# 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 { 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 of X chance to stop after bumping into something. BumpStopChance = 5 # How long to wait before deciding to perform a Jump. Set to -1 to disable jumping. JumpTimer = -1.0 # How much damage the jump attack does. Uses the monster's attack stat if set to -1. JumpAttackDamage = -1 # How far the player gets knocked back if hit. JumpKnockbackFactor = 0.0 # How fast to move during a jump attack. JumpMoveSpd = 100 # How long the monster is in the air for. JumpDelayTime = 1.2 # How long the monster waits after landing. JumpRecoveryTime = 2.0 # 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 = 750 # Maximum distance the player can be away from the enemy for a jump to occur. MaxPlayerJumpEngageDistance = 900 # How much time remaining for the jump target being locked into place. JumpLockinTargetTime = 0.0 } 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 } Turret { # How far away the monster starts shooting from Range = 800 # How often the enemy shoots. ShootingSpeed = 2 BulletSpeed = 450 BulletSize = 30 BulletColor = 0, 255, 0, 255 } # The Slime King Boss script. Slime King { # Which phase to start on. Should be 1 most of the time. StartPhase = 1 # 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 = 900 ProjectileDamage = 10 JumpAttackDamage = 20 JumpMoveSpd = 75 # How far the player gets knocked back if hit. JumpKnockbackFactor = 250 BulletSpd = 350 Phase1 { Size = 800 ShootRepeatTime = 4.0 ShootRingCount = 3 # Amount of time between each set of rings. ShootRingDelay = 0.2 RingBulletCount = 16 # In degrees. RingOffset = 10.0 JumpAfter = 4 shots AirborneTime = 3.0 LandingRecoveryTime = 2.0 # How much time remaining for the jump target being locked into place. JumpLockinTargetTime = 0.0 } 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 # Argument 0 is jump time. # Argument 1 is move speed. # Argument 2 is locked-in target time. Jump[1] = 1.8, 45, 0.0 Jump[2] = 1.2, 70, 0.0 Jump[3] = 0.7, 1900, 0.5 } Phase3 { Size = 400 # Percentage of health to transition to Phase 3 Change = 50% MonsterSpawnOnChange = Red Slime, 2 PhaseRecoveryTime = 2.0 ShootRate = 0.5 ShootProjectileCount = 3 ShootAngleSpread = 45 JumpMoveSpd = 80 JumpDelayTime = 1.2 JumpRecoveryTime = 2.0 # How much time remaining for the jump target being locked into place. JumpLockinTargetTime = 0.0 } Phase4 { Size = 200 # Percentage of health to transition to Phase 4 Change = 25% MonsterSpawnOnChange = Blue Slime, 2 # Percentage of normal move spd the Slime King will move. MoveSpdModifier = 50% ShootRate = 0.1 RandomOffsetAngle = 35 RunAwayTime = 2.5 WaitTime = 1.0 JumpDuration = 3.0 JumpDistance = 1000 # How much time remaining for the jump target being locked into place. JumpLockinTargetTime = 0.0 } Phase5 { SizeLossPerHit=50% IframeTimePerHit = 1.0 MoveSpdModified = 50% # Percentage of health to transition to Phase 5 Change = 0% } } Run Away { # 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 } Frog { # How close the frog has to get to the player before beginning its attack. Range = 350 # How long to wait after getting in range and locking on to the player, before firing tongue. Lockon Wait Time = 1.5s # How long the tongue attack lasts for. Attack Duration = 1.0s # Max range of the tongue attack. Tongue Max Range = 450 # How long to wait before starting its seeking phase over again. Attack Recovery Time = 0.5s # The color of the tongue RGBA Tongue Color = 95,23,31,255 # A multiplier for the knockback strength of the tongue. (1 is quite small) Tongue Knockback Strength = 2 } Wolf { # How close the wolf has to be to lock on and charge the player. Lockon Range = 400 # The speed boost percentage to increase by during the charge. Lockon Speed Boost = 15% # Time waiting after charging. Charge Recovery Time = 1.0s # The speed boost