The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/assets/config/Monsters.txt

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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
}
}