# 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

		Dagger Stab Image = "dagger_stab.png"

		Dagger Slash Image = "goblin_sword_slash.png"

		# 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 = 1
		# 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
	}
	Pirate Marauder
	{
		# How long before adding an ability choice charge to perform abilities with.
		Ability Choose Timer = 8s

		Jump Attack Chance = 25%
		Whirlwind Attack Chance = 25%

		Whirlwind Chargeup Time = 0.2s

		Whirlwind Bonus Movespd = 60%
		# Spin time derived from 200% movespd (60% bonus movespd + 125% base movespd)
		Whirlwind Spin Time = 1.5s
		Whirlwind Knockback Amount = 140
		Whirlwind Radius = 200
		# Min, Max Range
		Whirlwind Attack Ranges = 400, 700

		Jump Attack Height = 12
		Jump Attack Duration = 0.4s
		Jump Attack Impact Area = 150
		Jump Attack Knockback Amount = 120
		# Min, Max Range
		Jump Attack Ranges = 400, 9999

		# 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
	}
	Pirate Captain
	{
		Imposed Monster Offset = 0,0
		Imposed Monster Animations = PARROT_MOUNTED_0,PARROT_MOUNTED_1,PARROT_MOUNTED_2,PARROT_MOUNTED_3,
		Spawned Monster = Parrot

		Shooting Frequency = 6s
		Shoot Max Range = 400
		Shooting Chance = 60%
		# How long to stand still/wait for the shot.
		Shooting Delay = 0.5s
		Bullet Color = 82r, 86g, 110b, 255a
		Bullet Speed = 350
		Bullet Radius = 6px

		Rum Drink Threshold = 300hp
		Rum Health Recovery = 150hp
		# Number of drinks available to be consumed.
		Rum Drink Count = 1

		# Amount of time after Captain spawn parrot flies up to begin attacking.
		Parrot Fly Wait Time = 2s
	}
	Seagull
	{
		Startled Range = 1000
		Takeoff Time = 2s
		Despawn Range = 4000
		Fly Away Z Speed = 30
	}
	Sandworm
	{
		# Furthest distance sandworm travels from the player while burrowing.
		Burrow Target Range = 400
		# The distance from the monster the suction effect will occur.
		Suction Radius = 600
		# The size of the suction animation.
		Suction Animation Size = 300
		# The larger the value the more of % of movespd it affects.
		Suction Pull Amount = 30%
		Suction Duration = 3s
		# Amount of time to wait before the bullet comes out (animation starts playing while waiting)
		Shoot Delay = 0.4s
		# Maximum number of attacks to fire before burrowing again.
		Max Attack Count = 6
		Max Attack Range = 1500
		Bullet Radius = 6px
		Bullet Speed = 450
		Bullet Color = 47r, 23g, 8b, 255a
	}
	Pirate Buccaneer
	{
		Attack Reload Time = 2.0s

		# How long it takes to prepare the attack once an attack is queued.
		Attack Windup Time = 1.0s

		# How much of the windup time is spent without the aiming direction changing.
		Attack Lockon Time = 0.3s

		Arrow Spd = 800

		Arrow Hitbox Radius = 6

		# 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 = 1000
		# Does not move and shoots from anywhere in these ranges.
		Stand Still and Shoot Range = 800,1200
		# Anything outside the max "Stand Still and Shoot Range" will cause the monster to move towards the target instead.
	}
	Parrot
	{
		# Amount of time parrot remains stunned on death.
		Stun Time = 5s

		Fly Away Speed = 140
		Fly Away Z Speed = 30
	}
	Crab
	{
		# When the monster will attempt to run away from target.
		Run Away Range = 400
		# Chooses a random direction within the confines of this range, stays within it.
		Random Direction Range = 400,600
		# Does not move and shoots from anywhere in these ranges.
		Stand Still and Shoot Range = 600,600
		# Anything outside the max "Stand Still and Shoot Range" will cause the monster to move towards the target instead.

		# How often to check for a charge stop.
		Stop Check Interval = 1s
		# Percentage chance to perform charge each stop.
		Stop Percent = 20%
		Change Direction Chance = 10%

		Charge Wait Time = 0.3s
		Charge Max Time = 3s
	}
	Giant Crab
	{
		Charge Time = 5s
		Charge Wait Time = 1s

		Charge Extend Distance = 600

		Movespeed Rampup Time = 2s
		# Amount of movespeed gain by end of rampup time.
		Movespeed Rampup Final Amount = 100%
	}
	Octopus Arm
	{
		Attack Radius = 600

		Attack Wiggle Time Range = 2s,4s
		Attack Arc = 60deg
		Attack Wait Time = 1s

		# For synchronization purposes. Damage doesn't come out until this amount of time has passed in the animation.
		Attack Swing Damage Wait Time = 0.45s

		Attack Knockback = 50

		Boss Damage On Death = 6000hp

		# Amount of time the spreading aftershock effect appears for.
		Attack Effect Time = 0.4s
	}
}