The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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1026 lines
27 KiB
1026 lines
27 KiB
# Monster Strategies have optional parameters that you can adjust to
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# tweak the AI behaviors. Each strategy is displayed followed by {}.
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# Inside the {} is a list of the properties and what their default values
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# are.
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#
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# If you add the optional parameters inside a Monster, they will be adopted
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# for that specific AI pattern.
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#
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# For example, if you wanted to add a longer wait time to a mob's RUN_TOWARDS
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# strategy, you would write this:
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#
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# ==========================================
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# ==========================================
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#
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# 0
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# {
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# Name = Green Slime
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# Health = 10
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# Attack = 5
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#
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# CollisionDmg = 5
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#
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# MoveSpd = 110
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# Size = 80
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#
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# Strategy = Run Towards
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# WaitTime = 5
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#
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# [....Cut for length purposes]
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#
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# ==========================================
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# ==========================================
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# ==========================================
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#
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# The document below shows that WaitTime is 2 by default, but this will make the
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# mob adopt a 5 second wait time.
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MonsterStrategy
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{
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Run Towards
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{
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# How long to wait before attempting to path again.
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WaitTime = 3
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# How far the monster will travel before reassessing for a new path.
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MaxDistance = 999999
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# 1 of X chance to stop after bumping into something.
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BumpStopChance = 5
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# How long to wait before deciding to perform a Jump. Set to -1 to disable jumping.
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JumpTimer = -1.0
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# How much damage the jump attack does. Uses the monster's attack stat if set to -1.
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JumpAttackDamage = -1
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# How far the player gets knocked back if hit.
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JumpKnockbackFactor = 0.0
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# How fast to move during a jump attack.
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JumpMoveSpd = 100
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# How long the monster is in the air for.
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JumpDelayTime = 1.2
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# How long the monster waits after landing.
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JumpRecoveryTime = 2.0
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# How much time a jump will be pre-telegraphed.
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JumpWarningIndicatorTime = 1.0
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# Distance to jump up into the sky. A higher value causes it to launch up and down seemingly faster.
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JumpHeight = 750
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# Maximum distance the player can be away from the enemy for a jump to occur.
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MaxPlayerJumpEngageDistance = 900
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# How much time remaining for the jump target being locked into place.
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JumpLockinTargetTime = 0.0
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}
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Shoot Afar
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{
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# How far away the monster attempts to distance itself from the player
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Range = 700
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# If the player is farther than this distance, close in on them.
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CloseInRange = 850
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# How often the enemy shoots.
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ShootingSpeed = 1
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BulletSpeed = 300
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BulletSize = 20
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BulletColor = 37, 131, 112, 255
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}
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Turret
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{
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# How far away the monster starts shooting from
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Range = 800
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# How often the enemy shoots.
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ShootingSpeed = 2
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BulletSpeed = 450
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BulletSize = 30
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BulletColor = 0, 255, 0, 255
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}
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# The Slime King Boss script.
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Slime King
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{
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# Which phase to start on. Should be 1 most of the time.
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StartPhase = 1
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# How much time a jump will be pre-telegraphed.
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JumpWarningIndicatorTime = 1.0
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# Distance to jump up into the sky. A higher value causes it to launch up and down seemingly faster.
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JumpHeight = 900
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ProjectileDamage = 10
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JumpAttackDamage = 20
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JumpMoveSpd = 75
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# How far the player gets knocked back if hit.
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JumpKnockbackFactor = 250
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BulletSpd = 350
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Phase1
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{
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Size = 800
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ShootRepeatTime = 4.0
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ShootRingCount = 3
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# Amount of time between each set of rings.
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ShootRingDelay = 0.2
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RingBulletCount = 16
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# In degrees.
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RingOffset = 10.0
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JumpAfter = 4 shots
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AirborneTime = 3.0
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LandingRecoveryTime = 2.0
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# How much time remaining for the jump target being locked into place.
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JumpLockinTargetTime = 0.0
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}
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Phase2
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{
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Size = 600
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# Percentage of health to transition to Phase 2
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Change = 75%
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MonsterSpawnOnChange = Red Slime, 2
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ShootRate = 1.0
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ShootProjectileCount = 3
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ShootCount = 5
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ShootAngleSpread = 45
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JumpChargeTime = 5.0
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JumpAfter = 5 shots
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JumpCount = 3
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# Argument 0 is jump time.
