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

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False

		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 10, 0.1, Repeat
			JUMP = 10, 0.06, Repeat
			SHOOT = 10, 0.1, OneShot
			DEATH = 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] = Green Slime Remains,30%,1,1
		DROP[1] = Minor Health Potion,5%,1,1
		DROP[2] = Berries,3%,1,1
	}
	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

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 10, 0.1, Repeat
			JUMP = 10, 0.06, Repeat
			SHOOT = 10, 0.1, Repeat
			DEATH = 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
	}
	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

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 10, 0.1, Repeat
			JUMP = 10, 0.06, Repeat
			SHOOT = 10, 0.1, OneShot
			DEATH = 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
	}
	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

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 10, 0.1, Repeat
			JUMP = 10, 0.06, Repeat
			SHOOT = 10, 0.1, OneShot
			DEATH = 10, 0.1, OneShot
		}

		# 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

		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] = Yellow Slime Remains,30%,1,1
		DROP[1] = Minor Recovery Potion,5%,1,1
		DROP[2] = Berries,7%,1,2
	}
	Flower Turret
	{
		Health = 40
		Attack = 10

		CollisionDmg = 0

		MoveSpd = 0
		Size = 100

		XP = 3

		Strategy = Turret

		#Size of each animation frame
		SheetFrameSize = 24,24

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 7, 0.1, PingPong
			JUMP = 1, 0.1, OneShot
			SHOOT = 5, 0.1, OneShot
			DEATH = 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
	}
	Slime King
	{
		Health = 8000
		Attack = 10

		CollisionDmg = 0

		MoveSpd = 100
		Size = 800

		XP = 150

		# A flag to show an arrow indicator when the boss is off-screen.
		ShowBossIndicator = True

		Strategy = Slime King
		StartPhase = 1

		#Size of each animation frame
		SheetFrameSize = 24,24

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 10, 0.1, Repeat
			JUMP = 10, 0.06, Repeat
			SHOOT = 10, 0.1, OneShot
			DEATH = 10, 0.1, OneShot
			CHARGEUP = 10, 0.04, Repeat
		}

		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
	}
	Windhound
	{
		Health = 110
		Attack = 12

		CollisionDmg = 12

		MoveSpd = 120%
		Size = 90%

		XP = 11

		Strategy = Wolf

		#Size of each animation frame
		SheetFrameSize = 24,24

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 3, 0.2, PingPong
			WALK = 4, 0.06, PingPong
			SHOOT = 10, 0.1, OneShot
			DEATH = 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
	}
	Frog
	{
		Health = 60
		Attack = 15

		CollisionDmg = 15

		MoveSpd = 70%
		Size = 70%

		XP = 12

		Strategy = Frog

		#Size of each animation frame
		SheetFrameSize = 24,24

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.13, PingPong
			JUMP = 10, 0.06, Repeat
			SHOOT = 6, 0.15, PingPong
			DEATH = 6, 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] = Frog Skin,50%,1,1
	}
	Bear
	{
		Health = 450
		Attack = 45

		CollisionDmg = 5

		MoveSpd = 75%
		Size = 200%

		XP = 33

		Strategy = Bear

		#Size of each animation frame
		SheetFrameSize = 24,24

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False

		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.3, Repeat
			JUMP = 5, 0.2, Repeat
			SHOOT = 3, 0.2, OneShot
			DEATH = 3, 0.15, OneShot
			SLAM = 4, 0.2, 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] = Bear Blood,10%,1,2
		DROP[1] = Bear Claw,30%,1,1
	}
	Ursule, Mother of Bears
	{
		Health = 5500
		Attack = 30

		CollisionDmg = 10

		MoveSpd = 95%
		Size = 800%

		XP = 200

		# A flag to show an arrow indicator when the boss is off-screen.
		ShowBossIndicator = True

		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

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.3, Repeat
			JUMP = 5, 0.2, Repeat
			SHOOT = 3, 0.2, OneShot
			DEATH = 3, 0.15, OneShot
			SLAM = 4, 0.1, OneShot
			SIT = 6, 0.15, OneShot
			GLARE = 2, 0.2, Reverse
			CHARGING = 5, 0.1, Repeat
			CHARGE = 4, 0.3, Repeat
		}

