# 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 } # 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 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 } 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% # Speed at which the wisp moves downwards. Wisp Speed = 100% # 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 Wisp Pattern Spawn Y = -144 # 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 Wait Time = 6.0s # 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 = 0 } Phase 3 { # Minimum range the bear will decide to charge the player. Charge Range = 700 # Amount of time the bear spends preparing to charge. Charge Cast Time = 0.6s # Amount of speed to gain during the charge attack. Charge Speed Boost = 60% # 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 = 2.5 } Phase 4 { # Percentage of health to transition to Phase 4 Change = 50% # Percentage of damage reduced on the bear while the barrier is active. Barrier Damage Reduction = 100% # Speed at which the wisp moves downwards. Wisp Speed = 130% # 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 Wisp Pattern Spawn Y = -144 # How much time (in seconds) to wait between each pattern spawn. # 130% speed means it takes 4.61 seconds for all the wisps to move entirely down. Wisp Pattern Spawn Wait Time = 4.61s # 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 } } }