percentage to increase by and the duration while disengaging. Disengage Speed Boost = 30%, 3s # The distance to disengage the player. Disengage Range = 800 # The amount of time to spend disengaged. Disengage Duration = 3.0s } Bear { # How close the bear has to get to begin its attack. Attack Range = 120 # How long the bear charges up its attack. Chargeup Time = 1.3s # How large the range of the attack is. Smash Attack Diameter = 160 # How long to wait in animation time before the attack hits. Attack Animation Wait Time = 0.6s # How long the duration of the knockup is. Attack Knockup Duration = 0.7s # Sets how much knockback the attack will have. Attack Knockback Amount = 0.0 } # The Ursule, Mother of Bears Boss script Ursule { # Which phase to start on. Should be 1 most of the time. StartPhase = 1 # The maximum amount of time to spend trying to run to the center of the map. Run To Center Max Time = 10.0s # The overlay sprite to use for transitioning to later phases. Overlay Sprite = monsters/Ursule Mother of Bears2.png # Number of wisp patterns that exist. Wisp Pattern Count = 9 Wisp Pattern 0 { Row[0] = .O...O.. Row[1] = O...O... Row[2] = ...O...O Row[3] = ..O...O. Row[4] = .O...O.. Row[5] = O...O... } Wisp Pattern 1 { Row[0] = ........ Row[1] = O.O.O.O. Row[2] = ........ Row[3] = .O.O.O.O Row[4] = ........ Row[5] = O.O.O.O. } Wisp Pattern 2 { Row[0] = O......O Row[1] = ........ Row[2] = ........ Row[3] = ...OO... Row[4] = ..O..O.. Row[5] = .O....O. } Wisp Pattern 3 { Row[0] = .O....O. Row[1] = O......O Row[2] = ........ Row[3] = ..O..O.. Row[4] = ..O..O.. Row[5] = ...OO... } Wisp Pattern 4 { Row[0] = ........ Row[1] = ......O. Row[2] = ..O..... Row[3] = .....O.. Row[4] = .O...... Row[5] = ........ } Wisp Pattern 5 { Row[0] = O.O.O.O. Row[1] = O.O.O.O. Row[2] = ........ Row[3] = ........ Row[4] = .O.O.O.O Row[5] = .O.O.O.O } Wisp Pattern 6 { Row[0] = ........ Row[1] = ........ Row[2] = ........ Row[3] = OOO..OOO Row[4] = ........ Row[5] = ........ } Wisp Pattern 7 { Row[0] = .OO..OO. Row[1] = O......O Row[2] = ...O.... Row[3] = ..O..... Row[4] = .O...... Row[5] = O...OOOO } Wisp Pattern 8 { Row[0] = ........ Row[1] = ...OO... Row[2] = ..OOOO.. Row[3] = ..OOOO.. Row[4] = ...OO... Row[5] = ........ } Phase 1 { # The amount of time it takes for the fur transformation to take place. Fur Change Color Time = 2.0s # Maximum amount of time the boss takes to run towards the center before giving up and continuing through Phase 2. Run to Center Time = 10.0s # Number of stomps to perform before doing a run towards the player. Stomp Count = 3 # Amount of time to run towards the player. Run Time = 2.0s # Provide a speed boost amount during the run. Run Speed Boost = 0% } Phase 2 { # Percentage of health to transition to Phase 2 Change = 80% # Percentage of damage reduced on the bear while the barrier is active. Barrier Damage Reduction = 100% # Amount of time the environment fades out to pitch black. Environment Fade-out Time = 0.4s # Amount of time for the environment to fade in with the new color. Environment Fade-in Time = 2.0s # New fade-in environment color. Environment Fade-in Color = 87, 82, 255, 255 # The amount of range sight the player has with the new environment. Environment Fade-in Range = 400 # Wisp size in pixels. Wisp Size = 24,24 # Speed at which the wisp moves downwards. Wisp Speed = 90 # Wisp Hitbox radius size in pixels. Wisp Hitbox Radius = 8 # RGBA value of the wisp. Wisp Color = 247, 157, 0, 255 # There are 6 rows of wisps and we want them to spawn outside the arena # - (6 * Wisp Height) = How far above the arena to spawn. Wisp Pattern Spawn Y = -144 # Amount of time the wisp fades out after hitting the player. Wisp Fadeout Time = 0.3s # How much time (in seconds) to wait between each pattern spawn. # 100% speed means it takes 6 seconds for all the wisps to move entirely down. # "Wisp Pattern Spawn