		# 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
	}
	Bun
	{
		Health = 750
		Attack = 35

		CollisionDmg = 35

		MoveSpd = 80
		Size = 200

		XP = 6

		Strategy = Shoot Afar

		#Size of each animation frame
		SheetFrameSize = 24,24

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 10, 0.1, Repeat
			JUMP = 10, 0.06, Repeat
			SHOOT = 10, 0.1, OneShot
			DEATH = 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
	}
	Boar
	{
		Health = 260
		Attack = 24

		CollisionDmg = 24

		MoveSpd = 100%
		Size = 110%

		XP = 19

		Strategy = Boar

		#Size of each animation frame
		SheetFrameSize = 32,32

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			WALK = 4, 0.2, Repeat
			SCRATCH = 5, 0.1, Repeat
			DEATH = 4, 0.15, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		DROP[0] = Boar Meat,20%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Goblin (Dagger)
	{
		Health = 120
		Attack = 18

		CollisionDmg = 5

		MoveSpd = 90%
		Size = 90%

		XP = 14

		Strategy = Goblin Dagger

		# Wait time override for Run Towards strategy.
		WaitTime = 0

		#Size of each animation frame
		SheetFrameSize = 32,32

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 2, 0.6, Repeat
			WALK = 4, 0.15, Repeat
			STABBING = 4, 0.075, OneShot
			DEATH = 4, 0.15, OneShot
			SLASHING = 4, 0.075, OneShot
			STAB = 1, 0.1, OneShot
			SLASH = 1, 0.1, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Goblin (Bow)
	{
		Health = 120
		Attack = 18

		CollisionDmg = 0

		MoveSpd = 90%
		Size = 90%

		XP = 17

		Strategy = Goblin Bow

		#Size of each animation frame
		SheetFrameSize = 32,32
		
		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 2, 0.6, Repeat
			WALK = 3, 0.2, Repeat
			SHOOT = 4, 0.06, OneShot
			DEATH = 4, 0.15, 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] = Broken Bow,30%,1,1
	}
	Goblin (Bombs)
	{
		Health = 120
		Attack = 18

		CollisionDmg = 0

		MoveSpd = 90%
		Size = 90%

		XP = 17

		Strategy = Goblin Bomb

		#Size of each animation frame
		SheetFrameSize = 32,32

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 2, 0.6, Repeat
			WALK = 4, 0.3, Repeat
			THROW = 3, 0.1, OneShot
			DEATH = 4, 0.15, 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] = Blackpowder,30%,1,1
	}
	Goblin Boar Rider
	{
		Health = 260
		Attack = 24

		CollisionDmg = 24

		MoveSpd = 100%
		Size = 100%

		XP = 21

		Strategy = Goblin Boar Rider

		#Size of each animation frame
		SheetFrameSize = 32,32

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			WALK = 4, 0.2, Repeat
			SCRATCH = 5, 0.1, Repeat
			DEATH = 4, 0.15, OneShot
		}

		###########################
		# Run Away Script Overrides
		###########################
			# How far away the monster attempts to distance itself from the player
			Range = 600
			# If the player is farther than this distance, close in on them.
			CloseInRange = 700
		###############################
		# End Run Away Script Overrides
		###############################
		
		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] = Boar Meat,20%,1,1
	}
	Hawk
	{
		Health = 10
		Attack = 22

		CollisionDmg = 22

		MoveSpd = 180%
		Size = 50%

		XP = 5

		Strategy = Hawk

		#Size of each animation frame
		SheetFrameSize = 32,32

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			JUMP = 4, 0.2, Repeat
			ATTACKING = 2, 0.2, Repeat
			DEATH = 3, 0.15, OneShot
			ATTACK = 4, 0.1, Repeat
		}

		Ignore Collisions = True
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Wing Flap

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		DROP[0] = Hawk Feather,30%,1,1
	}
	Stone Elemental
	{
		Health = 990
		Attack = 52

		CollisionDmg = 26

		MoveSpd = 50%
		# Due to the Stone Elemental's base sprite size being 36x36, 220% is actually 146.666666667% size when factoring in a 50% larger sprite.
		Size = 147%

