|
|
{
|
|
|
|
Health = 120
|
|
|
|
Attack = 18
|
|
|
|
|
|
|
|
CollisionDmg = 0
|
|
|
|
|
|
|
|
MoveSpd = 90%
|
|
|
|
Size = 90%
|
|
|
|
|
|
|
|
XP = 17
|
|
|
|
|
|
|
|
Strategy = Goblin Bow
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 2, 0.6, Repeat
|
|
|
|
WALK = 3, 0.2, Repeat
|
|
|
|
SHOOT = 4, 0.06, OneShot
|
|
|
|
DEATH = 4, 0.15, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Broken Bow,30%,1,1
|
|
|
|
}
|
|
|
|
Goblin (Bombs)
|
|
|
|
{
|
|
|
|
Health = 120
|
|
|
|
Attack = 18
|
|
|
|
|
|
|
|
CollisionDmg = 0
|
|
|
|
|
|
|
|
MoveSpd = 90%
|
|
|
|
Size = 90%
|
|
|
|
|
|
|
|
XP = 17
|
|
|
|
|
|
|
|
Strategy = Goblin Bomb
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 2, 0.6, Repeat
|
|
|
|
WALK = 4, 0.3, Repeat
|
|
|
|
THROW = 3, 0.1, OneShot
|
|
|
|
DEATH = 4, 0.15, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Blackpowder,30%,1,1
|
|
|
|
}
|
|
|
|
Goblin Boar Rider
|
|
|
|
{
|
|
|
|
Health = 260
|
|
|
|
Attack = 24
|
|
|
|
|
|
|
|
CollisionDmg = 24
|
|
|
|
|
|
|
|
MoveSpd = 100%
|
|
|
|
Size = 100%
|
|
|
|
|
|
|
|
XP = 21
|
|
|
|
|
|
|
|
Strategy = Goblin Boar Rider
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
# For monsters that have a mounted portion, this will specify the animation to use.
|
|
|
|
Mounted Animation = GOBLIN_BOW_MOUNTED
|
|
|
|
Mounted Animation Offset = 0,-10
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 1, 0.6, Repeat
|
|
|
|
WALK = 4, 0.2, Repeat
|
|
|
|
SCRATCH = 5, 0.1, Repeat
|
|
|
|
DEATH = 4, 0.15, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
###########################
|
|
|
|
# Run Away Script Overrides
|
|
|
|
###########################
|
|
|
|
# How far away the monster attempts to distance itself from the player
|
|
|
|
Range = 600
|
|
|
|
# If the player is farther than this distance, close in on them.
|
|
|
|
CloseInRange = 700
|
|
|
|
###############################
|
|
|
|
# End Run Away Script Overrides
|
|
|
|
###############################
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Boar Meat,20%,1,1
|
|
|
|
}
|
|
|
|
Hawk
|
|
|
|
{
|
|
|
|
Health = 10
|
|
|
|
Attack = 22
|
|
|
|
|
|
|
|
CollisionDmg = 22
|
|
|
|
|
|
|
|
MoveSpd = 180%
|
|
|
|
Size = 50%
|
|
|
|
|
|
|
|
XP = 5
|
|
|
|
|
|
|
|
Strategy = Hawk
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 1, 0.6, Repeat
|
|
|
|
JUMP = 4, 0.2, Repeat
|
|
|
|
ATTACKING = 2, 0.2, Repeat
|
|
|
|
DEATH = 3, 0.15, OneShot
|
|
|
|
ATTACK = 4, 0.1, Repeat
|
|
|
|
}
|
|
|
|
|
|
|
|
Ignore Collisions = True
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Wing Flap
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Hawk Feather,30%,1,1
|
|
|
|
}
|
|
|
|
Stone Elemental
|
|
|
|
{
|
|
|
|
Health = 990
|
|
|
|
Attack = 52
|
|
|
|
|
|
|
|
CollisionDmg = 26
|
|
|
|
|
|
|
|
MoveSpd = 50%
|
|
|
|
# Due to the Stone Elemental's base sprite size being 36x36, 220% is actually 146.666666667% size when factoring in a 50% larger sprite.