Y" / Speed determines time between spawns. Wisp Pattern Spawn Wait Time = 2.0s # This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats. Wisp Pattern Random Selection = Bag # How many patterns to spawn before continuing to Phase 3. Wisp Pattern Spawn Count = 9 # Wait for the wisp count to be at or below this value before proceeding to Phase 3. Wisp Count Phase Change Wait = 8.0s } Phase 3 { # Amount of time the environment fades out to pitch black. Environment Fade-out Time = 0.4s # Amount of time for the environment to fade in with the new color. Environment Fade-in Time = 2.0s # New fade-in environment color. Environment Fade-in Color = 255, 255, 255, 255 # Minimum range the bear will decide to charge the player. Charge Range = 450 # Amount of time the bear spends preparing to charge. Charge Cast Time = 0.3s # If for some reason the charge takes longer than this to reach the target, the charge will end. Charge Max Run Time = 5.0s # Amount of speed to gain during the charge attack. Charge Speed Boost = 200% # Cooldown time of the charge attack. Charge Attack Cooldown = 15.0s # Amount of damage to deal on impact during a charge attack. Charge Attack Damage = 30 # Amount of knockback to cause to the player when hit by the charging attack. Charge Attack Knockback Strength = 2.0 # Number of stomps to perform before doing a run towards the player. Stomp Count = 3 # Amount of time to run towards the player. Run Time = 2.0s # Provide a speed boost amount during the run. Run Speed Boost = 0% } Phase 4 { # Maximum amount of time the boss takes to run towards the center before giving up and continuing through Phase 2. Run to Center Time = 10.0s # Percentage of health to transition to Phase 4 Change = 50% # Amount of time the environment fades out to pitch black. Environment Fade-out Time = 0.4s # Amount of time for the environment to fade in with the new color. Environment Fade-in Time = 2.0s # New fade-in environment color. Environment Fade-in Color = 255, 82, 82, 255 # The amount of range sight the player has with the new environment. Environment Fade-in Range = 400 # Wisp size in pixels. Wisp Size = 24,24 # Wisp Hitbox radius size in pixels. Wisp Hitbox Radius = 8 # Speed at which the wisp moves downwards. Wisp Speed = 95 # RGBA value of the wisp. Wisp Color = 247, 95, 0, 255 # There are 6 rows of wisps and we want them to spawn outside the arena # - (6 * Wisp Height) = How far above the arena to spawn. Wisp Pattern Spawn Y = -144 # Amount of time the wisp fades out after hitting the player. Wisp Fadeout Time = 0.3s # How much time (in seconds) to wait between each pattern spawn. # 100 speed means it takes 1.44 seconds for 6 rows of wisps to move down # "Wisp Pattern Spawn Y" / Speed determines time between spawns. Wisp Pattern Spawn Wait Time = 1.9s # This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats. Wisp Pattern Random Selection = Random # How long it takes for remaining wisps on the field to fade out when the boss dies. End Wisp Fadeout Time = 0.4s } } NPC { # How much to offset the text for the Interaction input display. Interaction Display Offset = 0,-16 # Amount of time for the interaction display input to fade in/out. Interaction Display Ease in Timer = 0.5s # The maximum distance from the player that the NPC can be to interact with them. Interaction Distance = 200 } Boar { Closein Range = 700 Backpedal Range = 400 # Number of times the boar scratches the ground before charging. # The amount of time this takes is also dependent on the animation speed (extra animation 0) Ground Scratch Count = 2 Charge Movespeed = 130% Charge Distance = 900 # Amount of time to wait after charging before returning to Move Phase. Charge Recovery Time = 0.3s Backpedal Movespeed = 50% Charge Knockback Amount = 1.0 } Goblin Dagger { # Distance from player to run to before swinging weapon. Attack Spacing = 50 # Stab