@ -18,25 +18,25 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Green Slime Remains,30%,1,1
DROP[1] = Minor Health Potion,5%,1,1
DROP[2] = Berries,3%,1,1
# 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
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Green Slime Remains,30%,1,1
DROP[1] = Minor Health Potion,5%,1,1
DROP[2] = Berries,3%,1,1
}
Blue Slime
{
@ -55,11 +55,16 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, Repeat
DeathAnimation = 10, 0.1, OneShot
# 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
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
@ -69,11 +74,6 @@ Monsters
DROP[0] = Blue Slime Remains,30%,1,1
DROP[1] = Minor Mana Potion,5%,1,1
DROP[2] = Berries,5%,1,1
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Red Slime
{
@ -92,11 +92,16 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
# 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
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
@ -106,11 +111,6 @@ Monsters
DROP[0] = Red Slime Remains,30%,1,1
DROP[1] = Minor Health Potion,5%,1,1
DROP[2] = Berries,5%,1,1
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Yellow Slime
{
@ -129,15 +129,16 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
# 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
}
# Jump property overrides
JumpTimer = 10.0
@ -148,15 +149,14 @@ Monsters
# How much time remaining for the jump target being locked into place.
JumpLockinTargetTime = 0.2
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] = Yellow Slime Remains,30%,1,1
DROP[1] = Minor Recovery Potion,5%,1,1
DROP[2] = Berries,7%,1,2
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Flower Turret
{
@ -175,11 +175,16 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 7, 0.1, PingPong
JumpAnimation = 1, 0.1, OneShot
ShootAnimation = 5, 0.1, OneShot
DeathAnimation = 5, 0.2, OneShot
# 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 = 7, 0.1, PingPong
JUMP = 1, 0.1, OneShot
SHOOT = 5, 0.1, OneShot
DEATH = 5, 0.2, OneShot
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
@ -189,11 +194,6 @@ Monsters
DROP[0] = Flower Petals,30%,1,1
DROP[1] = Berries,5%,1,1
DROP[2] = Bandages,10%,1,1
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Slime King
{
@ -213,11 +213,18 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
# 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
CHARGEUP = 10, 0.04, Repeat
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
@ -225,11 +232,6 @@ Monsters
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Ring of the Slime King,100%,1,1
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
ANIMATION[0] = 10, 0.04, Repeat
}
Windhound
{
@ -248,11 +250,16 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 3, 0.2, PingPong
JumpAnimation = 4, 0.06, PingPong
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 4, 0.1, OneShot
# 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 = 3, 0.2, PingPong
JUMP = 4, 0.06, PingPong
SHOOT = 10, 0.1, OneShot
DEATH = 4, 0.1, OneShot
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Windhound Skin,30%,1,1
@ -260,11 +267,6 @@ Monsters
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Frog
{
@ -283,23 +285,23 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 4, 0.13, PingPong
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 6, 0.15 , PingPong
DeathAnimation = 6, 0.1, OneSho t
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Frog Skin,50%,1,1
# 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, 0.13 , PingPong
JUMP = 10, 0.06, Repea t
SHOOT = 6, 0.15, PingPong
DEATH = 6, 0.1, OneShot
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Frog Skin,50%,1,1
}
Bear
{
@ -318,24 +320,25 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 4, 0.3, Repeat
JumpAnimation = 5, 0.2, Repeat
ShootAnimation = 3, 0.2, OneSho t
DeathAnimation = 3, 0.15, OneSho t
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Bear Blood,10%,1,2
DROP[1] = Bear Claw,30%,1,1
# 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, Repea t
JUMP = 5, 0.2, Repea t
SHOOT = 3, 0.2, OneShot
DEATH = 3, 0.15, OneShot
SLAM = 4, 0.2, OneShot
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
ANIMATION[0] = 4, 0.2, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Bear Blood,10%,1,2
DROP[1] = Bear Claw,30%,1,1
}
Ursule, Mother of Bears
{
@ -378,11 +381,21 @@ Monsters
#Size of each animation frame
SheetFrameSize = 26,26
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 4, 0.3, Repeat
JumpAnimation = 5, 0.2, Repeat
ShootAnimation = 3, 0.2, OneShot
DeathAnimation = 3, 0.15, OneShot
# 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
@ -392,15 +405,6 @@ Monsters
Hurt Sound = Monster Hurt
Death Sound = Ursule Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
ANIMATION[0] = 4, 0.1, OneShot
ANIMATION[1] = 6, 0.15, OneShot
ANIMATION[2] = 2, 0.2, Reverse
ANIMATION[3] = 5, 0.1, Repeat
ANIMATION[4] = 4, 0.3, Repeat
}
Bun
{
@ -419,11 +423,16 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.05, Repeat
DeathAnimation = 10, 0.1, OneShot
# 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
@ -440,11 +449,6 @@ Monsters
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Slimy Bun,100%,1,1
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Boar
{
@ -463,11 +467,17 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# 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, 0.3, Repeat
JUMP = 1, 0.2, Repeat
SHOOT = 1, 0.2, OneShot
DEATH = 1, 0.15, OneShot
SCRATCH = 4, 0.2, OneShot
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
@ -475,12 +485,6 @@ Monsters
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# Scratch animation.
