# 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 } 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 } 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. Jump[1] = 2.0, 75 Jump[2] = 0.3, 850 Jump[3] = 1.2, 70 } 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 = 140 JumpDelayTime = 0.5 JumpRecoveryTime = 2.0 } 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 } 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 } }