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# Argument 1 is move speed.
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# Argument 2 is locked-in target time.
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Jump[1] = 1.8, 45, 0.0
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Jump[2] = 1.2, 70, 0.0
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Jump[3] = 0.7, 1900, 0.5
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}
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Phase3
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{
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Size = 400
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# Percentage of health to transition to Phase 3
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Change = 50%
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MonsterSpawnOnChange = Red Slime, 2
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PhaseRecoveryTime = 2.0
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ShootRate = 0.5
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ShootProjectileCount = 3
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ShootAngleSpread = 45
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JumpMoveSpd = 80
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JumpDelayTime = 1.2
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JumpRecoveryTime = 2.0
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# How much time remaining for the jump target being locked into place.
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JumpLockinTargetTime = 0.0
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}
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Phase4
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{
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Size = 200
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# Percentage of health to transition to Phase 4
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Change = 25%
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MonsterSpawnOnChange = Blue Slime, 2
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# Percentage of normal move spd the Slime King will move.
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MoveSpdModifier = 50%
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ShootRate = 0.1
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RandomOffsetAngle = 35
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RunAwayTime = 2.5
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WaitTime = 1.0
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JumpDuration = 3.0
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JumpDistance = 1000
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# How much time remaining for the jump target being locked into place.
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JumpLockinTargetTime = 0.0
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}
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Phase5
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{
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SizeLossPerHit=50%
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IframeTimePerHit = 1.0
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MoveSpdModified = 50%
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# Percentage of health to transition to Phase 5
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Change = 0%
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}
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}
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Run Away
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{
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# How far away the monster attempts to distance itself from the player
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Range = 700
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# If the player is farther than this distance, close in on them.
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CloseInRange = 850
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}
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Frog
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{
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# How close the frog has to get to the player before beginning its attack.
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Range = 350
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# How long to wait after getting in range and locking on to the player, before firing tongue.
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Lockon Wait Time = 1.5s
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# How long the tongue attack lasts for.
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Attack Duration = 1.0s
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# Max range of the tongue attack.
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Tongue Max Range = 450
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# How long to wait before starting its seeking phase over again.
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Attack Recovery Time = 0.5s
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# The color of the tongue RGBA
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Tongue Color = 95,23,31,255
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# A multiplier for the knockback strength of the tongue. (1 is quite small)
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Tongue Knockback Strength = 2
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}
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Wolf
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{
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# How close the wolf has to be to lock on and charge the player.
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Lockon Range = 400
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# The speed boost percentage to increase by during the charge.
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Lockon Speed Boost = 15%
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# Time waiting after charging.
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Charge Recovery Time = 1.0s
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# The speed boost percentage to increase by and the duration while disengaging.
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Disengage Speed Boost = 30%, 3s
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# The distance to disengage the player.
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Disengage Range = 800
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# The amount of time to spend disengaged.
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Disengage Duration = 3.0s
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}
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Bear
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{
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# How close the bear has to get to begin its attack.
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Attack Range = 120
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# How long the bear charges up its attack.
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Chargeup Time = 1.3s
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# How large the range of the attack is.
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Smash Attack Diameter = 160
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# How long to wait in animation time before the attack hits.
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Attack Animation Wait Time = 0.6s
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# How long the duration of the knockup is.
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Attack Knockup Duration = 0.7s
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# Sets how much knockback the attack will have.
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Attack Knockback Amount = 0.0
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}
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# The Ursule, Mother of Bears Boss script
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Ursule
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{
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# Which phase to start on. Should be 1 most of the time.
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StartPhase = 1
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# The maximum amount of time to spend trying to run to the center of the map.
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Run To Center Max Time = 10.0s
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# The overlay sprite to use for transitioning to later phases.
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Overlay Sprite = monsters/Ursule Mother of Bears2.png
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# Number of wisp patterns that exist.
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Wisp Pattern Count = 9
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Wisp Pattern 0
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{
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Row[0] = .O...O..
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Row[1] = O...O...
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Row[2] = ...O...O
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Row[3] = ..O...O.
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Row[4] = .O...O..
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Row[5] = O...O...
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}
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Wisp Pattern 1
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{
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Row[0] = ........
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Row[1] = O.O.O.O.
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Row[2] = ........
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Row[3] = .O.O.O.O
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Row[4] = ........
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Row[5] = O.O.O.O.