|
|
|
|
Size = 147%
|
|
|
|
|
|
|
|
XP = 71
|
|
|
|
Collision Radius = 5
|
|
|
|
|
|
|
|
Strategy = Stone Elemental
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 48,48
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 2, 0.6, Repeat
|
|
|
|
WALK = 4, 0.2, Repeat
|
|
|
|
TOSS ROCK = 4, 0.2, OneShot
|
|
|
|
DEATH = 4, 0.15, OneShot
|
|
|
|
BURROW UNDERGROUND = 5, 0.15, OneShot
|
|
|
|
RISE FROM UNDERGROUND = 5, 0.15, OneShot
|
|
|
|
ROCK TOSS CAST = 2, 0.3, Repeat
|
|
|
|
STONE PILLAR CAST = 2, 0.3, Repeat
|
|
|
|
}
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Stone Heart,30%,1,1
|
|
|
|
}
|
|
|
|
Stone Pillar
|
|
|
|
{
|
|
|
|
Health = 1
|
|
|
|
Attack = 52
|
|
|
|
|
|
|
|
CollisionDmg = 0
|
|
|
|
|
|
|
|
Immovable = True
|
|
|
|
Invulnerable = True
|
|
|
|
|
|
|
|
MoveSpd = 0%
|
|
|
|
# The Pillar is supposed to be 350 radius.
|
|
|
|
Size = 300%
|
|
|
|
Collision Radius = 7
|
|
|
|
Lifetime = 5s
|
|
|
|
|
|
|
|
XP = 0
|
|
|
|
|
|
|
|
Strategy = Do Nothing
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 24,96
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = False
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 4, 0.4, OneShot
|
|
|
|
WALK = 1, 0.2, Repeat
|
|
|
|
STAND BEHIND ME = 1, 0.2, OneShot
|
|
|
|
DEATH = 1, 0.15, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
# DROP[0] = Ring of the Bear,100%,1,1
|
|
|
|
}
|
|
|
|
Major Hawk
|
|
|
|
{
|
|
|
|
Health = 520
|
|
|
|
Attack = 31
|
|
|
|
|
|
|
|
CollisionDmg = 31
|
|
|
|
|
|
|
|
MoveSpd = 220%
|
|
|
|
Size = 120%
|
|
|
|
|
|
|
|
XP = 5
|
|
|
|
|
|
|
|
Strategy = Major Hawk
|
|
|
|
|
|
|
|
###################################
|
|
|
|
##### BEGIN HAWK PROPERTY OVERRIDES
|
|
|
|
################################### - Required since the Major Hawk strategy is an add-on.