ANIMATION[0] = 4, 0.2, OneShot
}
Goblin (Dagger)
{
@ -502,11 +506,20 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# 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, 0.3, Repeat
JUMP = 1, 0.2, Repeat
SHOOT = 1, 0.2, OneShot
DEATH = 1, 0.15, OneShot
STAB = 1, 0.1, OneShot
STABBING = 2, 0.1, PingPong
SLASH = 1, 0.1, OneShot
SLASHING = 2, 0.1, PingPong
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
@ -514,50 +527,6 @@ Monsters
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# Up Stab Windup
ANIMATION[0] = 1, 0.1, OneShot
# Right Stab Windup
ANIMATION[1] = 1, 0.1, OneShot
# Down Stab Windup
ANIMATION[2] = 1, 0.1, OneShot
# Left Stab Windup
ANIMATION[3] = 1, 0.1, OneShot
# Up Stab
ANIMATION[4] = 2, 0.1, PingPong
# Right Stab
ANIMATION[5] = 2, 0.1, PingPong
# Down Stab
ANIMATION[6] = 2, 0.1, PingPong
# Left Stab
ANIMATION[7] = 2, 0.1, PingPong
# Up Slash Windup
ANIMATION[8] = 1, 0.1, OneShot
# Right Slash Windup
ANIMATION[9] = 1, 0.1, OneShot
# Down Slash Windup
ANIMATION[10] = 1, 0.1, OneShot
# Left Slash Windup
ANIMATION[11] = 1, 0.1, OneShot
# Up Slash
ANIMATION[12] = 2, 0.1, PingPong
# Right Slash
ANIMATION[13] = 2, 0.1, PingPong
# Down Slash
ANIMATION[14] = 2, 0.1, PingPong
# Left Slash
ANIMATION[15] = 2, 0.1, PingPong
# Up Idle
ANIMATION[16] = 1, 0.1, PingPong
# Right Idle
ANIMATION[17] = 1, 0.1, PingPong
# Down Idle
ANIMATION[18] = 1, 0.1, PingPong
# Left Idle
ANIMATION[19] = 1, 0.1, PingPong
}
Goblin (Bow)
{
@ -571,28 +540,33 @@ Monsters
XP = 17
Strategy = Run Towards
Strategy = Goblin Bow
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# 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, 0.1, Repeat
WALK = 1, 0.2, Repeat
SHOOT = 3, 0.3, OneShot
DEATH = 1, 0.15, OneShot
STAB = 1, 0.1, OneShot
STABBING = 2, 0.1, PingPong
SLASH = 1, 0.1, OneShot
SLASHING = 2, 0.1, PingPong
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}
Goblin (Bombs)
{
@ -611,23 +585,23 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneSho t
DeathAnimation = 1, 0.15, OneSho t
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
# 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, 0.3, Repea t
JUMP = 1, 0.2, Repea t
SHOOT = 1, 0.2, OneShot
DEATH = 1, 0.15, OneShot
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}
Goblin Boar Rider
{
@ -646,23 +620,23 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneSho t
DeathAnimation = 1, 0.15, OneSho t
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
# 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, 0.3, Repea t
JUMP = 1, 0.2, Repea t
SHOOT = 1, 0.2, OneShot
DEATH = 1, 0.15, OneShot
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}
Hawk
{
@ -681,23 +655,23 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneSho t
DeathAnimation = 1, 0.15, OneSho t
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
# 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, 0.3, Repea t
JUMP = 1, 0.2, Repea t
SHOOT = 1, 0.2, OneShot
DEATH = 1, 0.15, OneShot
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}
Stone Elemental
{
@ -716,22 +690,22 @@ Monsters
#Size of each animation frame
SheetFrameSize = 24,24
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneSho t
DeathAnimation = 1, 0.15, OneSho t
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
# 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, 0.3, Repea t
JUMP = 1, 0.2, Repea t
SHOOT = 1, 0.2, OneShot
DEATH = 1, 0.15, OneShot
}
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.2, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}
}