# 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 { 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 = 0.6 BulletSpeed = 450 BulletSize = 30 BulletColor = 0, 255, 0, 255 } 3 { # The Slime King Boss script. Name = Slime King # 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 = 1500 ProjectileDamage = 10 JumpAttackDamage = 20 BulletSpd = 150 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 JumpAfter = 4 shots AirborneTime = 3.0 LandingRingCount = 1 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. Jump[1] = 2.0 Jump[2] = 0.3 Jump[3] = 0.75 } 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% } } }