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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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0
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{
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Name = Run Towards
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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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1
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{
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Name = Shoot Afar
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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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2
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{
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Name = Turret
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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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3
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{
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# The Slime King Boss script.
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Name = Slime King
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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 = 170
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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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4
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{
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Name = Run Away
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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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}
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