Monsters { Green Slime { Health = 10 Attack = 5 CollisionDmg = 5 MoveSpd = 110 Size = 80 XP = 2 Strategy = Run Towards BumpStopChance = 2 #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 # 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 { Health = 30 Attack = 10 CollisionDmg = 0 MoveSpd = 70 Size = 100 XP = 6 Strategy = Shoot Afar #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, Repeat DEATH = 10, 0.1, OneShot } 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] = Blue Slime Remains,30%,1,1 DROP[1] = Minor Mana Potion,5%,1,1 DROP[2] = Berries,5%,1,1 } Red Slime { Health = 25 Attack = 10 CollisionDmg = 10 MoveSpd = 95 Size = 120 XP = 5 Strategy = Run Towards #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity DROP[0] = Red Slime Remains,30%,1,1 DROP[1] = Minor Health Potion,5%,1,1 DROP[2] = Berries,5%,1,1 } Yellow Slime { Health = 240 Attack = 10 CollisionDmg = 15 MoveSpd = 40 Size = 160 XP = 18 Strategy = Run Towards #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 JumpDelayTime = 1.2 JumpAttackDamage = 20 JumpKnockbackFactor = 50.0 JumpMoveSpd = 90 # 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 } Flower Turret { Health = 40 Attack = 10 CollisionDmg = 0 MoveSpd = 0 Size = 100 XP = 3 Strategy = Turret #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 # Walk Sound = Slime Walk # DOES NOT WALK! # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity DROP[0] = Flower Petals,30%,1,1 DROP[1] = Berries,5%,1,1 DROP[2] = Bandages,10%,1,1 } Slime King { Health = 8000 Attack = 10 CollisionDmg = 0 MoveSpd = 100 Size = 800 XP = 150 # A flag to show an arrow indicator when the boss is off-screen. ShowBossIndicator = True Strategy = Slime King StartPhase = 1 #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 Walk Sound = Slime Walk # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity DROP[0] = Ring of the Slime King,100%,1,1 } Windhound { Health = 110 Attack = 12 CollisionDmg = 12 MoveSpd = 120% Size = 90% XP = 11 Strategy = Wolf #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 WALK = 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 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Frog { Health = 60 Attack = 15 CollisionDmg = 15 MoveSpd = 70% Size = 70% XP = 12 Strategy = Frog #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, Repeat SHOOT = 6, 0.15, PingPong DEATH = 6, 0.1, OneShot } 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] = Frog Skin,50%,1,1 } Bear { Health = 450 Attack = 45 CollisionDmg = 5 MoveSpd = 75% Size = 200% XP = 33 Strategy = Bear #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.2, OneShot } 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] = Bear Blood,10%,1,2 DROP[1] = Bear Claw,30%,1,1 } Ursule, Mother of Bears { Health = 5500 Attack = 30 CollisionDmg = 10 MoveSpd = 95% Size = 800% XP = 200 # A flag to show an arrow indicator when the boss is off-screen. ShowBossIndicator = True Strategy = Ursule # vvvvv Bear script overrides vvvvv # How close the bear has to get to begin its attack. Attack Range = 500 # How large the range of the attack is. Smash Attack Diameter = 640 # How long the bear charges up its attack. Chargeup Time = 0.8s # How long to wait in animation time before the attack hits. Attack Animation Wait Time = 0.3s # How long the duration of the knockup is. Attack Knockup Duration = 0.4s # Sets how much knockback the attack will have. Attack Knockback Amount = 250 # ^^^^^ End Bear script overrides ^^^^^ #Size of each animation frame SheetFrameSize = 26,26 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 DROP[1] = Bear Blood,10%,1,2 DROP[2] = Bear Claw,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Ursule Dead Walk Sound = Slime Walk } Bun { Health = 750 Attack = 35 CollisionDmg = 35 MoveSpd = 80 Size = 200 XP = 6 Strategy = Shoot Afar #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 ShootingSpeed = 0.4 BulletSpeed = 350 BulletSize = 40 BulletColor = 204, 108, 231, 255 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] = Slimy Bun,100%,1,1 } Boar { Health = 260 Attack = 24 CollisionDmg = 24 MoveSpd = 100% Size = 110% XP = 19 Strategy = Boar #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat WALK = 4, 0.2, Repeat SCRATCH = 5, 0.1, Repeat DEATH = 4, 0.15, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity DROP[0] = Boar Meat,20%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Goblin (Dagger) { Health = 120 Attack = 18 CollisionDmg = 5 MoveSpd = 90% Size = 90% XP = 14 Strategy = Goblin Dagger # Wait time override for Run Towards strategy. WaitTime = 0 #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 = 2, 0.6, Repeat WALK = 4, 0.15, Repeat STABBING = 4, 0.075, OneShot DEATH = 4, 0.15, OneShot SLASHING = 4, 0.075, OneShot STAB = 1, 0.1, OneShot SLASH = 1, 0.1, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Goblin (Bow) { Health = 120 Attack = 18 CollisionDmg = 0 MoveSpd = 90% Size = 90% XP = 17 Strategy = Goblin Bow #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 = 2, 0.6, Repeat WALK = 3, 0.2, Repeat SHOOT = 4, 0.06, OneShot DEATH = 4, 0.15, OneShot } 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] = Broken Bow,30%,1,1 } Goblin (Bombs) { Health = 120 Attack = 18 CollisionDmg = 0 MoveSpd = 90% Size = 90% XP = 17 Strategy = Goblin Bomb #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 = 2, 0.6, Repeat WALK = 4, 0.3, Repeat THROW = 3, 0.1, OneShot DEATH = 4, 0.15, OneShot } 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] = Blackpowder,30%,1,1 } Goblin Boar Rider { Health = 260 Attack = 24 CollisionDmg = 24 MoveSpd = 100% Size = 100% XP = 21 Strategy = Goblin Boar Rider #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat WALK = 4, 0.2, Repeat SCRATCH = 5, 0.1, Repeat DEATH = 4, 0.15, OneShot } ########################### # Run Away Script Overrides ########################### # How far away the monster attempts to distance itself from the player Range = 600 # If the player is farther than this distance, close in on them. CloseInRange = 700 ############################### # End Run Away Script Overrides ############################### 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] = Boar Meat,20%,1,1 } Hawk { Health = 10 Attack = 22 CollisionDmg = 22 MoveSpd = 180% Size = 50% XP = 5 Strategy = Hawk #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat JUMP = 4, 0.2, Repeat ATTACKING = 2, 0.2, Repeat DEATH = 3, 0.15, OneShot ATTACK = 4, 0.1, Repeat } Ignore Collisions = True Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Wing Flap # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity DROP[0] = Hawk Feather,30%,1,1 } Stone Elemental { Health = 990 Attack = 52 CollisionDmg = 26 MoveSpd = 50% # Due to the Stone Elemental's base sprite size being 36x36, 220% is actually 146.666666667% size when factoring in a 50% larger sprite. Size = 147% XP = 71 Collision Radius = 5 Strategy = Stone Elemental #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 = 2, 0.6, Repeat WALK = 4, 0.2, Repeat TOSS ROCK = 4, 0.2, OneShot DEATH = 4, 0.15, OneShot BURROW UNDERGROUND = 5, 0.15, OneShot RISE FROM UNDERGROUND = 5, 0.15, OneShot ROCK TOSS CAST = 2, 0.3, Repeat STONE PILLAR CAST = 2, 0.3, Repeat } 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] = Stone Heart,30%,1,1 } Stone Pillar { Health = 1 Attack = 52 CollisionDmg = 0 Immovable = True Invulnerable = True MoveSpd = 0% # The Pillar is supposed to be 350 radius. Size = 300% Collision Radius = 7 Lifetime = 5s XP = 0 Strategy = Do Nothing #Size of each animation frame SheetFrameSize = 24,96 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.4, OneShot WALK = 1, 0.2, Repeat STAND BEHIND ME = 1, 0.2, OneShot DEATH = 1, 0.15, OneShot } 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] = Ring of the Bear,100%,1,1 } Major Hawk { Health = 520 Attack = 31 CollisionDmg = 31 MoveSpd = 220% Size = 120% XP = 5 Strategy = Major Hawk ################################### ##### BEGIN HAWK PROPERTY OVERRIDES ################################### - Required since the Major Hawk strategy is an add-on. Wing Flap Frequency = 0.8s # Amount of Z (in pixels) the Hawk flies at. Flight Height = 48px # Amount of Z (in pixels) higher or lower the Hawk chooses to fly at. Flight Height Variance = 8px # 0-X% application of a slowdown debuff to vary the speeds of each Hawk. Flight Speed Variance = 20% # How far from the player the Hawk circles around. Flight Distance = 240px Flight Oscillation Amount = 1.5px # Dropdown/Rising speed in pixels per second while attacking. Attack Z Speed = 160px/s Attack Wait Time = 1s ################################# ##### END HAWK PROPERTY OVERRIDES ################################# #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat JUMP = 4, 0.2, Repeat ATTACKING = 2, 0.2, Repeat DEATH = 3, 0.15, OneShot ATTACK = 4, 0.1, Repeat } Ignore Collisions = True Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Wing Flap # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # DROP[0] = Ring of the Bear,100%,1,1 } Zephy, King of Birds { Health = 7000 Attack = 48 CollisionDmg = 48 MoveSpd = 180% Size = 400% XP = 5 # A flag to show an arrow indicator when the boss is off-screen. ShowBossIndicator = True Strategy = Zephy #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat JUMP = 4, 0.2, Repeat ATTACKING = 2, 0.2, Repeat DEATH = 3, 0.15, OneShot ATTACK = 4, 0.1, Repeat } Ignore Collisions = True Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Wing Flap # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity DROP[0] = Bird's Treasure,100%,1,1 } Hawk_NOXP { # A version of the Hawk that does not provide any XP. All other features remain identical. # Which monster base image this monster should be based off of. Base Image Name = "Hawk" Display Name = "Hawk" Health = 10 Attack = 22 CollisionDmg = 22 MoveSpd = 180% Size = 50% XP = 0 Strategy = Hawk #Size of each animation frame SheetFrameSize = 32,32 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat JUMP = 4, 0.2, Repeat ATTACKING = 2, 0.2, Repeat DEATH = 3, 0.15, OneShot ATTACK = 4, 0.1, Repeat } Ignore Collisions = True Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Wing Flap # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # DROP[0] = Ring of the Bear,100%,1,1 } Stone Golem { Health = 30000 Attack = 35 CollisionDmg = 40 MoveSpd = 50% Size = 400% XP = 5 # A flag to show an arrow indicator when the boss is off-screen. ShowBossIndicator = True Strategy = Stone Golem #Size of each animation frame SheetFrameSize = 48,48 Collision Radius = 5 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True # vvvvv Bear script overrides vvvvv # How close the Stone Golem has to get to begin its attack. Attack Range = 250 # How large the range of the attack is. Smash Attack Diameter = 320 # How long the Stone Golem charges up its attack. Chargeup Time = 0.8s # How long to wait in animation time before the attack hits. Attack Animation Wait Time = 0.45s # How long the duration of the knockup is. Attack Knockup Duration = 0.4s # Sets how much knockback the attack will have. Attack Knockback Amount = 250 # ^^^^^ End Bear script overrides ^^^^^ Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 = 2, 0.6, Repeat WALK = 4, 0.2, Repeat CAST = 2, 0.3, Repeat DEATH = 4, 0.15, OneShot BURROW UNDERGROUND = 5, 0.15, OneShot RISE FROM UNDERGROUND = 5, 0.15, OneShot TOSS ROCK CAST = 2, 0.2, Repeat SLAM = 3, 0.15, OneShot TOSS ROCK = 3, 0.2, OneShot RAISE ROCK = 3, 0.2, ReverseOneShot } Ignore Collisions = True 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] = Stone Ring,100%,1,1 } Stone Golem Pillar { # Has three lives and breaks once all three health is lost. Changes sprite based on health. Health = 3 Attack = 40 CollisionDmg = 0 Immovable = True Invulnerable = True MoveSpd = 0% # The Pillar is supposed to be 350 radius. Size = 600% Collision Radius = 7 # If provided, constructs a rectangular collision instance for this enemy. # Args: Pos X,Pos Y,Width,Height. # NOTE: Position coordinates are relative. Rectangle Collision = -4,-4,8,8 XP = 0 Strategy = Breaking Pillar #Size of each animation frame SheetFrameSize = 24,96 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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. NORMAL = 4, 0.4, OneShot BREAK1 = 4, 0.4, OneShot BREAK2 = 4, 0.4, OneShot CRUMBLE = 6, 0.3, OneShot } Hurt Sound = Warrior Ground Slam # Death Sound = Slime Dead # Walk Sound = Slime Walk # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # DROP[0] = Ring of the Bear,100%,1,1 } Breaking Stone Golem Pillar { # Has three lives and breaks once all three health is lost. Changes sprite based on health. Health = 3 Attack = 40 CollisionDmg = 0 Immovable = True Invulnerable = True MoveSpd = 0% # The Pillar is supposed to be 350 radius. Size = 600% Collision Radius = 7 # If provided, constructs a rectangular collision instance for this enemy. # Args: Pos X,Pos Y,Width,Height. # NOTE: Position coordinates are relative. Rectangle Collision = -4,-4,8,8 XP = 0 Strategy = Breaking Pillar ## Breaking Pillar override Break Time = 3s #Size of each animation frame SheetFrameSize = 24,96 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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. NORMAL = 4, 0.4, OneShot BREAK1 = 4, 0.4, OneShot BREAK2 = 4, 0.4, OneShot CRUMBLE = 6, 0.3, OneShot } Hurt Sound = Warrior Ground Slam # Death Sound = Slime Dead # Walk Sound = Slime Walk # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity # DROP[0] = Ring of the Bear,100%,1,1 } Training Dummy { Health = 999999999 Attack = 0 CollisionDmg = 0 Fadeout = False No Facing = True MoveSpd = 0% Size = 100% Collision Radius = 9 XP = 0 Strategy = Do Nothing #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.4, OneShot WALK = 1, 0.2, Repeat STAND BEHIND ME = 1, 0.2, OneShot DEATH = 1, 0.15, OneShot } 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] = Ring of the Bear,100%,1,1 } Large Training Dummy { Health = 999999999 Attack = 0 CollisionDmg = 0 Fadeout = False No Facing = True MoveSpd = 0% Size = 200% Collision Radius = 9 XP = 0 Strategy = Do Nothing #Size of each animation frame SheetFrameSize = 24,24 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = False Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.4, OneShot WALK = 1, 0.2, Repeat STAND BEHIND ME = 1, 0.2, OneShot DEATH = 1, 0.15, OneShot } 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] = Ring of the Bear,100%,1,1 } Pirate { Health = 350 Attack = 31 CollisionDmg = 10 MoveSpd = 110% Size = 100% XP = 33 Collision Radius = 12 Strategy = Goblin Dagger #### Script Override #### # Distance from player to run to before swinging weapon. Attack Spacing = 100 # Number of pixels from the dagger's center that the player would be hit by. Dagger Hit Radius = 16 # Number of pixels of reach the dagger stab has. Dagger Stab Distance = 4 # Number of pixels of reach the dagger slash has from the monster. Dagger Slash Distance = 12 # Slash Attack windup time Slash Windup Time = 0.4s # Stab Attack windup time Stab Windup Time = 0.4s # Amount of time where nothing happens after an attack. Attack Recovery Time = 0.6s Dagger Stab Image = "pirate_dagger.png" Dagger Slash Image = "pirate_slash.png" # Offset for the dagger stab effect per direction from the monster's center. Dagger Up Offset = -6,-5.5 Dagger Down Offset = -5,-1 Dagger Right Offset = 9,0 Dagger Left Offset = -8,-2 ######## # Wait time override for Run Towards strategy. WaitTime = 0 #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.4, Repeat WALK = 4, 0.15, Repeat SLASHING = 4, 0.1, OneShot DEATH = 4, 0.25, OneShot STABBING = 3, 0.1, OneShot SLASH = 1, 0.1, OneShot STAB = 1, 0.1, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Pirate Marauder { Health = 500 Attack = 43 CollisionDmg = 10 MoveSpd = 125% Size = 100% XP = 39 Collision Radius = 12 Strategy = Pirate Marauder # Wait time override for Run Towards strategy. WaitTime = 0 #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True #### Script Override #### # Distance from player to run to before swinging weapon. Attack Spacing = 100 # Slash Attack windup time Slash Windup Time = 0.4s Dagger Slash Image = "pirate_slash.png" ######################### Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.4, Repeat WALK = 4, 0.15, Repeat SLASHING = 4, 0.075, OneShot DEATH = 4, 0.15, OneShot SLASH = 1, 0.1, OneShot SPIN = 2, 0.2, Repeat SPINNING = 4, 0.1, Repeat LEAPING = 3, 0.15, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Pirate Captain { Health = 1050 Attack = 55 CollisionDmg = 20 MoveSpd = 95% Size = 120% XP = 59 Collision Radius = 12 Strategy = Pirate Captain #Size of each animation frame SheetFrameSize = 36,36 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True # Wait time override for Run Towards strategy. WaitTime = 0 #### Script Override #### # The Pirate Captain normally behaves as the Pirate, which also borrows from Goblin Dagger. ## Goblin Dagger Overrides ## # Distance from player to run to before swinging weapon. Attack Spacing = 100 # Number of pixels from the dagger's center that the player would be hit by. Dagger Hit Radius = 16 # Number of pixels of reach the dagger stab has. Dagger Stab Distance = 4 Dagger Stab Knockback = 100 # Number of pixels of reach the dagger slash has from the monster. Dagger