		XP = 71
		Collision Radius = 5

		Strategy = Stone Elemental

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 2, 0.6, Repeat
			WALK = 4, 0.2, Repeat
			TOSS ROCK = 4, 0.2, OneShot
			DEATH = 4, 0.15, OneShot
			BURROW UNDERGROUND = 5, 0.15, OneShot
			RISE FROM UNDERGROUND = 5, 0.15, OneShot
			ROCK TOSS CAST = 2, 0.3, Repeat
			STONE PILLAR CAST = 2, 0.3, Repeat
		}
		
		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] = Stone Heart,30%,1,1
	}
	Stone Pillar
	{
		Health = 1
		Attack = 52

		CollisionDmg = 0

		Immovable = True
		Invulnerable = True

		MoveSpd = 0%
		# The Pillar is supposed to be 350 radius.
		Size = 300%
		Collision Radius = 7
		Lifetime = 5s

		XP = 0

		Strategy = Do Nothing

		#Size of each animation frame
		SheetFrameSize = 24,96

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.4, OneShot
			WALK = 1, 0.2, Repeat
			STAND BEHIND ME = 1, 0.2, OneShot
			DEATH = 1, 0.15, 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 Bear,100%,1,1
	}
	Major Hawk
	{
		Health = 520
		Attack = 31

		CollisionDmg = 31

		MoveSpd = 220%
		Size = 120%

		XP = 5

		Strategy = Major Hawk

		###################################
		##### BEGIN HAWK PROPERTY OVERRIDES
		################################### - Required since the Major Hawk strategy is an add-on.
		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

		Attack Wait Time = 1s
		#################################
		##### END HAWK PROPERTY OVERRIDES
		#################################

		#Size of each animation frame
		SheetFrameSize = 32,32

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			JUMP = 4, 0.2, Repeat
			ATTACKING = 2, 0.2, Repeat
			DEATH = 3, 0.15, OneShot
			ATTACK = 4, 0.1, Repeat
		}

		Ignore Collisions = True
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Wing Flap

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		# DROP[0] = Ring of the Bear,100%,1,1
	}
	Zephy, King of Birds
	{
		Health = 7000
		Attack = 48

		CollisionDmg = 48

		MoveSpd = 180%
		Size = 400%

		XP = 5

		# A flag to show an arrow indicator when the boss is off-screen.
		ShowBossIndicator = True

		Strategy = Zephy

		#Size of each animation frame
		SheetFrameSize = 32,32

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			JUMP = 4, 0.2, Repeat
			ATTACKING = 2, 0.2, Repeat
			DEATH = 3, 0.15, OneShot
			ATTACK = 4, 0.1, Repeat
		}

		Ignore Collisions = True
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Wing Flap

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		DROP[0] = Bird's Treasure,100%,1,1
	}
	Hawk_NOXP
	{	# A version of the Hawk that does not provide any XP. All other features remain identical.
		# Which monster base image this monster should be based off of.
		Base Image Name = "Hawk"
		Display Name = "Hawk"

		Health = 10
		Attack = 22

		CollisionDmg = 22

		MoveSpd = 180%
		Size = 50%

		XP = 0

		Strategy = Hawk

		#Size of each animation frame
		SheetFrameSize = 32,32

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			JUMP = 4, 0.2, Repeat
			ATTACKING = 2, 0.2, Repeat
			DEATH = 3, 0.15, OneShot
			ATTACK = 4, 0.1, Repeat
		}

		Ignore Collisions = True
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Wing Flap

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		# DROP[0] = Ring of the Bear,100%,1,1
	}
	Stone Golem
	{
		Health = 30000
		Attack = 35

		CollisionDmg = 40

		MoveSpd = 50%
		Size = 400%

		XP = 5

		# A flag to show an arrow indicator when the boss is off-screen.
		ShowBossIndicator = True

		Strategy = Stone Golem

		#Size of each animation frame
		SheetFrameSize = 48,48
		
		Collision Radius = 5

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		

		# vvvvv Bear script overrides vvvvv

			# How close the Stone Golem has to get to begin its attack.
			Attack Range = 250
		
			# How large the range of the attack is.
			Smash Attack Diameter = 320

			# How long the Stone Golem charges up its attack.
			Chargeup Time = 0.8s

			# How long to wait in animation time before the attack hits.
			Attack Animation Wait Time = 0.45s

			# 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 ^^^^^
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 2, 0.6, Repeat
			WALK = 4, 0.2, Repeat
			CAST = 2, 0.3, Repeat
			DEATH = 4, 0.15, OneShot
			BURROW UNDERGROUND = 5, 0.15, OneShot
			RISE FROM UNDERGROUND = 5, 0.15, OneShot
			TOSS ROCK CAST = 2, 0.2, Repeat
			SLAM = 3, 0.15, OneShot
			TOSS ROCK = 3, 0.2, OneShot
			RAISE ROCK = 3, 0.2, ReverseOneShot
		}

