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 } Boar { Health = 260 Attack = 24 CollisionDmg = 24 MoveSpd = 100% Size = 110% 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 = 1, 0.3, Repeat JumpAnimation = 1, 0.2, Repeat ShootAnimation = 1, 0.2, OneShot DeathAnimation = 1, 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 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, 0.1, OneShot } Goblin (Dagger) { Health = 120 Attack = 18 CollisionDmg = 0 MoveSpd = 90% Size = 90% 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 = 1, 0.3, Repeat JumpAnimation = 1, 0.2, Repeat ShootAnimation = 1, 0.2, OneShot DeathAnimation = 1, 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 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, 0.1, OneShot } Goblin (Bow) { Health = 120 Attack = 18 CollisionDmg = 0 MoveSpd = 90% Size = 90% 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 = 1, 0.3, Repeat JumpAnimation = 1, 0.2, Repeat ShootAnimation = 1, 0.2, OneShot DeathAnimation = 1, 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 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, 0.1, OneShot } Goblin (Bombs) { Health = 120 Attack = 18 CollisionDmg = 0 MoveSpd = 90% Size = 90% 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 = 1, 0.3, Repeat JumpAnimation = 1, 0.2, Repeat ShootAnimation = 1, 0.2, OneShot DeathAnimation = 1, 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 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, 0.1, OneShot } Hawk { Health = 10 Attack = 22 CollisionDmg = 22 MoveSpd = 180% Size = 50% 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 = 1, 0.3, Repeat JumpAnimation = 1, 0.2, Repeat ShootAnimation = 1, 0.2, OneShot DeathAnimation = 1, 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 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, 0.1, OneShot } Stone Elemental { Health = 990 Attack = 52 CollisionDmg = 26 MoveSpd = 50% Size = 220% XP = 10 Strategy = Run Towards #Size of each animation frame SheetFrameSize = 24,24 # Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse) IdleAnimation = 1, 0.3, Repeat JumpAnimation = 1, 0.2, Repeat ShootAnimation = 1, 0.2, OneShot DeathAnimation = 1, 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 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, 0.1, OneShot } }