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}
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Wisp Pattern 2
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{
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Row[0] = O......O
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Row[1] = ........
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Row[2] = ........
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Row[3] = ...OO...
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Row[4] = ..O..O..
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Row[5] = .O....O.
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}
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Wisp Pattern 3
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{
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Row[0] = .O....O.
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Row[1] = O......O
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Row[2] = ........
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Row[3] = ..O..O..
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Row[4] = ..O..O..
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Row[5] = ...OO...
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}
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Wisp Pattern 4
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{
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Row[0] = ........
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Row[1] = ......O.
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Row[2] = ..O.....
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Row[3] = .....O..
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Row[4] = .O......
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Row[5] = ........
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}
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Wisp Pattern 5
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{
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Row[0] = O.O.O.O.
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Row[1] = O.O.O.O.
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Row[2] = ........
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Row[3] = ........
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Row[4] = .O.O.O.O
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Row[5] = .O.O.O.O
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}
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Wisp Pattern 6
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{
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Row[0] = ........
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Row[1] = ........
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Row[2] = ........
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Row[3] = OOO..OOO
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Row[4] = ........
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Row[5] = ........
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}
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Wisp Pattern 7
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{
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Row[0] = .OO..OO.
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Row[1] = O......O
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Row[2] = ...O....
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Row[3] = ..O.....
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Row[4] = .O......
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Row[5] = O...OOOO
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}
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Wisp Pattern 8
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{
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Row[0] = ........
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Row[1] = ...OO...
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Row[2] = ..OOOO..
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Row[3] = ..OOOO..
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Row[4] = ...OO...
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Row[5] = ........
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}
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Phase 1
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{
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# The amount of time it takes for the fur transformation to take place.
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Fur Change Color Time = 2.0s
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# Maximum amount of time the boss takes to run towards the center before giving up and continuing through Phase 2.
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Run to Center Time = 10.0s
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# Number of stomps to perform before doing a run towards the player.
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Stomp Count = 3
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# Amount of time to run towards the player.
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Run Time = 2.0s
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# Provide a speed boost amount during the run.
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Run Speed Boost = 0%
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}
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Phase 2
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{
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# Percentage of health to transition to Phase 2
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Change = 80%
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# Percentage of damage reduced on the bear while the barrier is active.
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Barrier Damage Reduction = 100%
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# Amount of time the environment fades out to pitch black.
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Environment Fade-out Time = 0.4s
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# Amount of time for the environment to fade in with the new color.
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Environment Fade-in Time = 2.0s
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# New fade-in environment color.
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Environment Fade-in Color = 87, 82, 255, 255
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# The amount of range sight the player has with the new environment.
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Environment Fade-in Range = 400
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# Wisp size in pixels.
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Wisp Size = 24,24
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# Speed at which the wisp moves downwards.
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Wisp Speed = 90
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# Wisp Hitbox radius size in pixels.
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Wisp Hitbox Radius = 8
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# RGBA value of the wisp.
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Wisp Color = 247, 157, 0, 255
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# There are 6 rows of wisps and we want them to spawn outside the arena
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# - (6 * Wisp Height) = How far above the arena to spawn.
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Wisp Pattern Spawn Y = -144
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# Amount of time the wisp fades out after hitting the player.
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Wisp Fadeout Time = 0.3s
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# How much time (in seconds) to wait between each pattern spawn.
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# 100% speed means it takes 6 seconds for all the wisps to move entirely down.
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# "Wisp Pattern Spawn Y" / Speed determines time between spawns.
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Wisp Pattern Spawn Wait Time = 2.0s
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# This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats.
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Wisp Pattern Random Selection = Bag
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# How many patterns to spawn before continuing to Phase 3.
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Wisp Pattern Spawn Count = 9
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# Wait for the wisp count to be at or below this value before proceeding to Phase 3.
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Wisp Count Phase Change Wait = 8.0s
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}
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Phase 3
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{
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# Amount of time the environment fades out to pitch black.
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Environment Fade-out Time = 0.4s
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# Amount of time for the environment to fade in with the new color.
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Environment Fade-in Time = 2.0s
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# New fade-in environment color.
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Environment Fade-in Color = 255, 255, 255, 255
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# Minimum range the bear will decide to charge the player.
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Charge Range = 450
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# Amount of time the bear spends preparing to charge.
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Charge Cast Time = 0.3s
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# If for some reason the charge takes longer than this to reach the target, the charge will end.