		Ignore Collisions = True
		
		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] = Stone Ring,100%,1,1
	}
	Stone Golem Pillar
	{ # Has three lives and breaks once all three health is lost. Changes sprite based on health.
		Health = 3
		Attack = 40

		CollisionDmg = 0

		Immovable = True
		Invulnerable = True

		MoveSpd = 0%
		# The Pillar is supposed to be 350 radius.
		Size = 600%
		Collision Radius = 7
		# If provided, constructs a rectangular collision instance for this enemy. 
		#	Args: Pos X,Pos Y,Width,Height.
		# NOTE: Position coordinates are relative.
		Rectangle Collision = -4,-4,8,8

		XP = 0

		Strategy = Breaking Pillar

		#Size of each animation frame
		SheetFrameSize = 24,96

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			NORMAL = 4, 0.4, OneShot
			BREAK1 = 4, 0.4, OneShot
			BREAK2 = 4, 0.4, OneShot
			CRUMBLE = 6, 0.3, OneShot
		}
		
		Hurt Sound = Warrior Ground Slam
		# 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 Bear,100%,1,1
	}
	Breaking Stone Golem Pillar
	{ # Has three lives and breaks once all three health is lost. Changes sprite based on health.
		Health = 3
		Attack = 40

		CollisionDmg = 0

		Immovable = True
		Invulnerable = True

		MoveSpd = 0%
		# The Pillar is supposed to be 350 radius.
		Size = 600%
		Collision Radius = 7
		# If provided, constructs a rectangular collision instance for this enemy. 
		#	Args: Pos X,Pos Y,Width,Height.
		# NOTE: Position coordinates are relative.
		Rectangle Collision = -4,-4,8,8

		XP = 0

		Strategy = Breaking Pillar

		## Breaking Pillar override
		Break Time = 3s

		#Size of each animation frame
		SheetFrameSize = 24,96

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			NORMAL = 4, 0.4, OneShot
			BREAK1 = 4, 0.4, OneShot
			BREAK2 = 4, 0.4, OneShot
			CRUMBLE = 6, 0.3, OneShot
		}
		
		Hurt Sound = Warrior Ground Slam
		# 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 Bear,100%,1,1
	}
	Training Dummy
	{
		Health = 999999999
		Attack = 0

		CollisionDmg = 0

		Fadeout = False
		No Facing = True

		MoveSpd = 0%
		Size = 100%
		Collision Radius = 9

		XP = 0

		Strategy = Do Nothing

		#Size of each animation frame
		SheetFrameSize = 24,24

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.4, OneShot
			WALK = 1, 0.2, Repeat
			STAND BEHIND ME = 1, 0.2, OneShot
			DEATH = 1, 0.15, 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 Bear,100%,1,1
	}
	Large Training Dummy
	{
		Health = 999999999
		Attack = 0

		CollisionDmg = 0
		
		Fadeout = False
		No Facing = True

		MoveSpd = 0%
		Size = 200%
		Collision Radius = 9

		XP = 0

		Strategy = Do Nothing

		#Size of each animation frame
		SheetFrameSize = 24,24

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = False
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.4, OneShot
			WALK = 1, 0.2, Repeat
			STAND BEHIND ME = 1, 0.2, OneShot
			DEATH = 1, 0.15, 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 Bear,100%,1,1
	}
	Pirate
	{
		Health = 350
		Attack = 31

