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# Monster Strategies have optional parameters that you can adjust to
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# tweak the AI behaviors. Each strategy is displayed followed by {}.
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# Inside the {} is a list of the properties and what their default values
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# are.
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#
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# If you add the optional parameters inside a Monster, they will be adopted
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# for that specific AI pattern.
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#
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# For example, if you wanted to add a longer wait time to a mob's RUN_TOWARDS
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# strategy, you would write this:
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#
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# ==========================================
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# ==========================================
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#
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# 0
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# {
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# Name = Green Slime
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# Health = 10
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# Attack = 5
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#
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# CollisionDmg = 5
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#
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# MoveSpd = 110
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# Size = 80
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#
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# Strategy = Run Towards
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# WaitTime = 5
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#
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# [....Cut for length purposes]
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#
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# ==========================================
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# ==========================================
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# ==========================================
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#
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# The document below shows that WaitTime is 2 by default, but this will make the
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# mob adopt a 5 second wait time.
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MonsterStrategy
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{
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Run Towards
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{
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# How long to wait before attempting to path again.
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WaitTime = 3
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# How far the monster will travel before reassessing for a new path.
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MaxDistance = 999999
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# 1 of X chance to stop after bumping into something.
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BumpStopChance = 5
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}
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Shoot Afar
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{
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# How far away the monster attempts to distance itself from the player
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Range = 700
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# If the player is farther than this distance, close in on them.
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CloseInRange = 850
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# How often the enemy shoots.
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ShootingSpeed = 1
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BulletSpeed = 300
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BulletSize = 20
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BulletColor = 37, 131, 112, 255
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}
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Turret
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{
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# How far away the monster starts shooting from
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Range = 800
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# How often the enemy shoots.
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ShootingSpeed = 2
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BulletSpeed = 450
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BulletSize = 30
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BulletColor = 0, 255, 0, 255
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}
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# The Slime King Boss script.
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Slime King
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{
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# Which phase to start on. Should be 1 most of the time.
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StartPhase = 1
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# How much time a jump will be pre-telegraphed.
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JumpWarningIndicatorTime = 1.0
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# Distance to jump up into the sky. A higher value causes it to launch up and down seemingly faster.
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JumpHeight = 900
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ProjectileDamage = 10
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JumpAttackDamage = 20
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JumpMoveSpd = 75
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# How far the player gets knocked back if hit.
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JumpKnockbackFactor = 250
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BulletSpd = 350
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Phase1
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{
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Size = 800
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ShootRepeatTime = 4.0
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ShootRingCount = 3
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# Amount of time between each set of rings.
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ShootRingDelay = 0.2
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RingBulletCount = 16
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# In degrees.
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RingOffset = 10.0
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JumpAfter = 4 shots
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AirborneTime = 3.0
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LandingRecoveryTime = 2.0
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}
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Phase2
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{
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Size = 600
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# Percentage of health to transition to Phase 2
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Change = 75%
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MonsterSpawnOnChange = Red Slime, 2
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ShootRate = 1.0
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ShootProjectileCount = 3
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ShootCount = 5
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ShootAngleSpread = 45
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JumpChargeTime = 5.0
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JumpAfter = 5 shots
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JumpCount = 3
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# Argument 0 is jump time.
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# Argument 1 is move speed.
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Jump[1] = 2.0, 75
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Jump[2] = 0.3, 850
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Jump[3] = 1.2, 70
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}
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Phase3
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{
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Size = 400
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# Percentage of health to transition to Phase 3
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Change = 50%
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MonsterSpawnOnChange = Red Slime, 2
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PhaseRecoveryTime = 2.0
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ShootRate = 0.5
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ShootProjectileCount = 3
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ShootAngleSpread = 45
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JumpMoveSpd = 140
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JumpDelayTime = 0.5
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JumpRecoveryTime = 2.0
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}
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Phase4
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{
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Size = 200
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# Percentage of health to transition to Phase 4
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Change = 25%
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MonsterSpawnOnChange = Blue Slime, 2
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# Percentage of normal move spd the Slime King will move.
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MoveSpdModifier = 50%
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ShootRate = 0.1
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RandomOffsetAngle = 35
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RunAwayTime = 2.5
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WaitTime = 1.0
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JumpDuration = 3.0
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JumpDistance = 1000
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}
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Phase5
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{
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SizeLossPerHit=50%
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IframeTimePerHit = 1.0
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MoveSpdModified = 50%
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# Percentage of health to transition to Phase 5
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Change = 0%
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}
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}
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Run Away
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{
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# How far away the monster attempts to distance itself from the player
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Range = 700
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# If the player is farther than this distance, close in on them.
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CloseInRange = 850
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}
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Frog
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{
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# How close the frog has to get to the player before beginning its attack.