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Charge Max Run Time = 5.0s
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# Amount of speed to gain during the charge attack.
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Charge Speed Boost = 200%
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# Cooldown time of the charge attack.
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Charge Attack Cooldown = 15.0s
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# Amount of damage to deal on impact during a charge attack.
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Charge Attack Damage = 30
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# Amount of knockback to cause to the player when hit by the charging attack.
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Charge Attack Knockback Strength = 2.0
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# Number of stomps to perform before doing a run towards the player.
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Stomp Count = 3
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# Amount of time to run towards the player.
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Run Time = 2.0s
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# Provide a speed boost amount during the run.
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Run Speed Boost = 0%
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}
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Phase 4
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{
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# Maximum amount of time the boss takes to run towards the center before giving up and continuing through Phase 2.
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Run to Center Time = 10.0s
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# Percentage of health to transition to Phase 4
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Change = 50%
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# Amount of time the environment fades out to pitch black.
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Environment Fade-out Time = 0.4s
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# Amount of time for the environment to fade in with the new color.
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Environment Fade-in Time = 2.0s
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# New fade-in environment color.
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Environment Fade-in Color = 255, 82, 82, 255
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# The amount of range sight the player has with the new environment.
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Environment Fade-in Range = 400
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# Wisp size in pixels.
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Wisp Size = 24,24
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# Wisp Hitbox radius size in pixels.
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Wisp Hitbox Radius = 8
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# Speed at which the wisp moves downwards.
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Wisp Speed = 95
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# RGBA value of the wisp.
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Wisp Color = 247, 95, 0, 255
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# There are 6 rows of wisps and we want them to spawn outside the arena
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# - (6 * Wisp Height) = How far above the arena to spawn.
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Wisp Pattern Spawn Y = -144
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# Amount of time the wisp fades out after hitting the player.
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Wisp Fadeout Time = 0.3s
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# How much time (in seconds) to wait between each pattern spawn.
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# 100 speed means it takes 1.44 seconds for 6 rows of wisps to move down
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# "Wisp Pattern Spawn Y" / Speed determines time between spawns.
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Wisp Pattern Spawn Wait Time = 1.9s
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# This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats.
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Wisp Pattern Random Selection = Random
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# How long it takes for remaining wisps on the field to fade out when the boss dies.
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End Wisp Fadeout Time = 0.4s
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}
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}
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NPC
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{
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# How much to offset the text for the Interaction input display.
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Interaction Display Offset = 0,-16
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# Amount of time for the interaction display input to fade in/out.
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Interaction Display Ease in Timer = 0.5s
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# The maximum distance from the player that the NPC can be to interact with them.
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Interaction Distance = 200
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}
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Boar
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{
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Closein Range = 700
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Backpedal Range = 400
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# Number of times the boar scratches the ground before charging.
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# The amount of time this takes is also dependent on the animation speed (extra animation 0)
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Ground Scratch Count = 2
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Charge Movespeed = 130%
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Charge Distance = 900
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# Amount of time to wait after charging before returning to Move Phase.
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Charge Recovery Time = 0.3s
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Backpedal Movespeed = 50%
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Charge Knockback Amount = 1.4
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}
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Goblin Dagger
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{
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# Distance from player to run to before swinging weapon.