		CollisionDmg = 10

		MoveSpd = 110%
		Size = 100%

		XP = 33

		Collision Radius = 12

		Strategy = Goblin Dagger

		#### Script Override ####
			# Distance from player to run to before swinging weapon.
			Attack Spacing = 100

			# Number of pixels from the dagger's center that the player would be hit by.
			Dagger Hit Radius = 16

			# Number of pixels of reach the dagger stab has.
			Dagger Stab Distance = 4

			# Number of pixels of reach the dagger slash has from the monster.
			Dagger Slash Distance = 12

			# Slash Attack windup time
			Slash Windup Time = 0.4s

			# Stab Attack windup time
			Stab Windup Time = 0.4s

			# Amount of time where nothing happens after an attack.
			Attack Recovery Time = 0.6s

			Dagger Stab Image = "pirate_dagger.png"

			Dagger Slash Image = "pirate_slash.png"

			# Offset for the dagger stab effect per direction from the monster's center.
			Dagger Up Offset = -6,-5.5
			Dagger Down Offset = -5,-1
			Dagger Right Offset = 9,0
			Dagger Left Offset = -8,-2

		########

		# Wait time override for Run Towards strategy.
		WaitTime = 0

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.4, Repeat
			WALK = 4, 0.15, Repeat
			SLASHING = 4, 0.1, OneShot
			DEATH = 4, 0.25, OneShot
			STABBING = 3, 0.1, OneShot
			SLASH = 1, 0.1, OneShot
			STAB = 1, 0.1, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Pirate Marauder
	{
		Health = 500
		Attack = 43

		CollisionDmg = 10

		MoveSpd = 125%
		Size = 100%

		XP = 39

		Collision Radius = 12

		Strategy = Pirate Marauder

		# Wait time override for Run Towards strategy.
		WaitTime = 0

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True

		#### Script Override ####
			# Distance from player to run to before swinging weapon.
			Attack Spacing = 100

			# Slash Attack windup time
			Slash Windup Time = 0.4s

			Dagger Slash Image = "pirate_slash.png"

		#########################
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.4, Repeat
			WALK = 4, 0.15, Repeat
			SLASHING = 4, 0.075, OneShot
			DEATH = 4, 0.15, OneShot
			SLASH = 1, 0.1, OneShot
			SPIN = 2, 0.2, Repeat
			SPINNING = 4, 0.1, Repeat
			LEAPING = 3, 0.15, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Pirate Captain
	{
		Health = 1050
		Attack = 55

		CollisionDmg = 20

		MoveSpd = 95%
		Size = 120%

		XP = 59

		Collision Radius = 12

		Strategy = Pirate Captain

		#Size of each animation frame
		SheetFrameSize = 36,36

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True

		# Wait time override for Run Towards strategy.
		WaitTime = 0

		#### Script Override ####

			# The Pirate Captain normally behaves as the Pirate, which also borrows from Goblin Dagger.
			## Goblin Dagger Overrides ##
			# Distance from player to run to before swinging weapon.
			Attack Spacing = 100

			# Number of pixels from the dagger's center that the player would be hit by.
			Dagger Hit Radius = 16

			# Number of pixels of reach the dagger stab has.
			Dagger Stab Distance = 4

			Dagger Stab Knockback = 100

			# Number of pixels of reach the dagger slash has from the monster.
			Dagger Slash Distance = 12

			# Slash Attack windup time
			Slash Windup Time = 0.4s

			# Stab Attack windup time
			Stab Windup Time = 0.4s

			# Amount of time where nothing happens after an attack.
			Attack Recovery Time = 0.6s

			Dagger Stab Image = "pirate_dagger.png"

			Dagger Slash Image = "pirate_slash.png"

			# How long between each dagger stab frame.
			Dagger Frame Duration = 0.1s

			Dagger Slash Knockback = 75

			# Offset for the dagger stab effect per direction from the monster's center.
			Dagger Up Offset = -6,-5.5
			Dagger Down Offset = -7,-1
			Dagger Right Offset = 10,1
			Dagger Left Offset = -8,0

		########
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.6, Repeat
			WALK = 4, 0.15, Repeat
			SLASHING = 4, 0.1, OneShot
			DEATH = 4, 0.25, OneShot
			STABBING = 3, 0.1, OneShot
			SLASH = 1, 0.1, OneShot
			STAB = 1, 0.1, OneShot
			SHOOTING = 3, 0.2, OneShot
			SHOOT = 1, 0.1, OneShot
			# Drink is approximately 2 seconds long.
			DRINK = 2, 0.65, PingPong
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Pirate Buccaneer
	{
		Health = 430
		Attack = 45