|
|
|
|
Wing Flap Frequency = 0.8s
|
|
|
|
|
|
|
|
# Amount of Z (in pixels) the Hawk flies at.
|
|
|
|
Flight Height = 48px
|
|
|
|
# Amount of Z (in pixels) higher or lower the Hawk chooses to fly at.
|
|
|
|
Flight Height Variance = 8px
|
|
|
|
# 0-X% application of a slowdown debuff to vary the speeds of each Hawk.
|
|
|
|
Flight Speed Variance = 20%
|
|
|
|
# How far from the player the Hawk circles around.
|
|
|
|
Flight Distance = 240px
|
|
|
|
|
|
|
|
Flight Oscillation Amount = 1.5px
|
|
|
|
|
|
|
|
# Dropdown/Rising speed in pixels per second while attacking.
|
|
|
|
Attack Z Speed = 160px/s
|
|
|
|
|
|
|
|
Attack Wait Time = 1s
|
|
|
|
#################################
|
|
|
|
##### END HAWK PROPERTY OVERRIDES
|
|
|
|
#################################
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 1, 0.6, Repeat
|
|
|
|
JUMP = 4, 0.2, Repeat
|
|
|
|
ATTACKING = 2, 0.2, Repeat
|
|
|
|
DEATH = 3, 0.15, OneShot
|
|
|
|
ATTACK = 4, 0.1, Repeat
|
|
|
|
}
|
|
|
|
|
|
|
|
Ignore Collisions = True
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Wing Flap
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
# DROP[0] = Ring of the Bear,100%,1,1
|
|
|
|
}
|
|
|
|
Zephy, King of Birds
|
|
|
|
{
|
|
|
|
Health = 7000
|
|
|
|
Attack = 48
|
|
|
|
|
|
|
|
CollisionDmg = 48
|
|
|
|
|
|
|
|
MoveSpd = 180%
|
|
|
|
Size = 400%
|
|
|
|
|
|
|
|
XP = 5
|
|
|
|
|
|
|
|
# A flag to show an arrow indicator when the boss is off-screen.
|
|
|
|
ShowBossIndicator = True
|
|
|
|
|
|
|
|
Strategy = Zephy
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 1, 0.6, Repeat
|
|
|
|
JUMP = 4, 0.2, Repeat
|
|
|
|
ATTACKING = 2, 0.2, Repeat
|
|
|
|
DEATH = 3, 0.15, OneShot
|
|
|
|
ATTACK = 4, 0.1, Repeat
|
|
|
|
}
|
|
|
|
|
|
|
|
Ignore Collisions = True
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Wing Flap
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Bird's Treasure,100%,1,1
|
|
|
|
}
|
|
|
|
Hawk_NOXP
|
|
|
|
{ # A version of the Hawk that does not provide any XP. All other features remain identical.
|
|
|
|
# Which monster base image this monster should be based off of.
|
|
|
|
Base Image Name = "Hawk"
|
|
|
|
Display Name = "Hawk"