|
|
Attack Spacing = 50
|
|
|
|
# Stab Attack windup time
|
|
Stab Windup Time = 0.3s
|
|
|
|
# Amount of time where nothing happens after an attack.
|
|
Attack Recovery Time = 1.0s
|
|
|
|
# Number of pixels from the dagger's center that the player would be hit by.
|
|
Dagger Hit Radius = 12
|
|
|
|
# Number of pixels of reach the dagger stab has.
|
|
Dagger Stab Distance = 2
|
|
|
|
Dagger Stab Knockback = 100
|
|
|
|
# How long between each dagger stab frame.
|
|
Dagger Frame Duration = 0.1s
|
|
|
|
# Slash Attack windup time
|
|
Slash Windup Time = 0.4s
|
|
|
|
# Number of pixels of reach the dagger slash has from the monster.
|
|
Dagger Slash Distance = 6
|
|
|
|
Dagger Slash Knockback = 75
|
|
|
|
# Offset for the dagger stab effect per direction from the monster's center.
|
|
Dagger Up Offset = 5,-4
|
|
Dagger Down Offset = -5,5
|
|
Dagger Right Offset = 4,4
|
|
Dagger Left Offset = -2,4
|
|
}
|
|
Goblin Bow
|
|
{
|
|
Attack Reload Time = 2.0s
|
|
|
|
# How long it takes to prepare the attack once an attack is queued.
|
|
Attack Windup Time = 1.0s
|
|
|
|
Arrow Spd = 350
|
|
|
|
Arrow Hitbox Radius = 8
|
|
|
|
# When the monster will attempt to run away from target.
|
|
Run Away Range = 500
|
|
# Chooses a random direction within the confines of this range, stays within it.
|
|
Random Direction Range = 500,700
|
|
# Does not move and shoots from anywhere in these ranges.
|
|
Stand Still and Shoot Range = 700,1000
|
|
# Anything outside the max "Stand Still and Shoot Range" will cause the monster to move towards the target instead.
|
|
|
|
# The perception level indicates how accurate the bow user's shots become over time. Perception can be between 0-90. A perception level of 90 should never miss. This doesn't necessarily mean lower numbers will miss, just that it doesn't auto-correct for error as much.
|
|
Starting Perception Level = 0
|
|
# Every shot taken, the bow user's perception level will increase by this amount.
|
|
Perception Level Increase = 2.5
|
|
Maximum Perception Level = 45
|
|
}
|
|
Goblin Boar Rider
|
|
{
|
|
# Which monster spawns on death of the boar.
|
|
Spawned Monster = Goblin (Bow)
|
|
Imposed Monster Offset = 0,-10
|
|
Imposed Monster Animations = GOBLIN_BOW_MOUNTED_0,GOBLIN_BOW_MOUNTED_1,GOBLIN_BOW_MOUNTED_2,GOBLIN_BOW_MOUNTED_3,GOBLIN_BOW_ATTACK_0,GOBLIN_BOW_ATTACK_1,GOBLIN_BOW_ATTACK_2,GOBLIN_BOW_ATTACK_3,
|
|
|
|
###################
|
|
# Goblin Bow Stuff
|
|
###################
|
|
|
|
Attack Reload Time = 2.0s
|
|
|
|
# How long it takes to prepare the attack once an attack is queued.
|
|
Attack Windup Time = 1.0s
|
|
|
|
Arrow Spd = 350
|
|
|
|
Arrow Hitbox Radius = 8
|
|
|
|
# The perception level indicates how accurate the bow user's shots become over time. Perception can be between 0-90. A perception level of 90 should never miss. This doesn't necessarily mean lower numbers will miss, just that it doesn't auto-correct for error as much.
