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

		# 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

		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
	}
	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

		# 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

		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
		
		#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
	{
		Health = 25
		Attack = 10

		CollisionDmg = 10

		MoveSpd = 95
		Size = 120

		XP = 5

		Strategy = Run Towards

		#Size of each animation frame
		SheetFrameSize = 24,24

		# 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

		# 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
		
		#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
	{
		Health = 240
		Attack = 10

		CollisionDmg = 15

		MoveSpd = 40
		Size = 160

		XP = 18

		Strategy = Run Towards

		#Size of each animation frame
		SheetFrameSize = 24,24

		# 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

		# 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

		# 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
	{
		Health = 40
		Attack = 10

		CollisionDmg = 0

		MoveSpd = 0
		Size = 100

		XP = 3

		Strategy = Turret

		#Size of each animation frame
		SheetFrameSize = 24,24

		# 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

		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
		
		#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
	{
		Health = 8000
		Attack = 10

		CollisionDmg = 0

		MoveSpd = 100
		Size = 800

		XP = 150

		Strategy = Slime King
		StartPhase = 1

		#Size of each animation frame
		SheetFrameSize = 24,24

		# 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

		# 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
	{
		Health = 110
		Attack = 12

		CollisionDmg = 12

		MoveSpd = 120%
		Size = 90%

		XP = 11

		Strategy = Wolf

		#Size of each animation frame
		SheetFrameSize = 24,24

		# 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

		# 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
		
		#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
	{
		Health = 60
		Attack = 15

		CollisionDmg = 15

		MoveSpd = 70%
		Size = 70%

		XP = 12

		Strategy = Frog

		#Size of each animation frame
		SheetFrameSize = 24,24

		# 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, OneShot

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		DROP[0] = Frog Skin,50%,1,1

		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
	}
	Bear
	{
		Health = 450
		Attack = 45

		CollisionDmg = 5

		MoveSpd = 75%
		Size = 200%

		XP = 33

		Strategy = Bear

		#Size of each animation frame
		SheetFrameSize = 24,24

		# 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

		# 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

		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
	}
	Ursule, Mother of Bears
	{
		Health = 5500
		Attack = 30

		CollisionDmg = 10

		MoveSpd = 95%
		Size = 800%

		XP = 200

		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

		# 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

		# 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
		
		#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
	{
		Health = 750
		Attack = 35

		CollisionDmg = 35

		MoveSpd = 80
		Size = 200

		XP = 6

		Strategy = Shoot Afar

		#Size of each animation frame
		SheetFrameSize = 24,24

		# 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

		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
		
		#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
	}
}