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Range = 350
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# How long to wait after getting in range and locking on to the player, before firing tongue.
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Lockon Wait Time = 1.5s
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# How long the tongue attack lasts for.
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Attack Duration = 1.0s
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# Max range of the tongue attack.
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Tongue Max Range = 450
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# How long to wait before starting its seeking phase over again.
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Attack Recovery Time = 0.5s
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# The color of the tongue RGBA
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Tongue Color = 95,23,31,255
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# A multiplier for the knockback strength of the tongue. (1 is quite small)
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Tongue Knockback Strength = 2
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}
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Wolf
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{
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# How close the wolf has to be to lock on and charge the player.
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Lockon Range = 400
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# The speed boost percentage to increase by during the charge.
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Lockon Speed Boost = 15%
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# Time waiting after charging.
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Charge Recovery Time = 1.0s
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# The speed boost percentage to increase by and the duration while disengaging.
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Disengage Speed Boost = 30%, 3s
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# The distance to disengage the player.
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Disengage Range = 800
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# The amount of time to spend disengaged.
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Disengage Duration = 3.0s
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}
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Bear
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{
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# How close the bear has to get to begin its attack.
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Attack Range = 120
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# How long the bear charges up its attack.
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Chargeup Time = 1.3s
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# How large the range of the attack is.
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Smash Attack Diameter = 160
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# How long to wait in animation time before the attack hits.
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Attack Animation Wait Time = 0.6s
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# How long the duration of the knockup is.
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Attack Knockup Duration = 0.7s
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# Sets how much knockback the attack will have.
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Attack Knockback Amount = 0.0
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}
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# The Ursule, Mother of Bears Boss script
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Ursule
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{
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# Which phase to start on. Should be 1 most of the time.
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StartPhase = 1
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# The maximum amount of time to spend trying to run to the center of the map.
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Run To Center Max Time = 10.0s
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# The overlay sprite to use for transitioning to later phases.
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Overlay Sprite = monsters/Ursule Mother of Bears2.png
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# Number of wisp patterns that exist.
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Wisp Pattern Count = 9
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Wisp Pattern 0
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{
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Row[0] = .O...O..
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Row[1] = O...O...
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Row[2] = ...O...O
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Row[3] = ..O...O.
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Row[4] = .O...O..
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Row[5] = O...O...
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}
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Wisp Pattern 1
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{
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Row[0] = ........
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Row[1] = O.O.O.O.
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Row[2] = ........
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Row[3] = .O.O.O.O
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Row[4] = ........
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Row[5] = O.O.O.O.
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}
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Wisp Pattern 2
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{
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Row[0] = O......O
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Row[1] = ........
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Row[2] = ........
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Row[3] = ...OO...
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Row[4] = ..O..O..
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Row[5] = .O....O.
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}
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Wisp Pattern 3
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{
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Row[0] = .O....O.
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Row[1] = O......O
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Row[2] = ........
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Row[3] = ..O..O..
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Row[4] = ..O..O..
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Row[5] = ...OO...
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}
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Wisp Pattern 4
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{
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Row[0] = ........
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Row[1] = ......O.
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Row[2] = ..O.....
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Row[3] = .....O..
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Row[4] = .O......
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Row[5] = ........
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}
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Wisp Pattern 5
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{
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Row[0] = O.O.O.O.
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Row[1] = O.O.O.O.
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Row[2] = ........
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Row[3] = ........
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Row[4] = .O.O.O.O
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Row[5] = .O.O.O.O
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}
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Wisp Pattern 6
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{
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Row[0] = ........
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Row[1] = ........
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Row[2] = ........
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Row[3] = OOO..OOO
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Row[4] = ........
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Row[5] = ........
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}
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Wisp Pattern 7
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{
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Row[0] = .OO..OO.
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Row[1] = O......O
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Row[2] = ...O....
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Row[3] = ..O.....
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Row[4] = .O......
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Row[5] = O...OOOO
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}
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Wisp Pattern 8
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{
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Row[0] = ........
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Row[1] = ...OO...
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Row[2] = ..OOOO..
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Row[3] = ..OOOO..
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Row[4] = ...OO...
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Row[5] = ........
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}
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Phase 1
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{
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# The amount of time it takes for the fur transformation to take place.
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Fur Change Color Time = 2.0s
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# Maximum amount of time the boss takes to run towards the center before giving up and continuing through Phase 2.
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Run to Center Time = 10.0s
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# Number of stomps to perform before doing a run towards the player.
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Stomp Count = 3
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# Amount of time to run towards the player.
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Run Time = 2.0s
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# Provide a speed boost amount during the run.