Attack windup time Stab Windup Time = 0.3s # Amount of time where nothing happens after an attack. Attack Recovery Time = 1.0s # Number of pixels from the dagger's center that the player would be hit by. Dagger Hit Radius = 12 # Number of pixels of reach the dagger stab has. Dagger Stab Distance = 2 Dagger Stab Knockback = 100 # How long between each dagger stab frame. Dagger Frame Duration = 0.1s # Slash Attack windup time Slash Windup Time = 0.4s # Number of pixels of reach the dagger slash has from the monster. Dagger Slash Distance = 6 Dagger Slash Knockback = 75 # Offset for the dagger stab effect per direction from the monster's center. Dagger Up Offset = 5,-4 Dagger Down Offset = -5,5 Dagger Right Offset = 4,4 Dagger Left Offset = -2,4 } Goblin Bow { Attack Reload Time = 2.0s # How long it takes to prepare the attack once an attack is queued. Attack Windup Time = 1.0s Arrow Spd = 350 Arrow Hitbox Radius = 8 # How long the monster must stop turning their aim and lock in the target. The longer, the easier it is to dodge. Bow Steadying Time = 0.33s # When the monster will attempt to run away from target. Run Away Range = 500 # Chooses a random direction within the confines of this range, stays within it. Random Direction Range = 500,700 # Does not move and shoots from anywhere in these ranges. Stand Still and Shoot Range = 700,1000 # Anything outside the max "Stand Still and Shoot Range" will cause the monster to move towards the target instead. # The perception level indicates how accurate the bow user's shots become over time. Perception can be between 0-90. A perception level of 90 should never miss. This doesn't necessarily mean lower numbers will miss, just that it doesn't auto-correct for error as much. Starting Perception Level = 0 # Every shot taken, the bow user's perception level will increase by this amount. Perception Level Increase = 2.5 Maximum Perception Level = 45 } Goblin Boar Rider { # Which monster spawns on death of the boar. Spawned Monster = Goblin (Bow) Imposed Monster Offset = 0,-10 Imposed Monster Animations = GOBLIN_BOW_MOUNTED_0,GOBLIN_BOW_MOUNTED_1,GOBLIN_BOW_MOUNTED_2,GOBLIN_BOW_MOUNTED_3,GOBLIN_BOW_ATTACK_0,GOBLIN_BOW_ATTACK_1,GOBLIN_BOW_ATTACK_2,GOBLIN_BOW_ATTACK_3, ################### # Goblin Bow Stuff ################### Attack Reload Time = 2.0s # How long it takes to prepare the attack once an attack is queued. Attack Windup Time = 1.0s Arrow Spd = 350 Arrow Hitbox Radius = 8 # The perception level indicates how accurate the bow user's shots become over time. Perception can be between 0-90. A perception level of 90 should never miss. This doesn't necessarily mean lower numbers will miss, just that it doesn't auto-correct for error as much. Starting Perception Level = 0 # Every shot taken, the bow user's perception level will increase by this amount. Perception Level Increase = 2.5 Maximum Perception Level = 45 ####################### # END Goblin Bow Stuff ####################### ################### ### Boar Stuff ################### Closein Range = 700 Backpedal Range = 400 # Number of times the boar scratches the ground before charging. # The amount of time this takes is also dependent on the animation speed (extra animation 0) Ground Scratch Count = 2 Charge Movespeed = 130% Charge Distance = 900 # Amount of time to wait after charging before returning to Move Phase. Charge Recovery Time = 0.3s Backpedal Movespeed = 50% Charge Knockback Amount = 140 ################### ### End Boar Stuff ################### } Goblin Bomb { # Only throw the bomb when the player is within this range. Bomb Max Range = 800 # How long between each bomb throw. Bomb Reload Time = 4.0s # How long until the bomb explodes. Bomb Detonation Time = 3.5s # Range of the bomb. Bomb Radius = 300 Bomb Knockback Factor = 200 Bomb Starting Z = 12 Bomb Gravity = -20.0 # How high the bounce of the bomb is