|
|
|
|
|
|
|
|
Health = 10
|
|
|
|
Attack = 22
|
|
|
|
|
|
|
|
CollisionDmg = 22
|
|
|
|
|
|
|
|
MoveSpd = 180%
|
|
|
|
Size = 50%
|
|
|
|
|
|
|
|
XP = 0
|
|
|
|
|
|
|
|
Strategy = Hawk
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 32,32
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 1, 0.6, Repeat
|
|
|
|
JUMP = 4, 0.2, Repeat
|
|
|
|
ATTACKING = 2, 0.2, Repeat
|
|
|
|
DEATH = 3, 0.15, OneShot
|
|
|
|
ATTACK = 4, 0.1, Repeat
|
|
|
|
}
|
|
|
|
|
|
|
|
Ignore Collisions = True
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Wing Flap
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
# DROP[0] = Ring of the Bear,100%,1,1
|
|
|
|
}
|
|
|
|
Stone Golem
|
|
|
|
{
|
|
|
|
Health = 30000
|
|
|
|
Attack = 35
|
|
|
|
|
|
|
|
CollisionDmg = 40
|
|
|
|
|
|
|
|
MoveSpd = 50%
|
|
|
|
Size = 400%
|
|
|
|
|
|
|
|
XP = 5
|
|
|
|
|
|
|
|
# A flag to show an arrow indicator when the boss is off-screen.
|
|
|
|
ShowBossIndicator = True
|
|
|
|
|
|
|
|
Strategy = Stone Golem
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 48,48
|
|
|
|
|
|
|
|
Collision Radius = 5
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = True
|
|
|
|
|
|
|
|
|
|
|
|
# vvvvv Bear script overrides vvvvv
|
|
|
|
|
|
|
|
# How close the Stone Golem has to get to begin its attack.
|
|
|
|
Attack Range = 250
|
|
|
|
|
|
|
|
# How large the range of the attack is.
|
|
|
|
Smash Attack Diameter = 320
|
|
|
|
|
|
|
|
# How long the Stone Golem charges up its attack.
|
|
|
|
Chargeup Time = 0.8s
|
|
|
|
|
|
|
|
# How long to wait in animation time before the attack hits.
|
|
|
|
Attack Animation Wait Time = 0.45s
|
|
|
|
|
|
|
|
# How long the duration of the knockup is.
|
|
|
|
Attack Knockup Duration = 0.4s
|
|
|
|
|
|
|
|
# Sets how much knockback the attack will have.
|
|
|
|
Attack Knockback Amount = 250
|
|
|
|
|
|
|
|
# ^^^^^ End Bear script overrides ^^^^^
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
IDLE = 2, 0.6, Repeat
|
|
|
|
WALK = 4, 0.2, Repeat
|
|
|
|
CAST = 2, 0.3, Repeat
|
|
|
|
DEATH = 4, 0.15, OneShot
|
|
|
|
BURROW UNDERGROUND = 5, 0.15, OneShot
|
|
|
|
RISE FROM UNDERGROUND = 5, 0.15, OneShot
|
|
|
|
TOSS ROCK CAST = 2, 0.2, Repeat
|
|
|
|
SLAM = 3, 0.15, OneShot
|
|
|
|
TOSS ROCK = 3, 0.2, OneShot
|
|
|
|
RAISE ROCK = 3, 0.2, ReverseOneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
Ignore Collisions = True
|
|
|
|
|
|
|
|
Hurt Sound = Monster Hurt
|
|
|
|
Death Sound = Slime Dead
|
|
|
|
Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
DROP[0] = Stone Ring,100%,1,1
|
|
|
|
}
|
|
|
|
Stone Golem Pillar
|
|
|
|
{ # Has three lives and breaks once all three health is lost. Changes sprite based on health.
|
|
|
|
Health = 3
|
|
|
|
Attack = 40
|
|
|
|
|
|
|
|
CollisionDmg = 0
|
|
|
|
|
|
|
|
Immovable = True
|
|
|
|
Invulnerable = True
|
|
|
|
|
|
|
|
MoveSpd = 0%
|
|
|
|
# The Pillar is supposed to be 350 radius.
|
|
|
|
Size = 600%
|
|
|
|
Collision Radius = 7
|
|
|
|
# If provided, constructs a rectangular collision instance for this enemy.
|
|
|
|
# Args: Pos X,Pos Y,Width,Height.
|
|
|
|
# NOTE: Position coordinates are relative.
|
|
|
|
Rectangle Collision = -4,-4,8,8
|
|
|
|
|
|
|
|
XP = 0
|
|
|
|
|
|
|
|
Strategy = Breaking Pillar
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 24,96
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = False
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
NORMAL = 4, 0.4, OneShot
|
|
|
|
BREAK1 = 4, 0.4, OneShot
|
|
|
|
BREAK2 = 4, 0.4, OneShot
|
|
|
|
CRUMBLE = 6, 0.3, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
Hurt Sound = Warrior Ground Slam
|
|
|
|
# Death Sound = Slime Dead
|
|
|
|
# Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
# DROP[0] = Ring of the Bear,100%,1,1
|
|
|
|
}
|
|
|
|
Breaking Stone Golem Pillar
|
|
|
|
{ # Has three lives and breaks once all three health is lost. Changes sprite based on health.