Slash Distance = 12 # Slash Attack windup time Slash Windup Time = 0.4s # Stab Attack windup time Stab Windup Time = 0.4s # Amount of time where nothing happens after an attack. Attack Recovery Time = 0.6s Dagger Stab Image = "pirate_dagger.png" Dagger Slash Image = "pirate_slash.png" # How long between each dagger stab frame. Dagger Frame Duration = 0.1s Dagger Slash Knockback = 75 # Offset for the dagger stab effect per direction from the monster's center. Dagger Up Offset = -6,-5.5 Dagger Down Offset = -7,-1 Dagger Right Offset = 10,1 Dagger Left Offset = -8,0 ######## Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat WALK = 4, 0.15, Repeat SLASHING = 4, 0.1, OneShot DEATH = 4, 0.25, OneShot STABBING = 3, 0.1, OneShot SLASH = 1, 0.1, OneShot STAB = 1, 0.1, OneShot SHOOTING = 3, 0.2, OneShot SHOOT = 1, 0.1, OneShot # Drink is approximately 2 seconds long. DRINK = 2, 0.65, PingPong } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Pirate Buccaneer { Health = 430 Attack = 45 CollisionDmg = 10 MoveSpd = 100% Size = 100% XP = 37 Collision Radius = 12 Strategy = Pirate Buccaneer #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat WALK = 4, 0.15, Repeat SHOOTING = 4, 0.2, OneShot DEATH = 4, 0.25, OneShot SHOOT = 2, 0.1, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Crab { Health = 430 Attack = 45 CollisionDmg = 45 MoveSpd = 120% Size = 60% XP = 37 Collision Radius = 10 Strategy = Crab #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat WALK = 2, 0.15, Repeat PINCER = 3, 0.3, Repeat DEATH = 2, 0.15, OneShot CHARGEUP = 1, 0.1, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Giant Crab { Health = 1800 Attack = 49 CollisionDmg = 49 MoveSpd = 90% Size = 180% XP = 61 Collision Radius = 10 Strategy = Giant Crab #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat WALK = 2, 0.15, Repeat PINCER = 3, 0.3, Repeat DEATH = 2, 0.15, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Seagull { Health = 40 Attack = 0 CollisionDmg = 0 MoveSpd = 120% Size = 80% XP = 6 Collision Radius = 9 Strategy = Seagull Ignore Collisions = True #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.6, Repeat FLY = 2, 0.15, Repeat ATTACK = 1, 0.3, OneShot DEATH = 1, 0.15, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Sandworm { Health = 400 Attack = 33 CollisionDmg = 33 MoveSpd = 200% Size = 90% XP = 24 Collision Radius = 10 Strategy = Sandworm #Size of each animation frame SheetFrameSize = 96,96 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.2, Repeat SWIM = 4, 0.15, Repeat SAND ATTACK = 6, 0.2, OneShot DEATH = 4, 0.15, OneShot BURROW = 6, 0.1, OneShot EMERGE = 5, 0.1, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Wing Flap } Parrot { Health = 10 Attack = 22 CollisionDmg = 22 MoveSpd = 180% Size = 100% XP = 0 Collision Radius = 7 Ignore Collisions = True Strategy = Parrot # Instead of the monster dying, it gets knocked unconscious Unconscious Time = 5s #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.2, Repeat FLYING = 4, 0.15, Repeat ATTACKING = 2, 0.3, Repeat DEATH = 1, 0.15, OneShot ATTACK = 2, 0.3, Repeat } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Wing Flap } Giant Octopus { Health = 42000 Attack = 40 CollisionDmg = 30 MoveSpd = 0% Size = 400% XP = 0 Collision Radius = 20 Ignore Collisions = True Strategy = Giant Octopus #Size of each animation frame SheetFrameSize = 48,48 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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 HURT = 4, 0.15, Repeat ATTACKING = 4, 0.15, PingPong DEATH = 4, 0.15, OneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } Octopus Arm { Health = 6000 Attack = 50 CollisionDmg = 30 MoveSpd = 0% Size = 400% XP = 0 Collision Radius = 20 Ignore Collisions = True Strategy = Octopus Arm #Size of each animation frame SheetFrameSize = 96,96 # Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST 4-Way Spritesheet = True Animations { # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot) # 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, 0.2, PingPong SUBMERGE = 5, 0.15, OneShot ATTACKING = 4, 0.15, PingPong DEATH = 5, 0.15, OneShot RISE = 5, 0.15, ReverseOneShot } # Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity #DROP[0] = Broken Dagger,30%,1,1 Hurt Sound = Monster Hurt Death Sound = Slime Dead Walk Sound = Slime Walk } }