after hitting the ground. Bomb Elasticity = 0.4 # How much distance (in pixels) to vary the bomb toss (+/-) Bomb Distance Variation = 32 Bomb Fadeout Time = 0.3s } Hawk { 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 Flight Charge Cooldown = 8s Attack Wait Time = 1s } Stone Elemental { # Amount of time between attacks. Attack Wait Time = 2s # Minimum Distance the Stone Elemental will always perform a dive Auto Dive Range = 1200 Stone Pillar Cast Time = 3s # NOTE: Stone Pillar's size and lifetime is determined in Monsters.txt # RGBA Stone Pillar Spell Circle Color = 40, 40, 40, 80 Stone Pillar Spell Insignia Color = 144, 137, 160, 255 # Degrees/sec. Positive is CW, Negative is CCW. Stone Pillar Spell Circle Rotation Spd = -30 # Degrees/sec. Positive is CW, Negative is CCW. Stone Pillar Spell Insignia Rotation Spd = 50 Rock Toss Track Time = 1s Rock Toss Wait Time = 2s Rock Toss Bullet Speed = 400 Rock Radius = 4 Rock Toss Damage = 52 # Distance in units. Rock Toss Max Spawn Distance = 100 Burrow Wait Time = 1s # Provide a minimum and maximum distance Burrow Teleport Distance = 400,700 Burrow Ring Bullet Count = 16 Burrow Ring Bullet Speed = 100 Burrow Ring Bullet Damage = 26 Burrow Ring Bullet Size = 8 # RGBA Burrow Ring Bullet Color = 200, 203, 206, 255 } Do Nothing { } Major Hawk { # The Major Hawk strategy does everything the normal Hawk strategy does # But is tuned such that when it's the only one spawned it gains a more aggressive pattern. # The name of the monster to count for aggressive check. Aggressive Name Check = Major Hawk # Number of Major Hawks on the field to start using "aggressive" tactics. Aggressive Hawk Count = 1 Flight Charge Cooldown = 3s } Zephy { Basic Hawk Spawn Time = 10s Basic Hawk Spawn Radius = 1000 # In units/sec Fly Rise/Fall Speed = 400 Flight Oscillation Amount = 1.5px Mid Phase Health Transition % = 50% Fly Across Attack { Poop Damage = 25 # X,Y Left Edge Start Pos = 1512, 1608 # X,Y Right Edge Start Pos = 2520, 1608 Move Speed Multiplier = 1.0x Attack Frequency = 0.33s # Defined in units/sec Attack Y Speed = 150 } Tornado Attack { # Landing point for the attack. Defaults to Arena Center. Landing Area = 2040, 1752 Attack Duration = 9s Knockup Duration = 0.7s Knockback Amount = 10 Tornado Fade-In Time = 0.5s Tornados { # For each Ring: Distance from Boss in Units, # of tornados, Rotation Speed (degrees/sec). # Freely add/subtract rings to create or remove more tornados. Ring 1 = 100, 2, 90 Ring 2 = 235, 3, -60 Ring 3 = 370, 5, 40 Ring 4 = 505, 8, -20 Ring 5 = 640, 12, 10 Ring 6 = 775, 18, -7 } } Wind Attack { # In Units Fly Up Height = 700 Debris Damage = 40 Left Landing Site = 1608, 1728 Right Landing Site = 2472, 1728 Wind Starting Strength = 10% # Amount of increase per wind stage. Wind Strength Increase = 10% Wind Max Strength = 60% # How much time between each stage. Wind Increase Phase Wait Time = 1s # Total amount of time of the attack. Wind Duration = 18s Wind Projectile Spawn Rate = 0.5s Wind Projectile X Speed Range = 180px/s, 240px/s Wind Projectile Y Speed Range = -32px/s, 32px/s Debris Radius = 8 Debris Knockback Multiplier = 100 Wind Overlay Sprite = "wind_vignette.png" Wind Overlay Color = 64, 64, 64, 255 Wind Streak Spawn Rate = 0.08s # In pixels/sec Wind Streak X Speed Range = 240px/s, 768px/s Wind Streak Y Speed Range = -16px/s, 16px/s Wind Streak Lifetime Range = 2s, 8s } Mid Phase { # The boss will go land at this position first. Pillar Position = 2040, 1488 Adds Spawn X Range = 1752, 2352 Adds Spawn Y Range = 1344, 1344 Basic Hawk Spawn Count = 4 Major Hawk Spawn Count = 2 Large Tornado Radius = 12 Large Tornado Position = 2040, 1680 Large Tornado Damage = 48 Large Tornado Suction = 100units/s Large Tornado Knockup Duration = 0.75s Large Tornado Knockback Amount = 300 # We are specifying rates based on number of remaining targets. Feather Spawn Rate { 6 monsters = 2/s 5 monsters = 2.5/s 4 monsters = 3/s 3 monsters = 3.5/s( 2 monsters = 4/s 1 monster = 4.5/s } Feather Speed = 300units/s Feather Radius = 4px Feather Damage = 10 } } Stone Golem { # How long before the Stone Golem chooses to use its stone rain attack. Max Chase Time = 7s Pillar Respawns { Start HP Threshold = 75% # How much HP Pct separates each triple pillar respawn. Repeating Threshold = 10% # How many pillars to spawn each time. Optionally, the second argument indicates how many spawn damaged. Respawn Count = 3,2 damaged Cast Time = 2s Cast Delay Time = 0.5s Spell Circle Color = 40, 40, 40, 80 Spell Insignia Color = 144, 137, 160, 255 # Degrees/sec. Positive is CW, Negative is CCW. Spell Circle Rotation Spd = -30 # Degrees/sec. Positive is CW, Negative is CCW. Spell Insignia Rotation Spd = 50 } Beginning Phase { # Number of pillars to spawn. Repeat Count = 3 Pillar Cast Time = 2s Pillar Cast Delay Time = 0.5s Pillar Spell Circle Color = 40, 40, 40, 80 Pillar Spell Insignia Color = 144, 137, 160, 255 # Degrees/sec. Positive is CW, Negative is CCW. Pillar Spell Circle Rotation Spd = -30 # Degrees/sec. Positive is CW, Negative is CCW. Pillar Spell Insignia Rotation Spd = 50 } Standard Attack { Stone Throw Chance = 25% Stone Radius = 250 Stone Damage = 55 Stone Throw Cast Time = 2.5s # How high in the air the rock starts at from the GROUND. Stone Throw Height Offset = 160pixels Stone Throw Time = 0.75s Stone Throw Knockback Factor = 250 Stone Throw Spell Circle Color = 255, 40, 40, 60 Stone Throw Spell Insignia Color = 144, 137, 160, 255 # Degrees/sec. Positive is CW, Negative is CCW. Stone Throw Spell Circle Rotation Spd = -30 # Degrees/sec. Positive is CW, Negative is CCW. Stone Throw Spell Insignia Rotation Spd = 50 } Shockwave { Start HP Threshold = 100% # How much HP Pct separates each shockwave attack. Repeating Threshold = 10% Cast Time = 3s Damage = 60 Pillar Damage = 1 Knockback Amount = 450 Shockwave Screen Shake Time = 0.75s Danger Area Color = 128 red, 0 green, 0 blue, 255 alpha Ring Expand Speed = 5.0/s Shockwave Ring Lifetime = 2.5s Shockwave Fadeout Time = 0.5s Shockwave Color = 255 red, 255 green, 255 blue, 120 alpha } Stone Rain { # How long to wait upon launching the stone rain attack before resuming normal AI. Stone Golem Wait Time = 4.0s # How many stones the boss throws in the air. Initial Stone Toss Count = 2 # Provide a Min X, Min Y, Max X, Max Y relative to the boss' position for where the stones appear prior to being tossed. Stone Toss Initial Throw Pos = -20, -60, 20, -40 # Initial Rock size is 10x9 Stone Toss Rock Size Mult = 2.0 # How long from the stone appearing to being thrown up Stone Toss Delay = 0.3s Stone Toss Throw Speed = 350 # Number of stones that will appear. Stone Count = 25 # Provide a minimum and maximum time for stones to fall. Stone Fall Delay = 2.5s, 4.0s # How long the indicator will appear before the rock drops down. Indicator Time = 1s # Provide an X,Y,Z falling velocity Stone Vel = -40.0, 0.0, -250.0 Stone Damage = 30 Stone Radius = 50 Stone Knockback Amt = 150 Stone Spell Circle Color = 255, 40, 40, 160 Stone Spell Insignia Color = 72, 66, 80, 255 # Degrees/sec. Positive is CW, Negative is CCW. Stone Spell Circle Rotation Spd = -30 # Degrees/sec. Positive is CW, Negative is CCW. Stone Spell Insignia Rotation Spd = 50 } } Breaking Pillar { Unbroken Animation Name = NORMAL Break Phase 1 HP % Threshold = 68% or below Break Phase 1 Animation Name = BREAK1 Break Phase 2 HP % Threshold = 34% or below Break Phase 2 Animation Name = BREAK2 # How long until the pillar breaks. When <2 seconds remains, it starts visually shaking to indicate it is about to disappear. Break Time = 999999s Death Ring Bullet Count = 24 Death Ring Bullet Speed = 140 Death Ring Bullet Damage = 15 Death Ring Bullet Size = 8 # RGBA Death Ring Bullet Color = 255, 255, 255, 255 } }