|
|
|
|
Health = 3
|
|
|
|
Attack = 40
|
|
|
|
|
|
|
|
CollisionDmg = 0
|
|
|
|
|
|
|
|
Immovable = True
|
|
|
|
Invulnerable = True
|
|
|
|
|
|
|
|
MoveSpd = 0%
|
|
|
|
# The Pillar is supposed to be 350 radius.
|
|
|
|
Size = 600%
|
|
|
|
Collision Radius = 7
|
|
|
|
# If provided, constructs a rectangular collision instance for this enemy.
|
|
|
|
# Args: Pos X,Pos Y,Width,Height.
|
|
|
|
# NOTE: Position coordinates are relative.
|
|
|
|
Rectangle Collision = -4,-4,8,8
|
|
|
|
|
|
|
|
XP = 0
|
|
|
|
|
|
|
|
Strategy = Breaking Pillar
|
|
|
|
|
|
|
|
## Breaking Pillar override
|
|
|
|
Break Time = 3s
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 24,96
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = False
|
|
|
|
|
|
|
|
Animations
|
|
|
|
{
|
|
|
|
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
|
|
|
|
# Animations must be defined in the same order as they are in their sprite sheets
|
|
|
|
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
|
|
|
|
NORMAL = 4, 0.4, OneShot
|
|
|
|
BREAK1 = 4, 0.4, OneShot
|
|
|
|
BREAK2 = 4, 0.4, OneShot
|
|
|
|
CRUMBLE = 6, 0.3, OneShot
|
|
|
|
}
|
|
|
|
|
|
|
|
Hurt Sound = Warrior Ground Slam
|
|
|
|
# Death Sound = Slime Dead
|
|
|
|
# Walk Sound = Slime Walk
|
|
|
|
|
|
|
|
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
|
|
|
|
# DROP[0] = Ring of the Bear,100%,1,1
|
|
|
|
}
|
|
|
|
Training Dummy
|
|
|
|
{
|
|
|
|
Health = 999999999
|
|
|
|
Attack = 0
|
|
|
|
|
|
|
|
CollisionDmg = 0
|
|
|
|
|
|
|
|
Fadeout = False
|
|
|
|
No Facing = True
|
|
|
|
|
|
|
|
MoveSpd = 0%
|
|
|
|
Size = 100%
|
|
|
|
Collision Radius = 9
|
|
|
|
|
|
|
|
XP = 0
|
|
|
|
|
|
|
|
Strategy = Do Nothing
|
|
|
|
|
|
|
|
#Size of each animation frame
|
|
|
|
SheetFrameSize = 24,24
|
|
|
|
|
|
|
|
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
|
|
|
|
4-Way Spritesheet = False
|
|
|
|
|
|
|
|
Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 1, 0.4, OneShot
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WALK = 1, 0.2, Repeat
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STAND BEHIND ME = 1, 0.2, OneShot
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DEATH = 1, 0.15, OneShot
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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}
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Large Training Dummy
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{
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Health = 999999999
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Attack = 0
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CollisionDmg = 0
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Fadeout = False
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No Facing = True
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MoveSpd = 0%
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Size = 200%
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Collision Radius = 9
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XP = 0
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Strategy = Do Nothing
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#Size of each animation frame
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SheetFrameSize = 24,24
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = False
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 1, 0.4, OneShot
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WALK = 1, 0.2, Repeat
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STAND BEHIND ME = 1, 0.2, OneShot
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DEATH = 1, 0.15, OneShot
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}
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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# DROP[0] = Ring of the Bear,100%,1,1
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}
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Pirate
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{
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Health = 350
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Attack = 31
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CollisionDmg = 10
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MoveSpd = 110%
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Size = 100%
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XP = 33
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Strategy = Goblin Dagger
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# Wait time override for Run Towards strategy.
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WaitTime = 0
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#Size of each animation frame
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SheetFrameSize = 36,36
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# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
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4-Way Spritesheet = True
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Animations
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Animations must be defined in the same order as they are in their sprite sheets
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# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
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IDLE = 2, 0.6, Repeat
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WALK = 4, 0.15, Repeat
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STABBING = 4, 0.075, OneShot
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DEATH = 4, 0.15, OneShot
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SLASHING = 4, 0.075, OneShot
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STAB = 1, 0.1, OneShot
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SLASH = 1, 0.1, OneShot
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}
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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#DROP[0] = Broken Dagger,30%,1,1
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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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}
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}
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