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
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
# 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
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
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
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, Repeat
DeathAnimation = 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
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
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
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 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
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
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
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
# 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
# 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
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Flower Turret
{
Health = 40
Attack = 10
CollisionDmg = 0
MoveSpd = 0
Size = 100
XP = 3
Strategy = Turret
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 7, 0.1, PingPong
JumpAnimation = 1, 0.1, OneShot
ShootAnimation = 5, 0.1, OneShot
DeathAnimation = 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
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Slime King
{
Health = 8000
Attack = 10
CollisionDmg = 0
MoveSpd = 100
Size = 800
XP = 150
Strategy = Slime King
StartPhase = 1
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 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] = Ring of the Slime King,100%,1,1
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
ANIMATION[0] = 10, 0.04, Repeat
}
Windhound
{
Health = 110
Attack = 12
CollisionDmg = 12
MoveSpd = 120%
Size = 90%
XP = 11
Strategy = Wolf
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 3, 0.2, PingPong
JumpAnimation = 4, 0.06, PingPong
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 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
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Frog
{
Health = 60
Attack = 15
CollisionDmg = 15
MoveSpd = 70%
Size = 70%
XP = 12
Strategy = Frog
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 4, 0.13, PingPong
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 6, 0.15, PingPong
DeathAnimation = 6, 0.1, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Frog Skin,50%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Bear
{
Health = 450
Attack = 45
CollisionDmg = 5
MoveSpd = 75%
Size = 200%
XP = 33
Strategy = Bear
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 4, 0.3, Repeat
JumpAnimation = 5, 0.2, Repeat
ShootAnimation = 3, 0.2, OneShot
DeathAnimation = 3, 0.15, OneShot
# 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
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
ANIMATION[0] = 4, 0.2, OneShot
}
Ursule, Mother of Bears
{
Health = 5500
Attack = 30
CollisionDmg = 10
MoveSpd = 95%
Size = 800%
XP = 200
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
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 4, 0.3, Repeat
JumpAnimation = 5, 0.2, Repeat
ShootAnimation = 3, 0.2, OneShot
DeathAnimation = 3, 0.15, OneShot
# 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
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
ANIMATION[0] = 4, 0.1, OneShot
ANIMATION[1] = 6, 0.15, OneShot
ANIMATION[2] = 2, 0.2, Reverse
ANIMATION[3] = 5, 0.1, Repeat
ANIMATION[4] = 4, 0.3, Repeat
}
Bun
{
Health = 750
Attack = 35
CollisionDmg = 35
MoveSpd = 80
Size = 200
XP = 6
Strategy = Shoot Afar
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.05, Repeat
DeathAnimation = 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
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
#ANIMATION[0] = 6, 0.1, Repeat
}
Boar
{
Health = 260
Attack = 24
CollisionDmg = 24
MoveSpd = 100%
Size = 110%
XP = 19
Strategy = Boar
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# Scratch animation.
ANIMATION[0] = 4, 0.2, OneShot
}
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 = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# Up Stab Windup
ANIMATION[0] = 1, 0.1, OneShot
# Right Stab Windup
ANIMATION[1] = 1, 0.1, OneShot
# Down Stab Windup
ANIMATION[2] = 1, 0.1, OneShot
# Left Stab Windup
ANIMATION[3] = 1, 0.1, OneShot
# Up Stab
ANIMATION[4] = 2, 0.1, PingPong
# Right Stab
ANIMATION[5] = 2, 0.1, PingPong
# Down Stab
ANIMATION[6] = 2, 0.1, PingPong
# Left Stab
ANIMATION[7] = 2, 0.1, PingPong
# Up Slash Windup
ANIMATION[8] = 1, 0.1, OneShot
# Right Slash Windup
ANIMATION[9] = 1, 0.1, OneShot
# Down Slash Windup
ANIMATION[10] = 1, 0.1, OneShot
# Left Slash Windup
ANIMATION[11] = 1, 0.1, OneShot
# Up Slash
ANIMATION[12] = 2, 0.1, PingPong
# Right Slash
ANIMATION[13] = 2, 0.1, PingPong
# Down Slash
ANIMATION[14] = 2, 0.1, PingPong
# Left Slash
ANIMATION[15] = 2, 0.1, PingPong
# Up Idle
ANIMATION[16] = 1, 0.1, PingPong
# Right Idle
ANIMATION[17] = 1, 0.1, PingPong
# Down Idle
ANIMATION[18] = 1, 0.1, PingPong
# Left Idle
ANIMATION[19] = 1, 0.1, PingPong
}
Goblin (Bow)
{
Health = 120
Attack = 18
CollisionDmg = 0
MoveSpd = 90%
Size = 90%
XP = 17
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Goblin (Bombs)
{
Health = 120
Attack = 18
CollisionDmg = 0
MoveSpd = 90%
Size = 90%
XP = 17
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Goblin Boar Rider
{
Health = 260
Attack = 24
CollisionDmg = 24
MoveSpd = 100%
Size = 100%
XP = 21
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Hawk
{
Health = 10
Attack = 22
CollisionDmg = 22
MoveSpd = 180%
Size = 50%
XP = 5
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.1, OneShot
}
Stone Elemental
{
Health = 990
Attack = 52
CollisionDmg = 26
MoveSpd = 50%
Size = 220%
XP = 71
Strategy = Run Towards
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 1, 0.3, Repeat
JumpAnimation = 1, 0.2, Repeat
ShootAnimation = 1, 0.2, OneShot
DeathAnimation = 1, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
# ANIMATION[0] = 4, 0.2, OneShot
}
}