		CollisionDmg = 10

		MoveSpd = 100%
		Size = 100%

		XP = 37

		Collision Radius = 12

		Strategy = Pirate Buccaneer

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.6, Repeat
			WALK = 4, 0.15, Repeat
			SHOOTING = 4, 0.2, OneShot
			DEATH = 4, 0.25, OneShot
			SHOOT = 2, 0.1, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Crab
	{
		Health = 430
		Attack = 45

		CollisionDmg = 45

		MoveSpd = 120%
		Size = 60%

		XP = 37

		Collision Radius = 10

		Strategy = Crab

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			WALK = 2, 0.15, Repeat
			PINCER = 3, 0.3, Repeat
			DEATH = 2, 0.15, OneShot
			CHARGEUP = 1, 0.1, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Giant Crab
	{
		Health = 1800
		Attack = 49

		CollisionDmg = 49

		MoveSpd = 90%
		Size = 180%

		XP = 61

		Collision Radius = 10

		Strategy = Giant Crab

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			WALK = 2, 0.15, Repeat
			PINCER = 3, 0.3, Repeat
			DEATH = 2, 0.15, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Seagull
	{
		Health = 40
		Attack = 0

		CollisionDmg = 0

		MoveSpd = 120%
		Size = 80%

		XP = 6

		Collision Radius = 9

		Strategy = Seagull

		Ignore Collisions = True

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.6, Repeat
			FLY = 2, 0.15, Repeat
			ATTACK = 1, 0.3, OneShot
			DEATH = 1, 0.15, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Sandworm
	{
		Health = 400
		Attack = 33

		CollisionDmg = 33

		MoveSpd = 200%
		Size = 90%

		XP = 24

		Collision Radius = 10

		Strategy = Sandworm

		#Size of each animation frame
		SheetFrameSize = 96,96

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.2, Repeat
			SWIM = 4, 0.15, Repeat
			SAND ATTACK = 6, 0.2, OneShot
			DEATH = 4, 0.15, OneShot
			BURROW = 6, 0.1, OneShot
			EMERGE = 5, 0.1, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Wing Flap
	}
	Parrot
	{
		Health = 10
		Attack = 22

		CollisionDmg = 22

		MoveSpd = 180%
		Size = 100%

		XP = 0

		Collision Radius = 7

		Ignore Collisions = True

		Strategy = Parrot

		# Instead of the monster dying, it gets knocked unconscious
		Unconscious Time = 5s

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 1, 0.2, Repeat
			FLYING = 4, 0.15, Repeat
			ATTACKING = 2, 0.3, Repeat
			DEATH = 1, 0.15, OneShot
			ATTACK = 2, 0.3, Repeat
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Wing Flap
	}
	Giant Octopus
	{
		Health = 42000
		Attack = 40

		CollisionDmg = 30

		MoveSpd = 0%
		Size = 400%

		XP = 0

		# A flag to show an arrow indicator when the boss is off-screen.
		ShowBossIndicator = True

		Collision Radius = 20

		Ignore Collisions = True

		Strategy = Giant Octopus

		#Size of each animation frame
		SheetFrameSize = 48,48

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.3, Repeat
			HURT = 4, 0.15, Repeat
			ATTACKING = 4, 0.15, PingPong
			DEATH = 4, 0.15, OneShot
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
	Octopus Arm
	{
		Health = 6000
		Attack = 50

		CollisionDmg = 30
		Immovable = True

		MoveSpd = 0%
		Size = 200%

		XP = 0

		Collision Radius = 24

		Ignore Collisions = True

		Strategy = Octopus Arm

		#Size of each animation frame
		SheetFrameSize = 96,96

		# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
		4-Way Spritesheet = True
		
		Animations
		{
			# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
			# Animations must be defined in the same order as they are in their sprite sheets
			# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
			IDLE = 4, 0.2, PingPong
			SUBMERGE = 5, 0.15, OneShot
			ATTACKING = 4, 0.15, PingPong
			DEATH = 5, 0.15, OneShot
			RISE = 5, 0.15, ReverseOneShot
			ATTACK = 2, 0.3, Repeat
		}

		# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
		#DROP[0] = Broken Dagger,30%,1,1
		
		Hurt Sound = Monster Hurt
		Death Sound = Slime Dead
		Walk Sound = Slime Walk
	}
}