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Run Speed Boost = 0%
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}
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Phase 2
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{
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# Percentage of health to transition to Phase 2
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Change = 80%
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# Percentage of damage reduced on the bear while the barrier is active.
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Barrier Damage Reduction = 100%
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# Amount of time the environment fades out to pitch black.
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Environment Fade-out Time = 0.4s
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# Amount of time for the environment to fade in with the new color.
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Environment Fade-in Time = 2.0s
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# New fade-in environment color.
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Environment Fade-in Color = 87, 82, 255, 255
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# The amount of range sight the player has with the new environment.
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Environment Fade-in Range = 400
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# Wisp size in pixels.
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Wisp Size = 24,24
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# Speed at which the wisp moves downwards.
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Wisp Speed = 90
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# Wisp Hitbox radius size in pixels.
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Wisp Hitbox Radius = 8
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# RGBA value of the wisp.
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Wisp Color = 247, 157, 0, 255
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# There are 6 rows of wisps and we want them to spawn outside the arena
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# - (6 * Wisp Height) = How far above the arena to spawn.
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Wisp Pattern Spawn Y = -144
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# Amount of time the wisp fades out after hitting the player.
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Wisp Fadeout Time = 0.3s
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# How much time (in seconds) to wait between each pattern spawn.
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# 100% speed means it takes 6 seconds for all the wisps to move entirely down.
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# "Wisp Pattern Spawn Y" / Speed determines time between spawns.
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Wisp Pattern Spawn Wait Time = 2.0s
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# This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats.
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Wisp Pattern Random Selection = Bag
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# How many patterns to spawn before continuing to Phase 3.
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Wisp Pattern Spawn Count = 9
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# Wait for the wisp count to be at or below this value before proceeding to Phase 3.
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Wisp Count Phase Change Wait = 8.0s
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}
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Phase 3
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{
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# Amount of time the environment fades out to pitch black.
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Environment Fade-out Time = 0.4s
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# Amount of time for the environment to fade in with the new color.
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Environment Fade-in Time = 2.0s
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# New fade-in environment color.
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Environment Fade-in Color = 255, 255, 255, 255
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# Minimum range the bear will decide to charge the player.
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Charge Range = 450
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# Amount of time the bear spends preparing to charge.
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Charge Cast Time = 0.3s
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# If for some reason the charge takes longer than this to reach the target, the charge will end.
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Charge Max Run Time = 5.0s
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# Amount of speed to gain during the charge attack.
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Charge Speed Boost = 200%
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# Cooldown time of the charge attack.
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Charge Attack Cooldown = 15.0s
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# Amount of damage to deal on impact during a charge attack.
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Charge Attack Damage = 30
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# Amount of knockback to cause to the player when hit by the charging attack.
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Charge Attack Knockback Strength = 3.5
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# Number of stomps to perform before doing a run towards the player.
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Stomp Count = 3
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# Amount of time to run towards the player.
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Run Time = 2.0s
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# Provide a speed boost amount during the run.
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Run Speed Boost = 0%
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}
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Phase 4
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{
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# Maximum amount of time the boss takes to run towards the center before giving up and continuing through Phase 2.
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Run to Center Time = 10.0s
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# Percentage of health to transition to Phase 4
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Change = 50%
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# Amount of time the environment fades out to pitch black.
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Environment Fade-out Time = 0.4s
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# Amount of time for the environment to fade in with the new color.
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Environment Fade-in Time = 2.0s
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# New fade-in environment color.
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Environment Fade-in Color = 255, 82, 82, 255
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# The amount of range sight the player has with the new environment.
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Environment Fade-in Range = 400
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# Wisp size in pixels.
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Wisp Size = 24,24
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# Wisp Hitbox radius size in pixels.
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Wisp Hitbox Radius = 8
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# Speed at which the wisp moves downwards.
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Wisp Speed = 95
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# RGBA value of the wisp.
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Wisp Color = 247, 95, 0, 255
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# There are 6 rows of wisps and we want them to spawn outside the arena
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# - (6 * Wisp Height) = How far above the arena to spawn.
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Wisp Pattern Spawn Y = -144
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# Amount of time the wisp fades out after hitting the player.
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Wisp Fadeout Time = 0.3s
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# How much time (in seconds) to wait between each pattern spawn.
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# 100 speed means it takes 1.44 seconds for 6 rows of wisps to move down
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# "Wisp Pattern Spawn Y" / Speed determines time between spawns.
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Wisp Pattern Spawn Wait Time = 1.9s
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# This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats.
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Wisp Pattern Random Selection = Random
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# How long it takes for remaining wisps on the field to fade out when the boss dies.
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End Wisp Fadeout Time = 0.4s
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}
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}
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NPC
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{
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}
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}
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