The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/assets/config/MonsterStrategies.txt

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# Monster Strategies have optional parameters that you can adjust to
# tweak the AI behaviors. Each strategy is displayed followed by {}.
# Inside the {} is a list of the properties and what their default values
# are.
#
# If you add the optional parameters inside a Monster, they will be adopted
# for that specific AI pattern.
#
# For example, if you wanted to add a longer wait time to a mob's RUN_TOWARDS
# strategy, you would write this:
#
# ==========================================
# ==========================================
#
# 0
# {
# Name = Green Slime
# Health = 10
# Attack = 5
#
# CollisionDmg = 5
#
# MoveSpd = 110
# Size = 80
#
# Strategy = Run Towards
# WaitTime = 5
#
# [....Cut for length purposes]
#
# ==========================================
# ==========================================
# ==========================================
#
# The document below shows that WaitTime is 2 by default, but this will make the
# mob adopt a 5 second wait time.
MonsterStrategy
{
0
{
Name = Run Towards
# How long to wait before attempting to path again.
WaitTime = 3
# How far the monster will travel before reassessing for a new path.
MaxDistance = 999999
# 1 of X chance to stop after bumping into something.
BumpStopChance = 5
}
1
{
Name = Shoot Afar
# How far away the monster attempts to distance itself from the player
Range = 700
# If the player is farther than this distance, close in on them.
CloseInRange = 850
# How often the enemy shoots.
ShootingSpeed = 1
BulletSpeed = 300
BulletSize = 20
BulletColor = 37, 131, 112, 255
}
2
{
Name = Turret
# How far away the monster starts shooting from
Range = 800
# How often the enemy shoots.
ShootingSpeed = 2
BulletSpeed = 450
BulletSize = 30
BulletColor = 0, 255, 0, 255
}
3
{
# The Slime King Boss script.
Name = Slime King
# Which phase to start on. Should be 1 most of the time.
StartPhase = 1
# How much time a jump will be pre-telegraphed.
JumpWarningIndicatorTime = 1.0
# Distance to jump up into the sky. A higher value causes it to launch up and down seemingly faster.
JumpHeight = 2400
ProjectileDamage = 10
JumpAttackDamage = 20
JumpMoveSpd = 75
# How far the player gets knocked back if hit.
JumpKnockbackFactor = 250
BulletSpd = 250
Phase1
{
Size = 800
ShootRepeatTime = 4.0
ShootRingCount = 3
# Amount of time between each set of rings.
ShootRingDelay = 0.2
RingBulletCount = 16
# In degrees.
RingOffset = 10.0
JumpAfter = 4 shots
AirborneTime = 3.0
LandingRecoveryTime = 2.0
}
Phase2
{
Size = 600
# Percentage of health to transition to Phase 2
Change = 75%
MonsterSpawnOnChange = Red Slime, 2
ShootRate = 1.0
ShootProjectileCount = 3
ShootCount = 5
ShootAngleSpread = 45
JumpChargeTime = 5.0
JumpAfter = 5 shots
JumpCount = 3
# Delay times per jump in seconds followed by the move speeds.
Jump[1] = 2.0, 75
Jump[2] = 0.3, 120
Jump[3] = 0.75, 75
}
Phase3
{
Size = 400
# Percentage of health to transition to Phase 3
Change = 50%
MonsterSpawnOnChange = Red Slime, 2
ShootRate = 0.5
ShootProjectileCount = 3
ShootAngleSpread = 45
JumpDelayTime = 0.5
JumpRecoveryTime = 2.0
}
Phase4
{
Size = 200
# Percentage of health to transition to Phase 4
Change = 25%
MonsterSpawnOnChange = Blue Slime, 2
MoveSpdModifier = 50%
ShootRate = 0.1
RandomOffsetAngle = 75
JumpDistance = 1000
}
Phase5
{
SizeLossPerHit=50%
IframeTimePerHit = 1.0
MoveSpdModified = 50%
# Percentage of health to transition to Phase 5
Change = 0%
}
}
}