|
|
Starting Perception Level = 0
|
|
# Every shot taken, the bow user's perception level will increase by this amount.
|
|
Perception Level Increase = 2.5
|
|
Maximum Perception Level = 45
|
|
|
|
#######################
|
|
# END Goblin Bow Stuff
|
|
#######################
|
|
|
|
###################
|
|
### Boar Stuff
|
|
###################
|
|
|
|
Closein Range = 700
|
|
|
|
Backpedal Range = 400
|
|
|
|
# Number of times the boar scratches the ground before charging.
|
|
# The amount of time this takes is also dependent on the animation speed (extra animation 0)
|
|
Ground Scratch Count = 2
|
|
|
|
Charge Movespeed = 130%
|
|
|
|
Charge Distance = 900
|
|
|
|
# Amount of time to wait after charging before returning to Move Phase.
|
|
Charge Recovery Time = 0.3s
|
|
|
|
Backpedal Movespeed = 50%
|
|
|
|
Charge Knockback Amount = 140
|
|
|
|
###################
|
|
### End Boar Stuff
|
|
###################
|
|
}
|
|
Goblin Bomb
|
|
{
|
|
# Only throw the bomb when the player is within this range.
|
|
Bomb Max Range = 800
|
|
|
|
# How long between each bomb throw.
|
|
Bomb Reload Time = 4.0s
|
|
|
|
# How long until the bomb explodes.
|
|
Bomb Detonation Time = 3.5s
|
|
|
|
# Range of the bomb.
|
|
Bomb Radius = 300
|
|
|
|
Bomb Knockback Factor = 200
|
|
|
|
Bomb Starting Z = 12
|
|
Bomb Gravity = -20.0
|
|
# How high the bounce of the bomb is after hitting the ground.
|
|
Bomb Elasticity = 0.4
|
|
|
|
# How much distance (in pixels) to vary the bomb toss (+/-)
|
|
Bomb Distance Variation = 32
|
|
|
|
Bomb Fadeout Time = 0.3s
|
|
}
|
|
Hawk
|
|
{
|
|
Wing Flap Frequency = 0.8s
|
|
|
|
# Amount of Z (in pixels) the Hawk flies at.
|
|
Flight Height = 48px
|
|
# Amount of Z (in pixels) higher or lower the Hawk chooses to fly at.
|
|
Flight Height Variance = 8px
|
|
# 0-X% application of a slowdown debuff to vary the speeds of each Hawk.
|
|
Flight Speed Variance = 20%
|
|
# How far from the player the Hawk circles around.
|
|
Flight Distance = 240px
|
|
|
|
Flight Oscillation Amount = 1.5px
|
|
|
|
# Dropdown/Rising speed in pixels per second while attacking.
|
|
Attack Z Speed = 160px/s
|
|
|
|
Flight Charge Cooldown = 8s
|
|
Attack Wait Time = 1s
|
|
}
|
|
Stone Elemental
|
|
{
|
|
# Amount of time between attacks.
|
|
Attack Wait Time = 2s
|
|
|
|
# Minimum Distance the Stone Elemental will always perform a dive
|
|
Auto Dive Range = 1200
|
|
|
|
Stone Pillar Cast Time = 3s
|
|
# NOTE: Stone Pillar's size and lifetime is determined in Monsters.txt
|
|
|
|
# RGBA
|
|
Stone Pillar Spell Circle Color = 40, 40, 40, 80
|
|
Stone Pillar Spell Insignia Color = 144, 137, 160, 255
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Stone Pillar Spell Circle Rotation Spd = -30
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Stone Pillar Spell Insignia Rotation Spd = 50
