Pirate Marauder/Pirate Captain data added.
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@ -1260,6 +1260,50 @@ Monsters
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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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# 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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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 = 4, 0.6, Repeat
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WALK = 4, 0.15, Repeat
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DEATH = 4, 0.25, OneShot
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SLASHING = 4, 0.1, OneShot
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STABBING = 3, 0.1, 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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Pirate Marauder
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{
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Health = 500
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Attack = 43
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CollisionDmg = 10
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MoveSpd = 125%
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Size = 100%
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XP = 39
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Strategy = Pirate Buccaneer
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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 = 48,48
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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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Animations
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{
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{
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
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@ -1277,6 +1321,53 @@ Monsters
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# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
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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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#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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Pirate Captain
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{
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Health = 1050
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Attack = 55
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CollisionDmg = 20
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MoveSpd = 95%
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Size = 120%
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XP = 59
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Strategy = Pirate Captain
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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 = 4, 0.6, Repeat
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WALK = 4, 0.15, Repeat
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DEATH = 4, 0.25, OneShot
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SLASHING = 4, 0.1, OneShot
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STABBING = 3, 0.1, OneShot
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SLASH = 1, 0.1, OneShot
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STAB = 1, 0.1, OneShot
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SHOOTING = 3, 0.2, OneShot
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SHOOT = 1, 0.1, OneShot
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DRINK = 3, 0.5, PingPong
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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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Hurt Sound = Monster Hurt
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Death Sound = Slime Dead
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Death Sound = Slime Dead
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Walk Sound = Slime Walk
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Walk Sound = Slime Walk
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