|
|
|
|
Rock Toss Track Time = 1s
|
|
Rock Toss Wait Time = 2s
|
|
|
|
Rock Toss Bullet Speed = 400
|
|
|
|
Rock Radius = 4
|
|
|
|
Rock Toss Damage = 52
|
|
|
|
# Distance in units.
|
|
Rock Toss Max Spawn Distance = 100
|
|
|
|
Burrow Wait Time = 1s
|
|
|
|
# Provide a minimum and maximum distance
|
|
Burrow Teleport Distance = 400,700
|
|
Burrow Ring Bullet Count = 16
|
|
Burrow Ring Bullet Speed = 100
|
|
Burrow Ring Bullet Damage = 26
|
|
Burrow Ring Bullet Size = 8
|
|
# RGBA
|
|
Burrow Ring Bullet Color = 200, 203, 206, 255
|
|
}
|
|
Do Nothing
|
|
{
|
|
|
|
}
|
|
Major Hawk
|
|
{
|
|
# The Major Hawk strategy does everything the normal Hawk strategy does
|
|
# But is tuned such that when it's the only one spawned it gains a more aggressive pattern.
|
|
|
|
# The name of the monster to count for aggressive check.
|
|
Aggressive Name Check = Major Hawk
|
|
|
|
# Number of Major Hawks on the field to start using "aggressive" tactics.
|
|
Aggressive Hawk Count = 1
|
|
Flight Charge Cooldown = 3s
|
|
}
|
|
Zephy
|
|
{
|
|
Basic Hawk Spawn Time = 10s
|
|
Basic Hawk Spawn Radius = 1000
|
|
|
|
# In units/sec
|
|
Fly Rise/Fall Speed = 400
|
|
|
|
Flight Oscillation Amount = 1.5px
|
|
|
|
Mid Phase Health Transition % = 50%
|
|
|
|
Fly Across Attack
|
|
{
|
|
Poop Damage = 25
|
|
|
|
# X,Y
|
|
Left Edge Start Pos = 1512, 1608
|
|
# X,Y
|
|
Right Edge Start Pos = 2520, 1608
|
|
|
|
Move Speed Multiplier = 1.0x
|
|
|
|
Attack Frequency = 0.33s
|
|
# Defined in units/sec
|
|
Attack Y Speed = 150
|
|
}
|
|
Tornado Attack
|
|
{
|
|
# Landing point for the attack. Defaults to Arena Center.
|
|
Landing Area = 2040, 1752
|
|
|
|
Attack Duration = 9s
|
|
|
|
Knockup Duration = 0.7s
|
|
Knockback Amount = 10
|
|
|
|
Tornado Fade-In Time = 0.5s
|
|
|
|
Tornados
|
|
{
|
|
# For each Ring: Distance from Boss in Units, # of tornados, Rotation Speed (degrees/sec).
|
|
# Freely add/subtract rings to create or remove more tornados.
|
|
Ring 1 = 100, 2, 90
|
|
Ring 2 = 235, 3, -60
|
|
Ring 3 = 370, 5, 40
|
|
Ring 4 = 505, 8, -20
|
|
Ring 5 = 640, 12, 10
|
|
Ring 6 = 775, 18, -7
|
|
}
|
|
}
|
|
Wind Attack
|
|
{
|
|
# In Units
|
|
Fly Up Height = 700
|
|
|
|
Debris Damage = 40
|
|
|
|
Left Landing Site = 1608, 1728
|
|
Right Landing Site = 2472, 1728
|
|
|
|
Wind Starting Strength = 10%
|
|
# Amount of increase per wind stage.
|
|
Wind Strength Increase = 10%
|
|
Wind Max Strength = 60%
|
|
# How much time between each stage.
|
|
Wind Increase Phase Wait Time = 1s
|
|
# Total amount of time of the attack.
|
|
Wind Duration = 18s
|
|
|
|
Wind Projectile Spawn Rate = 0.5s
|
|
Wind Projectile X Speed Range = 180px/s, 240px/s
|
|
Wind Projectile Y Speed Range = -32px/s, 32px/s
|
|
|
|
Debris Radius = 8
|
|
Debris Knockback Multiplier = 100
|
|
|
|
Wind Overlay Sprite = "wind_vignette.png"
|
|
Wind Overlay Color = 64, 64, 64, 255
|
|
|
|
Wind Streak Spawn Rate = 0.08s
|
|
# In pixels/sec
|
|
Wind Streak X Speed Range = 240px/s, 768px/s
|
|
Wind Streak Y Speed Range = -16px/s, 16px/s
|
|
Wind Streak Lifetime Range = 2s, 8s
|
|
}
|
|
Mid Phase
|
|
{
|
|
# The boss will go land at this position first.
|
|
Pillar Position = 2040, 1488
|
|
|
|
Adds Spawn X Range = 1752, 2352
|
|
Adds Spawn Y Range = 1344, 1344
|
|
Basic Hawk Spawn Count = 4
|
|
Major Hawk Spawn Count = 2
|
|
|
|
Large Tornado Radius = 12
|
|
|
|
Large Tornado Position = 2040, 1680
|
|
|
|
Large Tornado Damage = 48
|
|
Large Tornado Suction = 100units/s
|
|
Large Tornado Knockup Duration = 0.75s
|
|
Large Tornado Knockback Amount = 300
|
|
|
|
# We are specifying rates based on number of remaining targets.
|
|
Feather Spawn Rate
|
|
{
|
|
6 monsters = 2/s
|
|
5 monsters = 2.5/s
|
|
4 monsters = 3/s
|
|
3 monsters = 3.5/s(
|
|
2 monsters = 4/s
|
|
1 monster = 4.5/s
|
|
}
|
|
|
|
Feather Speed = 300units/s
|
|
Feather Radius = 4px
|
|
Feather Damage = 10
|
|
}
|
|
}
|
|
Stone Golem
|
|
{
|
|
# How long before the Stone Golem chooses to use its stone rain attack.
|
|
Max Chase Time = 7s
|
|
|
|
Pillar Respawns
|
|
{
|
|
Start HP Threshold = 75%
|
|
# How much HP Pct separates each triple pillar respawn.
|
|
Repeating Threshold = 10%
|
|
# How many pillars to spawn each time. Optionally, the second argument indicates how many spawn damaged.
|
|
Respawn Count = 3,2 damaged
|
|
Cast Time = 2s
|
|
Cast Delay Time = 0.5s
|
|
|
|
Spell Circle Color = 40, 40, 40, 80
|
|
Spell Insignia Color = 144, 137, 160, 255
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Spell Circle Rotation Spd = -30
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Spell Insignia Rotation Spd = 50
|
|
}
|
|
Beginning Phase
|
|
{
|
|
# Number of pillars to spawn.
|
|
Repeat Count = 3
|
|
Pillar Cast Time = 2s
|
|
Pillar Cast Delay Time = 0.5s
|
|
|
|
Pillar Spell Circle Color = 40, 40, 40, 80
|
|
Pillar Spell Insignia Color = 144, 137, 160, 255
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Pillar Spell Circle Rotation Spd = -30
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Pillar Spell Insignia Rotation Spd = 50
|
|
}
|
|
Standard Attack
|
|
{
|
|
Stone Throw Chance = 25%
|
|
Stone Radius = 250
|
|
Stone Damage = 55
|
|
Stone Throw Cast Time = 2.5s
|
|
|
|
# How high in the air the rock starts at from the GROUND.
|
|
Stone Throw Height Offset = 160pixels
|
|
Stone Throw Time = 0.75s
|
|
Stone Throw Knockback Factor = 250
|
|
|
|
Stone Throw Spell Circle Color = 255, 40, 40, 60
|
|
Stone Throw Spell Insignia Color = 144, 137, 160, 255
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Stone Throw Spell Circle Rotation Spd = -30
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Stone Throw Spell Insignia Rotation Spd = 50
|
|
}
|
|
Shockwave
|
|
{
|
|
Start HP Threshold = 100%
|
|
# How much HP Pct separates each shockwave attack.
|
|
Repeating Threshold = 10%
|
|
|
|
Cast Time = 3s
|
|
Damage = 60
|
|
Pillar Damage = 1
|
|
Knockback Amount = 450
|
|
Shockwave Screen Shake Time = 0.75s
|
|
|
|
Danger Area Color = 128 red, 0 green, 0 blue, 255 alpha
|
|
|
|
Ring Expand Speed = 5.0/s
|
|
Shockwave Ring Lifetime = 2.5s
|
|
Shockwave Fadeout Time = 0.5s
|
|
Shockwave Color = 255 red, 255 green, 255 blue, 120 alpha
|
|
}
|
|
Stone Rain
|
|
{
|
|
# How long to wait upon launching the stone rain attack before resuming normal AI.
|
|
Stone Golem Wait Time = 4.0s
|
|
|
|
# How many stones the boss throws in the air.
|
|
Initial Stone Toss Count = 2
|
|
# Provide a Min X, Min Y, Max X, Max Y relative to the boss' position for where the stones appear prior to being tossed.
|
|
Stone Toss Initial Throw Pos = -20, -60, 20, -40
|
|
# Initial Rock size is 10x9
|
|
Stone Toss Rock Size Mult = 2.0
|
|
# How long from the stone appearing to being thrown up
|
|
Stone Toss Delay = 0.3s
|
|
Stone Toss Throw Speed = 350
|
|
|
|
# Number of stones that will appear.
|
|
Stone Count = 25
|
|
# Provide a minimum and maximum time for stones to fall.
|
|
Stone Fall Delay = 2.5s, 4.0s
|
|
# How long the indicator will appear before the rock drops down.
|
|
Indicator Time = 1s
|
|
# Provide an X,Y,Z falling velocity
|
|
Stone Vel = -40.0, 0.0, -250.0
|
|
Stone Damage = 30
|
|
Stone Radius = 50
|
|
Stone Knockback Amt = 150
|
|
|
|
Stone Spell Circle Color = 255, 40, 40, 160
|
|
Stone Spell Insignia Color = 72, 66, 80, 255
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Stone Spell Circle Rotation Spd = -30
|
|
# Degrees/sec. Positive is CW, Negative is CCW.
|
|
Stone Spell Insignia Rotation Spd = 50
|
|
}
|
|
}
|
|
Breaking Pillar
|
|
{
|
|
Unbroken Animation Name = NORMAL
|
|
Break Phase 1 HP % Threshold = 68% or below
|
|
Break Phase 1 Animation Name = BREAK1
|
|
Break Phase 2 HP % Threshold = 34% or below
|
|
Break Phase 2 Animation Name = BREAK2
|
|
|
|
# How long until the pillar breaks. When <2 seconds remains, it starts visually shaking to indicate it is about to disappear.
|
|
Break Time = 999999s
|
|
|
|
Death Ring Bullet Count = 24
|
|
Death Ring Bullet Speed = 140
|
|
Death Ring Bullet Damage = 15
|
|
Death Ring Bullet Size = 8
|
|
# RGBA
|
|
Death Ring Bullet Color = 255, 255, 255, 255
|
|
}
|
|
} |